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bladech

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Posts posted by bladech

  1. Stop writing in this thread if you refuse to see the sirc/sin argument. IT IS SIN, SORC AND OPER who needed nerf not only oper. Yet both sin and sorc get some compensation buff while oper gets only nerf. Until you explain why only oper gets nothing while sin was much stronger class for sr as oper and sorc wasn't far from both oper and sin there is no sense to listen to you

     

    On forum jedialex always writing like it is a sorc must be the best class in swtor. All other classes must be under sorc, weaker and useless. No sense to listen to him even :rolleyes:

  2. Finnaly they nerfed Death Knell!! Good Job Devs and Thank you!

     

    Yeah maybe now we will see other classes except Sins in ranked. Lightning sorc nerf is also deserved since currently it is the strongest range class in ranked with having mediocre burst, great sustained and good defenses. Mercs and snipers just die in few seconds and cant do much at all.

  3. This unfairness for class balance is outrageous when assassin and sorcerer main set bonuses are nerfed yet they get some compensation with other damage passive abilities buff,however you also make stealth nerf to operative tactician set bonus without mentioning it on forum AND not buffing anything instead like you did with sorcs and sins.*

     

    How about fairness and equity??

     

    Yeah stealth nerf without any compensation only proves that devs gives love for certain specs while ignoring/hating other specs. They could give a minor buff to concealment passives too to compensate tactician set bonus nerf

  4. https://imgur.com/b5EyPJy (stucked in stairs)

     

    using holotraverse or other close-up ability may put you right into texture and capture you there for some times. yOU can't move, can't walk just sit there and watch your team losing. Haven't seen this happening that often until this week but during this week this started to happen pretty often. I stucked in different places on different arenas like 3 times on my sin and 2 times on my scoundrel.

  5. Welcome new bugg i noticed recently - https://imgur.com/b5EyPJy (stucked in stairs)

     

    using holotraverse or other close-up ability may put you right into texture and capture you there for some times. yOU can't move, can't walk just sit there and watch your team losing. Haven't seen this happening that often until this week but during this week this started to happen pretty often. I stucked in different places on different arenas like 3 times on my sin and 2 times on my scoundrel.

     

    Well done with alderaan sh i guess whille main content is ruined :(

  6. https://imgur.com/R1Aovla

     

    https://imgur.com/cN9MhbB

     

    No kidding, the most bugged arena at the moment. sith warrior's charge leads to instant death MOSTLY ON THIS ARENA (i play solo ranked every day i can confirm that leap instant death happens much rare on other arenas). Vents often KILL players who are dare enough to use THEM and not showing any animation if they don't kill you...and jumping down instant bugg also happens mostly ON THIS ARENA AND RARELY HAPPENS on any other arena.

     

    If you can't fix this arena - TURN IT OFF UNTIL YOU FIX IT, STOP THIS TORTURE, STOP PLAYER'S SUFFERING. Is it so hard :rak_02::rak_02::rak_02:

     

    Sorry they are busy with Alderaan stronghold so some players could play space barbie few weeks whereas pvp players especially ranked players suffer with losing rating because of unfair matches where someone dies from using bugged vents or force charge/leap on mandalorian ring arena

  7. Thanks Luke. My intention was to say hi, let you know SWTOR will be around for years to come, that we’ve had a lot of fun this past quarter with Onslaught, and now it’s time to move forward with 2020 starting with Game Update 6.1. So, scrapping my old post, here’s my new one:

     

    • Hi
    • SWTOR will be around for years to come (cuz we’re planning to release something big for our 10th anniversary)
    • Onslaught continues to be a lot of fun, but we need to start providing updates – so on Feb 11th, we’ll release 6.1 (but that’s only one of many in 2020).
    • Will get you more details about upcoming releases
    • Hope to see you at Star Wars Celebration in Anaheim, CA

     

    😊

     

    ---Keith---

     

    Many players are concerned since they feeling lack of content to play. And this lacking comes from unfair rewarding system where there are no mats or other carrots for doing team ranked, solo ranked, NiM ops etc while flash points (specifically hummer station or redreaper) granting fast gearing progression. Returning back to mats/fast gearing progression for running end game content could help players to vary the content they play.

