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DaroxSKSKSKSKSKS

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  1. Oh I never even mentioned healer specs. They're fine (if anything, a little dps buff on them wouldn't hurt, so they aren't such a pain in the *** to level). I'm talking about DPS specs (especially Ruffian/Lethality). They are seriously overtuned, in regards to off-healing potential. Too much self sustainability, played properly, you got a dps, tank and heal, all in 1 spec. I've tanked FP bosses in my Leth operative. Now compare that to something like DPS sins/shadows, who are paper-squishy and die in moments when focused, or DPS Sorcs/Sages, and you see my point. That off-healing potential needs a nerf.
  2. Fair point. The 1st response in this thread kind of pissed me off. Sorry.
  3. Finally. Someone sensible. Opers/Scoundrels are PvP gods for a reason. In any other class, you basically don't have a chance 1 on 1 against a competent Operative or Scoundrel.
  4. Because I care about a little thing called "GAME BALANCE"? And i play other classes, so I can tell the BIG difference in effectiveness. Things I can do in Oper, I'd get stomped over, trying to do in ANY other class.
  5. You could ntroduce a 1 minute CD on Kolto Probe/Slow-Release medpac ability (only on DPS specs). It will prevent their spamming. Either that, or double the Energy cost, for the same effect. Right now, it's too easy to self-heal at the same time as dealing damage.
  6. Specifically DPS specs. MOST specifically Ruffian/Lethality spec. The amount of off-healing they have at their disposal is frankly ridiculous, about 75% the healing output of a healing spec, with the right utilities. With my fully geared Lethality operative, I can solo most Veteran FPs (no, not with a companion, SOLO solo). With the proper rationing of DcDs, utilities and off heals, they are nigh-impossible to kill. I've also stood-in for a healer, in ops, without much issue. Concealment/Scrapper isn't so bad (they don't have the roll-heal), but still overperforming. So what I'm thinking is - remove the Kolto Probe/Slow-Release medpac ability from all DPS Operative/Scoundrel specs. Cull their self-heals a bit. In return, a slight buff to damage-mitigation DcDs would be in order, maybe give Evasion another second of run-time, a 45 sec cd, or something. Less heals, in exchange for more DcD. Bottom line, a properly played Operative/Scoundrel is almost impossible to kill, due to the insane amount of self-heals and renewable health. That's overpowered, especially compared to some other DPS specs, like shadows/assassins, who barely have any ability to restore health.
  7. A few suggestions to make the PvP instances on planets more attractive to be in. As they are now, I'm lucky to find more then 2 people in them, most of the time. World PvP is nearly dead, as a result. 1) Increased XP gain. This one is a no-brainer. If you make it so players gain - say - 25% more experience in PvP instances compared to PvE ones, they will have the incentive to move there. Risk of getting killed by enemy faction players while questing, vs. reward of getting 25% more experience from it. The faint-hearted can still enjoy their nice safe PvE instances, while the more adventurous can enjoy a boosted EXP gain, in a more dangerous PvP environment. 2) No planetary level-cap in PvP instances. A simple reversion to how it was before level-cap was introduced. PvP instances only, so PvE ones would be unaffected. NPC mobs should of course be buffed accordingly, to provide more challenge. 3) Special PvP-instance-only rewards, for any player that completes a planetary story arc, entirely in a PvP instance. Warzone medpacs/adrenals, Valor boosts, etc. Maybe a chance for rare Tactical drop, etc. With these incentives, I predict that planetary PvP instances would quickly become a much more popular place to play in. I hope you'll consider this idea, developers.
  8. To clarify, DPS specs only. Healing specs are just fine, survivability-wise. *** New Ability: Sorcerer (Lightning/Madness only, active, trainable from class trainers at level 50): Ritual Of Corruption(in-game description): Shroud yourself in pure Dark Side essence for 3 seconds, which makes any damage you take refund 25% of it to your health. Any damage taken during the Ritual's active time, will refresh the duration, up to a maximum of 24 seconds. Cooldown: 90 seconds. *** New Ability: Sage (Telekinetics/Balance only, active, trainable from class trainers at level 50): Chant Of Purity(in-game description): Become a living conduit for the Force for 3 seconds, which will make any damage you take refund 25% of it to your health. Any damage taken during the Chant's active time, will refresh the duration, up to a maximum of 24 seconds. Cooldown: 90 seconds. *** Obviously a very situational DcD, due to it's short initial duration, so it's easy to waste, but when popped at the right moment, can give a DPS sorcerer/sage some much-needed staying power, when focused hard. Moderately-long cooldown would make sure it can't be spammed, but not so long that it won't be there when needed most.
  9. "Jedi Sentinels OR Jedi Guardians every day." Aha. Riiiight. And then you also dueled and defeated two snipers at once, and a few troopers for good measure. Any other fish-tales you wish to relate? I'm amused.
  10. If they are heal spec, maybe. And I'm not talking about Corruption sorc. Healing sorcs are in a good spot, and i consider them a class apart from DPS sorcs. I'm talking about DPS sorcs. Madness and Lightning. And they are criminally easy to kill. Also I'm not talking about operations. Ops are all about the tanks and how well can they prevent wipes. Any dps that gets focused dies, so that's irrelevant. I'm talking about real-game experiences. I'm talking about 1 on 1 duels. Put either DPS sorc spec against any other dps class, they are 90% likely to lose, because of their crappy DcDs and vulnerability. I got a Madness sorc too. Full gear, lvl75. Dueled a full-gear Sniper (all specs) - lost. Dueled a full-gear Merc (both DPS specs) - lost against Arsenal, won against IO (baaarely). Dueled a full-gear Oper (both DPS specs) - lost. Juggs and Maras - let's not even go there. They eat DPS sorcs for breakfast. So my point stands. And you bringing up Corruption is immaterial. It's a healing spec that is well known for being a wall to kill. I'm talking about Sorcs that CAN'T outheal the damage they receive. Try playing those, better yet, try dueling using either sorc DPS spec, and you'll see what i'm talking about. Corruption is easy-mode.
  11. Unrealistic proposition, regardless of how much I myself would like more classes. Like others have said, they would have to basically re-do the whole game for each new class. Now... new SPECS on existing classes - much more easily done.
  12. **** happens. That's a part of MMO experience. No MMO has been developed, ever, that has an "anti-moron" software installed that detects ******* and removes them from group content. But blanket-banning everyone below 50 from FPs because of a few idiots, is counterproductive. Lots of good low-levels, and a few morons. Lots of good high-levels too, and a few more morons. I have played with lvl75's who literally played like they played the game for 2 hours. If we let the actions of a minority dictate what happens, we fall into a trap. You'll get a few crap FPs. We all do. What i do then, is put the "offenders" on my Ignore list, so i make sure i'll never be grouped with them again. Simple. My Ignore lists, on most of my characters, are city-sized in population. Mostly consisting of gold spammers, and FP *******.
  13. You don't want to carry noobs? Don't play FPs. Or stick to Master FPs. Less noobs there. Me, i like carrying noobs. Honestly, it's an ego-boost, when I know I carried my group. And like others have said, how else they going to learn. Also not all ppl who queuve at low lvls are noobs. Personally i met a lot more lvl70 noobs who played the game for a day, made a 70 character and have no idea how to play it.
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