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Ubarave

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Everything posted by Ubarave

  1. Hate to break it to you, but Corrosive Grenade didn't spread Dart before this change either (in lethality)
  2. I was testing Concealment and Scrapper a bit this weekend. Seems there are issues in both variations. The level 43 Scrapper Ability Tree choice "Setup Shot" is not working. It should be applying a debuff to the target which makes the next direct damage attack critically hit. This debuff is not applying properly. (The equivalent Concealment version works properly). The level 47 Concealment Ability Tree choice "Tactical Critical" is not working. The debuff lasts 10 seconds (should be 2), and does not stack properly. It should stack up with each consecutive critical hit, but it stays at 1 stack regardless. (The equivalent Scrapper version seems to be working properly).
  3. Seen it a few times already, but im mostly interested in R-4. Are yall gonna try and release it with the expansion or offset it as previously planned? Otherwise, im all for delays if it results in a better release! Go Team!
  4. To preface this - Im a healer main, and specifically an operative/scoundrel healer main. I'm still pretty bummed about the loss of personal dcds. They weren't good in 6.0, but at least we had some options. Off-Gcd abilities, like the sly surrender(+2 probes/self heal) utility, or pugnacity+comeback/revitalizers, or tactical overdrive were fun, and offered some pretty quick, minor buffs that changed up the flow of combat a little bit. Defense screen isn't good, and it shouldn't count as a dcd. Compared to the options Commando and Sage healers have, it kinda sucks. With that outta the way, I am conflicted about the utility choices. The first set of healer choices are: 1. Grant UH on Self Cast 2. Grant 5% DR (10s) on target 3. AoE Splash heals on Self Cast The aoe splash heals are really cool, but since the underworld medicine energy requirement is soo unforgiving, it wont deliver much value. The UH on self cast is completely useless. First off - that ability already generates 1 UH regardless of target. Second, since the energy cost is so high, scoundrels shouldn't be using that on themselves, especially since healers shouldn't be taking significant damage during the majority of any given fight. The DR utility seems like a must take, which is a bummer. it is good, but not fun. Just like the existing I/E dr on Kolto pack, it has a minimal impact for a semi-long duration, so it turns into a bit of a "fire and forget" feel. I would prefer a stronger effect for a shorter duration, so i could use it to mitigate tank busters or as a personal dcd. That would give it more of an impact and make it more of a skilled, active ability rather than effectively a passive. The second set of choices is great, i dont have much to say. 1. Kolto cloud gives +20% heals on primary target 2. Kolto cloud gets improved crit rate based on #targets 3. Kolto cloud gives CDR for Pugnacity All of these options seem viable. Pugnacity makes playstyle fun, so CDR is nice. Improved Critrate seems like a good utility for large group content / raid healing. The primary target buff is good and improves a facet of scoundrel healing that needs iimprovement (ST). Like i said - good choices; big fan. A couple of afterthoughts: We used to be able to do backblast from any direction (weird, but i liked it). with the loss of quick shot, it feels like I don't have any meaningful dps abilities in situations where you can't be behind the target. I kinda hope the medpac can be used multiple times (for all classes) since the stealth reset will likely stop working. Again, would really like some sort of personal dcd, whether through improving defense screen or giving back some sort of personal dr (surprise comeback, probe dr, maybe the defense screen that ruffian has). Compared to the other two heal options and their DCDs, it's really depressing.
  5. Hey again, Just wanted to chime in again about how current med op needs some kinda defensive beyond shield probe and evasion. If there is a big, unavoidable hit (common in raids), operatives are hugely disadvantaged compared to the other heal specs. Revitalizers and the probe dr utility were barely adequate in 6.0, but without those, we’re in a fair bit of trouble. Please give some us some form of dr, even if its something small like the probe dr we used to have. Ideally, we’d get revitalizers like lethality. I can see why concealment shouldnt get it with the stim boost uptime and god roll causing issues in pvp, but why not medicine?
  6. Medicine also doesn't have revitalizers as far as I can tell. That's pretty scary for raiding. Revitalizers was basically the only real defensive op heals had, and they're already quite squishy. I suppose the idea is to force them to rely on teammates for protection? That kinda blows tbh.
  7. It's a dynamic fight, there's supposed to be several possible strategies. Just not that one. Imagine if they spent as much time making the npcs work as intended as they do making the players play as intended.
  8. Sorta like an enrage mech. He does extra damage and applies a slow when you make him move while at 20 stacks.
  9. You're telling me you straight up face tank all the trandos including ultimate hunter? How is kiting those (to delay attacks for cooldowns/ to avoid damage) any more acceptable than kiting apex?
