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PrometheanDeath

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Everything posted by PrometheanDeath

  1. Finally virulence got a better tactical than overwhelming offense except it does not work as it should. the damage gained from the updated exploited weakness tactical is good but the dot lethal shot applies does not work with cull's tool tip. Similar to corrosive dart and corrosive grenade the dot from lethal shot is an internal poison effect, and cull's tool tip states each poison effect on the target deals damage, not just corrosive dart and corrosive grenade. just wondering if this is intentional or not.
  2. I thank the devs for making death knell reduce recklessness' CD by 15 seconds to fix the original CD issue on deception this was causing. But the fact that you now ninja nerfed our Fade utility back to -30 seconds instead of 45, this "fix" is now reverted again, so can the balance make up their mind if they want to nerf deception's CD sync into the ground or not?
  3. The Tactician set bonus works when having any number of tactical advantages. Instead of 1% for every tactical when you could hold 3 as a dps spec or 4 as a healer, it's now a flat 3% as long as you have a tactical. I personally like this change as it rewards those who still play the original way of conserving tacticals instead of spending all in a rush. Only issue they need to fix is how tactical overdrive and the 4 piece set bonus both reset lethal strike. They could make the set bonus reset toxic blast instead however that's very useless with a 10 second debuff on a 14 second CD. If the devs would like to be creative, how about reset the CD on Fatality shiv proc. New dynamic of an internal CD reset but it would be a much better change than a clueless added double lethal strike reset.
  4. Just going to go down the list in order. Nice to see a new ability for AoE, I know deception and tanks are going to having something better. Can't say the general set sin set bonuses have much of a pve dps aspect though. Killing adds maybe for the first one, except most would prefer to use it in openers for increased damage, where adds aren't available yet. The using stride while stealthed makes your next attack a critical hit is honestly worthless. Deception is forced to auto crit discharge, yet the utility Hand of Darkness makes it so I can just mind trap anything while stealthed and get the same bonus, doesn't even have to be a successful stun. Using deflection on a dps sin is very rare, mainly if you are tanking adds yourself which should never happen, or you are being a meme with the reflect utility. 20% DR after a spike use won't ever be used as a dps, it's a dps loss to do so, yet this for tanks will be amazing on top of their already high force speed mitigation. The accuracy reduction if it can be applied to operations bosses might be fun to see, but not worth a use cause AoE will obviously be a dps loss of single target skills, on top of that not going to sacrifice single target dps in order to have a longer lasting shroud when I should just time shroud to be used at a correct time than too early. Guarding shroud definitely has some nice uses, but I see this more as a pvp tactical and just maybe a tank tactical in pve. With dps sin having only shroud and force speed as their main DCDs using shroud for someone else except in the rare instance it is needed for both players like Dread guards I don't see this as worth it. Increased regen from using recklessness would help if we knew by how much and by how long, but deception has no energy issues and the only way for deception to have energy issues, is to use a further listed tactical instead and ball lightning on CD instead of on induction proc. For Hatred though I'm all for it, even tanks could benefit burning a near useless DCD for dps purposes as most do anyway. Multi mind trap I don't see as being useful, maybe from an RP standpoint but by the time you mindtrap the 2nd player in pvp, the first player's mindtrap will run out before a ninja cap and the half force cost doesn't make this appealing either unless this was changed similar to how whirlwind auto affects nearby targets as well. stride with 2 charges is amazing for decep, hatred it'll kill dps because of how stride break's eradicate's internal proc timer, but I guess it's a plus for mobility. Consuming darkward for additional shroud sounds nice on paper, but sacrificing darkward's mitigation chance for an almost unnecessary increase in shroud isn't practical with how shroud already is used. The extra stacks on darkward is nice, however if the CD reset was reversed, where stride was reset on a darkward use would have much more utility as force speed is almost always on CD for defensive purposes. Wither granting DR per enemy instead of flat DR on use is a nice change, definitely helps against swarms that could melt a sin with no running DCD. Finally some AoE to deception, this concept I love with severing slash's 12 second CD I think this is pretty great. Reaping applying a burn doesn't seem like a thought out tactical this seems almost like a learned passive that should of been added in our discipline even though it's just a flat dps increase with no combat changes. Personally would of loved to see a "Reaping reduces CD from all the voltaic spam" as that would make this filler much more appealing and involved. High Voltage on the other hand is definitely a nice idea and a very fun one at that. The ability to pushing force or keep your induction proc in rhythm with ball lightning's reset makes the playstyle of deception much more creative, this is exactly what I was hoping for with these tactical game play changes. Hatred bonuses to me almost seem as original as burning volts tactical from deception, not really thought out. Critical dependency on leeching when it already is the 2nd highest costing ability makes it seem very rng dependent and extremely force negative on top of that. Had it been a reduced partial CD per dot with all 3 dots equally a reset, that would make hatred feel a lot more engaging and fun for "leeching blocks." Death field with a flat damage boost seems pretty basic, and in pve you can't force slow enemies and spreading force slow when even the lambaste/thrash utility slow is all assassins care about can just be done with lacerate spam. This is probably the pvp tactical but I don't think I've ever considering using force slow on any assassin spec be it pve or pvp and a slow spread seems too long of a setup because of dots a player grouping all being a thing. Pretty basic extra dot procs like most dot specs I'm sure would be receiving or have already gotten like virulence and lethality. If this was applied not only to trash, but to lacerate and severing slash, this might be more worth it considering Hatred is more about AoE cleave than any single target. As a side note if Severing slash could also spread dots like lacerate that would be enjoyable being a better cleave filler in every aspect instead of taking a lower priority to lacerate on no dotted targets. Just my 2 cents from a 1.0 sin main.
