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greengore

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Everything posted by greengore

  1. Hi there! Companions are great thing about this game, their comments and stories is really a cool stuff. But making companions bound to dps/tank or heals is a thing that should be looked into. My point, ii would be nice to have a feature, which allow player to pick hes companions spec for the price of cartel coins or credits or legacy unlock. I am sure I am not the first one with that idea, but sicne theres an expansion coming soon its a good opportunity to implement this cool feature to the game. If you like the idea please bump this post so devs will pay attention to it. Have a good day!
  2. Hi there. Vengence tree is raw, talent tiers are placed badly, also it has no crit dmg increase talents (which every other dps tree has) and "Dreadnaught" should be 9% strength for 3 points like other similar talents are!!! 1. "Seething Hatred" A talent for tier one and fits best in immortal tree. I mean, seriously, it would be great talent for lvl 10, but not for 41! 2. "Sundering Throw" Now, I aware theres a pve set bonus that makes it useable at any distance so you can have it in your rotation, but again doest really look like high tier talent for a dps tree to you? I suggest to redone this talent to remove distance instead of sunder effect. 3. "Pooled Hatred" I dont think its any good for pve at all. In pvp it gives some damage but it is allmost never stacks to its full. I suggest to remove stacks, put this talent to high tier (instead Seething Hatred) and make it to add 20% dmg to next impale . Maybe 20% is to much, but you got the idea. 4. "Deadly Reprisal" Dont stand in flame! I mean come on who ever wants to run into aoe and get 1 rage! 5. "Draining Scream" and "Eviscerate" The dot dmg is redecilously low, so Vengense Juggernaut is just forced to waste 4 talent points to make sure hes "Destroyer" procs as much as possible. I suggest to make this dmg work like "Force Lash" talent from Rage skill tree, though the "Destroyer" talent, then will need a rework as well, so maybe just leave it as it is XD 6. "Enraged Sunder" and "Improved Sundering Assault" Those two should be merged into one talent located in vengence tree, while "Enraged sunder" place should be for "Seething Hatred" in immortal tree. About crit dmg increase. It is just weird why Vengence is the only tree without such talents, but since vengence dps seem to be ok, I can live with that.
  3. At the begining, I like to express my sincere gratitude to all Great People who play their main char as a healer. Thanks for the heals <3! On with this blasphemy thread now. I belive that healers must be op, and should not be killed in 1v1 situation by anyone (ofcourse if healer not terribly undergeared, or forgot that he need to heal himself also! or simple went afk ). You may ask - Why I belive it is should be that way? For a moment, try to walk a healer shoes: He must watch hes team frames (Bars must flow!), at the same time keep an eye on what hapens around him and what corner that arrogant marauder went while mindlessly chasing an injured foe, straight into a swarming crowd of enraged jedy knights who, start to pulverize poor bastard into a bloody pulp! But healer doesnt see this miracolous scene, because he also have to constantly chek for ability procs, HoTs and other short buff timers, debuffs, enemy procs and manage hes/her resources (trying to avoid overhealing). So thats already require second pair of eyes! eh not to mention, healers is also supposed to aid hes dps with cc and interupts if he dont wanna be called a key turning noob clicker! Thus, making healing complicated, or making healers a free kill and so on, will may result in nobody (only Mister Slave) wanna play as healer for the thrill of intensive, exhausting and monotonous work, instead of having fun and joy playing a game. Also keep in mind, that healer supposed to be able keep up hes team and himself alive, under the DMG&CC&Interupts&LoS from several enemy players. As you can see, healers life already isnt a walk in the park. And the last, pretty obvious thing which nevertheless most people forget to take into account: PVP in SWTOR is balanced around 8 vs 8 warzones, where healer must keep hes team up against 5-6 enemy players. Not alone of course, but it certanly means that in 1v1 healer will be unbeatable and thats normal! Think about it. The other thing, people close eyes on is that: Playing dps