  8. Hey folks,

     

    Thank you for the feedback so far, keep it coming! A couple of changes that we are going to make based on your feedback. First, we are not going to make any of the listed Sorc / Sage changes in 6.1. These changes are part of larger changes that are coming for healers, however, as many of you pointed out it has knock on effects for DPS as well. For this reason we are going to hold those changes until a future patch when the rest of the changes are planned.

     

    Second, we have one additional quality of life change for Marauders and Sentinels coming in 6.1:

    Marauder

    Carnage

    • The Fanged God Form tactical item now only removes the Hyper Buff when a damaging ability other than Massacre is used (previously the buff was removed on any ability other than Massacre, not just damaging abilities).

    Sentinel

    Combat

    • The Fanged God Form tactical item now only removes the Hyper Buff when a damaging ability other than Blade Rush is used (previously the buff was removed on any ability other than Blade Rush, not just damaging abilities).

    Thanks.

     

    -eric

     

    Solo ranked is ruined because of dps guarding each other especially in games with healers and doing tank's roles. Healers can easily outheal two dps who are cross-guarding each other and team wihout two guards literally has no chances. And in 4 dps vs 4 dps games assassin can easily guard his allies and not die thanks to double vanish and double full hp regen...can you pls Rethink dps guarding in solo ranked please??dps should not be able to cross guard each other like tanks and not dying from it. It just makes tanks USELESS and gives dps with guard huge advantage.

  9. Healing output needs to be cut in half. Heaven forbid people die in pvp.

     

    deception sin is ridiculously op lol. healers are fine. just watch sins doing 65k hits, guarding, vanishing two times and regening two times while cc'ing enemies with leg slash and ww

  10. Team at BioWare.

     

    Y'all have done well with 6.0 with many quality of life improvement, but I feel we are avoiding a couple small but costly bugs that results in disrupted gameplay by some of your core players spread across pvp, and pve.

     

    Scoundrel/Operative, Shadow/Assasin Trick move, and shadow stride ability

     

    Should be given a re-work. I feel like a simple acknowledgement of its issues, and a possible solution given would be a step in the right direction. Both of these work in the same way and both result in the same issues.

     

    I think my biggest gripe with this ability is that it can insta kill you, as it seems to bounce of objects. It does not seem to be very consistent either as sometimes you use the ability and it doesn't actually work but it goes on cd.

     

    Reference to a video from two years ago. I feel that something that causes this should not be allowed to persist from a quality stand point.

     

     

    Another issue from a quality standpoint would be the vents that blow you to a target location. Mandalorian arena, and the two huttball matches.

     

    These currently have a broken animation.

    Also they randomly insta kill you at random when used.

     

    Solution could be to remove them entirely and add a console to click like queshball, or just remove them until they are fixed.

     

    These are actual game breaking bugs that do disrupt casual and core players ability to enjoy the game in several areas. Would be awesome for the community/team relationship to get some feedback on this at the least.

     

     

    Thanks!

     

    the problem with rising number of buggs was discussed here - http://www.swtor.com/community/showthread.php?t=973842 and since devs didn't give any answer it seems they just don't care :rolleyes: or they dont have enough resources even for fixing buggs

  11. Today i lost 22 elo because i lost two games due to buggs...first one our mara instant died on mandalore arena ring after using mad dash while he had full hp and we had 3 vs 2 against two almost dead sins yet they vanished, regen and won us 2v2 (and it supposed to be 3vs 2 against 2 sins). Second loose was because our merc got the forever-root bugg after using rocket out and we didn't have any sorc to pull him...

     

    Iam just thinking - what sense to keep this game running?If it bleeds and brings only pain to its customers why keeping this torture machine on???Why not Shut down and give swtor license to someone who really cares ? How can someone exploit dedicated star wars fans so HARD by forcing them to suffer for some small revenue from CM?

  12. Just big ms jumps appearing from nowhere to absolutely random people. I see players dissapearing from flash points, ranked games and regs all the time. I also sometimes getting these ms jumps and getting kicked to server list which gives me reasons to suspect that connection to swtor servers became unstable and has great package losses...i checked my lsp and nothing wrong on my side.The fact that many players are facing this only proves some big connection issues
  13. Hey folks,

     

    In addition to the Alderaan Stronghold and story update in 6.1, there are also a host of class changes coming. Below you will find a list of the Class changes you will find in our next PTS build that are planned for 6.1 later this week. The list includes changes to classes and any of their items as well. Dev notes will be in italics below for each change to give some context.

