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Restoman

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Everything posted by Restoman

  1. Refresh, we are still running sales once a week, but with increased prices compared to the past.
  2. So in simple words in case the developers don't get it - we are getting way too much junk, it would be a lot more enjoyable if the drops actually felt rewarding, even if they're rare and less items drops from stuff (to a degree). It's extremely annoying to get 21 mods just to throw all of them away and use 1. Disintegration of gear gives terrible amounts of tech fragments and it's a real pain to do anyway. Most importantly I also hope that the drops from the hardest operations will actually be the very best way to gear without any doubts, ideally tokens from which we can get what we actually want or there is plenty of useful stuff dropping, not blue downgrades with A mods and high endurance enhancements that are crap on all fronts. Though most nim raiders will probably find themselves farming hammer station at the beginning of expansion once again.
  3. Title Apex Predator or make a thread asking for ideas, please.
  4. This is just idiotic, who in their right mind thought of adding more types of mods and enhancements with different stat pools. We already have plenty of useless ones on live. Confusing for new players and annoying to grind and min-max for everyone. There were already added lots of item ratings, since you did that why not just make 1 enhancement for each stat and 2 types for mods (remove A), decrease drop rate if you need to.
  5. Just a thought, current stat budget might be in place with another tier of gear in mind later - hopefully with nim Dxun where we'll see return of 1,3 s GCD builds
  6. Not quite right, assassin with force speed is pretty much a perfectly made active mitigation focused tank design similar to wow, but still keeps arguably many abilities. It would be a shame if it was changed, instead I believe all tanks should follow that approach, a meat-shield pt tank is not an engaging gameplay design. And frankly I really doubt this utility has a chance of being removed if it was on the 1st phase of pts.
  7. Well without a real active mitigation short-cooldown button comparable to Force Speed the pt and jugg tanks are just useless for ops, whatever else compared to sin they bring it is not good enough; seems there were no plans to change it with 6.0 and developers are fine with sin being the only tank worth taking. There is no way that they could possibly not know such an obvious thing about the state of game of course If it was planned we would already see some propositions on the early stages of pts... a thread with suggestions for active mitigation changes perhaps. Like a tactical that makes Mad Dash immunity last 4 seconds (cause on gcd), roots you in place instead of moving you and reduces its cooldown by 10 seconds... On PT Stealth Scan has a 20 second cooldown, it can get a defensive + damage component and will finally be useful during boss fights, Deadly Onslaught has a 20 second cooldown as well without alacrity. To sum up ofc the thread is right, If PT/jugg tanks don't get an active mitigation skill, whatever else happens - they will still be pretty much pointless to bring. If they get it - nice, if they don't - well nothing's changed, everyone will just keep playing sins.
  8. It would be nice if the taunt cd reduction set bonus was kept in some way, it's a nice mechanic that makes it possible to do a triple taunt opener on pulls and is interesting and useful on some bosses.
  9. There's no way that a perma 20% damage reduction can be intended, especially since it's provided by doing a clunky broken rotation with delaying gcds. But it's easy fix, with next patch I suppose we'll see Wither refresh the stacks instead of stacking them up on subsequent uses. I believe it was supposed to be an aoe tactical so few suggestions - 8 targets/8stacks cap is too much, it should be lowered to 4 or maximum 5 and provide more DR on each stack instead, there are pretty much no real situations where we have more than 4 targets, usually it's max 3 or 3+boss. Shadow Step - make it give a 2nd Force Speed charge instead + some small additional utility, Force Cloak resetting cooldown on Force Speed or additional stack on Recklessness idk; 2 stacks on both Force Speed and Phasing Phantasm might be too much... - both utility and defensive tactical that can be useful for all specs. Ward of the Continuum - make it give additional shield chance on Dark Ward, but more than twice of DR % that Redirected Wrath provides at 1 stacks so it is better on single target bosses. Also about the spike 6-piece - ok, well that's kinda nice if other set bonuses were not providing substantial dps increase, but assassin tanks don't need an additional active mitigation cooldown, it's already op in that regard. 6 piece could give a 2nd force speed charge too heh...
