Jump to content

MuskyBoy

Members
  • Posts

    368
  • Joined

  • Days Won

    1

Everything posted by MuskyBoy

  1. Ok I've misunderstood you all along I was of the assumption you were talking about after 6.0. Yeah at no point did I call for a nerf prior til then.
  2. Yes but for how long do you keep it like this? Do people still do DF, DP, TFB, EC, SNV nim? Can only 1 % of the pop complete these ops? Definitely more then 1% can clear these and it's not just because of gear it's also because they have been nerfed.
  3. You realise the content cycle ends at 6.0 don't you because dxun is released. When a new cycle starts the old one tend to get nerfed/recalibrated. There is not an operation previously (except MnB which for some unknown reason got buffed) which hasn't been nerfed either during the content cycle or at the start on a new cycle. Also back to WoW correct me if I'm wrong (I don't play it) doesn't that have 4 tiers of raiding as opposed to 3 in SWTOR. With the buff you mentioned that would make it 5 tiers. Again 75-100 players clear the content, new cycle starts old ops get nerfed so more people clear them. Otherwise it would be hard to justify a nim dxun But please know that as someone who was in a group that was at the time not quite nim too good for HM struggling on content for too long leads to players quitting and groups falling apart. In 3.0 I know so many players who quit because they could easily clear 7 or 8 so bosses but couldn't clear Revan, Cora or MnB they literally hit a wall and there was nothing in the game for them. The 20 or 30 groups you mention will hit a walland they will get bored and quit when they wipe for too long. The question is how long is too long. I think 10 months is ample time to clear this content in it's current state if you are good enough. If you haven't done it by that point you need a nerf to keep your progression going goin.
  4. Ok well I think the economics of something that only maybe 75 players (based off the clearance posts and given how many players have doubled up in those clearances) in 8-9 months isn't viable. My view is make nightmare as hard as you want in a game the size of WoW there is still enough players who will play it to justify the costs. Also if it's so easy why are you suggesting that you will clear it in a week or 2, eight months after release or are you suggesting you are bad and that if you can clear it anyone can?
  5. No my perception is not flawed because the amount of players in WoW is far greater than SWTOR therefore resources are far higher in WoW. My point is putting resources for content only 100 players can clear when resources are so low is not good which is my I tend to agree that a nerf is probably needed at 6.0. If you haven't cleared it by September you have had 10 months to clear it and it's clearly above your skill level. Again in a perfect world Nim ops shouldn't get nerfed by all of them have since they were launched. But why above all else do you compare the raiding of SWTOR to WoW is beyond me. You said yourself the depth of raiders in this game is non existent and it has a fraction of the player base. Resources are limited and adding a third tier (which we all want) requires a greter clearance rate IMO.
  6. On the one hand I feel nightmare should be as hard as possible because that's the whole point of it, on the other hand having probably less then 100 players worldwide clear the entire operation in 8-9 months isn't great either. To justify future ops getting a third tier (development costs) and not just hardmare the game needs more players killing nightmare. If this isn't done you get a situation like HM ravagers where by the players who can clear it can do it and few players now even try it because of the MnB wall and that op is over 4 years old.
  7. With 6.0 gear changes could Bioware please make Collections legacy based (including weapons) so players are no longer required to either double gear or remove gear from shells multiple times when passing over to mirror classes. By this I mean all armor and weapons would basically work like another piece of legacy gear. Please understand I'm not asking for this gear to be legacy based unless it is place into collections.
  8. Not sure if it should be in the build, utilities or set bonus but healer sorcs need a free damage ability that they can use that will help regenerate force. Healer damage is important in high end ops and sorcs have no way of doing this without hurting resources unlike mercs and operative who have the ability to use basic attack to help regenerate resources and help dps.
  9. A tactical item suggestion. Increase the length of supercharge by 2 sec and removes the cast time on healing and rapid scan. I want the class to have more mobility especially for ranked PVP this will also help emphisise the burst healing spec it is. A trade off for the amount of burst healing the class has is remove the cheaper cost of healing scan (spamming healing scan would cause you to blow your heat into the red) or some of the crit bonus during this so it's not so over powered in PVE.
  10. Another tactical idea would be increase the critical chance to 100?% of either cannon or rail shot during explosive fuel. One thing that annoys me is when the RNG of your burst window gets screwed and you get around 45-50% crits during it. This would help maximize the burst and ensure it's not as affected by RNG.
  11. Because the skill cap of the player base is not divisible by 2. You saw this problem when ToS/Rav were released with no nightmare there was a large group of players who could face roll SM and could kill up to as many as 7 of the HM bosses but when it got to MnB, Cora and Revan the couldn't. So you literally had an entire bracket of players who didn't get anything they could complete that was satisfyingly challenging enough for them and as a result many left the game.
  12. You realize hail of bolts procs boltstorm? You also have explosive round or sticky grenade as a filler rather then hammer shot
  13. The way I see tactical items is they act as a passive to allow you to play differently. For example (my suggestions) a) AP/PT AOE shatter slug spread retracted blade bleed or b) Hydraulic override CD is reduced by 10 secs and increases DR by 15% while active. Option a) you would take on a raid fight with lots of adds. Option b) would by used in PVP or in raid fights that require high mobility or better CD timing. I don't think it actually adds extra buttons I think you select the tactical spots when you respec.
  14. I think one set bonus perk could be critical DOTS regenerate 3 heat to help alleviate the tediousness of pyro and the basic attack fillers it requires.
  15. I think a tactical item that gives a speed buff or lowers the CD on mad dash every time they are hit by a RANGED attack to help counter the way snipers can just free cast and kite on Juggs. Given Juggs main way to control ranged is through leap there needs to be a better way to help them somewhat counter snipers. The other way of doing this would be if a Jugg takes 10 attacks from a ranged class (4 ticks from force lightning/blazing bolts/penetrating blasts etc full channel) then Jugg would be able to leap to any target even in cover/entrench up to 35 meters. Or simply every second leap can be done on snipers in cover/entrench.
  16. Sacrificing dps for survivability shouldn't occur in PVE for dps. This would be ok for tanks given they don't have a cheese DCD atm but could also hurt you on a tight dps check where tank damage matters. Although 30% damage reduction is way too high maybe 3 % per stack of DR at the expense of 3 % damage per stack for tanks.
  17. Tactical item reduces hydraulic overrides cooldown by 10 secs and increases damage reduction by 15% while hydraullics is up. This would allow the class to be able to kite better in PVP making them a little stronger without being OP or sacrificing the glass cannon that they are. Another suggestion would be shatter slug spreads retractable blades bleed to targets it hits in order to give the class a little more AOE. I'm not going to suggest absurd survivability given I expect PT will be given more/better CD's (Example Merc kolto)
  18. This is pretty simple to fix Bioware just needs to make a series of wzs where first team to 20 kills wins and then let those that want to death match select that. Pretty easy in all honesty. They could even just take the current wz's remove the objective (so no huttball and all doors open in voidstar etc). Some players just want to fight other players so let them, some want to play objectives, this removes the frustration on both sides
  19. MuskyBoy

