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DaroxSKSKSKSKSKS

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Everything posted by DaroxSKSKSKSKSKS

  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.
  14. ...so we can finally dispense with being locked for choice of four (imperfectly made) bodies for each gender. So many games have them these days, i can't imagine it would be too hard to program it in. Then we'd be able to mold a character body exactly how we like it.
  15. Agreed on all counts. Sorcs and Sages have been powercrept for a long time now. Leveled up a Lethality oper to 75, and 306gear, after a Madness sorc. To say the two are unbalanced is an understatement. The oper wipes the floor with the sorc 99 times out of a 100, without even trying. It's ridiculous.
  16. Oh sure... a god mode bubble that lasts 8 seconds every 3 mins, after which we're dead meat. Very OPd. Meanwhile, Juggs need to be killed twice, Mercs can heal up to 75%, Maras have multiple on-demand DcDs, Sins can shrug off all force/tech attacks for 5 seconds, Operatives can heal/dps/tank at the same time with their multitude of utility skills, while having the shortest CD DcDs. Snipers can bunker down into a fortress. Sure... we are SO very powerful. Not. Your comment tells me you never played a Sorc.
  17. ...instead of altering the DcD's, you could add passives into each spec skill tree, that promote increased protection when played properly. For example Balance Sages/Madness Sorcs are very static, they stay still a lot, during rotation, channeling stuff.. So, the passive for them should be; when standing still, all damage is reduced by... say... 15%. Nothing too crazy, but a consistent buff to survivability (stacking with other bonuses, when in effect), while staying still. If they move, the bonus is lost. For Telekinetic Sages/Lightning Sorcs, they are the opposite. The procs with Force Speed allow them to stay very mobile, during the rotation. So their passive (gained in the skill tree at some point) should be: when moving, their Defense rating is boosted by 15% (additive to the base 10% class Defense). So as long as they stay on the move, they have 25% chance to avoid any attack. This bonus is lost the moment they stop. That still leaves healing Sages/Sorcs, which are ok, in my opinion, since they can basically outheal most damage. Maybe buff their Self-Heal ability a bit more.
  18. Oh i have no issue it being Yoda's species, Master Vandar from KOTOR was yoda's species. But it's established that baby Yoda is in fact Yoda's clone. And Yoda or his clone doesn't belong in that timeline. If they name the baby something else, then sure - no problem.
  19. ...in the form of improved DcD's. For a while now, those 2 mirror specs have been powercrept into oblivion, when it comes to damage mitigation. They are literally a liability in PvP, and in FPs, the moment they get focused at all, they die. They are already squishy as it is, and bad DcD's don't help. Force Barrier's cooldown is too long, it should be cut in half (no need to buff it, just slashing the CD from 3min to 90 seconds should do it). It should also be gained earlier during leveling... say... lvl35-40 maybe. Alternatively, if you don't want to touch Force Barrier, Static Barrier could use a buff. Say - double the damage absorption amount, and utility skills that buff the absorb-percentage of it. Or the 25% damage resistance from aggro-drop utility can be extended from 6sec to 12 sec, and buffed to 30%. That would also probably do the trick. (As an aside, not all 3 of these together, that would be overpowered. One of these.) Just my take on it.
  20. No, no, no, no, no. Why? Simple reason. TIMELINE. SWTOR is 3,600 years removed from The Mandalorian, and anything from the show has literally no place in the game. That droid from Fallen Order was bad enogh. This kind of casual disregard of timelines is exactly why I loathe Disney, and I don't want to see it in the game, thank you very much.
  21. ...or in simpler terms, please, make the final parts of them SOLOABLE, and not Heroic 4's! Do you have any idea how difficult it is to get a group for those, these days? Without paying people millions of credits, it's damn near impossible. So basically you get to the very end, but then the H4 misison stymies it all. Please make those final parts soloable (Story mode), like the rest of it. Right now I'm stuck at the final part of the Shroud questline, and I can't get a group to do those final two H4's. It's been like this for years, long after H4's have gone out of style.
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