Jump to content

lolplayerLP

Members
  • Posts

    25
  • Joined

Everything posted by lolplayerLP

  1. https://imgur.com/a/ccJbwSL Also goes for the other Furious weapons, the flame effect is missing on every ranged weapon and the complete blades are missing for Furious Lightsaber/Dualsaber. Just in the R4 operation, works everywhere else
  2. Same goes for Hololocate 35s / Trick Move 45s Setup Shot (Autocrit after Shank Shot) doesn't work, Operative equivalent works just fine
  3. Okay guys enough with the jokes, just give us our payouts this week - no shenanigans. In July you confirmed the payouts to come before the start of Season 15, because you "listened to player feedback" and your way of telling us it's not happening is just a sentence in the patch notes. So this one time...could you listen to us and actually do it instead of knowing what players want an just giving a s**t about it, because that's literally what it feels like. At least give us an explanation goddamn.
  4. First of all two screenshots, first is how it is supposed to be and 2nd one is the bugged one after using Channel Hatred with the weapons pulled out. https://imgur.com/a/skemyZe I'm quite positive, that this bug happens due to the weapons temporarily disappearing. Worst thing is not the regen abilities that cause this bug, but rather the abilites that are coded so that you loose your Weapon(s) for a moment. As an example, I have done a short video where I use Dual Saber Throw to show that this also bugs them out: I would really love that to be fixed, because the Weapons and their effect are really pretty.
  5. It needs to be higher than suggested, 246 is my opinion. High enough for a fair fight until PvP Gear is back ?! And low enough so that high end BiS gear is worth at least something in PvP.
  6. May be in the schedule for the Patch 3rd Dec, it should be helpful anyway. -Melee hits sometimes strike through Evasion/Dodge -Targets that resist an Electro Net from a Commando get harmed by it anyways, the Mercenary one doesn't apply -Assassin procs Hand of Darkness even if it is not skilled (even if nothing is skilled if this fact helps fixing it) -Sniper Heals for ~15% from Covered Escape (if skilled) instead of 10% (only in Warzones) -Warzone Medpack heals for ~50% instead of 35% --> I believe there's something wrong with the healing effects in warzones...probably to negate the effect from Trauma, because Rolling in the base (without Trauma it heals for even more)! -Being defeated in a Chapters fight doesn't respawn the Mobs you need to kill to proceed (only when those are mobs constantly spawning) -The Lightning Barrier is bugged as hell: First of all it applies even if you just barrier an ally...but grants yourself the buff Also it extends over the duration of the Static Barrier, so if the barrier crashes the Lightning Barrier buff goes on for the full 30s duration. -Probably already a known problem, but all the Dark versus Light Event achievements are shown as uncompleted -Reckoning, the new Juggernaut Utility which should buff the next melee attack after Intercede also gets consumed by Force Attacks like Shatter/Force Scream/Vengeful Slam -The Warzone Training Dummy still has the ~40% (don't remember the exact value) damage reduction even though other players obviously don't have it due to the lack of Expertise as a stat Everything I remember at the moment
  7. I do not really know how many posts you have seen on this but quantity may make you think about it again... First of all I really enjoyed this game 2.x, and since then it went down in quality, do not repeat the mistakes of the past to get new subscribers, keep the long-established dudes... 1. The RNG: Why RNG, is everything else too difficult? - No. No. No. How about Token barely how we now it... My suggestion would be: You get a "Tier 1/2/3/4/5... Token" for every Command Rank you level up, and as vendors are too hard to find you could include a "Token Exchange Section" into the Command Rank interface, automatically the chosen options are your class and your discipline or even just if you are DPS/Tank or Heal. And then you can change from Marauder/Juggernaut/Assassin/Sorcerer/Powertech/Mercenary/Sniper/Operative and then from DPS/ank/Heal or the different disiplines... A token would be able to be exchanged for everthing, so a Token could buy you: Head, Breastplate, Hands, Belt, Greaves, Boots, Offhand, Mainhand, Relics, Bracer; Implants, Earpiece. No RNG and easy to find, maybe even a gold shining section in the GC window so it EASIER to find! Please! Your heard us on the suggestion to make it discipline bound, but this would eliminate the RNG... 2. Expertise I get the point of removing it....making everything accessable for every Filthy casual [ no offense ] and every Pro. But the solution