  10. Wait a second... Kiting is now considered an exploit? I've found another way to get Pvpers Banned!
  11. Also funny cuz half of those Op parses are Digi from the SnV - level 75 exploit XD
  12. Probably referencing the fact that NiM had stacks removed (making it harder), then BW adjusted the level-sync stat thresholds (making it easier). It was a bit of a "reversal" to placate the whiners.
  13. I mean... hats off to the devs! They managed to take 30 stacks out of NiM and then re-insert 2 stacks to placate the whiners. Somehow, theres a big group of people out there that thinks this tiny change is gonna take us back to 6.0 or late 5.x difficulty. If you cant kill draxus right now, this aint gonna change that.
  14. Nah, you just nerfed yourself before the devs got a chance to. If you weren’t using tactician as Ruffian in PvE, then you were wrong. PvP is a completely different story though.
  15. Ehh, it’s pretty close to true. The dev was considering it, and even testing it a little bit. It may not have been planned for this patch, but it was probably coming in some form or another. They have certainly claimed it as a purposeful implementation now.
  16. Of course it's noncommittal. You can't have it both ways. First, you complain that they released changes without giving you enough time to prepare yourself emotionally for losing stacks. Then you complain that they haven't announced an immediate, massive functional change to the game without testing? The stacks are gone, and for the immediate future, you can expect them to stay gone. BW is observing and planning next steps. There's all of like ONE person working on this stuff.
  17. Cool, so you figured it out all on your own; i'm so proud of you. If they messed up and made an oopsie, what more of an explanation do you need? They expressed that it is gonna be this way for a while, and they are currently monitoring feedback. I dunno why you expect anything more from them now. It's been two working days for them. Calm down, and if NiM is too hard for you right now, go back to hard mode while you wait for something to change.
  18. Umm... there was if you know how to read. They released it earlier than planned, and patch notes guy wasn’t up-to-date. May not be the explanation you wanted, but it is an explanation. From Dev Tracker: “Originally this was planned to come in a later Game Update so it could get more bake time, but when it was moved to this release it was missed for patch noting. I understand the frustration around the lack of communication on this one, it was definitely not meant to be a ninja change so apologies for that.
  19. I mean, a group on star forge missed out on gatecrasher by like ten minutes, and it was a PUG with a drunk Swede :-P The group even sat waiting at draxus for a while to swap players because one person hadn’t patched. i Think brontes was a 2-shot. Gatecrasher is definitely possible. I think people are understandably upset, because there is a large group of raiders who no longer have a tier of difficulty that is both clearable and still satisfying. Problem isn’t that NiM is too hard... the problem is that HM is too easy. Being a NiM raider should mean something. I like it how it is now, cuz I have 50% less naptime during boss pulls.
  20. Right now, you get a 3 second window of immunity after cleansing contagion. In 16m, I think that window could increase to 4 seconds, and it would make all the difference in the world. It's certainly killable as it is right now, but far exceeds the typical hard mode difficulty; it's hard because of the power each person has to ruin the pull.
  21. I mean... while we’re looking at Operation loot. How bout we figure out why we are only seeing generic loot outta dxun. I’ve seen zero set bonus or tactical drops in there (mostly hard mode). Flashpoint bosses drop more/better loot than dxun bosses.
  22. I just applied on the site. I recently transferred an Operative Alt from Star Forge. Looking for a guild to park a toon and Sub/Pug Raids on my off nights.
  23. Since everyone hates it already, why not allow for different mando raid buff effects: Through Tactical Choices, make them choose between: 1. Immediately replenish all party members' energy (heat, energy, force, etc...) 2. Immediately reset all party members' cooldowns with less than 10 seconds remaining. or maybe, as previously mentioned.... 3. Immediately cleanse 1 negative effect from all party members
  24. Tactical Ability Suggestion: Revamp Recklessness / Force Potency by adding one of these effects: Choose between : 1. Negate all damage taken (from all sources) for 5 seconds. After 5 seconds, the negated damage will be applied as a DoT that ticks over 10 seconds (not cleansable). 2. Adds 1 charge of [ChargeName]. [ChargeName] causes your next attack to apply [DebuffName] to your target for 10 seconds. - [DebuffName] (Debuff on Enemy): All incoming attacks heal the attacker for [X]% of the attack's damage. (opposite of reflect) This would make a tank choose between personal survivability, or raid survivability.
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