  5. Actually like this idea how about something interesting. -Hew bounces to targets affected by shatter's bleed effect, increases AoE which vengeance already has fun with, and very satisfying seeing a ricocheting saber throw I bet.
  6. Pyro is perhaps one of my favorite specs, aside from PT in general, so totally agree with the very underwhelming use of basic attacks that it has. Going to include a couple heat options that could potentially work along with a couple others. Pyro -Incendiary missile loses it's initial damage hit, but vents 3 heat whenever it deals damage. To compensate for the loss of the minor hit at the beginning it would allow for more heat options leading to more filler flame bursts. -When Superheated Flamethrower is refreshed past 2 stacks, reduce the heat cost of searing wave by 3 heat. An incentive to push heat with flame bursts to allow a lower cost searing wave in a rather interesting way to do so. -Scorch can now bounce to a target that is already affected by scorch, and adds 30 seconds of duration to the existing scorch. For those of the scorch spreaders out there who scorch every target imaginable since we can't spread it with searing, there is now an incentive to do so as you can have some long lasting dots for more filler uses instead of scorch refresh. -Immolate now deals 30% reduced damage but damages up to 8 targets within 5m in front of you. Losing your single target Immolate bursts for the sake of AoE, more defining AP to be the single target spec and Pyro the AoE.
  7. I actually like a few of these, mainly the heat cost scales with the stacks for those mishaps of using EB early as more of a QoL affect, but shatter slug spreading blade bleed at the cost of reducing the blade's bleed effect I think is a great idea for AP. I'll kind of refer to the tactical item description that "These should modify one of your Advanced Class/Discipline abilities to work differently" so I won't completely agree with the hydraulics affect. This is just to avoid other other specs from crossing into other specs set bonuses, which I think is their intention. AP -Dealing damage with thermal det causes your next rail shot to build 2 stacks of energy lode. this changes the rotation a bit even though it is a dps increase, this also increases our heat buildup with EB costing more so would be interesting. -While thermal det is on the target, your next mag blast costs 0 heat and detonates thermal det prematurely if applied. Obviously inspired by IO with their det+mag burst, but this also helps with those who find AP's basic attack to be very unfitting with all the tech attacks it uses. -Retractable blade no longer can be refreshed, bu increase both it's initial and bleed effect by 50%, for those that find retractable blade so satisfying to use, but make it in place of those filler mag blasts so AP is much more involved than the simple "brain dead count to 3 spec" -Mag blast reduces the CD of thermal det by 1 second when it deals damage, just a simple change to priority and an incentive to those who play PT to learn to push their heat boundary and be very rewarded for it. I personally think EB already has a great stacking mechanic and think any changes to EB with how it acts would change AP a bit too much so the changes are applied the other spec abilities.
