Jump to content

Stookydroid

Members
  • Posts

    23
  • Joined

Reputation

10 Good
  1. I'm concerned about loadouts in ranked, I assume we're not going to be able to switch them at the beginning of the game (this would obviously break the entire ranked system if people could change specs or classes within a match), but is there any separation for classes on one character? for example, let's say someone is going for Top 3 Powertech. That player has the Powertech and Mercenary classes as combat style options on that 1 character. That player, in this current system, could just q Mercenary or Powertech depending on the queue and switch between them between games. My question is, how would this work for the leaderboard? The leaderboard has always been divided into the classes, so someone switching between classes would mess that up. If there isn't already a system in place to fix that, I would recommend having a separate rating for the 2 classes on each character. So in the example above the player could be 1500 rating Powertech and 1300 rating Mercenary at the same time, and the window to queue would show both as separate, same with the leaderboard
  2. please don't have a choice between your class's raid buff, one of your main DCDs, and a significant damage ability forcing players to choose between crucial abilities in different categories is very bad. this causes players to lose out on what the class is supposed to be doing baseline. no one wants to lose 1k dps to provide a raid buff to the group. this is not a choice players should have to make. raid buffs should be baseline on any class. giving up personal damage for group utility will lead to conflict in groups, and the person losing damage to provide a buff does not feel very good as for undying, this is one of the main dcd abilities marauders have. putting this in the same choice slot as your raid buff and a core damage boost means marauders in pve will NEVER have access to this ability more abilities overall should be baseline. it seems like the attempt is to "simplify" the game by having less abilities, but making new players have to read 3 abilities and pick between them isn't exactly simple for them. choices between different dps abilities, such as AoE vs single target is ok. having to choose between dps, utility, and a defensive is not.
  3. please for god's sake just don't do this. just don't touch the classes at all, leave them the way they are. SWTOR has by far the best classes out of any MMO on the market, don't throw that away. This IS what makes SWTOR good, the classes feel complete and there are (fairly) complex rotations, as well as varied defensive cooldowns and utility options. "STREAMLINING" DOES NOT HELP ANYONE. THIS IS REMOVING 10 YEARS WORTH OF WORK IN PERFECTING THESE CLASSES. what you are doing here is you are removing all the classes in the game, and replacing them with completely different ones. No one asked for this change. Please reconsider this entire system. Just leave it at "you can play sith sorcerer when you do the warrior story" or something like that, don't change the classes from the ground up, they will never be as good again, especially with 1/3 of the abilities. This is fundamentally a horrible idea, probably the worst one that has existed in this game, even worse than galactic command. Please stop.
  4. please make ranked tokens legacy-wide, the system as it is right now with the win requirements and character-bound tokens really discourages people from playing alts also win requirements for top 3 make sense, but they should be eliminated for bronze through silver (again, for making playing alts bearable)
  5. With the launch of patch 6.1.1, a new pop-up has been introduced whenever you level up renown. This new pop-up allows you to open the renown stash inventory by clicking it (which you can already do just by right clicking the renown crate in your inventory). This pop-up is right in the middle of the screen, is somewhat large, has an animation, lasts a long time unless you click it (which open up another annoying window) and doesn't even replace the already unnecessary gold-colored "renown rank up" notification. This is a horrible design choice, please make it so players have the option to disable the new (and preferably BOTH) of the renown rank up pop-ups. These are incredible distracting and can easily happen during a raid boss because of the CXP gained from killing adds. This is unacceptable, as the pop-up obscures a significant portion of the center of the screen which is crucial for visibility. A setting or a UI element that is responsible for it would be ideal, where players would be able to scale down or move where the pop-ups appear or outright remove them. Please fix this, Thank you
  6. So a stronghold gets over a month of pts testing and its own update, bit NiM Dxun, most likely the only raid we’re getting for a year (or more), is just thrown out there as “oh yeah, that’s also coming in 6.1.2”? Dxun needs to have extensive pts testing or the launch is going to be filled with bugs and poor tuning Please don’t sweet the most important content of the year under the rug
