Jump to content

Morteistno

Members
  • Posts

    99
  • Joined

Posts posted by Morteistno

  1. I have been doing a lot of the MM chapters. Am currently stuck on the run for the shadows one and am thinking I will ask someone to help me there as it seems close to if not completely impossible to do this on a non stealth character. (Last boss in it, the genohardian (?) leader and his two adds... best I have gotten is both adds killed and boss at 50pct or so))

     

    All the ones before are doable on a non stealth character but often a frustrating experience as the difficulty varies wildly and it also very often depends on luck regardless of your skill. I.e. getting one shot is quite common in them. Companion micromanagement is sometimes also a neccessity as they tend to stand in stupid.

     

    I am doing them for the chievos but otherwise it is a mixed experience. Meaning in a way it is more fun as story or even veteran are often ridiculously easy but it completely sucks that very often it is more a question of luck than strategy which is sometimes very frustrating.. There is not much you can do if some of the mobs oneshot you or your companion.

  2. Keep all your sets (both complete and incomplete) on one character when buying from Kai. She shouldn't be selling dupicates of things you have on you and in your personal cargo bay (but legacy bay doesn't count).

     

    Is this really the case? If so I may have a shot at finishing some sets still but I am kind of surprised about this statement as I think I have experienced quite often that I get the same item multiple times when buying fi 10 unidentified items from Kai. Tacticals I am almost 100pct sure but also duplicate gear pieces. I will try it but can anyone confirm this?

  3. Just want to bump this up as like many I am still trying to collect some sets and would be nice to have an official statement.

     

    Also please reconsider the idea of Kai only selling unidentified item as it is now (bug) and as we believe it will be in 7.0 (feature) as basically this makes completing a set through Kai next to impossible.

     

    Getting a single piece of the set you want is already an extremely low probability as is, getting the last piece to complete a set you want has an even 7 times lower probability...

  4. On a somewhat related note if Kai will only offer the unidentified item in 7.0 the odds of finishing a set with him are absolutely horrible and something should be changed.

     

     

    My observations spending 100s of thousands of fragments on him:

     

    - loot tables seem unequal chance? Ie certain armors and tacticals you get loads off others are extremely rare.

     

    - the more pieces you already have off a set the worse your odds to complete it. Ie if you just need 1 piece the odds of getting a piece from that set are already horrible, the odds of getting the piece you lack 7 times worse still...

     

    I would suggest that with 7.0 Kai keeps also his weekly assortment of random pieces or if for some mysterious reason the devs insist on only giving the random unidentified piece make some changes to it to increase a players odds... eg allow to select a random slot piece, revise the tables and increase percentages of more rare armors, exclude any already collected ones...

  5. I know every class is viable and has a place but I just want your opinion of what class you think is 'the best' like if you had to play one class for the rest of your playtime in the game which would it be?

     

    There is no single 'best at everything' class.

     

    All classes are viable for all content except maybe ranked pvp and NIM ops where some will be much better off than others.

     

    That excepted it really depends on what you like..

     

    Sniper:

    + surprisingly sturdy and probably the fastest of all classes in dealing with trash mobs in pve.

    + if you still have to play it agent storyline is still the best imo

    + quite easy rotation, not overly 'clickety', somewhat relaxed gameplay compared to fi agent or maurader

    - limited variety. You can chose between being a dps, dps or dps. Need andother char if you want to try a hand at tanking or healing. Note that being able to tank or heal also makes grouping significantly easier for some content.

     

    Operative

    + stealth allows you to avoid a lot of trash mobs in pve

    + can dps or heal

    + great for 1-1 pvp

    + also has agent storyline

    - very 'clickety gameplay', not relaxed at all imo

    - for healer (and selfhealing) I really dislike the constant management of the hots though I guess some may like it I just find it annoying

     

     

    aso aso

     

    also in a few weeks all will be completely different anyways with 7.0...

     

    If you want a serious answer to your question:

     

    - There is no 'the best'

    - You will have to be a bit more specific about what type of content you prefer and how intense a player you are/ playstyle you are looking for (eg a more relaxed vs a more intense clicking experience, able to take on different roles or just dps for life...)

  6. Unfortunately you are wrong on everything you write. Inflation is an increase of the total money supply. All the things you mention are the result not the cause of inflation

     

    All your examples are in essence transactions of money (credits) from one player to another. There is no increase of credits in total actually even the reverse as the gtn takes a share out of the game.

     

    Ie player 1 has 100 credits, player 2 has zero.