  8. Originally was in my deception post, but placing it where it belongs. Darkness -Depredating volts now deals damage to all targets 5m from the initial at 50% reduced damage. Not sure if this is applicable, but it would hit the main target for full damage, but any targets it bounces to would be hit with the reduced amount, mainly to increase the AoE damage sin tanks can do without having to sacrifice their dark protection -Whenever you shield an attack reduce the CD of wither by 1 second, rotational change that also increases DR due to current set bonus, and increases AoE damage. -Force pull now has no minimum range, but within 10m you interrupt the target and root them for 3 seconds, most interesting one, as the other 2 tanks have extra interrupts on charge, yet sins don't. Both a pvp a pve application that might also reduce force pull's CD for extra force pull threat during boss fights. -For every target hit by whither increase your DR by 2% for 3 seconds, just a different approach to the current set bonus as it is an AoE skill
  9. Accidentally put this in my deception post, so fixing it's location. Hatred -Whenever you are healed by leeching strike over max health, convert the extra health into a barrier equal to that amount, slight defensive especially since they are the squishiest of the 3 disciplines. -Creeping terror now has an infinite duration but deals reduced damage (can be cleansed resisted etc), sort of WoW inspired as it would mean more uses of thrash/saber strike instead of normal terror applications -The initial hit of eradicate forces your dots to tick on a separate rate limit, just to add a bit of pressure damage, especially in sub 30. -For every target beyond the first hit by death field apply an additional stack of deathmark. after the initial opener you normally get around 23 ticks from your 2 dots and eradicate, boosting dot damage a bit more as stacks could now go up to 22 hitting 8 targets to increase boss damage.
  10. Accidentally put this in my vengeance post, just putting it in the right place. Immortal -Force choke reduces the CD on saberward and invincible by 5 seconds per tick, most juggs hate their CDs while strong being such a long wait and don't want to use them often, so how about a way to decrease them slightly, possibly now making a lack luster utility (strangulate) to almost a necessity. -Sorry to all the skank tank haters, but probably one of the easiest changes, Changes Crushing blow's text to read "If you are protected by Aegis assault, increases the damage of crushing blow by 50%" losing your AoE mechanic but making an even stronger aggro hit, and yes single target damage. -Reduce the CD of backhand but change it's stun to a root, increasing pve threat and damage and pvp control, without a physical stun lockdown. -Whenever you *defend* an attack reduce the CD of invincible by 3 seconds. This I think is more of an incentive to run tank stats instead of dps gear, and even helps pve to a degree as adds are perfect for defending against unlike bosses.
  11. Will agree jugg do lack mobility compared to other specs, they might have extra charges because of warmonger, but what other classes have is controllable mobility like force speed or PT hydraulics. personally think these tactical items are going to cause quite a bit of change almost cause entire spec reworks so specs like rage with fixed rotations are a bit difficult to without just giving buffs to. Vengeance -Impale causes you next ravage to increase the duration of eviscerate and draining scream by 3 seconds if applied on the target, to increase the uptime of the impale/scream dot to 100% to match their CDs, also changing the priority of ravage/hew for the sake of dot damage. -For every dot on the target when Hew deals damage reduces the rate limit slaughter can trigger by 1 second -Critical damage dealt by Shatter's bleed effect reduce the rate limit that slaughter can be triggered by 1 second. The above to is sort of meant to help with uptime as more hew procs leads to a few more ranged attacks, just playing around with the idea. -For every tick of Shatter's bleed, increase the damage of your next ravage by 5% stacks 4 times, most will agree since they made ravage an instant cast it doesn't compare to it's stronger damage output, so something to increase that.
  12. I think sin, especially deception is in the best position for these tactical item changes, as the item wont cause a rotational rework, but still affect the priority and change overall style of the spec. Here are a few ideas that I've come up with along with a few others. Going off of the post it does say tactical items should affect advanced class/discipline abilities, so I guess to have items that don't cross specs, so I won't be advocating for the spike changes. Deception -Critical hits with voltaic slash reduce the CD of Reaping strike by 1.5 seconds. Using your weaker filler allows for more stronger filler procs in the simplest sense. -Ball lightning's 2nd hit also can trigger surging charge, if it can use my recklessness stack on a weaker hit, think it should also be able to build a stack like the first. -Low Slash increases movement speed by 100% for 4 seconds after use. More of a mobility perk, for those who run away and targets that are far allowing you to regain uptime or even LoS away. -Reaping strike builds a stack of recklessness. Whether or not this "activates" recklessness to instantly build a 3 stack discharge, which it would be nice, it would change priority to make reaping act like stride, but as a physical attack.
  13. Probably the easiest way if it's possible is to have the phases that dummies exist don't allow guild perks to be active. This would mainly be on starships and Rishi SH. While there are fleet dummies, they aren't affected by the debuffs/health modules, but I am unsure if those combats of a non debuffed dummy with guild perks could still be uploaded and recorded so fleet would probably be a safe bet to include so the players that use those also don't see an inflated parse of what they possibly are doing.