cannot be to remove it completely - you made it too easy for yourselves... How about keeping the warzone comms just like the fleet comms, and upon clicking the warzone section in GC you get the option to chose from queue reg/queue ranked/spend warzone commendation. Just like above easy to find... Moving on, say you win 141 comms every win, make the low gear cost 141 per piece of gear - easy to obtain for casuals and pros and PvErs and basically everyone...and then make the ranked gear better...and what I mean with better is not 4 ranks more so you barely see a difference, at minimum 8 so from 224 to 232 and make it fairly expensive...give the Pro-PvPers you scared away content or something they have over the casuals! I'm currently thinking of 50k total cost for the ranked gear, and get rid of the "you need the 224 shells to get the better gear". 50k would be much...see it as content and motivation as it has way better stats. 3. PvE Rewards/Content/Gear: Just like PvP you finally have to face the casuals with the truth of not getting the best gear by farming heroics... NiM should be the highest rank of gear and UNIQUE, just like the mounts...as I hope you do not want to make a heroic mob drop the wings of the architect... Highest Command Rank Gear +6 for nightmare gear, nightmare gear can be exchanged maybe in the GC window but I mean if you run nightmare you have to know this vendor, or you ask your group...that's no shame!!! Every Boss drops a Token just like now, you can stay at the current type where every boss drops a specific piece and i think everyone would appreciate that as slaying nefra 14 times isn't worth full nightmare gear. So it basically stays the same...and highlighted ops...screw them...no more EV hardmode to farm max gear...highlighted drops 1 allrounder token from the last boss (+ the normal token, let's say Mainhand for Dread Council) the allround token can purchase every type of gear then... In my opinion a good way to let casualsget the gear FOR nightmare from anything but the gear IN nightmare is restricted to the Elite...don't get greedy and let them fall only because there are more newbies you can leech your money from....please!! Content...yeah...you know the problem... I do not care about how much you copy from WoW....but give the PvErs their content. Sidenote: *not as VERY important as the stuff above* PvP Ranked Rewards: Releasing uhh "bad" or "lame" (to say the least) rewards is not the way to go against wintrader. Don't let us PvPers fall again, you took some cool things from the calsses that made them unique, but I deal with that but give us rewards, VERY unique ones (just like Wings) . Show the newbies that they cannot get everything!!!!!!111!eleven pLeAsE! 8v8 Ranked to show up again would be cool, cross server is always a good thing too. Please Musco, Ben, Charles, Bioware Austin....whatever I should call you, I'd call you GOD if you would listen to me!
  8. Remove the 2M limit man, it's clearly not necessary as the inflation is real, I have about 6M in Warzone comms on my main, don't punish me/us for playing your game! 6M is not that much anymore...if you want to deflate then do not let the missions give tons of credits, but i cannot spend my warzone comms on anything apart from the bs credit boxes...for real Bioware do something right after 3.0 ... please.
  9. I totally agree, would love to see it converted into Command Rank Exp, as especially PvP Comms were used to get the gear you will then get from the Galactic COmmand system. ANd if not i highly recommend a 1:100 ratio for warzone comms, and a higher one for the crystals....
  10. Would be better as sorcs are damage nerfer in warzones... And a visible value for how long you were stunned in the warzone.
  11. A Go(o)d point, needs to happen, first they could be the same value for PvE and PvP, but in future updates they can change them like they would be doing anways, it wouldn't even cost that much time if you do it like this. And please start buffing classes, i'm tired of seeing cool things nerfed out of classes that were just fun! BUffing other classes, even if they might be more wouldn't be easy but more fun, what this game used to be about...not just money-leeching Stories
  12. Actually, there probably will be Weapons, just from the vendor and not simply from tiers...for what else should we've collected Season 7 Tokens? A new Rated-Armor since Season 3? i don't think so....
  13. How about adding the Darksaber, shown for example in SW the Clone Wars; to the cartel market or a drop in (maybe) a new KotET operation. http://i1273.photobucket.com/albums/y418/karasakal_teach/DarksaberRender_zpsa72d5d67.jpg
  14. When will we finally get the Wings of the Architect as a decoration? Is it a bug or really intended, as for how long it's been this way.
