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funfish

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  • Location
    Baden-Württemberg
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    zocken, Fitness, Gitarre spielen
  • Occupation
    Student
  1. Dear Developer Team, It's almost two years now since we can choose a secondary combat style for our Characaters. After such a long time I heard many people saying that they would appreciate it, if there was a way to change their secondary combat style again (maybe whit a new cartel market item like master datacron or with grinding missions ingame). I would also appreciate it because I do have 2-3 Characters aswell where I might like to overthink and change my decision from 2 years ago.
  2. I used to love playing IO, but especially the dps choices just being side-grades instead of essential dps buffs like other classes have, just make Mercs on both specs just boring and not competetive. In this post the main issues with mercs were pointed out very well.
  3. So as i mentioned i actually tested and looked at these changes and i don't know if you are aware of that but this post is about the upcoming changes for 7.1 and the next future patches which are currently on PTS. In fact when i am on PTS, deception and hatred assassin both get 60% aoe dr for 15 seconds from mass mind control when you choose "formless Phantom" at level 51. It is mentioned in the tooltip and i also checked that it really gives you 60%. So, exactly this is going to happen in either 7.1, 7.2 or 7.3 chris mentioned as balancing updates. Please don't post unchecked information just because you can't read a tooltip on PTS. And also in my understanding, i wouldn't consider it as whining when i show the developers with a detailed explanation and good reasons that the "defensive roll" redesign is not competetive at all compared to all other melees. I would consider your answer as whining because it has no explanation in it, no testing and not any reason why marauder "shouldn't need it". like i already explained: Marauders, just like Juggernauts, even need this more than Powertechs because of their range commitment and playstyle.
  4. Hello, First of all: I had the chance now to test some of the reworks on pts in raids like r-4 anomaly hm and some other nims and i have to say there is at least one bad rework going on atm. your decision to rework aoe damage reduction on every class in general is not a bad thing. I think if it is good and fair designed along all classes it would be pretty fine. So: on current live patch all range classes lost their aoe damage reduction compared to 6.0. Now all melee dps just have temporary aoe damage reduction. This is in general ok because range classes are not restricted to ability range so it makes sense to give melee dps temporary aoe damage reduction because they need it when they have to commit to bosses in raids with less range more often. But in detail there is a really big issue and uptime gap for the marauder compared to other melee dps. thats because of the following redesign for annihilation and carnage: The “Defensive Roll” passive mod has been redesigned to do the following: “Increases internal and elemental damage reduction by 3%. In addition, activating Bloodthirst reduces the damage you take from area effects by 30% for 20 seconds.” Juggernaut gets for 15 sec 60% aoe damage reduction every 45 seconds on threatening scream Assassin gets for 15 sec 60% aoe damage reduction every 45 seconds on mass mind control Powertech gets for 15 sec 60% aoe damage reduction every 45 seconds (on pyro even all 35 seconds) on sonic missile Marauder gets for 20 sec 30% aoe damage reduction every 5 minutes on bloodthirst (raidbuff) and only then if you are the marauder who pulls bloodthirst and not another one in the group that would give you a 5 min debuff for bloodthirst -> although the marauder has like the juggernaut the most 4 meter abilities (most abilities with very short range) those classes have to adjust in raids in a much more difficult way because of that. But you decided to give him only 30% and attach this to a 300s cd raidbuff which does not make sense at all and compared to all other melee dps it's only half the aoe damage reduction for even 7 times less uptime. The solution: give the marauder also 60% aoe damage reduction and attach this to an ability with comparable uptime (for example: during predation (for 10 seconds every 30 seconds) or during cloak of pain duration (for maximum 30 seconds every 60 seconds) to provide the same aoe damage reduction with the same flexibility other melee dps already have (60% aoe dr during predation actually seems perfect because it would be literally the same uptime (10/30 on mara and 15/45 on other melee dps is in both cases exactly the same uptime (1/3)) so that it is not worse and also not better but just fair for all melees. also predation makes more sense because you use it not just in either gap closing or escaping situations but also for specific boss commitment situations that are often combined with incoming aoe damage. -> This would totally compliment the intended experience of the combat style which is an agile very close combat style and it would make it competitive while sustaining this playstyle. There is no way to justify 60% aoe damage reduction every 35 sec on Pyro Powertech which has almost only 10 meter damage abilities when the marauder gets just 30% every 5 minutes with luck which needs more commitment with almost only 4 meter abilities. Thanks for reading!