  10. Outside of reg warzone node capping there is no use of this tactical in ranked, it is completely not worth a tactical slot for double cap at the start of an arena, it won't affect it at this point of fight in any significant manner the way for example The Life Warden would with a heal-to-full cooldown. Shadow Step being a dps increase for Deception would only occur if all other (including general) tacticals are garbage, as for darkness dps increase there are general tacticals that increase dps. Greased Lightning for example giving a flat 5% dps gain, so if we have a 350 dps increase on ST then taking the wither tactical with 2,5% sustained DR has no point, especially since sustained dtps doesn't matter as much as smoothness of the damage taken.
  11. Yes, it's also a good idea. A single sustained tactical useful for PVE, AOE one for AOE situations and burst for PVP, but not too many of them, this is not blizzard, it cannot be balanced well. The thread was more to start a discussion because despite the fact so many people do not like what they see on PTS, on the forums here we can only see opinions of storymode heroes that think they know their class.
  12. When it comes to those new 21 set bouses, 21 tacticals and 21 new stats on amplifiers and all that mess we have atm on PTS if the purpose is to make even less people play this game and make it less enjoyable for whoever is left then indeed it is going in the intended direction. However if it isn't the team needs to rethink what made swtor fun in the first place. Maybe the alt-friendliness and ease of how you can gear secondary characters into decent gear and be ready to do anything as long you can play it somewhat? How the operations are giving meaningful rewards in form of ops-exclusive set bonus? How gear isn't the barrier of kiling a boss but the boss itself is cause gear doesn't matter that much? Everyone I know who logged onto PTS is shaking his head looking at the mess we're getting, these changes are ruining the last good parts of the game. It really isn't voiced on the forums on the level that people actually voice it among themselves. It's too much, it cannot be balanced like that, it's a pain to gear characters, forget alts. At this point I would be happy to get a second Ossus instead which is crazy. Raiders I know would just want a few simple things, I will voice them and maybe some ppl will bumb it up. *2 set bonuses. 1 for PvP from pvp sources, 1 for PvE from operation sources. Something useful and meanimgful. It's so simple, but it's so amazing. You can add few other casual sets, have 1 set for crafting, 1 for gathering, something like mount speed or some kind of QoL from non-ops/ranked pvp sources. *As for tacticals - don't add too many, you won't balance it, nothing output related, just add a few utilities and mostly Quality of Life improvements for stuff outside of endgame. *Amplifiers - oh well that's just such a mess. These stats cannot be balanced across specs and it's just a huge pain the the a. It might be too much adding those at start of 6.0 along with many other new things, needs a solid rework and less stuff added in a way that doesn't change the game too much. Most people would like it completely removed, but in case it cannot be avoided one amplifier per a gear piece and having a choice of what kind of an amplifier it is (combat/qol/crafting, straightforward few stats that are easy to balance) sound much better. If you add 21 new tacticals, but one of them is simply better for output then all the other 20 are just annoying placeholders which are gonna be trashed eventually. Everyone would be so much happier with just one. Rant over.
  13. Healing is always getting less boost from power/mastery than damage which is why healers atm stack over 2,3k crit on live and not power, so without doing any special balancing on PTS the HP increased by a lot, but hps didn't follow accordingly like it did in previous expansion. I guess the numbers will be tweaked coz yeah healing at 75 is weak given the HP pool and how it is on live. As for the mastery stim, well yeah valid point, it's value is going down to a pretty pepega level. I would like it to actually be made stronger, perhaps the combat team will consider it because it's something that was pretty neglected from expansion to expansion. And it isn't "just use the yellow stim lul" for healers and tanks that want more dps. That's some extra balancing, but shouldn't be that hard But atm that's also true for all stims, we got double the HP pool and double tertiary stats while the stims give just a little bit more, basically nothing.
  14. The idea is not bad at all. Having the same output, HP numbers etc. like back in the day when the ops was released and making gear have no impact is good too, that means it cannot be overgeared when new tiers of gear release and the difficulty can stay somewhat the same throughout patches/expansions. However it is not working well just like the above post said. For older content people would be making a second set of gear that is more optimal, tanks stacking high defense mods because why not if endurance and power is capped anyway, everyone using crit relics and adrenals, even healers would use the yellow stims for that minimal crit coz everything else would be useless, that's pretty retarded. So some of my ideas are: Maybe disable the effect of relics completely. Or have them all scale, more work and not even needed i guess. Make all stats have a predetermined value for tanks/dps/healer role but alacrity and accuracy, and also have alacrity cap at exactly 1,3s gcd. For adrenals since we are scaled down to 55 anything with level requirement above that shouldn't be available for use; consumables from older expansions could be added to vendors with a proper price or they would be only available from crafting just like before. Or the adrenals from newer expansions would scale and ignore the stat cap just like medpac does atm. Well scaling output down to the way it was meant to be goes without saying. Scaling stuff up to 75 once again isn't bad either, that means the numbers will be similar to what the current tier raid (Dxun) has and that is fun too for pushind dps and it makes it less confusing as for what "good dps is"... Also I don't think in swtor there are so many raids that it's too much work making them 75? If it were wow things could've been different.