  7. new sorc and assassin abilities are awful. Volt Rush is useless except with the aoe tactical or if you REALLY need an ability while moving. Giving an aoe tactical is useful for some fights but a new ability just to do that? Seems like a huge waste. Assassin ability is just... why? it's a worse lacerate. Neither of these classes needed these abilities and both should be reworked
  8. this is a terrible idea. please don't implement this in 6.0. Your goal from what it seems like is balancing the ops well once, and then not having to redo the balance every expansion. This does not work. Expansions bring new player abilities/setbonuses/tacticals that break the previous balance. With expansions, raids MUST be rebalanced. Furthermore, level sync is always awful, as you can't perfectly replicate old ilvls with current gear due to tertiary stats, and making players basically bolster to a certain levle of all the stats make gearing 100% irrelevant except to get setbonus. Please, do not implement scaling in raids. It causes far, far more problems than it solves, and will result in raids being completely broken
  9. this better be off gcd.if it isn't, this is either useless, or ruins madness rotation and is bad filer in lightning. Please be off gcd. the overload stuff is useless. overload is an ability on the gcd, a dps would use it in their rotation unless the energizing effect was absurdly overtuned, this is also bad for when fighting mobs, as you don't want your dps knocking the mobs to aoe them down. just keep overload to a pvp/styrak ability, please. gathering storm: good for lightning, meh for madness dark consumption: good for heals revitilize: good for heals overall, fix the dps set bonuses. the overload one is stupid, and gathering storm is useful for 1 of the 2 specs. dark cleanse: useless. you wouldn't take this in any fight liberate: extrication omegalul. also useless. preserve self: decent, especially for madness in pvp as lightning has 10% dr on deionized dark return: absolutely useless. THESE are what you go with for TACTICAL, GAMEPLAY DEFINING items, for sorcerer? really?? preserve self should be a utility point. the other three are garbage and would not ever be taken even as utility points. please fix this.
  10. What the **** does having more abilities that will probably not be used have to do with Min/maxing?? The point the guy was making is that these abilities add flavour to the class just as options, but will probably never be used. You clearly don’t understand what min/maxing is. If you want a “fun and entertaining” game you shouldn’t be opposed to more choices in customization, especially if there isn’t specifically one meta build that you have to follow to play.
  11. I posted this to the other class thread first because I am stupid and I thought that was the recently created thread. lol. Note: this is mostly for Lightning Sorcerer with PVE and PVP in mind, but focused on PVE content. Currently, sorcerer struggles in comparison to other classes with single target damage and survivability. With the addition of tactical items, new set bonuses, and a new ability at lvl 75, these problems could be easily fixed. 1. Defensive cooldowns (DCDs). Sorc has few dcds. For PVE, phase walk has relatively niche uses, mostly to position yourself better or get to the next area of the fight faster. Force barrier (god bubble) is the only other major dcd, and definately has its uses. It was proposed pre 5.0 that sorcs would be able to move while castings god bubble. This would certainly help, especially for PVP, where you could go invulnerable and reposition yourself. Another dcd that would work well would be a reflect, which many other less squishy classes already have. This should probably be a new separate ability, and could be the lvl 75 ability sorcs recieve. A reflect would significantly boost sorcs’ survivability, and would also act as a defensive counter to electro net, which is a problem for sorcerers in ranked. 2. Single target damage. Currently, sorc is the lower overall parsing class. Madness pulls slightly higher than lightning, but sorc is significantly below its rdps counterparts, merc and sniper, in single target damage over a long period of time. The idea of making chain lightning either super aoe or hit all of its damage single target is interesting. If cl’s current damage is kept the same, TB + single target spec CL would be a >100k burst (with polarity recklessness), essentialy turning it into a taunt. Sorc tank when? Lightning could theoretically use another core ability to replace some of the lightning bolt filler, but the current class’s priority system is fine, imo. As for set bonuses, here are some suggestions: - Chain Lightning makes your next Lightning Flash deal X bonus damage in the next X seconds - Shock critically strikes targets affected by Affliction or; - Shock makes your next Lightning Flash deal X bonus damage - Chain Lightning spreads your affliction to targets it hits - Lightning Bolt grants a charge of [Name]. At 2 charges of [Name], your next Crushing Darkness critically strikes Force Lightning (Lightning spec) reworked. Currently, Force LIGHTNING is basically not on your quickbar.. in LIGHTNING spec. It’s not part of any rotation, but FL could be changed while in lightning spec to be usable. Since Lightning already has 2 different instant cast lighning-like abilities, making FL into an instant cast (which seems like the simplest thing to do) would