  5. Hello, First of all: I had the chance now to test some of the reworks on pts in raids like r-4 anomaly hm and some other nims and i have to say there is at least one bad rework going on atm. your decision to rework aoe damage reduction on every class in general is not a bad thing. I think if it is good and fair designed along all classes it would be pretty fine. So: on current live patch all range classes lost their aoe damage reduction compared to 6.0. Now all melee dps just have temporary aoe damage reduction. This is in general ok because range classes are not restricted to ability range so it makes sense to give melee dps temporary aoe damage reduction because they need it when they have to commit to bosses in raids with less range more often. But in detail there is a really big issue and uptime gap for the marauder compared to other melee dps. thats because of the following redesign for annihilation and carnage: The “Defensive Roll” passive mod has been redesigned to do the following: “Increases internal and elemental damage reduction by 3%. In addition, activating Bloodthirst reduces the damage you take from area effects by 30% for 20 seconds.” Juggernaut gets for 15 sec 60% aoe damage reduction every 45 seconds on threatening scream Assassin gets for 15 sec 60% aoe damage reduction every 45 seconds on mass mind control Powertech gets for 15 sec 60% aoe damage reduction every 45 seconds (on pyro even all 35 seconds) on sonic missile Marauder gets for 20 sec 30% aoe damage reduction every 5 minutes on bloodthirst (raidbuff) and only then if you are the marauder who pulls bloodthirst and not another one in the group that would give you a 5 min debuff for bloodthirst -> although the marauder has like the juggernaut the most 4 meter abilities (most abilities with very short range) those classes have to adjust in raids in a much more difficult way because of that. But you decided to give him only 30% and attach this to a 300s cd raidbuff which does not make sense at all and compared to all other melee dps it's only half the aoe damage reduction for even 7 times less uptime. The solution: give the marauder also 60% aoe damage reduction and attach this to an ability with comparable uptime (for example: during predation (for 10 seconds every 30 seconds) or during cloak of pain duration (for maximum 30 seconds every 60 seconds) to provide the same aoe damage reduction with the same flexibility other melee dps already have (60% aoe dr during predation actually seems perfect because it would be literally the same uptime (10/30 on mara and 15/45 on other melee dps is in both cases exactly the same uptime (1/3)) so that it is not worse and also not better but just fair for all melees. also predation makes more sense because you use it not just in either gap closing or escaping situations but also for specific boss commitment situations that are often combined with incoming aoe damage. -> This would totally compliment the intended experience of the combat style which is an agile very close combat style and it would make it competitive while sustaining this playstyle. There is no way to justify 60% aoe damage reduction every 35 sec on Pyro Powertech which has almost only 10 meter damage abilities when the marauder gets just 30% every 5 minutes with luck which needs more commitment with almost only 4 meter abilities. Thanks for reading!
  6. Hello, there are two choices in the annihilation ability tree that are not working 1. Draining Center (lvl 23): Activating force rend immediately builds 10 fury and force rend deals four times its damage whenever it consumes a stack of berserk - only the first of four dot ticks of force rend deals four times its damage when it consumes a stack of berserk. it doesn't work for the other 3 ticks even though they consume berserk stacks. and it doesn't work at all when it is used before activating berserk also even though it consumes berserk stacks. 2. Blood Wave (lvl 39): Dealing damage with rupture sends a wave out from your primary target, causing your bleeds to deal damage on nearby targets - this does not work at all
  7. For the marauder all legendary items provide a wide range of really useful combat enhancing buffs for every type of player. There is Vicious First Package for casual players, Nimble Master Package for PvP Players and Dispatcher Package especially for Raiders. Berserker's Call Package and Fearless Victor Package are general slight damage buffs which also happen to appear well designed ones. So all in all a great list of legendary items without missing anything. Great Job!