simply more fun compared to a healer. Watching huge crits, explosions&lightnings&Agonal moves, chasing foes, jump out of stealth on some silly sniper, maul him to death in few globals! And of courset *** on a damage&frags score at the end of the match Healer in the same match can barely see anyhting around him, just the Bars! (Must.. Make.. All.. Bars.. Toped! ) Healer also forced (If enemies are smarter than a wood) to run around all the time, avoiding (LoS) damage&CC&interupts&Sexual Harrasment from crazed Jedi dudes who made their goal to interfere and distract poor Medic from hes precious bars, which if succeed leads to a sudden death of a few team mates, frustration, a lost match and some warm words about healers skill, mental capabilities and close relatives sexual preferences All in all, I think it is a mandatory that healing classes must have something to compensate, otherwise very few will find it appeal to being a healer, their already think numbers will drop even lower and then we will be in a world of sh*t! What is fair, logic and should be done about healing: Healers must go oom (out of mana) even in 1v1, and they should not be alowed to heal target focused by few dps without burnig all their cds and mana pretty fast. Also they should be more vulnerable to interupts (not sure about this one). Oh and instead of flaming on great people who dedicated their game time to healing and support the rest of us. Take a closer look on tanks! Tanks combined with healing, that what makes pvp look broken/frustrated, especially in warzones where objectives require guard something or carry the ball, and the dps isnt cruicial at all (most of warzons actually like this). I see two possibilities. First: Nerf healing done to others and make it essetial for healers to cooperate with tanks in their efforts. The other way is to remove guard and taunts and make tanks main job to cc, guard nodes and carry huttball. I dont like last option, since it means to refuse unique tank role&mechanic SWTOR has brought to us. And yeat, it still will be better than make precious healers into underlings so they will quit the game, or reroll a dps class. Whole galaxy will be doomed!!
  4. At the begining, I like to express my sincere gratitude to all Great People who play their main char as a healer. Thanks for the heals <3! On with this blasphemy thread now. I belive that healers must be op, and should not be killed in 1v1 situation by anyone (ofcourse if healer not terribly undergeared, or forgot that he need to heal himself also! or simple went afk ). You may ask - Why I belive it is should be that way? For a moment, try to walk a healer shoes: He must watch hes team frames (Bars must flow!), at the same time keep an eye on what hapens around him and what corner that arrogant marauder went while mindlessly chasing an injured foe, straight into a swarming crowd of enraged jedy knights who, start to pulverize poor bastard into a bloody pulp! But healer doesnt see this miracolous scene, because he also have to constantly chek for ability procs, HoTs and other short buff timers, debuffs, enemy procs and manage hes/her resources (trying to avoid overhealing). So thats already require second pair of eyes! eh not to mention, healers is also supposed to aid hes dps with cc and interupts if he dont wanna be called a key turning noob clicker! Thus, making healing complicated, or making healers a free kill and so on, will may result in nobody (only Mister Slave) wanna play as healer for the thrill of intensive, exhausting and monotonous work, instead of having fun and joy playing a game. Also keep in mind, that healer supposed to be able keep up hes team and himself alive, under the DMG&CC&Interupts&LoS from several enemy players. As you can see, healers life already isnt a walk in the park. And the last, pretty obvious thing which nevertheless most people forget to take into account: PVP in SWTOR is balanced around 8 vs 8 warzones, where healer must keep hes team up against 5-6 enemy players. Not alone of course, but it certanly means that in 1v1 healer will be unbeatable and thats normal! Think about it. The other thing, people close eyes on is that: Playing dps simply more fun compared to a healer. Watching huge crits, explosions&lightnings&Agonal moves, chasing foes, jump out of stealth on some silly sniper, maul him to death in few globals! And of courset *** on a damage&frags score at the end of the match Healer in the same match can barely see anyhting around him, just the