  15. First of all, I want to talk a little bit about the Pyrotech PowerTech. I mean, just look at his performence in PvP, and his Single Target DPS isn't amazaing, especially because the other Disciplines are one of the best ones for PvP. So hear my suggention changes: Flame Suit (lvl 24): In addition to it's other effects, Immolate grants Flame Suit, absorbing a moderate amount of damage (should be around the amount of Shield Probe). Explanation: The Advanced Prototype gets a much better mirror Passive, and as I wanted to stick to the name, I think a sort of Shield Probe granted by Immolate would push the survibility of the PyroTech PowerTech. Superheated Flame Thrower (lvl 40): The slow effect of Flame Thrower should remain for an additional 3 seconds after the last hit hits a target. And in addition to its other effects each stack of Superheated Flame Thrower should reduce the cooldown the next Flame Thrower triggers by 3 seconds. Explanation: The current slow is just not enough to stick up to targets or have them stay in your Flame Throwers damaging area, this buff would really help. The second point is important because you need the AoE damage you can get and a 15 seconds cooldown is just to high for a class wanting to be PvP competitive. Rain of Fire (lvl 44): Flame Thrower now additionally spreads Scorch. Explanation: I was always wondering why this isn't already in the game. Firebug (lvl 48): Increases the critical bonus damage of Flame Thrower, Flaming Fist, Scorch, and Immolate by 30% (up from 10%). Explanation: The spike damage is bad, not only due to the loss of Thermal Detonator and the Railshot Proc in 3.0. I think the PyroTechs Tech skills should crit higher, and it's just an adjustment to the Innovative Ordnance Discipline of the Mercenary. Now lets talk about the Operative...and his AoE...if it exists. I think it has much potential which isn't used or got nerfed out of the game. But I also want to talk about Lethality Operatives, as they are another victim in PvP. First of all the Operative in general: Imperial Weaponry (Skillful): No longer increases the damage of Carbine Burst, but increases the damage of Orbital Strike by 15%, and making the Fragmention Grenade hit nearby targets for the same amount of damage that the main target suffers. Explanation: For real, Carbine Burst sucks, it barely ever hits and doesn't deal the damage you might expect. You might wonder about Orbital Strike, but if you'd knew me, you would know I like to bring in old features of the game into newer updates . Fragmention Grenade is just a replacement for Carbine Burst in this Utility Point. [The fun begins] Concealment Operatives: Imperial Ammunition (changed from level 12 to 64): You are now enabled to train Orbital Strike! Additionally increases the crit chance of Orbital Strike by 15% and its crit damage bonus by 20%. Explanation: Just to be a little bit crazy, bringing the Orbital Strike back, like it never was! I would suggest a higher cast time (3 seconds) than a Sniper has and a 10m range to deploy it, so sniper don't have to whine all night long. Additionally introducing it in level 64 is better than level 12 because that would be damn OP! But still keep in mind, that it brings you into combat again, so it isn't as crazy as you might think for defending objectives against a mass of people. Surigcal Strikes (changed from level 64 to 12): No further changes. Now last but not least Lethality Operatives: Lethal Proliferation (lvl 12): The Spread of Corrosive Dart is now job of Corrosive Grenade. Explanation: Not much innovation as it is adjusted to the Snipers DoT-Spread, but really i hate Carbine Burst! The matter you buff it! Devouring Microbes (lvl 56): The 15% extra poison effect damage on targets below 30% now also flows into healing. Explanation: Now DoT Heal for Operatives? Until now! I mean it says "DEVOURING Microbes" Lethal Strike sould also stun the target for 2 seconds when used while out of Stealth mode. Explanation: Nostalgia, nothing more (apart from just giving Lethality a buff in PvP), nothing less. What do you think about this changes? Feel free to criticize my work and leave own ideas. Personally I would love to see this changes life! Republic Skill names will be updated soon.