  8. The latest marauder changes fixed all big issues and the marauder feels really good again with keeping important baseline dcd's with self cleanse and also keeping a fast gap closing playstyle which is the most essential thing for marauders. Or in short: the marauder will not become a clumsy powertech with two lightsabers any more. Since then I also talked with many many people about it and most were as happy as i was. So thank you for listening! For Annihilation the combat decisions at level 47 and below are also really good designed and it lets us not lose too many passives/abilities and gain really useful ones which really enhance the combat experience. But there is still one decision left I have a good idea for. So when we look at the level 43 decisions there is one choice for aoe (Blood Wave) one choice that doesn't make sense for raiders (Force Fracture) because it will be a dps decrease but the 10m range of this new ability gives casual players probably a good choice and (Rupturing Rage) rage regenerate. I have nothing against Blood Wave for aoe and Force Fracture for casual players but Rupturing Rage could be designed better. Besides the trauma debuff which isn't really useful it gives a marauder rage when rupture is used while Berserk is active. It isn't bad but it isn't really that practical either. So my suggestion is to change Rupturing Rage from Rupture refunds rage when used while Berserk is active into Rupture refunds one rage when consuming a stack of Berserk. That would match the rotation a bit better and it would help having more continuous rage gain per berserk cycle. And the intentional benefit (refunding rage) stays but it will just practically work better for every marauder. An additional note: Draining Center at the level 27 decision is still buggy. the first part works with generating 10 fury (not exactly because somehow on pts it generates 11 instead of 10 fury). But Force rend dealing 4 times its damage when consuming berserk just works for the first tick of force rend and not at all when berserk is used after force rend is applied. I know that you guys are aware of that but I want to tell you that the last 2 updates didn't fix it. Thank you! (BTW: Legendary Items are great and useful)
  9. Second: now specific rotational aspects for each discipline: - level 27: Annihilation: Good Carnage: Piercing Gore is kinda interesting and ok for aoe. Driving Gore is also good. And Berserk of Glores just doesn't fit into carnage's rotation at all. Gore has the highest rage consumption and carnage is not designed to spam gore in its burst window. You just can't do that with lowest rage gain of all marauder rotations. I would suggest a reduction of the rage costs just for that additional gore from Berserk of Glores down to zero. So Berserk of Glores could look like this: Using gore with berserk grants you ONE additional gore (to balance it with preventing it from beeing spammed) without any rage costs. This would allow the rotation to smoothly going on into its massacre filler sequence after a berserk burst window with two gores. So that would be a really creative idea to enhance the single target rotation without interrupting it. Fury: Good - level 35: This decision is weird. Predation should be in your standard ability list and instead of that there should be a third choise comparable to overwhelming slashes and snaring slash. Crippling Slash would fit really well here as a choice because in its function and in its value for pvp it is absolutely comparable to these two slowing and rooting passives. But i don't mind it too much this still ok - level 43: Annihilation: ok Carnage: Good Fury: Good Level 47: Each of the two discipline based choices seem pretty good and to put Furious Power into this decision is also not too bad since the descent of the fearless set bonus will be removed. So this is also a decision with 3 absolutely comparable passives/abilities in damage
  10. First of all: the new skill tree does not really give the marauder it's essential identity and how the marauder is meant to be played. Many important things are there but there are also real issues since you decided to remove so much flexibility by getting rid of 24 skill points and the old passive tree: - Self cleanse: the marauder has to be able to cleanse himself from debuffs like it has been for all the time. For example Jugg still has self cleanse with endure pain. Why the marauder doesn't? It's just so random what you designed atm. My suggestion would be to add a self cleanse to the ability force camouflage itself or implement it to my example below. - Cloak of pain: I'm glad that you didn't miss cloak of annihilation, but as important as that is cloak of rage. Cloak of rage gives a marauder so much more fun when it comes to raiding and an ability to really dig into intense burst sequences by gaining rage and reducing damage at the same time. This skill point is so essential for the feeling of a marauder. And my suggestion here is also to add cloak of rage to cloak of pain by default or combine it with cloak of annihilation at the level 60 decision. - Predation: Another ability that is so iconic for the marauder. But you implemented the base predation which no one ever uses. You literally lose predation although we already lose so many other important abilities because no one uses it with wasting fury stacks. And it is just really bad class design to trade damage with using berserk against movement with using predation by consuming 30 fury stacks. Also the base predation is such a slow movement buff with 50% that you almost don't even recognize any difference. So: Buff the predation