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VoidBird

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  1. i'm very familiar with all the vg playstyles so its not a question of rotation or anything. i'm primarily pvp, so i cant speak on pve. But from what ive seen, plasmatech is a severely nerfed version of old tactics and hits like a wet noodle.. By far, tactics discipline does better damage all around, better dps, better ttk, higher placement on the charts every time... I really hope they fix plasmatech caus i prefer that playstyle better, until then plasmatech is a waste of time, stick with tactics
  2. I think that above all, we should at least have the option.. why not give it back, when there is no matchmaking system for regs. granted, as for the disparity between f2p and sub, howabout giving equal privilege to those with the respecialization legacy unlock, meaning that f2p would not have to pay for respec, as long as they purchased the character perk in legacy, albeit at a slightly higher price than subs have to pay for the unlock... just a thought
  3. how on earth was it broken? so you don't think its a good idea when the queue pops you into a match with no healers whatsoever, for someone to repsec heals inside the match and help the team? or for those who invested in multiple sets of gear to be able to respec tank when a healer doesn't have a guard? or for someone to have the option to sacrifice dps in exchange for more utility in a particular match? honestly the only reason to complain about having these liberties is if ya can't play. imo... but again, for sake of the matchmaking system in ranked, keep it gone.. But i say restore it in regs, and bring the fun back..
  4. What is the point of having a Legacy Unlock for Re-specialization then, if we can't even use it? they basically shat on everyone who spent coins on the respec character perk
  5. It makes complete sense why respec ability was removed for purpose of matchmaking in Ranked matches.. However, it makes no sense whatsoever why it was removed from reg matches.. Some of us, very much enjoy objective gameplay and care more about winning the match, then about getting highest numbers etc in regs.. Myself personally, my main is a vg, and I had a specific spec for huttball. A specific spec for novare and civil war. And another specific spec for voidstar and hypergate. And i also had specific specs memorized for the other classes I play as well.. for huttball i could spec hybrid for guard/dps and use a leap and a pull, perfect combination for utility and usefullness.. For civil war and/or novare, i could spec into increased movement speed. For the rest, I could spec entirely damage points. or whatever.. But with the removal, having no choice but to play the same spec no matter what match the queue puts me in, has taken away much of the fun, swept much of the various utilities under the rug, and took away much of the objective and strategy based play style that many of us love... It would have kinda made sense to eliminate repsec IF we were allowed to que both regs and rateds at the same time like we also used to, but we can't.. So why oh why was respec removed altogether, if there is no matchmaking system in regular unranked matches... It makes no sense to me... Please please please. Restore respec ability in regular matches.
  6. questions to devs. a) can pt/vg's rail shot / hib have its armor penetration back? if not, can we have an auto-crit? b) howbout improving the kolto overload / adrenaline rush, and/or allow one of our dmg abilities to heal us as well perhaps? c) howbout a gap closer? for instance, howbout the tank leap for all trees... d) why is it that the merc/commando eliminator pvp gear has the most preferred 4-piece bonus for pt/vg especially for the pyro/assault tree, any thoughts on improving the 4-piece bonuses for pt/vg pvp gear? e) wth is the point of missle blast / explosive round? any thoughts on improving it or removing it altogether? just a few ideas
  7. quit bickering, its a "perception issue" remember. we're all delusional and there's nothing wrong with vg/pt
  8. in regards to the question about dcd's and survivability, personally i would have liked to see more specific mention of adrenaline rush in particular.. aside from the reactive shield which is damage mitigation, the self-heal aspect of adrenaline rush is pretty important, although with negligible benefit.. prior to 2.0 the adrenaline rush only healed for 15% of total health, and then post 2.0 it was raised to 30% of total health. this boost was a great thing, but it is still severely lacking effectiveness.. It only goes into effect when you're below 30% hp, which is within the execute window, and then it heals over a period of 8 seconds (not nearly quick enough imo). essentially when below 30% health you aren't likely to stay alive for 8 more seconds to get the full benefit, so much of that ability is wasted. maybe it'l keep you alive for 1 or 2 seconds longer but that's it from what i've seen.. aside from adding additional dcd's it would help a lot to improve the 2 dcd's we already have.. i really wish the survivability question would have mentioned this.. nonetheless i'm glad that survivability in general was brought into question and i hope the dev answers shed some light on what to expect regarding our dcd's especially adrenaline rush...