just make it very monotone. A more creative solution would be to make it some kind of niche abulity. Perhaps having it apply Trauma for its duration, or some other debuff that could be useful in certain scenarios. Consuming Darkness: this ability is not used on sorcerer except for healers. This could be turned into something useful by perhaps making it grant some kind of buff, maybe for 60 minute similar to the class buffs. Utility: utility for static barrier to only be able to barrier yourself but off GCD. The Sorc utility that replaces saber strike (currently roots target): change to a stun. Cool idea, but nobody takes this utility, it’s useless. If it was a 4? second hard stun, it might see use. Combine 15% dr on unnatural preservation and 25% on cloud mind into same utility (perhaps 20% or 25% for both). Gearing: GCD (global cooldown [how fast you can activate abilities on quickbar]) reduction: the lightning 5% alac bonus is good. Getting ~1550 alac (for smooth rotation with crushing darkness proc off lightning flash) instead of 1859 (like most other classes to get to 1.3s gcd) helps a lot, and allows more crit/mastery. Keep this. Any bonuses that grant alacrity should also be optimized so that they allow a GCD reduction, not just random "oh here's 1% alac bonus for 5 seconds, enjoy the tiny CDR!". For Accuracy, make it possible to get exactly 110.00 as opposed to the current 110.10 (gloves and feet enhancement 258 + acc stim) or the 109.99 thing with augments (terrible build, can miss interrupts/knockbacks). P.S. please make Legacy Left-Side pieces P.P.S. Sorc Tank. P.P.P.S. Please fix this class, it hasn’t been good since 3.0. P.P.P.P.S. Remove Electro Net. Thank you for reading, if you for some reason did.
  12. Note: this is mostly for Lightning Sorcerer with PVE and PVP in mind, but focused on PVE content. Currently, sorcerer struggles in comparison to other classes with single target damage and survivability. With the addition of tactical items, new set bonuses, and a new ability at lvl 75, these problems could be easily fixed. 1. Defensive cooldowns (DCDs). Sorc has few dcds. For PVE, phase walk has relatively niche uses, mostly to position yourself better or get to the next area of the fight faster. Force barrier (god bubble) is the only other major dcd, and definately has its uses. It was proposed pre 5.0 that sorcs would be able to move while castings god bubble. This would certainly help, especially for PVP, where you could go invulnerable and reposition yourself. Another dcd that would work well would be a reflect, which many other less squishy classes already have. This should probably be a new separate ability, and could be the lvl 75 ability sorcs recieve. A reflect would significantly boost sorcs’ survivability, and would also act as a defensive counter to electro net, which is a problem for sorcerers in ranked. 2. Single target damage. Currently, sorc is the lower overall parsing class. Madness pulls slightly higher than lightning, but sorc is significantly below its rdps counterparts, merc and sniper, in single target damage over a long period of time. The idea of making chain lightning either super aoe or hit all of its damage single target is interesting. If cl’s current damage is kept the same, TB + single target spec CL would be a >100k burst (with polarity recklessness), essentialy turning it into a taunt. Sorc tank when? Lightning could theoretically use another core ability to replace some of the lightning bolt filler, but the current class’s priority system is fine, imo. As for set bonuses, here are some suggestions: (make MH/OH have setbonus plz) - Chain Lightning makes your next Lightning Flash deal X bonus damage in the next X seconds - Shock critically strikes targets affected by Affliction - Chain Lightning spreads your affliction to targets it hits Force Lightning (Lightning spec) reworked. Currently, Force LIGHTNING is basically not on your quickbar.. in LIGHTNING spec. It’s not part of any rotation, but FL could be changed while in lightning spec to be usable. Since Lightning already has 2 different instant cast lighning-like abilities, making FL into an instant cast (which seems like the simplest thing to do) would just make it very monotone. A more creative solution would be to make it some kind of niche abulity. Perhaps having it apply Trauma for its duration, or some other debuff that could be useful in certain scenarios. Utility: utility for static barrier to only be able to barrier yourself but off GCD. The Sorc utility that replaces saber strike (currently roots target): change to a stun. Cool idea, but nobody takes this utility, it’s useless. If it was a 4? second hard stun, it might see use. Combine 15% dr on unnatural preservation and 25% on cloud mind into same utility (perhaps 20% or 25% for both). P.S. please make Legacy Left-Side pieces P.P.S. Sorc Tank. P.P.P.S. Please fix this class, it hasn’t been good since 3.0. Thank you for reading, if you for some reason did.
  13. no ToS violation in the last 12 months? well **** considering how retarded the ban system is, idk if thats even possible guess no closed test for me
  14. so let me get this straight.... we need to lvl 8 new chars, do EVERY HM FP on those new toons, and get EVERY CRAFTING SKILLL TO 550?!??!? tf
×
×
  • Create New...