     

    Dev note: The healing changes below are part of ongoing balance changes to bring healers to their intended targets. Expect more healer changes and additional targeted class changes in a future update.

     

    Empire

    Inquisitor

    Sorcerer

    • Enduring Bastion (after Force Barrier) now absorbs roughly 18% less damage
    • Update to the Gathering Force 6pc set bonus: Using Force Speed now reduces the active cooldown of Polarity Shift by 5 seconds (down from 10 seconds). The duration of Polarity Shift is now increased by 5 seconds (down from 10 seconds) and requires Polarity Shift to be used while Force Speed is active.

    Corruption

    • Sustaining Darkness now heals for roughly 12% more

    -

    Powertech

    • Reduced Meteor Brawler Firefall damage by 25%
      • Dev note: Meteor Brawler’s Firefall affect was doing more burst damage than intended overall and so it is being reduced.

      [*]Fixed an issue where Veteran Ranger set bonus was not getting a benefit from Power Loaders

      [*]Update to the Veteran Ranger 6pc set bonus: Each Shoulder Cannon rocket has a 75% chance to trigger an additional rocket. When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal damage. This additional rocket can fire once every 10 seconds.

      • Dev note: The Veteran Ranger set was intended to be the more sustain-focused set for Advanced Prototype discipline, and we realized it was underperforming in that regard. We have slightly modified its functionality to improve its effectiveness and give more consistent damage.

    Advanced Prototype

    • Energy and Kinetic damage buff from High Energy Gas Cylinder increased to 5% (up from 3%)
    • Power Bracer damage buff increased to 10% (up from 5%)
    • Blood Tracker damage buff increased to 5% (up from 3%)
      • Dev note: Advanced Prototype was underperforming in DPS output, so we slightly increased their passive damage bonuses in the above three changes.

      [*]Powerlode tactical now increases Energy Burst’s crit chance by 100%

      • Dev note: We noticed this tactical wasn’t getting a lot of use and was extremely situational, so we’ve added an auto-crit aspect to it to solidify it as the burst tactical choice for Advanced Prototype players.

    -

    Operative

    Concealment

    • Acid Lash tactical now increases Acid Blade damage by 60% (down from 100%)
      • Dev note: Concealment Operatives with the Acid Lash tactical are doing a bit too much damage and so we are reducing the benefit of this tactical.

    Lethality

    • Synox Shots now increases Toxic Blast’s damage by 75% (down from 100%)
      • Dev note: Lethality Operative’s Toxic Blast was becoming their highest priority ability with this tactical and changing their rotation in a way we did not intend. Because of this, we are reducing the damage buff given by the Synox Shots tactical while ensuring it remains a competitive choice.

     

    Republic

    Consular

    Sage

    • Enduring Bastion (after Force Barrier) now absorbs roughly 18% less damage
    • Update to the Gathering Force 6pc set bonus: Using Force Speed now reduces the active cooldown of Mental Alacrity by 5 seconds (down from 10 seconds). The duration of Mental Alacrity is now increased by 5 seconds (down from 10 seconds) and requires Mental Alacrity to be used while Force Speed is active.

    Seer

    • Soothing Protection now heals for roughly 12% more

    -

    Vanguard

    • Reduced Meteor Brawler Ionfall damage by 25%
      • Dev note: Meteor Brawler’s Ionfall affect was doing more burst damage than intended overall and so it is being reduced.

      [*]Fixed an issue where Veteran Ranger set bonus was not getting a benefit from Charged Loaders

      [*]Update to the Veteran Ranger 6pc set bonus: Each Shoulder Cannon rocket has a 75% chance to trigger an additional rocket. When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal damage. This additional rocket can fire once every 10 seconds.

      • Dev note: The Veteran Ranger set was intended to be the more sustain-focused set for the Tactics discipline, and we realized it was underperforming in that regard. We have slightly modified its functionality to improve its effectiveness and give more consistent damage.

    Tactics

    • Energy and Kinetic damage buff from High Energy Cell increased to 5% (up from 3%)
    • Riot Augs damage buff increased to 5% (up from 10%)
    • Triumph damage buff increased to 5% (up from 3%)
      • Dev note: Tactics was underperforming in DPS output, so we slightly increased their passive damage bonuses in the above three changes.