  9. if i'm not mistaken, the powertech community will be forming their questions based on the vanguard questions, and from what i've read over there so far they plan on focusing alot on the tanking aspect.. they will be asking questions to supplement the vg's and fill in the gaps of what wasn't brought up by vg's.. our 3 questions were based on the most obvious issues which are survivability, hybrid specs, and lack of burst.. but there are certainly more issues then just those alone, and i'm confident the powertechs will do us all justice with their questions on remaining issues... it would help to read both the pt and vg remarks, as the object is to work together between the mirror classes. maybe point out your concerns on the pt forum and help them formulate their questions regarding vg/pt tanking and more pve oriented issues. this way all the vg/pt enthusiasts can be represented
  10. i'm in agreement that instead of mentioning an execute should just focus on the burst.. so yea 1) survivability 2) hybrids 3) burst
  11. actually according to http://www.swtor.com/community/showthread.php?t=659814 it states the purpose of the class rep thing is to present the top 3 "issues OR questions" that will then be "answered OR commented on" . the top 3 do NOT need to be questions per say.. rather the top 3 "Issues" presented for a much needed response... so in-fact we are "indicating what, in our minds, needs fixing", that is the point... with that being said the most crucial at this point imo are these three 1) lack of burst and/or an execute/finisher 2) lack of adequate survivability rate ie self-heals and/or defensive cd's 3) the top tier abilities are inadequate compared with hybrid specs I think also that those 3 issues will suffice for both pvp and pve.. all thats needed is to elaborate on those issues with specific examples and boom there is our submission for review..
  12. i think the questions are decent but could be worded better..i'd just like to point out some things i wanna see. really the main concerns i'd like addressed are primarily the HIB and the adrenaline rush (defensives in general).. Hib sucks now and needs a boost, doing so would give us an execute again and make us more competitive without having to change too many things.. there are a few ways to boost the Hib, one would be to give it an automatic crit that isnt only in the tactics tree dependent on stockstrike. i think that would be the best option, make the Hib autocrit whenever... or even if its not the Hib, any kind of autocrit would be nice, prefereably a move that does aoe dmg, explosive surge for example, nextly is adrenaline rush. i would say that adrenaline rush still sucks and needs some work.. the fact that it only heals once below 30% hp and not very well either means once below 30% hp you're basically already dead and the adrenaline rush was useless.. one thing could be to make it heal you for whatever it does regardless of where your hp is. allow us to pop it and get heals whenever its off cd, rather then make us wait to dip below 30% and face certain death. another thing to do could also be to make one of our moves heal us for a certain amount, ie dmg dealt by such n such also heals you for this much. that would give us some more survivability.. but yea thats pretty much it from my end.. give us a bit more burst, autocrit, and some more decent self-heals
  13. kudos on this post.. vanguard is my favorite, but its no longer fun. its no longer viable in ranked. does ok but mediocre in regs.. its pretty useless anymore.. main thing is the class basically died when crit got nerfed.. the Hib barely hits for any damage. i was getting bigger Hib hits prior to 2.0. that's been my main concern. but, adrenaline rush still kinda sucks even with the mediocre self-heal added to it, doesnt do much for survivability.. Hib which used to be the bread and butter now hardly hits.. vg's don't hold up well at all against other classes in 1v1, can't kill anything quickly anymore.. aside from redesigning and fixing the change to critical chance, something needs to be done to make vg's viable again.
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