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Posts posted by megawarz
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Story mode. The mode where you can 3 man all sm raids except for r-4. You have to do 4 of them. And the raids are kp, DF, EC and ravagers this week I think. Very time consuming, will only take 1 hr max. And you guys are complaining about that, instead of pushing for fixes to infinite load screens, horrible class balancing, people showing up dead in raid frames, but sm ops take too much time
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IP-CPT
there is no dps check whatsoever in sm, and a very light check in HM, but not really.
Lady Dom
SM nerf, it already got nerfed. If you cant clear with pugs, get them in a voice call and teach them if you know the mechanics. its not a hard fight.
there is only 1 thing that needs to be nerfed in r-4, and that is the hallway of death. Instead of asking for boss nerfs, maybe ask them to fix people being dead on frames, infinite loading screens, and adding new endgame content. The reason why a lot of high end raiders are quitting is because of no content and players who complain about sm being too hard like yourself
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credit inflation wouldnt be a issue if there weren't bugs (features) that allowed players to have credit cap in legacy bays. On a side note, can you devs confirm if R-4 NiM is coming. Be very appreciated if that was relayed to all of us
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27 minutes ago, ZUHFB said:
1. Bad tank swap, the stacks didn't decay.
2. AOE DR or cc Immunities will block most/all of the damage
3. Uhh, doesn't happen to us idk.
4. Boss has a buff, if it reaches 0 the droid will die no matter how many shots
5. it did if stacks were handled poorly and is managable
They did test it thats what the PTS was for.
i mean, 2 of my teams have cleared before 7.1.1, so i think we know the mechanics
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1. when 1 of our tanks had to take the circle out of group, the other tank almost instantly had to get out of well.
2. yellow circles in phase 1 before the batch did about 35-40% of your hp if you didnt pop a cooldown, now they are chucking you for 40-70% depending on your class (not the worst thing, but kinda annoying to deal with if you for some reason get the next one)
3. for some dumb reason, dom is hitting dps even after threat drop and 3-4 taunts before she even looks at you for circle.
4. droids in phase 1 seem to be getting shot 3-4 times, and i have seen 5 and 6 shots at the start, which almost never happened before the latest patch.
5. energized shot (Recursive blast), didnt go out with the purple circle before because tanks werent getting 3-4 stacks in 2 seconds
These are the issues i have with dom right now. it is killable, but it is way more difficult than it needs to be right now. Sure rebounder on purple circles was nice, but it wasnt needed. I phope you guys fix some of the issues on this boss, as i want to help on of my teams get their last 2 cheevs for true anomaly.
Also, can you devs please test the content you are going to do before you release it? if you did there wont be as many features. Same goes with class balancing.
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On 10/18/2022 at 10:45 PM, Kromgar said:
So I'm guessing you released this update with full play testing for Lady Dom? Because that was ridiculous.
Couldn't even get to phase 2 without a full wipe.
At least you managed to fix the hall of death.
are you talking bout sm or hm? because sm you just lol it
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On 10/18/2022 at 8:00 PM, TheCherryFamily said:
I DEMAND JUSTICE FOR AP
opener went from 50k down to 45k, not that big of change. get gud
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12 hours ago, sithBracer said:
ok, I am going to assume you are new and weren't here for the last 10 years and let you know. Bioware hates sins. There was NEVER a time in this game when assassin dps was desired in PvE. And when it even comes close, BW nerfed it immediately. There was a time in 4.X when a person parsed over 9000 which was the highest parse. Everyone including the person who got the parse, said that it was complete luck and he wasn't able to reproduce it even once. His average was around 7000 which was below the average for all classes. BW nerfed sin dps 3 times after that. Sin being bottom tier in PvE is their #1 priority it seems, so if you seriously want to get into progression raiding, either learn to tank or I recommend any other class.
Not only that, every now and then BW will kick sins when they are down by making them the least mobile class in the game (4.X) or doing things like removing key abilities and giving them the most trash abilities you can possibly think of. So far, they removed phase walk, crushing darkness and force lightning (which had few uses, but the uses were good). Their excuse was "ability bloat", yet they left us with trash like force slow, then they gave us reaping strike which is just another 4m melee ability (how many do we have already? 5?), and let's not forget the latest piece of garbage, severing slash; an ability so stupid, so garbage, so useless, that no one even put it on their bars back when it was free.
