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SeanFM

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Posts posted by SeanFM

  1. What, you mean disintegrating 8 or 16 Jawa Junk to give 80 or 160 instead of 10 CXP is an exploit? :rak_02:

    I just disintegrated everything there was and didn't expect it to be a bug but a feature. This was already visible in your livestreams so I expected that this is how the system works: 10 CXP per item, and if you get 8 or 16 items, it's 80 or 160 CXP.

     

    I think they mean setting the amount to disintegrate to higher than the amount you had. So if you had 8 Jawa Junk and set it to disintegrate 16, it would give you 160 cxp instead of 80 cxp.

  2. Watchman = high sustained damage

    Combat = extreme burst but easy to shut down

    Concentration = smaller burst but more reliable

     

    Combat can completely blow people up (100-0) but if your opponent is knowledgeable about the discipline they can shut you down with well timed CC. Concentration still has a lot of burst but maybe not quite as much as Combat. However the burst is a lot more reliable and you have things like CC immunity and a second leap which make it harder for people to stop you pulling off your burst.

     

    This is personal opinion but I think Concentration is easier and a lot more forgiving to new players than Combat, but if you get good with Combat it can be very powerful. Watchman is a completely different kettle of fish but good at what it does.

  3. Hehe, might have been "dumbing the class down" by removing one skill, while many other classes do better with less skills (looking at you PTs, juggs and sorcs dps), but it would be an awesome buff, one that sentinel still requires, they could use like 1-2 utility points extra to be equal with the top tier classes imo, specially in ranked, other classes seem to outdo sentinels so easily, guardians simply have twice as many hitpoints they have, with very similar DCds+overall absorption.

     

    Anyway, it's really annoying and stupid that some classes are simply immune to this skill because how they are badly designed. You think bioware thought :

    "hey lets give sorcerer/sage* 100% force attacks because it looks cool, and like, all their powers seem to be" (X)

    "hey lets give sorcerer/sage* 100% force atacks because it would be balanced from a mechanical PoV" (_)

     

    Change* it for smuggler/powertech/shadow dot spec (i know they can use meele atacks, but they can also dot you u and kite in many survival situtations, specially against meele).

     

    What about 50% miss chance on all atacks for 6 seconds, makes perfect sense, 1 min cd, 4 meter range, bleh... It's just very annoying to have bad skills that you "HAVE" to use because simply... you can use them (off gcd), they are filling the hotkey bar and making you have to work extra in the micro /decision making for something that might not even work.

    btw before any accusations: i use pacify all the time, it's just very frustrating when i simply chose to not use it because it won't work. No other class has a skill that may have 0 effect on enemies, even if correctly used.

    :(

    I understand you find it annoying that it doesn't work against some classes/specs. I get the frustration. But this is how lots of defensive cooldowns in the game work. Force Shroud only protects against Force/Tech attacks. If a shadow is up against a Concealment Operative it's a godlike dcd. If they're up against a Marksman Sniper and just use Force Shroud, they get shat upon. The dcd is situationally good. It's the same deal with Evasion, Saber Reflect and Pacify.

     

    Some defensive cooldowns are meant to give straight damage reduction, some give immunity to a damage type, or roots, or stuns. Defensive cooldowns are different, and that's good! This makes the game more intricate. If everyone had a button to press that worked in all situations and had no draw backs, the game would be beyond dull. Just think about rock, paper scissors. Some things are more effective than others in certain situations.

     

    Pacify may only work against the less common damage type, but it's extremely effective at what it does and I hope it doesn't get changed. If you want Sentinels to have some buffs here and there, fine. Make some suggestions like you have been doing about utilities. But please don't give BW any ideas about removing Pacify!

     

    No other class has a skill that may have 0 effect on enemies, even if correctly used.

    :(

    Sorry, but this is just incorrect. There are plenty of abilities in the game that give you a percentage increase in chance to dodge/resist etc an attack. Assassins have Deflection: Increases your ranged and melee defences by 50% for 12 seconds. Warriors have Saber Ward which does the same thing except it also absorbs 25% of Force/Tech damage. You can use these skills at the perfect moment and not dodge the attacks you needed to. Pacify is virtually the same. It only works against a single target but it gives you a much better chance of your opponents attack missing.

     

    The game mechanics work around rng. Maybe the healer would have died if that attack crit. You won the 1v1 with only 300hp left. If the other guy had rolled higher on one of his attacks he might have won. If the sin hadn't dodged the final tick of your Blade Dance with Saber Ward you would have killed him. You get the picture. The game revolves around these mechanics. Don't complain about something only working some of the time, especially when the percentage is as high as 90%.