Bars! (Must.. Make.. All.. Bars.. Toped! ) Healer also forced (If enemies are smarter than a wood) to run around all the time, avoiding (LoS) damage&CC&interupts&Sexual Harrasment from crazed Jedi dudes who made their goal to interfere and distract poor Medic from hes precious bars, which if succeed leads to a sudden death of a few team mates, frustration, a lost match and some warm words about healers skill, mental capabilities and close relatives sexual preferences All in all, I think it is a mandatory that healing classes must have something to compensate, otherwise very few will find it appeal to being a healer, their already think numbers will drop even lower and then we will be in a world of sh*t! What is fair, logic and should be done about healing: Healers must go oom (out of mana) even in 1v1, and they should not be alowed to heal target focused by few dps without burnig all their cds and mana pretty fast. Also they should be more vulnerable to interupts (not sure about this one). Oh and instead of flaming on great people who dedicated their game time to healing and support the rest of us. Take a closer look on tanks! Tanks combined with healing, that what makes pvp look broken/frustrated, especially in warzones where objectives require guard something or carry the ball, and the dps isnt cruicial at all (most of warzons actually like this). I see two possibilities. First: Nerf healing done to others and make it essetial for healers to cooperate with tanks in their efforts. The other way is to remove guard and taunts and make tanks main job to cc, guard nodes and carry huttball. I dont like last option, since it means to refuse unique tank role&mechanic SWTOR has brought to us. And yeat, it still will be better than make precious healers into underlings so they will quit the game, or reroll a dps class. Whole galaxy will be doomed!!
  5. Hello fellow pvp combat fans, I ve spent some time on forums and couldnt find info, so I hope for some help. The info I seek is - Which server is most famous and has alot pvp guild/teams on USA and Europe. I am curently playing on Ebon Hawk, so it would be nice to know if its viable for a pvp or I have to pick another server. Also feel free to use this thread as a recruitment and/or static arrangement for a pvp activity.
  6. In ideal world pvp gear should be given to every one who enters into wz and be equal for all. Thats what bolster supposed to do, but it makes grinding pointless thus ruins the sole spirit of rpg game. So making ppl to grind for a new set after every major patch, season or expansion is an ok thing. But tbh I liked pre 2.0 system more, when at lvl 50 you were gettin a beginner set which was not so bad for a start, I think thye should have stick with that, instead of wild bolster tweaking. Also pve gear is not bis in pve since losing expertise beyond cap not only lovers you dmg output but also dmg mitigation, so I dont get those talk about gettin pve gear for pvp is needed now. Though they could make a ranked gear abit better cuz atm stat increase is so tiny I dont see a point on gettin most of it. All in all nothing really chaged from my point, and only sad thing for me that 2.0 brought - I was hoping veng Jugs will be better than rage, but it didnt happend and even more the rage mechanics are more smoother and fit pvp even better nowdays
  7. Just wanted to bring this conversation back to real numbers. Smash is kinetic damage and after 2.0 its mitigated by armor, just to make sure you know that. On sins and maras with a talent (most of them have it in pvp by default) smash hits for 4.5k on tanks its hits around 6k, on a caught unguarded sorc without buble and def cds it hit for 8-9k wiouth any side bufs like mara dmg boost or a wz chest. Now keep in mind that there always a tanks in wz who will taunt and guard which mitigate dmg pretty rough, so most of the time i see nubers around -5-6k in aoe smashes. The only point I see in this whole thread is about stacking smashers premade, like 3-4 of them and they all jump in and do those -6-7k, but somehow I didt met such team yet while run into 3-4 sniper ones pretty often and those sniper just sit there entreched taking allmost no dmg guarded and healed to be sure and obliterate ppl in 3-4 GCD And dont forget the "ROLL" thing. All those nerf smash qq comes from ppl who plays pre 55 pvp I assume where maras and juggs 2 shot ppl. So to those complints I suggest to level up to 55 gear up and the smash "problem" will go away eventually.
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