     

    Player 2 crafts something and sells it to player 1 for 100 credits.

     

    End result still 100 credits in the game (- gtn commision) inflation = zero.

     

    The inflation comes exclusively from new credits added to the game (or loot sold for credits to a vendor). It does NOT come from player to player transactions.

     

    Same comment. You misunderstand cause and effect. Inflation DOES NOT come from player to player transactions.

     

    It originates from credits being inserted in the game. And this insertion comes from credit rewards and selling loot to vendors.

     

    The ways to fix it are limited and bound to be unpopular.

     

    - sharp increase of gtn tax (deflationary effect) Probably the best way though.

    - Make more credit sinks like the refilling of amplifiers, travel costs, repair costs, or a constant stream of popular items (eg decorations) that can only be bought from a vendor for in game credits..

    - decrease credit payouts and value of loot sold to vendor.

     

    Number 1 is the most efficient as you can have the biggest effect and not impact new players too much. Eg if you put like a 25pct tax it is only 2500 credits on a 10k item but will be 25 million on a 100 million item.

     

    The other options will be slow in having an effect and especially brutal on players that don't have a lot of credits to start with. If you have a billion and need to pay 50k to go to fleet it wont hurt you. If yiu just started it will make your life horrible...

     

     

    More credit sinks would work as well but from a bioware pov they would rather sell them for cartel coins as that gives them rl money. Still the amplifiers refill was a valiant idea in that direction.

  7. Thank you for all of these changes that are being made. While I do appreciate the attention BioWare is giving to credit inflation I'm wondering what proof there was that Conquest Credit rewards are a significant part of credit inflation?

     

    My purpose with this post is to inform, not complain or otherwise define how big a problem may be in the eyes of BioWare. You have access to more economic information I may have on the back-end, I can only tell you how the players I know make millions or billions.

     

    ....

    While I am a frequent seller of items on the gtn, and a subscriber, I'm genuinely concerned about credit inflation and the ability for BioWare to make sure this is wonderful gaming community for the majority of players.

     

    Thank you.

     

     

    Unfortunately you are wrong on everything you write. Inflation is an increase of the total money supply. All the things you mention are the result not the cause of inflation

     

    All your examples are in essence transactions of money (credits) from one player to another. There is no increase of credits in total actually even the reverse as the gtn takes a share out of the game.

     

    Ie player 1 has 100 credits, player 2 has zero.

     

    Player 2 crafts something and sells it to player 1 for 100 credits.

     

    End result still 100 credits in the game (- gtn commision) inflation = zero.

     

    The inflation comes exclusively from new credits added to the game (or loot sold for credits to a vendor). It does NOT come from player to player transactions.

  8. That has been my point since i started posting in this thread. I play swtor to pvp with my friends, of which i have more than 4. I dont mind if all 6-8 of us dont get in the same match, but certainly 4 of us should not get screwed that badly.

     

    Many of my guys are good, but there are some people that just cant be carried.

     

    There is always team ranked or the possibility that you may have to accept that your premade will occasionally lose to a bunch of randoms. I know it must be a devastating feeling but it's not the end of the world you know. <sic>

  9. It is too early to tell about the new matchmaking system imo. From what I have seen so far at least there were no matches of all healers and tanks on one team which is great and much better than before.

     

    For the premade people complaing, I have no sympathy at all. From what I have seen so far it is still a serious advantage if one team has a premade in it and the other not - regardless of the quality of the other players, In a hutball map this is most obvious, 1 premade + 4 randoms are still at a huge advantage vs 8 randoms, regardless of the skill of these randoms. The advantage of premades is still very much there imo maybe(?) just a little bit less than before.

     

    Premades that now all off a sudden have difficulty winning vs 8 randoms... sorry it just means you are really, really bad players imo.

  10. Actually, there is a pretty easy way to not get Umbara/Chiss/Nathema but still getting the daily bonus: just remove some of your gear before you queue up, to make sure that your gear score is below 242. Once you got a pop, you can put the gear back on. EZ.

     

     

    True, but I would actually play it if the others did not immeadiately abandon. So I suppose I can only hope that they either make it a bit more appealing or that all the people who abandon on seeing umbara pop start doing this.