    ----------------------------------------------------------------------------------------------------------------------------------------------------

     

    As for my comment about dumbing the class down:

    It wasn't just a throw-away comment. I was being serious. Correct usage of Pacify requires a good knowledge of the class and discipline you're up against. You have to use it at the right time and not a lot of people know when that is. Taking away a skill that can't just be pressed whenever you feel like it to gain the benefits and replacing it with a flat defensive increase is dumbing the class down. Pacify is a very important and much overlooked part of Sentinel defence and I'd very much like it to stay in the game.

  4. Actually this is a better solution, remove this skill from the game and give sentinels, idk, 15% movespeed on combat baseline? stoic utility baseline? jedi promulgator baseline? any change is welcome.

    No!!!! Sure the ability has its limitations but please don't remove it from the game! This is a terrible idea!

     

    Pacify is the reason we can fight snipers. They're channelling Penetrating Blasts at you? Pacify them and suddenly they're tickling you instead of taking a huge chunk out of you're health. They're casting Ambush and you have no way of CC'ing or getting out of their LOS? Use pacify and they'll miss most of the time. You've just saved 20k of you're health.

     

    And it's not just amazing against snipers. Pacify can single handedly win you fights against so many specs. Just because there are a couple of specs that it doesn't work against doesn't mean it should be removed. If anything it's one of the few well designed DCDs in the game.

     

    Pacify is the difference between an average Sentinel and a good one. Please don't dumb the class down.

  5. Hey, thanks for the info! Really appreciate it.

     

    On a side note, probably 90% if not more of the posts I see about classes has people referring to empire side chars which I find as strange. Is there any reason for this?

    More people play on the empire side, especially in pvp so I guess it's just become a bit of a convention to use empire names for classes and abilities. I play on my rep characters the vast majority of the time but find myself talking to other people using imp terminology just because that's what they started the discussion with. It also means that more people are likely to know what you're talking about. That's just my guess though :)

  6. Well, listen to what you just said. You've left us with two possibilities here. 1) BioWare implemented new content without doing a single test on it, and 2) you are wrong. Which do you think is more likely?

    Option 3: BioWare did tests, but they're very niave and didn't think to test the right stuff ie people being pulled/leaping up levels.

  7. No offense, but that's not how the SWTOR population works. They'll come out denouncing BW for creating reskinned warzones and screaming how the game is slowly dying in maintenance mode.

    They would say that if we had to wait over a year for a reskin. If they released stuff at a decent rate people wouldn't complain. I mean, people will always complain, but fewer people would.

  8. Mixed feelings. Firstly, thank God something is coming. It's about time. But there's always that resentment when they announce an announcement. It should have been done ages ago and the actual warzone is still months away. I really hope it's a good one. Queshball was a bit of a disappointment.
  9. Unless I'm mistaken, the fact that they've replaced wz bolster with planetary bolster means that we can't complete the achievements that require you to kill people of the opposing faction. Those achievements say they "require bolster" and I'm pretty sure the kill count hasn't risen after I've killed people.
  10. Oh boy. This is going to go down even worse than the companion debuff fiasco. This is probably the worst thing the devs have done in the 4 years of the game. Not only the decision to not have NiM drop 224, but not even bothering to fix the current drop rate until February?

     

    :rak_02::rak_02::rak_02::rak_02::rak_02::rak_02::rak_02::rak_02::rak_02:

     

    Almost as good as removing ranked in the special PvP patch 2.4 :mad:

  11. Join in as much as you can. If you're a ranged class try not to be to aggressive. Hang near the back of your team rather than being on the frontline. Same kind of thing if you play melee, but it will be slightly more tricky as you have to be up in the fray to deal damage. Just try to pay attention to where the rest of your team is and retreat when they do.

     

    As a PvEer you're probably good at dealing damage but not at surviving against other people at the same time. So play to your strengths and try to pick people off who are being really aggressive on the other team and overextending, rather than being the aggressor yourself and getting focused.

     

    More importantly though: enjoy it :) Remember it's a game. Even if people on your team get angry just know that you were trying. Don't take trash talk to heart. You might find you enjoy PvP :)

  12. Love seeing data like this. Thanks for the upload!

     

    You kinda mentioned it but Snipers are even more potent than they appear in these stats given you're a scoundrel/operative. What with Dodge/Evasion and immunity rolls, scrapper/concealment has to be the best spec in the game for avoiding that nasty Sniper burst. Even if you don't manage to dodge the first few big hits you can roll out of their LOS very quickly.