  14. Pretty much with everyone else including this post. /signed Just my 2 cents on how to balance each mission though. PvP: earn 30 medals. Simply put it's the fastest 1 match weekly that takes 0 effort. it's almost impossible to not earn 8 medals even if you lose compared to the players who earn 16+ playing objectives. With 30 medals that means to those that play till 8 and leave mid warzone will actually have to play, and the people who hard carry will get this done in 2 warzones, 3 at most. MM FPs: Having the new weekly require more than the current weekly wasn't a good idea. reducing it to 3 to match or even lower to x2 as mentioned would make a lot more sense. GSF: My only preference, because of GSF basically being regarded as an entirely different game than swtor, is make it "Play 3 matches" instead of win. GF Ops: 100% agree that is should be complete 1 operation of any difficulty. Making NiM raiders gear for NiM GftM by doing story modes is a terrible idea. Clearing NiM anything should be rewarded more than the daily groupfinder so current teams shouldn't deviate from normal prog times to get a crystal still.
  15. A. Many players even pvp players participate in random last boss lockouts from groupfinder when the queue is slow and that's an instant 3 memory cores in 20 minutes. Meanwhile the pve player is still in hour 5 queue waiting for the mass queue of ranked players and progress 1/20 at a time (15 minutes per match, 10 if the get destroyed by premade masters) B. Hence why I said some definitely not all. Even I have barely any components cause of the same reason of gearing alts. C. The inflation is per character (at least that's how it was described) and it's a weekly basis as they said so you either wait and pay small amounts or panic buy and spend more. Which is honestly a good system that goes against stockpiling and rewards weekly grinding. D. 12 months is definitely and exaggeration but between 3-4 if you only spend 1-2 pieces a week honestly sounds reasonable, and that doesn't take into account 252 upgrades from crates. E. SH was just a mention, 2 other maps were added which definitely adds more variety. G (F?) Swapping classes for different play styles, and playing with different players especially with your premades makes it enjoyable. And by 3 months I hope you meant 3 years cause that's what it took to get GftM from Revan.
  16. Never edited or removed so not sure what this is for?
  17. Honestly your comments alone prove my point. A clear pvp player focusing on antagonizing, especially with your "edit" post for mockery. There's no point arguing because that wasn't the intent of this thread, it was to give attention to the illogical setup their planned crafting is. This gear wouldn't exist without NiM GftM and using pvp materials just proves that the devs know the pve materials are useless to use so why bother even having them? Easily agree though combining both sides using the same gear was a terrible plan, but now including both types of mats is just adding insult to injury of this mistake.
  18. The gear is a luxury and both players have access to it, just in different ways. Ultimately though the gear is not a game-changing edge when there are no class changes, and a player who knows their class in pvp is where you see masters, not cause of gear difference.
  19. Must have forgotten a couple things, to get charged matter catalysts one must do ranked pvp, filled by toxic players, or premade groups designed to destroy all competition, game throwers, and the like or even all combined. However to get encrypted memory cores you can simply do the daily groupfinder or master mode FPs on the day of the week they are bonus, not needing to be a top notch player to complete these. Both materials also dropping from command crates, but oddly enough encrypted memory cores win again by dropping a lot more frequently than CMTs. Also can mention to scrap the crafting idea anyway and go with the Masterwork data crystal farm, completing most weekly missions, New daily area weekly, and surprise surprise turn in unassembled components for them. They are called pvp components for a reason, because they are easily farmable in pvp with some players this second having 40k+ components saved just to get their new gear this way. So as before, pvp players still have the advantage in gearing, and there should be no crying over pvp players being neglected, especially after the latest additions to the game from maps to the SH itself.
  20. Raiders can only sell the gear if we can get the mats in the first place, and quite a majority of raiders specifically raid to not do pvp cause of how toxic ranked pvp can get. And we can't get the millions to sell said gear if we are forced to play ranked for days on end to just feed the real rank groups, might as well quit at that point. In any way, all players are going to farm the new daily planet to get the gear, and just chance with command crates for the NiM GftM drops, so pvp players are at the advantage yet again to getting gear that was specifically made to complete the new pve content, no sense at all.
  21. This is a personal note on the new high tier crafting but the prices are extremely high and also rather illogical. Needing 24, 28, or even 36 Charged Matter Catalysts to craft gear made to complete the "New PVE content" and we must use the Ranked PVP mats to make them. Think I can vouch for everyone but if you were to check anyone's inventory, be it legacy bank or physical characters an account might have maybe 2 CMTs per 100 Encrypted memory cores which is the Pve material used for almost nothing, so why not use them for this gear meant for the "New PVE content" instead of these PVP mats?