5.0 lolspeed was nice, dps got 75% flat dr
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On 10/18/2022 at 4:57 AM, Monterone said:
First of all, I'm really looking forward to the return of Demolish spread on a tactical. Thank you for listening to us. I know that while we advocated for the change on the tactical, we also mentioned there were too many slows already in the game.
While this is very true, Madness does not have a slow. Something that is essential to the archetype - the need to kite. Outside of Creeping Terror root, Madness no longer has a good way to kite and keep distance. The ability we lost, Force Slow, got baked into Death Brand, but that is only a single target ability. In a normal PvP scenario where we use Death Field, we have no slow. Some may say, Force Lightning has a slow on it. Yes, it does, and you have to stay stationary for it; it is not a kiting tool.
With that said, I suggest one more upgrade to the new tactical. In addition to spreading Demolish, why not also add a 3s 50% slow on Demolish. This would serve in 1-on-1 kiting fights, but it would also apply a 3s group slow when Demolish is spread. A 3s slow every 15s doesn't feel that bad on paper.
As long as I'm on a wish list, here's one that's been on there for a while for me. A long time ago Madness lost 3m of radius on Death Field. It used to be 8m and then it went down to 5m. However, Madness has the longest cooldown on the dot spread among the classes, and when it lost the radius it never got a mechanism to lower the CD on Death Field. I propose being able to bring down the cd of DF down to 11-12s from 15.
Periodic criticals can lower the cd of Death field by 1s every 3s. That would make it an average 11 or 12s cooldown. For something that is essential to this discipline, I think this would be a great change.
Thoughts?
you do realize creeping terror roots. and madness has great survivability in pvp due to bindings, phase walk, god bubble, adn death brand into force leech which heals for 25%, on top of force lightning healing you during polarity. know the class before asking for changes
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devs, instead of nerfing classes, buff those that are underwhelming. Arsenal is a meme, marksman ambush with laze target should not do less damage than explosive probe on engi, which i've seen hit 95k in HM R-4 with crit buff. Madness does not need a nerf, it needs to be buffed. Lightning is fine as it is IMO. Sure, hard casting halted isn't the most favorite thing in the world for this spec, but thats where all the burst comes. AP was perfectly fine. Madness is a B- spec, lightning is B and AP is B. Don't look at dummy parses to see which specs need to be nerfed, as all those top parses are people who sit in front of a dummy and parse till they get the 1 great parse (I've done this when waiting for raid to begin). If you want to balance classes, you devs need to actually play this game and do the content you make at the hardest difficulty to see the pure class imbalance.
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Huh.
A mere month of prog and gearing later and you're happy to say you're crushing story mode
i mean, best way to learn new classes
Also, its more of a joke post
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we 3 dps it with 1 sandbag dps under map doing /dance. the fight is piss easy, you just do mechanics proper, dont take damage so the healers can dps, and poof kill. and we had a pug. so pugs can clear.
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Really more survival for one of the hardest to kill spec in PvP? which is also the best 1v1 by far against any class? Whie snipers still dont have any real defense and anyone can toy with them who knows how to play this game?
Yeah operatives…. they can just resist anything in every 8 secs, can have 8 sec instant aoe cc, kepot their stun after 7.0, have one of the highest off heal, one of the most mobile classes, can sleep ppl, can vanish… and even after the dmg nerf they ll still have one of the best burst….
I understand every spec has a role in PvP and operative's role is 1v1 but it's been an overkill in 6.0 its an overkill in 7.0 and it'll be even worse after this patch…. Reducing their burst is a very small nerf compared to what they gain for survival….
I know you always optimize things for PvE and forget that you got a ton of PvPers and most of them are long lasting money bags, who keep playing and spending on the game. Not just play 1-2 months and leave....
You should really make balance changes that don't make PvP balance even worse…..
Uh, you pvpers are the reason the changes are happening
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Madness / Balance
- New Tactical: Killing Field (AOE)
- Death Field slows targets it affects by 50%. Force Storm deals 15% more damage to slowed targets.
- Disintegration - Death Field and Death Brand grant Vitiate's Malice, giving Force Lightning 20% Lifesteal for 12 seconds.
- Force Horrors - Increase periodic damage from 15% to 20%.
- Lightning Barrage - Force Lightning reduced damage changed to -20% from -25%.
- Tempest of Rho - Correctly applies 50% chance for Force Lightning to trigger periodic effects down from 75%
- Disintegration - Death Field and Death Brand grant Vitiate's Malice, giving Force Lightning 20% Lifesteal for 12 seconds.