  13. Completely agree with you on this, sounds like you've identified the problem. Strafe is absolutely fundamental when playing melee, and still highly important on ranged classes like merc (for kiting).

     

    Personally I rebind strafe to A and D and use the mouse for turning. Keyboard turning is never good.

    I agree. I was just saying in a rather unclear way that you don't actually have to rebind A and D. They already strafe when you have your mouse button held down, which you should all the time as you use it for turning.

  14. Are you using A and D for L/R turn or the L/R strafe? That one thing that I do not understand is why they have doubles of L/R and can it be condensed down to only using mouse and L/R strafe, foregoing the left and right turns?

     

    A and D do different things depending on whether you have your right mouse button held down or not. WIthout the mouse A and D turn my character left and right. With the mouse they strafe left and right. To see what I mean just hold down the right mouse button without moving forward or anything and use A and D. You dont have to change any keybindings for this. It's default.

  15. If you want to play a melee class at a high level you need to learn to move around and pay attention to where your enemy is. That means learning to strafe, learning to stay on target and learning to constantly be on the move. If you are honestly still getting a "facing" error in todays 270 degree game and on a PT, then you are truly much worse at moving than you think you are.

     

    If you can't do this, stick with jugg, sniper and merc and accept the fact that you will never be able to play even them at more than an average level.

     

    Sorry if this sounds harsh, but reality sometimes is.

     

    The fact that she currently hasn't quite worked out how to move effectively doesn't mean she should give up and play other classes. The reason it sounds harsh is because it is and unnecessarily so. She wants to learn, not get told to give up...

     

    @Domi

    It may sound like a silly thing to do but I recommend building an obstacle course in your stronghold and running around it. Not like a jumping thing, more like a slalom course. Try running around the objects and then suddenly changing direction and going the other way. Again it sounds silly but practicing moving around stationary objects like decorations is much easier than dealing with moving players, leaping and rolling around in warzones. Try and get more and more accurate with your movement, sticking closer to the decorations over time.

     

    You say you haven't worked out how to strafe. Maybe this will help:

    Hold down "W" to move forward.

    Hold down "Right Mouse Button" to turn.

    As you're running along with those 2 held down, try out "A" and "D" (separately). Try and figure out how they effect your movement. Once you kinda get it, try running in a circle around an object (a large or medium hook sized decoration maybe). Doing it without using "A" and "D" means you have to move your mouse A LOT, making you have to reposition your mouse way to often. Using "A" or "D" depending on which direction you're going should mean your mouse movements can be a lot smaller and more accurate.

     

    Sorry is this sounds at all patronising, I'm just writing down what comes to mind and hoping it'll be useful. It's kinda hard to explain how to do it without seeing what you're already doing. I know the stuff I've suggested might sound weird but I think it'll help.

  16. Ranked for Teams, unranked for complete solo join......i cannot see how they haven't introduced this already

     

    Several reasons which have been covered hundreds of times in all of the anti-premade threads.

    1. more queues is a bad idea without cross server, queue times would get longer
    2. ranked is only arenas. People want to group up for 8v8 as well
    3. grouping doesn't necessarily mean you want to play competitively. 2 new players who are friends should be allowed to play together for example
    4. not everyone has an issue playing against premades
    5. solo queue would need some sort of role match making, which makes queue times longer
    6. etc

     

    You get the picture. It's not as simple as just stopping people from grouping up in non-ranked warzones.

  17. I read alot say mara , but sentinels not same just different names ? Or i mistaken somthing ? :)

    Sentinels and Marauders are the exact same, they're mirror classes. It's just that the majority of PvPers play on the imperial faction. It's easier to just assume people know you're talking about the mirror class as well, rather than naming both all the time.

  18. Lethality has MUCH better Survivability!

    Yes and no. Lethality has FAR superior sustained survivability with the healing. Concealement has much better "burst survivability" so to speak. Being able to resist everything at a chosen time (as long as you aren't cc'd of course) is in practice extremely powerful and much more practical. You can't heal through people focusing you as Lethality where as 1 roll from Concealment could negate all of the damage.

     

    What I'm trying to say is that they have different kinds of survivability and to say one is simply better than the other isn't really true. Each spec is better at surviving in different situations and against different specs than the other.

  19. I haven't read through all 21 pages so apologies if this has been mentioned already:

     

    I think companions need to be toned down as well. They can solo a lot of mobs if you set them to dps mode which completely ruins the feeling of playing the game. My companion should be there to help me, not do it for me. The companion alone shouldn't be enough to take down a whole group of mobs imo.

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