      [*]Powerlode tactical now increases Cell Burst’s crit chance by 100%

      • Dev note: We noticed this tactical wasn’t getting a lot of use and was extremely situational, so we’ve added an auto-crit aspect to it to solidify it as the burst tactical choice for Tactics players.

    -

    Smuggler

    Scrapper

    • Acid Lash tactical now increases Flechette Round’s damage by 60% (down from 100%)
      • Dev note: Scrapper Smugglers with the Acid Lash tactical are doing a bit too much damage and so we are reducing the benefit of this tactical.

    Ruffian

    • Synox Shots now increases Sanguinary Shot’s damage by 75% (down from 100%)
      • Dev note: Ruffian Smuggler’s Sanguinary Shot was becoming their highest priority ability with this tactical and changing their rotation in a way we did not intend. Because of this, we are reducing the damage buff given by the Synox Shots tactical while ensuring it remains a competitive choice.

     

    Bug Fixes

    These fixes are happening because we noticed a discrepancy between Gunslinger and Sniper.

    Gunslinger

    Dirty Fighting

    • Fixed an issue where Dirty Blast’s DoT from the Exploited Weakness tactical was dealing more damage than intended

    Sharpshooter

    • Fixed an issue where the Agitating Energies tactical was refreshing Vital Shot and ticking its damage more often than intended

    Again, these changes will be on the next PTS build which we are targeting to be online before the end of this week. Share your thoughts on the above changes in this thread.

     

    -eric

     

    Pvp class balance is so bad...literally dec. assassin, conc. oper and fury marauder > everything else. There is LITERALLY no reason to queue ranked anything but sin, oper and mara yet your class BALANCE is fully focused on pve....thanks to class stacking in solo ranked we often get two mercs or two sorcs against sins/opers/maras and the team with sins/opers and maras almost always wins. Thats some big ignorance i see about pvp balance....

  14. The most severe abuse of voice communication occurs on streams. At first there was one player, but disappeared somewhere, now another German guy appeared.

     

    This is, indeed happening because much less people are engaged into ranked which makes it much easier for wintraders, qsyncers and bot users to do their dirty gaming. Yesterday one bot user easily reached top place by queueing against his bot and his bot was always against him because there weren't any others tanks in queue. I also saw the guy you talking about he is always qsyncing with his friend who plays merc/sorc and sin mostly. The funny thing they are not even hiding their qsync and streaming it. As OP said solo ranked is not solo anymore...the less people queueing ranked - the easier to abuse matchmaking in your favor. The removal of mats from solo ranked and team ranked was a big mistake which resulted in huge increase of wintrading, qsyncing and bot using...

  15. 07.01.2020 during evening someone used bot tanks in solo ranked and ruined nearly all fights. Either this person declined so someone could have a one-sided fight on tank against team with no tank or logged in with his bot which was running in circles or /follow one of his team mates and did damage only when any enemy reached its damage range. This bot wasn't doing anything else, he didn't answer on any messages, he has no gear, and low legacy points. This was happening against same tank all the time (there was literally no other tanks in queue who played serious).

     

    Dear devs, maybe start doing something?:mad::mad::mad:

  16. mercs defenses are useless against 65k mauls, 65k backstabs which are instant abilities with low cd. I often see teams with sins/opers spliting dps between merc/jugg or merc/pt, merc/sin so merc could not really dps much and have to use energy shield and madpacks against 1-2 sins or oper fast so that when time zerging full on merc comes, he had less dcds. This makes pressure on both merc and other zerged team mate because even 1 sin or oper can make huge pressure on someone while classes like jugg, sorc, marauder can't really do that big pressure
  17. Trixxie..leave the damage increase on maul alone..that not the problem with duplicity proc..the problem is 75% force reduction on maul..i had got chant of resonance in a flash point drop..it basically give you hella force regen after you pop reckless..i went into warzone to try out a lil experiment..

     

    when i pop reckless and chant of resonance activated..i spam close to 10 mauls back to back..the sorc i stun was dead..all i seen was 45k+ crits..had one crit hit 81k..when the sorc died i still had force left to do maybe 2 or 3 more maul spams..the problem is that 75% energy reduction..that just need to do away with it or reduce it to 25%..