  11. I have not looked at this weeks conquest as it will not pop until 2pm Eastern today. But, given my experience with previous weeks, without the exploit it will only be possible to cap, at the most, 3 toons a week. 1 every couple of days, without playing 12 hours a day. You could cap a toon a day, if you grind endless PvP, assuming it's part of conquest. But with all the Once a day, once a week, per legacy objectives, the only ones that are spammable or worth less than 1000 points each. Conquest is not alt friendly at all. I have 80 toons, 20 of which are conquest eligible, 12 Imp, 8 Pub. I am now being forced to choose a max of 3 of these alts to get to goal each week. This has the effect of making those of us who are altaholics not want to play the game of endless repition. If you love PvP, more power to ya, I myself am not a fan. Too much standing around doing nothing, waiting for the queue to pop.

     

    2 times we had a bug breathing some life back in conquest, 2 times the bug was removed.

     

    Now I do think this bug at least should have been removed, The rampage objectives, especially in the infinitely spammable variant were not good for the game as a whole in my opinion. (the previous one actually was...)

     

    If we have to stick with the once per day / legacy objectives (though like about everyone I would like to see them removed), can the developers at least do something to a. make it more alt friendly, b. encourage group play?

     

    Why not make a socialite level 3, 4 and 5 for instance. As it is once you reached socialite 5 if you are interested in conquest there is not much point in playing pvp or random FP's anymore, The pointreward is too small. Alternativel increase the reward for spammable objectives, bring back weeklies with high point values aso...

     

    It is not as if noone is looking at conquest anymore and I don't think adding a socialite 3, 4 and 5 could be a lot of work. It would also be good for the game as it would encourage group play.

  12. I agree with and disagree with this, the hardest part of Umbara (For me anyway) is the first boss. Whose idea was to have a boss that de-aggros from the tank every 3 seconds? As well as the lag, the rest of the FP is hard but I felt the difficulty was appropriate back when I did it, perhaps nerf just by a tiny percentage but not by much.

     

    The problem with it is that a very large percentage of players who queue for it immeadiately leave team when it pops. They will not even try (anymore), I am not disputing that a good group can do it, but as is 1. umbara has become something you can only run with a prebuilt group of people that want to on mm. 2. since mm fp pug pop is already taking long it sucks double as it is almost always immeadiately abandoned so you can start queuing from scratch.

  13. Dear Bioware,

     

     

    Before 4.0, we could have formed groups easily for HM ops, HM Flashpoints and even NIM ops (since the bosses were 5-10 level down).

     

    Now look today: screw the hm/nim content for a sec, No one ever plays Master Mode Flashpoints anymore.

    I have been begging in fleet chats for hours for a mm fp pop and guess what? No POP, Not even whispers for forming a group. Whats wrong with this game and player base? This isn't the SWTOR we know and love!

     

    You should fix PVE side of the game ASAP. Starting with new operations and fixing Master Mode Flashpoint POPs. Veteren and SM Flashpoints are ok.

     

    If you can't fix it by the lack of resources/developers, we understand your pain but at least buff our companions for "master-mode flashpoints only" so that we could solo them.

     

    I just hope one of the dev team sees this.

     

    Ok, I play on DM and I do get MM pops but sortof only in peak times. And if you are DPS you sometimes have to wait a long time. (And if when it finally pops people see umbara they usually all leave immeadiately but that is another subject :p)

     

    In order to get fast pops for MM flashpoints you have to be tank or healer. if you take a look at role needed it is almost always one of these. On IMP side usually it seems tank missing on rep side healer.

     

    Now I do like MM flashpoints and would support making them more attractive again. Currently they only have achievements going for them. For other purposes (eg CXP, Conquest they are not a good time investment). I however am against making them soloable.

     

    To make them more appealing I would:

     

    - Give better conquest rewards. There is one conquest week in which you have a bunch of MM FPs giving nice point amounts especially with bonus bosses. However in the vast majority of conquest weeks they are not a good time/reward investment.

     

    Specifically:

    1. MM FPs should give increased conquest points versus veteran flashpoints

    2. Add the weeklies in again in every single conquest week

    3. Give bonusses for all bonus bosses in mm fp's.

     

    Give some better mats rewards

     

    Eg like ranked pvp.

     

     

    Decoration / Extra drops

     

    Increase them significantly. Droprates for decorations or MM fp's exclusive loot is very low.

     

    Cxp/components

     

    Personally I think this is fina as is as I don't really need more CXP or UC's, but may be valid for increased participation for a lot of players.

     

    And o yeah: tune down umbara maybe a bit. It is very frustrating to finally get a pop, then see everyone quit immeadiately on seeing its Umbara...

  14. How to make conquest better and more dynamic:

     

     

    Here's my suggestion to make conquest actually give a guild vs. guild competition element; tie WZs with conquest directly! Make it so guilds can enter WZs specifically against other conquest guilds! Winners gain points for the specific planet they fight for, and losers lose points!