to its current state on live server with Relentless for a 30s cooldown and Unbound for 80% movement speed and root break by default. Or maybe even 100% movement speed if you want to do us at least one favour and want to progress current states of abilities and not just punish every ability to a nerfed version for 7.0. - General movement speed: almost every melee dps can increase their general movement speed by 15%. This is also missing from the Phantom skill point. - Quality of life: Now is the perfect time to give a marauder what a powertech has had for years with his energy burst. Let us be able to stack up with fury stacks with the ability channel hatred for proper pre-stacking berserk before we enter a fight. Someone told me it is implemented on sentinel but i just tested it on marauder and it doesn't work atm. Another important issue: the marauder is losing so much useful skills compared to all the other classes. My Suggestion for the level 70 decision: don't let us lose always 2 of 3 essential defensives and make it a bit more convenient and interesting. Instead of letting us decide between force camouflage, mad dash, undying rage as an ability completely, give us a decision for specific uses of those for specific fights. for example you can let us decide between force camouflage with self cleanse, predation with 10% defense chance (and remove the 10% defense chance from base predation to compensate a much more useful base predation with 80% speed buff 30s cooldown by default) and a mad dash with 100% defense chance (and remove that 100% defense chance also from base mad dash) to at least let us use force camouflage for damage reduction OR self cleanse, mad dash for mobility OR defense chance and a 80% speed buffed 30s cooldown predation (which is the current one on live server with skill points) with OR without 10% defense chance. This would be actual good class design and real individuality that your community manager praised so high on twitch for 7.0. You see people being unhappy with the new marauder design not just on this thread but also in the entire community (and more important: unhappy in almost the exact same way). It seems like you forgot that most of marauders damage and defense abilities have 2-3 uses in different situation compared to other classes and please design it smart instead of just ripping all those abilities and essential passives completely away. I took the effort and time again to tell you what you were asking for. Now you have a really detailed list of which problems still exist and even suggestions which are also examples for better class design. all in all if these issues get fixed, marauder mains could be ok with getting into 7.0. Now it‘s your turn. I would like to thank you for asking us. But in the future I would like it much more to thank you for listening to us who play this class for years and years on every difficulty in every raid.
  11. Random raids on tulak are dead. But we have no internal problems. On monday we had a new trial with 0% gods achievements - he basically never saw this operation before and didn't even play too bad for that. The reason why we didn't kill Tyth on monday was because we didn't play good as a group in general on that day. I'm wondering why you complain instantly about such issues. The latest removal of veteran edge stacks in old nims has nothing to do with gods from the machine. On tuesday (one day later) Better Now killed Tyth and A&E again in approximately 45 minutes, before our "Schielauge-Tank" ragequitted and brought the raid after not even an hour to an end. Furthermore I organized a second brontes nim run today (Nahigo streamed the whole run) and we did a brontes one shot and also a gatecrasher even with some pauses within the run. We also did an extra kill pic for you. https://ibb.co/Y3j9Mz5 Brontes kill video: And my final opinion on this whole topic is: you don't need veteran edge stacks and I like the difficulty of nim raids exactly how it is now. The only issue I don't like is that there are still mastery endurance and ap caps in all old raids, because they aren't scaled to 75, which forces me to use crit adrenal and weird relics. I can't even determine my life pool with different gear on my tank. All in all: random raids on tulak are dead and probably some middle skilled raid groups aswell, but not raid groups in general.
  12. What a dumb posting. First of all we fulfilled the wishes of 4/5 of our customers today. The last customer was the brontes buyer and yes: sale runs are very hard now but if you have listened to Nahigo carefully then you would have heard that he said "it is still makeable" - and yes: it is still makeable. "We are better off doing crafting to earn credits" was meant as a joke and even I laughed about it and continued with "nah, let's do some heroic credit farm runs". We cancelled the last run because it's sunday and most of us have to get up early. (It was around 22:30 pm) If you watched Nahigo's streams more often, you'd realize that we never do sales or mainraids beyond 22 pm. I don't get why people are so hysteric about it - relax, we just had too many customers for one day without raiding beyond 22 pm according to the difficulty of the content atm. That's it.
  13. Ok thanks for this detailed answer. Now i understand why the situation has changed
  14. I will link my post from the suggestion box about the carnage mechanic changes under this thread because i think it fits in here pretty well. I would like to hear especially opinions from the developers: http://www.swtor.com/community/showthread.php?t=938910
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