  22. Pyro PT actually has that already, KO reduces it's CD by 6 seconds every time you take damage on a once every second rate limit, and 30% DR while it's active. Though even then it's a rather weak CD especially on AP, or even the tanking if used by itself. Probably the biggest problem that shows KO isn't viable, is how undependable it is. As an AP PT it is fairly common to tear aggro off of inexperienced tanks, though here are some honorable mentions where KO has failed to keep me alive unless I use Energy shield on top of it or just use energy shield right at the start and hope for heals. Probe droid from EC minefield, Warlord Kephess droids in 1st phase, Kel'sara's legionnaire's, Titan 6 probe droid swarm, Thrasher wall snipers, skittle squad members (most notably rail beam users from yellow or green team), Vilus stabbings, Mass affliction from draxus (unlike merc KO which can survive it), ugnaughts from grob'thok. A rather long list, and this doesn't take into account stealing aggro from bosses, or mechanics such as Terror Kephess with his "Aiming at mechanc." In all instances I activate KO at 50%, or before the previous mechanic stated above deals damage as a precaution since more damage would result in a health drop for the healing to proc. Surprise though all resulted in deaths. I'm sure other PTs/Vanguards have had their own experience of KO mishaps especially pvp on top of other pve occurrences. As I've mentioned before the only use of KO that I have seen it work is as my 2nd CC break in pvp while I still have a considerable health pool left due to the efficient suit utility. A higher scale buff to KO just like Juggs got to Enraged defense, or even another CD would definitely be a better alternative. Cause some classes hearing that PTs still have Energy shield which is 25% DR, won't stop till even that is taken away to make up from the trauma of 3.0 PT. Kappa
  23. The higher crit build is what everyone used to run, however because of the difference the alacrity build increased classes by, I wouldn't say the difference is negligible. Due to all of the attacks being instant is why the alacrity build is overall better.
  24. After a lot of practice a clicker can get similar APMs of keybinders, it just takes a lot of training and good placement of the abilities, along with quick mouse movements. Going through your rotation of your parse, I believe I counted 5 instances of delayed wounding shots and 3 instances where no abilities were used. The rotation of dirty fighting / Virulence all revolves around wounding shots having 4 GCDs between every use. After your 3rd wounding shots would be the first instance this occurred, you using Wounding, quickdraw, vital shot, shrap bomb, dirty blast, then used flurry instead of wounding again. As someone suggested keybinding does help, but if you are adamant about clicking there have been compromises that would still help. One thing I taught a clicker friend of mine is to keybind defensives and buff abilities, like your smuggler's luck and illegal mods. Since they don't follow the GCD having them key bound would probably increase your APM significantly as there are gaps from you using buff abilities. Could help with stats as well if you'd like to list yours, but work on perfecting the 4 GCD rule between wounding shots should be the biggest thing to increase your numbers.
  25. All I see are nerfs and trying to roll ravage into a combination of wishes, sorry. The fact that it has listed it does nothing but nerf jugg tanking already raises red flags on why this shouldn't be a utility. Also what is your expected damage increase that ravage would get? Very rough calculations ravage would need to have a base damage of 20k to make up for the extra GCD it takes up to make it worth taking...that's not happening. The DR makes sense, but many reasons why this just isn't worth it. The affect of taking it in PVE would be to nerf damage, if you don't want it to nerf damage if taken, then having the ridiculous base damage is the only way. Vengeance relies on fluidity, if shatter can't reset ravage, there will be need to use 3 vicious slashes in a row, yes literally 3 which will now have to be saber strike due to the high cost in rage for filler. Rage is the same deal, it'll take up retaliation most likely, and again the 20k base damage is the only way to make it worth taking. A utility is meant to help a class, but having the affects of "Shatter will no longer reset it" or "It wouldn't be affected by talent trees" is a huge deal breaker. Vengeance will lose the ability to function as a dps spec resulting to carnage level lows having to use saber strike just to keep the loss of GCDs going. Jugg tank would probably take the worst of it. "It wouldn't be affected by talent trees" meaning the defensive buff you get when using it in tank spec would also be gone, now there's no point. Let's not forget about other utilities: Overwhelm "Ravage immobilizes for 3 seconds". I shall assume you thought this would be built in to your description, cause if not there's nothing preventing me from strafing right and walking out of your ravage's range breaking your DR affect gained from channeling ravage. If it doesn't however what happens with Overwhelm? A simplified version of your description would just be to say "Gain boss immunity for the duration of ravage" cause that's what being immune to all controlling effects for the duration means. Even assassin tanks don't get that on depredating volts even though it does more damage and can be used while moving. I get your intentions of wanting to buff jugg, but this might be wanting to combine a needed buff with an idea that was ruled out for the better of juggs. Also noticed that in your description of the reworked ravage that you want it to act like Gore from Carnage mara which I think is better kept as a unique thing to carnage.
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