  16. General Changes: -An extra buff tray for 'non-combat'-buffs is added (such as Sprint/Class Buffs/Form), so that the combat procs are more visable (for yourself and your target) -The multiplier for HP is now set to 11 instead of 10.5 Class Changes: Mercenary: General: -Electro Net no longer harms a target which resisted the initial hit -Kolto Shots' healing is increased by 50% and the animation of RotHC returned (Healing will still be one Hit) Bodyguard: -Kolto Shell charges increased to 9+1 instead of 6+1 -Kolto Missile now only hits up to 4 target, but the healing ist increased by 20% Innovative Ordnance: -The effect of Innovatie Particle Accelerator can now occur every 6s (instead of 7.5) -The Speed to burn effect now only occurs every 18s -The duration of Serrated Shot and Incendiary Missile is increased by 3s (up to 18s from 15s), the damage per tick keeps the same -Mag Shot damage reduced by ~15% Operative: General: -Circumvention now reduces the damage taken from all sources while stunned by 30% in addition to its other effect Medicine: -Medical Consult now additionally features the following proc: Getting interrupted gives you a buff, which makes your next Kolto Infusion immune to interrupts, and during the cast you are immune to alls kicks/stun/lifts etc -Tactical Medicine also grants a Tactical Advantage when the cooldown of Exfiltrate is triggered in addition to it's normal effect Lethality: -Corrosive Grenade spreads your Corrosive Dart instead of Carbine Burst -Lethal Dose increases the crit chance of all periodic effects by 8% (up from 5%) -Lethal Strike stuns the target for 1.5s if used while stealthed Sniper: General: -Orbital Strike costs 5 more energy and gets a 4th tick while the dmg per tick stays the same, in addition the cast time of Orbital Strike is increased by 1s Marksmanship: -Ambush now refreshes the duration of Corrosive Dart (Granted by Zeroing Shots) Engineering: -EMP Discharge no longer can be activated through objects and walls Powertech: General: -Carbonize gives the target slightly more resolve Advanced Prototype: -Energy Burst now is a 3s cast. The 1st stack deals damage instantly, then every second another stack is consumed. Damage piles up like this (damage values for 4 Stack 4.0 dmg): 1st stack: 1/10, 2nd 1/5, 3rd 2/5, 4th 4/5 Pyrotech: -Scorch is now spreaded by Flamethrower too Sorcerer: General: -The blind effect of Backlash now breaks from every damage after 1s Lightning: -Reverberating Force gives the Sorcerer a stun Immunity while Enduring Bastion is active Madness: -The cooldown of Death Field is increased to 18s, and its damage is increased by 5% (15% if it only hits one target) to compensate the increased cooldown Warrior: -Smash only damages 4 targets -Mad Dash grants a 1.5s buff granting total immunity Juggernaut: General: -Endless Rage enables Smash to hit up to 8 targets Rage: -The final tick of Force Crush also damages adjacent targets in a 5m radius -Brutality grants a 1.5s stun immunity after intercede in addition to its other effects -Shockwave and Dominate now need Shii-Sho form to proc Vengeance: -Rampage does not proc while in Soresu Form -Ravager is now redesigned to Bloody Ravager: While casting Ravage, the damage dealt by Draining Scream and Eviscerate is increased by 5% and the critical bonus damage is increased by 15% Marauder: Fury: -New ability: Melting Saber Throw (Replacement for Dual Saber Throw): -Roots all damaged targets for 1.5s (after the root the 6s slow triggers) -deals 3% more damage -hits any amount of targets (not capped at 8) The attacks in the Fury Discipline are now as follows: -lvl 10: Obliterate -lvl 26: Force Crush -lvl 42: Furious Strike -lvl 58: Melting Saber Throw -Destruction now has 4 stacks, each increases the dmg of your next Smash by 25% -Furious Rage has been redesinged so Smash does not deal tremendous damage: Activating Furious Strike grants Furious Rage which increases the critical chance by 5% and the critical strike damage of your next Melting Saber Throw by 10% Annihilation: -Hemorrhaging Smash now enables Smash to hit up to 8 targets -The DoT of Deadly Saber is now always applied to your target when Dual Saber Throw hits multiple enemies Carnage: -Bloody Slashes is replaced with Penetrating Sabers, which increases the duration of Gore by 1.5s -Gore no longer generates Fury and now consumes a stack of Berserk when activated Assassin: Deception: -Fixed the issue that the stun of Low Slash does not break on damage Hatred: -The DoT spread is back on Death Field -Bloodletting now enables Assassinate to refresh the duration of Demolish/Crushing Darkness -The cooldown of Death Field is increased to 18s, and its damage is increased by 5% (15% if it only hits one target) to compensate the increased cooldown That's my personal Opinion on this so please let me know what you think about these changes and which you would like to see in 4.1 and which you would like to change or leave out completely.