     

    This would encourage guilds to fight other guilds for planets and create competition! Also, if these fights could really grant smaller guilds better chances of controlling a planet if they were able to win WZs against the other guilds fighting for that planet.

     

    If they really wanted to make this work, they could even create specific WZ maps for every planet! Imagine all the different rivalries that would come out of guilds fighting other guilds for planet control.

     

    I know this idea is outside the box, but honestly this would add a dynamic piece to conquest. I realize some do not enjoy PVP, and that's fine.

     

    For those who hate PVP, they could win planets by grinding rampage repeatables non-stop and doing conquest just as they do it now.

     

    I personally feel this bug should be fixed, but if they want to allow it to continue then they'd have to make the WZ wars over planets be able to compete points-wise with that exploit to make it a fair competition.

     

    This is a cool idea!

  15. Some people are doing their best to offer good solutions. I still think mine is the only one to very simply massively increase guild participation in conquest (and that means in the game itself, which benefits all). My explanation may have been a bit TLDR, and didn't specify any concrete values. It may help to have suggested values to illustrate:

     

    - ALL PLANETS ARE THE SAME SIZE.

    - MINIMUM VALUE FOR REWARDS: 200k

    - CONQUER VALUE: 1 Million (for title)

    - REWARDS: 1x : between 200k-1M, Add 1x rewards for every 1M thereafter (more effort = more rewards)

    - NAME ON PLANET & FIRST DIBS ON COMMANDER: Only highest points guild for each planet.

     

    Simple. Bigger guilds get more rewards. ALL guilds work as a team to get either 200k or 1M (or more). Small and medium guilds can conquer planets and get the title. Players who want titles do not need to join terrible bully guilds. ALL GUILDS CAN EARN TITLES, GIVE US A REASON TO PLAY AFTER WEDNESDAY EACH WEEK.

     

    This solves nearly all of the issues. Even small guilds can reach 1M (if dedicated) on some weeks. This system includes ALL guilds. Most of the guilds in the game stop at 200k now will instead have a reason to push to 1M to get titles (because they will actually be participants in the title-hunt). This will increase people in all the queues, and the server will not be a bone-yard after 2 days of the contest have passed. MORE FUN FOR MOST OF THE GUILDS.

    This is really a great idea for the game.

     

    I like most of what you say. Except the title part. This will make getting the titles very, very easy compared to the current system (or the pre 5.8 system). I do not mind making the title slightly easier (for instance awarded to top2 or top three guilds... but what you suggest would somehow devaluate the efforts spent by the people who already have them a bit too much imo...)

     

    It would also take away the last competitive part of conquest as face it noone cares about having their name on a planet for a short time. And the current system with its caps already reduced the competition enormously as 1st place is the only one that gets competition over,

     

    Noone cares whether you end up second or 30th as long as the cap is made...

  16. I think the whole large vs small guild competition could be easily solved. Instead of dividing the planets into large, medium, small, they should divide the guilds up into large, medium, small based on number of accounts (not players). Then you could let a guild from each category "win" a given planet. This makes it so guilds of like sizes are competing. To me, this is the ultimate way to make things "fair". If you don't like having 3 "winners" for a specific planet, then lock the invasion of planets to one of the guild size categories.

     

    Thoughts?

     

    The biggest problem I see with it is that it will make conquest oriented guilds kick members way more frequent.

     

    I.e. suppose you are currently a 'large guild' with (dunno what number you would use) 900 members, but you struggle to win against the other large guilds. Solution: kick out the 400 least performing members and tada you can now compete with the medium guilds for the exact same rewards as before.

     

    Keep in mind that this would also apply for medium guilds and even for small guilds as if they are conquest oriented for sure they will not want to take onboard any new members that may push them in the medium guild tier where they would have difficulty competing.

     

    I.e. that is the enormous flaw in this idea and many like it. It will make any guild that has an interest inconquest much more selective in which players are welcome in it.

     

    I do not think that would be good for the game.

  17. I can't speak for others and yes probably there is some rerolling but may it not also be that a lot of marauders are maxed out by now? I.e. full 248/240?

     

    For me at least once I have a char maxed out I tend to play them a lot less especially in regs.

  18. Cheating isn’t just about ELO. “Cheating the system” by going in and losing as fast as you can to get the mats and requeue is still cheating .