    PT's & VG's DCD

    The main issue is they are the least self sufficient class in the game. No class in the game melts as quickly under focus fire and PT/VG's are pretty much the only class in the game which doesn't have a focus break. Yes their burst is insane and they are incredibly powerful if they have the right support around them but by themselves against competent players they are easy kill and their burst is easily countered by most classes. The question that really needs to be asked are PT/Vg's DCD's too weak or are other classes too strong? If we use solo ranked as the measurement of classes then all classes should be relatively self sufficient if we use group ranked as the indicator then the measurement should be how they perform with the right support around them.
  20. While there are plenty of threads about the issues relating to masterwork gearing and it's alt unfriendly system, I would like to add for me, one of the biggest issues relates to the augments mat drop particularly CMTs. Depending on how you geared a toon prior to new gear there seems to be a huge Augment cost when associated with 252/258's. What I am asking for is the removal of the second gear grind of CMTs by hugely increasing the drop rate of CMT's from crates and giving them for more activities such as FP daily, PVP daily, sm ops daily etc. This second augment grind is amplifying the huge issues related to the new gear.
  21. Since you can't have more then 1 tank and 1 heal in a 4 man pre made it somewhat stops the heal/tank bore fest. If people don't want to do the map they can leave there are plenty of objective based maps to cater for those players already.
  22. Because there is a considerable number of people who PVP who just want to kill other players, why not cater to that?
  23. PVP regs need an 8 v 8 deathmatch map. Have 10 minutes 5 points for each time someone ends in re-spawn first to 100 or has the highest number of kills wins. If on equal kills have sudden death for next kill wins. All you need is a basic map some levels and some pillars for LOS. Thoughts?
  24. MuskyBoy

    PowerTech

    Tank spec: I read this one somewhere else: An DCD for tank spec (after moving translocate class wide) with 1 minute cooldown, increasing your shield chance by 100% for 15 seconds and generating 2 heat every second. Can be cancelled manually earlier. This would break PVE. Shielding all force and tech attacks for 25% of time would make PT's OP given they already have, explosive fuel, oil slick, kolto, energy shield and heat blast. I agree they need really strong short cd defensive but not one that lasts this amount time. If this lasted 6 secs and came with automatic heat blast it would be much better. I think translocate could be used for dps so that it places you next to your target (within 40 m) and buffs your health to the same level as your target, increase the CD to 2 minutes, remove to from tanks though. Also buff Kolto slightly (3 minute CD should be strong to 40-50%)
×
×
  • Create New...