     

    guess alot of people just haven't caught on to the idea..that chant of resonance is beast..i thinking about taking it over blade of elements as main damage tactical ..after i switch out 2 cloaks..the synergy with duplicity procs is enough to make me do some things i can't type on here..cranking out close to 10 maul attacks in 1 go..that's hella insane..

     

    lastly to the crowd of people that will read this..mainly this is the crux of the problem..don't need to nerf death knell or there base damage..fix duplicity to make it a even trade off..while you trying to fix sins,,NERF OPERATIVES..just had to throw that in..see what i did there..

     

    45k mauls are weak omg...skilled sins in ranked do 60-75 k mauls, 3 times in a row

  18. The reason that vortex bolt misses is because merc have an off-hand weapon, which have lower accuracy than your mainhand weapon (it's 70% accuracy instead of the base 100% iirc but I could be wrong). This is a thing that's around since the beginning of the game, although I'm not sure that devs know about it nor want to fix it.

     

    As for ranked, sadly I'm stuck on two sides here, one being unsubbed so apart from TR I cannot enter ranked, and the second being that I play on Leviathan, dead servers where no ranked pops at all, apart from the eventual wintraders. So I'm just using my memory from the last week of last season.

     

    Although we have a lot less sin on Leviathan, as well as a lot less oper, peoples are still playing mara/merc/snipers here so the issue you're probably experiencing due to class stacking aren't the same on this server.

     

    as for defensive cooldowns for merc alone, put a single net on a sin and you'll force him to use a cc-breaker and a vanish. I don't know how things have changed since S8, but at the time peoples were good enough that you died to a hardswap as soon as you used your breaker. Put a reflect on, and the sin swaps target or takes serious damage by trying to maul spam you. Or again, the kolto surcharge still prevents you from dropping too far on health, except if of course you're focused by two or three sins/oper at the same time, in which case I don't think the issues come from sins and oper but from class stacking, which should be resolved imo but can kill ranked procs if it's badly implemented.

     

    From what you're saying, mercs are dying because they get ganked by two or more stealth at the time. But I seriously doubt that a good merc will easily loose against a sin from the same level in a fair 1v1. But yeah, ranked is unfair : matchmaking is borked, class stacking shouldn't be a thing... I'd like to transfer to DM just once to see what has become of the current ranked scene tho, just to have a fair idea of what it's like on other servers, but on Levi', apart from ranked being dead, there's a lot of mercs as usual. And from the few arenas that I got in regs, they're not something to underestimate.

     

    TLDR : Mercs are strong, but sin-stacking is stronger. Fix class stacking and mercs will be good again.

     

    they can't fix class stacking and even if they will it still will be class stacking because queue looks like this - 20 sins, 15 opers, 9 marauders, 3 sorcs in queue and maybe 1 merc, sniper, pt and other useless classes. How do you avoid stacking with this? 2 sins on merc - merc is useless, oper + sin on merc - merc is useless. ONE skilled sin on SKILLED MERC - merc can do good but still he is forced to use shield, run, kite while maintaining the damage (yet i rarely see only 1 guy sitting on skilled merc, in most cases its 2-3 on merc). Sin can facetunnel all dps, then vanish and regen to full hp, then face tunnel full dps AGAIN, vanish second time and regen TO FULL AGAIN. merc can't facetunnel at all and merc needs to cast to dps. Same with other classes. This leads to oper/sin being kings while other classes are damn garbage compared to sin/oper

  19. Op is right because of huge dps from some classes (75k mauls, backstabs, 12k + dps per second from LT sorc, dot pt) all defenses are almost useless. Mercs, sorc, snipers and other classes forced to use all their defenses much faster against god-killing, mighty backstabs/mauls and the only really viable defense which can save from ANY BURST is vanish/camouflage ofcourse since it allows you to dissapear from enemy eyes/damage and fully stop incoming damage. Anything apart from stealth/camouflage is pretty USELESS now. Phase walk is still ok but if your enemies are marauder/oper they will easily chase you.

     

    The current problem of this patch is that sins/oper/marauder can reck everyone very fast while other classes doesn't have any huge dps to counter or defenses to survive (both). So now we have stealth/camouflage era....TEAM with more opers/sins wins automatically...

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