     

    I think this is extremely rare. I played quite a bit of group ranked - always in pugs - and I never ever saw this even once.

    All pugs I have been in at least tried to win.

  19. Group ranked shouldn't be a place for people to farm mats. Bring mats to weekly's for regs maybe.

     

    I completely fail to see the argument. If you play group ranked and are serious about it you will have a fix team, use voice chat aso. So the only concern you could possibly have is that mat farmers give you free elo.

     

    If you are actually good and only want competitive matches even in the current state - provided there is another good team in queue you should not have many matches against farmers.

     

    I think removing mats from group ranked would just kill it.

     

    For solo ranked I can see a valid argument to remove it. But for group ranked? D you have any real argument?

  20. It seems the main conquest storm has died down. Probably because peole have left / given up / or can live with the current state.

     

    Personally though I would still like to see changes made to it.

     

    Yes, it has become much more alt friendly but that is almost solely due to the rampage objectives, which score a large amount of points and can be repeated daily.

     

    It is however mindnumbing 'content', but by far the easiest and most time efficient way to score points nowadays.

     

    I do them but only because of the conquest points and for no other reason at all. If I compare my playstyle pre the conquest changes to how I play now the following has happened.

     

    - Way less pvp.

    - Way less flashpoints. And very often instead of picking a random one, only selecting the one that is giving a bonus to conquest.

    - Way less ops.

    - almost no crafting other than the occasional dark project

     

    Or in short a lot of group content replaced by solo kill X 150 times objectives. It is not fun, not motivating other than for the conquest points,

     

    There are good changes as well:

     

    - I like having world bosses or bonus bosses in master FP's as objectives

     

    Still would it be too much to ask to:

     

    1. why not give a decent score of points for every world boss or include at least a few more in the rotations

    2. why not give a decent amount of points for completing a weekly in every event (eg weekly flashpoints, weekly pvp)

     

    I.e. please consider adding more and more varied group based objectives, so it becomes feasible to cap multiple alts in a reasonable amount of time without having to rely on Rampage X as the foundation of your points across characters.

  21. Hi, I'm the leader of a fairly busy guild on The Red Eclipse. We reach the member limit of 1000 every week or so which means regular guild cleaning down to the 14 day mark. A lot of my guild members have characters on other servers including back on our original (ToFN) so these are all going to be merged together. Several people, myself included, asked you during the stream if you would increase the guild character limit above 1000 and your reply was:

    ...

     

    supported!

  22. I can only speak from personal experience, but on Satele Shan server, every Op I run, the last thing we can find is healers. Just running the daily Op on my tank, at least twice a week I run as a DWT instead of a Tank because finding a Tank is easy. Every time, however, no matter which character I'm playing or what roll I'm filling, it's a healer spot we're still trying to fill at the end. Even when I'm playing as a healer, finding the second one is rough.

     

    Granted, this is just on Satele Shan, on Imperial Side, and only in the SM/HM Ops level of stuff. For PvP, Nightmare Modes, and Flashpoints, the results might be totally different.

     

    Ha but in most ops you need two healers and a single tank. Not that I dispute your finding.

     

    I would say for ops healers seem to be a bit more in demand (as you usually need more of them), for Master FP's it is Tanks (as you need 1 of each).

     

    For veteran FP's you need neither. For group ranked Tanks/Skanks seem more difficult to find than healers to me. (as you have the 1-1 ratio again)

  23. Heals. It's suppose to be a pure DPS class. Marauders are a pure DPS class and don't have heals. Snipers also didn't have heals coming from 4.x. Now, you see Snipers healing for 700K.

     

    If you follow this logic also DPS Juggs, DPS Operatives, DPS Sorcerors, DPS anything should not have any heals at all. You could even argue stealth should be out as well as it is very often exactly that in pvp a heal to full.

     

    So why are you fine with all of the above having heals and specifically snipers not? And the heals snipers have are still much worse than the heals of most dps classes. 10% every 20 seconds with roll. So it's not like a huge amount and to make optimal use of it you will have to roll on cooldown which is hardly advisable.

     

    Then you have on top of that 1% per second during 20 seconds with balistic shield, and 2% every 3 seconds when in cover.

     

    Note that all of these require utility points. Without utility points snipers have zero heals.

     

    The 700K number you mention is extremely rare you can do the math yourself. It can only occur in very long matches.

     

    The specific mention to 4.1 makes me think you are just nostalgic off the days when snipers and mercs were a dead easy kill for melee. I can see a valid argument that mercenary heals are too strong but for snipers no.