  17. With only closing half the distance i meant still standing targets...often when charging from ma lower level, then I charge up because of the higher level, but don't close the distance to the target, additionally just got huge problems with tapping people, i tab but don't get anyone else in my target apart from the one I autotargeted...I hope this all will be fixed :/
  18. Anyone else having Problems with the following aspects: - an invisible Root after a Stun, so I'm unable to roll/Mad Dash -People Standing next to me but don't get hit by my Smash -Getting hit by a Chain Lightning in Stealth but the targeted person ist 20m away -abilities reacting slow, can't use Medpack or CCs (or attacks do not work after a Stunbreak for half a second) -Stunbreaking out of a root, or using the Operative's Threat Drop to cleanse it, rolling afterwards, but getting bugged back to where you rolled from -Holotraversing/Phantom Striking to an Enemy canneled mid-air -Charging in generel...only closing half of the distance most of the times -Dual Saber Throw not dealing any Damage, and does not put me into combat to often -Being hit by a Melee/Ranged attack while Evasion is active -Getting rooted by the Mercenary's Kick, as it used to be a slow Anyone experienced one of this in PvP or in PvE as well? Im sure you did
  19. Die Gilde <you alwaya wipe together> kurz YAWT sucht für ihre Raidgruppe, (Stand 7/10 Wüter bis Drall, Tempel bis Revantiver Kommandanten)(Mono HC down) einen Heiler der seine Klasse versteht und 7/10 schonmal gesehen, am besten schon gelegt hat. Das Gear sollte full 192 (Auferstanden/Resurrected) sein, Token, sollte sich verstehen, 6er Setbonus ist somit, falls für diese Klasse sinnvoll, Pflicht (keine sm Equipruns!). Primär suchen wir einen Saboteur/Operative oder einen Hexer/Sorcerer Heiler. Die Raidtage sind Freitags um 20 Uhr und Samstags um 19 Uhr. Die Raidgruppe ist nicht ab 18 und die Gilde müsst ihr auch nicht betreten jedoch müssen wir euch irgendwie erreichen können. Falls ihr Interesse oder Fragen habt whispert einen meiner Ingame Chars (s.u.) an, wenn ihr diese nicht erreicht geht es notfalls auch im Forum. Chars: Dragotar, Shacre, Cad'báne, Víanna, Hashtag-Stinki, Nýrà, Dræcith, Tânky
  20. "Start a museum where those with the highest rankings for a given season get a statue/holo-statue" - Savej Really good idea, I think it should be Server/Advanced Class and Imperials/Republic specific so no class has an advantage because of the game balance. Holostatues are fine I think, flying over the "hole" behind the PvP terminal. as there are 3 "holes", i think season 5,6 and 7 have enough space, and as season eight ends season 5 "winner" shold have been given enough glory an can easily be replaced by the "winners" of season eight. i would really appreciate it Bioware! good idea from you too dude
  21. I liked the rewards for season 3, the weapons were awesome, the armors were awesome and there was a mount, which i did not prefer because it was a remake of the walker famlily, so the nexu mount is a good mount for this season. but what i am really missing in the teaser is a armor set like in season 3 i adore everyone who has it because it is just awesome, please make an armor set !
  22. Hey, that's why I think you should only be able to respecc in the warzone preparation time (for arenas only before and during the first countdown) and only at the first preparation time so you can't respecc in voidstar for the 2nd round. And I think respeccing in this warzone preparation time is quite useful, especially for marauder who need their predation for huttball or don't need -30 seconds cooldown on their UR...and so on And if you still don't agree with this, just tell me why ^^
  23. Hey guys, i know many where debating about respeccing in WZ's, but i think if you are allowed to only respecc utility points in WZ's preparation time, it is a good deal...so you can't respecc to healer or something but you can fit yout utility points to the upcoming WZ. Feel free to share your opinion below!
×
×
  • Create New...