Lightning / Telekinesis
- Reverberating Force - Critical hit damage bonus has been reduced to 12% down from 15%.
- Thundering Blast - Second arc of damage deals 20% of Turbulence's damage down from 25%.
- Storm watch damage decreased by 4%
- Halted Offensive cast time increased from 2.5 seconds to 3.0 seconds. Alacrity still affects cast time.
- Decrease Halted Offensive damage by 15%.
- Convection - Thundering Blast grants Reserved Darkness, making Dark Heal an instant cast and increasing its healing by 30%. Stacks up to 2 times.
The changes for lightning/madness are actually retarted. I'm sorry, but lightning really only does damage when the everything crits. Is 60k halted offensive really that much damage, compared to 80k furious strike, or 84k explosive probe with laze target? You have to hard cast it for you're rotation to be affective, and thats means you're a turret. Lightning used to be very mobile. And madness, tempest of rho rarely gave 75% on trigger, it felt like 35-40%. If you intended it to work like two time trouble, massive fail. If anything, sorc dps are low b tier at the very best.
- New Tactical: Killing Field (AOE)
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Hi everyone,
As Chris wrote in his post, these changes are tentative and we're looking for feedback. I understand that you all may have strong feelings about these, but we are asking if you can explain why you feel a certain way and in addition to that explain what a preferred solution or change would be.
Please keep your posts constructive as they help us understand your line of thinking and provides opportunity for your feedback to be reflected in any changes that could be made.
Thanks!
Jackie
Have you devs tried running R-4 HM? Because all it seems is you cater the people who pvp. Lets talk about AP. Its a single target burst spec. It does big damage. Hatred sins, if you're dps is RNG based on crits, you shouldnt have to worry about force management, and its not like thrash did any damage to begin with. Hell, madness doesnt go below 92% force unless bubbling or off healing people. Marksman got even more rng with the 50% to reduce cooldown on damage for laze target cooldown. IF you're going to do class balance properly, you dont need to nerf the top classes, but instead buff the others. Operative healer, PTs and hatred sins are very handy on IP-CPT.
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They should make a R-4 stronhold where you get infinite loading screen bug, and if you have NPCs in the stronghold, when you click on the portrait, they show up dead, but are actually alive
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SM is already difficult for many pug groups, between 1st boss check, people blowing each other up and moving when not supposed to on watchdog and the chaos that is dom.
Personally I love the op (minus hallway of death. Y'all need to fix that).
Now I get to 1st boss of HM. Nerf the boss. The check is too high IMO. And it's not even boss health. Overload and inferno droid having 2.7 mil hp. Big bombs shouldn't drop you 40% if you used your aoe Dr on a previous bomb.
When calphy, styrak chain, terror and ec kephess to me are a easier dps check on NiM, there's a issue.
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Since when did EC HM get buffed, in fact any op get buffed? The tank on fire if a sin can pop deflection if there's not a DWT for incinerate armor. Outside of gods HM, the ops for HM are easy, you can meme run then and full clear with no prob (exception is Apex, which is on battery and flare placement).
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LOL, I have toons in multiple guilds, none of them raiding guilds, just guilds where my friends are, but discords im in pug NiM and we get 4/5 DF, 2/5 DP, 3/4 EC, 5/7 SNV pretty easily. It isn't gear that makes a player, when our tank is in 322
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Been playing Sorc for a while and I generally compare sorcs to warlocks in WoW, and I loved the soul stone ability that locks can put on a healer or tank. I think it would be nice for sorcs to have a spirit Transfer similar. It would really help out in ops, especially for teams that push a phase, but maybe have 1-2 people down and lose a battle rez. Just my 2 cents.
AP really needs to be rebuffed
in Vanguard / Powertech
Posted
If you played pyro in 6.0, firefall was the fun part of meteor brawler, but where your dps came from was the old shock trooper 4 piece, which reduced your heat generated abilities by I think 50% for 20 seconds. Also, pyro before fuel change, openers on tyth, 50-55k. Currently with 344 and fuel nerf, 47-53k. Ignite core pre nerf- 63-70k. Ignite core post nerf - 63-70k. It's such a small change that is easily negated if you know how to play your class. Parsing as PT is annoying on a dummy since as pyro you benefit from PY stacks which reduced your heat on SW and Immolate to 0. Pyro pre nerf, broken as all hell. Pyro post nerf, not nearly as broken, but still broken. It is a dot spec that has great burst every 1:50. If you want burst, you play AP.