     

     

     

    That's on top of all their other crap.

     

    I don't doubt that you don't feel like they are OP, but most non-Fury Marauder melee's do think that. You are certainly entitled to your opinion, you may even think it makes perfect sense for one pure DPS class to have heals and the only other one doesn't. All the CC/CC immunity, AOE 50% slows that can be maintained forever, have no CD and can be reapplied at will, rolls and root, knockbacks and leap immunity, and their control over melee are some of the reasons most melee don't see it as you do.

     

    Once again the pure dps class is nonsensical. You may want to look at how bioware determines the proper damage potential for a class. Secondly I suspect that your gripe is not so much with snipers in general but with engineer snipers specifically. Yet the nerf you propose would impact them all. If you were to argue for a nerf on plasma probe - fi a cooldown on it - I could see your point, argueing to remove all heals is nonsensical to me unless you want them to go back to their pre 5.0 status. I.e. a dead easy kill, especially in arenas.

     

    Btw: Mauraders may have no heals though they have one utility with very limited heals if we are going to be correct, but they do have waay more damage mitigation than snipers, a (granted poor mans version of) stealth, very high mobility, instant attack anything (no interrupting or los),obfuscate aso. So if you want heals taken away from snipers then take half of the damage mitigation away from marauders and give them some nice castbars on their biggest attacks.

     

     

     

    There is a rather sizable portion of PVPers who feel that Mercs, Snipers, Skank Tanks and Fury Marauders are too strong, Mercs and Snipers being the ones people consider to be the most so. A ton of people play them, thats why they are everywhere, but because so many people play them, some of the people you see saying "They are fine" are people who are playing them and like them not being "fine".

     

    I'm not trying to convince you or anyone else to to see it that way, I am merely explaining the nature of the view points as I understand them to be from the 700000 gazillion threads about it throughout 5.x. If you are interested in delving a bit deeper at the view points, simply use the search option using mercs and snipers or some version of those keywords to bring up the many threads that have spoken about it, you will find a great deal of information on the viewpoints expressed on it since 5.0 dropped.

     

    And from my point of view all of these people are either:

     

    - specifically talking about engie spec

    - thinking of snipers pre the nerf to shield (where yes I would say before that nerf they were very, very tanky while shield was up)

    - never or very rarely play a sniper themselves to experience from the other side how 'tanky' and 'self sufficient in healing they really are' <sic>

    - or just nostalgic of the good old days pre 5.0 when snipers were absolute garbadge in terms of survivability.

  24. [quote=WayOfTheWarriorx;9616577

    In simpler more general terms, if you are asking what does the best in PVP overall, that's easy, Mercs, Snipers, and Fury Marauders. They are the top dogs of PVP in this meta. I wouldn't put Fury Marauders quite in the same cateogory as Mercs and Snipers as they are not ranged and they lack heals and the over-abundance of heals and strong defensives play a large part in what make Snipers and Mercs so powerful in PVP. Fury Marauders have great DCDs, but they can't handle battles of attrition like Mercs and Snipers can because Mercs and Snipers are self sufficient heal wise and Marauders must rely on the presense of a healer for heals and there isn't always a healer on every team [and where there is, they aren't always skilled/ tend to the needs of everyone.]

     

    Snipers self sufficient in terms of heals????? I think you are thinking of a few patches ago really,

    Snipers have quite limited healing, Very much below mercs, operatives, juggernauts, but above marauders and powertechs. I would also be tempted to say below assasins as in a way they have heal to full when stealth out but that's up for debate.

     

    I play all classes and yes mercenaries are definitely one of the top classes (and heat issues are rare for them nowadays) as they have very good defenses, are ranged, quite mobile and have a lot of insta-cast attacks with procs. So much much harder to los than f.i. a Marksman Sniper who is not mobile at all and whose attacks can be los'd much more easily.

     

    I think sniper is a decent class and engie sniper in good hands can be very annoying particularly but I really don't think they are OP anymore since the nerf to shield. Tell me honestly... what would you take away from current snipers to make them balanced (according to you then) without nerfing them in the ground?

  25. I just wanted to make a post about how much I've loved all the work from Shadow of Revan and on through the latest storyline with Nathema. From a story perspective, I was hooked the entire time, and I just wanted to give a shout out to your team and say thank you!

     

    My brother also said the same, so thanks from him, too :)

     

     

    Mmm I half agree. The first play through of the expansions indeed was very good. However the repeatability of them is very poor. Almost exact same regardless of class and options you chose.

×
×
  • Create New...