  15. Ward of the Continuum Dark Ward gains 5 additional stacks and Phantom Stride resets its cooldown. That tactical is completely useless, there is never a situation where we need more of Dark Ward given its cooldown and duration, for example it could increase the shield chance Dark Ward provides instead. New Ability - Severing Slash - just a slightly stronger Lacerate with a 3 second slow, it is a meh ability and I don't think it's needed at all cross-spec. Maybe it should have buffed damage and only be available in deception while the other specs would just get some nice passives or a small QoL improvement heh. Also the general Tactical - The Life Warden "debuff" can be unclicked and it can be triggered without limit, esentially healing someone to full every time he's brought to 20% without dying. Greased Lightning - for dps specs it increases dps by around 1k despite not showing on buff list and unless there are some "broken" class tacticals Greased Lightning is the only viable choice, everything else is trash compared to it. Shrouding Guard - that's an interesting utility, a bit cheesy, but can be fun to (ab)use Reckless Shadow - awfuly boring and weak, waste of a tactical slot Multitrap - niche QoL but a waste of a tactical slot Shadow Step - again nice QoL, but it is never worth using in any scenario Shadow Shroud - very niche usage, ok Redirected Wrath - sounds nice and versatile, however as with all these darkness tacticals I feel like they might not be useful enough in an average ops scenario if there are general/dps ones that increase dps by a lot. Assassin set bonuses look really meh, even something simple might be more interesting/fun as it is on live, I don't like the addition of general set bonuses, they take away from the class sets uniqueness and there are just too many of all sets, having 1 ops set bonus and 1 pvp set bonus which provide clear benefits in the intended areas would be so much better, with ideally the pve set dropping from ops and pvp from pvp sources. There should be no less confusion as to what is best, it is not customization, not "play how you want to" it's "which one the hell is the best one for my spec? can someone do the math on it so i can delete all the other trash ones that i will never use and if i get them well unlucky me, i'll just have to hope i'll get the useful one at some point." With 1 pvp set bonus and 1 pve set bonus then could be slowly added general set bonuses with later patches and I guess they should be useful for crafting, gathering, doing quickly dailies and quality of live improvements outside of competitive PVP/PVE.
  16. Hard Mode SnV with 1 tank, 1 dps and 1 healer. Something went terribly wrong when rescaling for this patch,the dps checks are insanely low and damage from bosses seems all over the place. We killed 5 out of 7 bosses with 3 people until we ran into enrage issues. That was a meme run abusing The Life Warden tactical on the tank for fun, however still - it could've been easily 4-manned. Dashroode died at the last shield before it expired, damage done by the boss at some points was higher than that of live or even nim, the sandstorm ticks hit very hard for an HM ops (people that are slow at running would be dying without shield ). On Titan with 1 damage dealer we had a boss dps similar to what a 6man hm-group on live would probably have with 1t 3d and 2h, boss died at the last middle spot and was killed before he managed to enrage. Damage on tank seems fine, however the raidwide outside of burn seems very low. Burn damage is similar to that of live I guess, maybe higher. Trasher similar to Titan with dps check, damage taken might be fine. Operations chief oasis bosses are too easy, should have hp increased by around 40%?, do some more damage too, the boss dps check was similar to Dashroode, damage done was ok I guess. Olok the shadow - in first phase the adds were dying kinda similar to how they do on nim with a full group, down there it was the hardest dps check for 3 ppl so far, droids have more hp than compared to other dps checks, but obviously still too little for a full group, the boss didn't enrage, adds could have slightly more hp. Can't judge the next boss properly. We also went into DF NiM with 3 ppl, the guardians (trash) were melting like crazy and the seemed like Nefra could be easily 5manned as long there is enough ppl to share the cleave. Hope it helps
  17. Agreed, time limited rewards for clear are fun regardless if it's with nightmare buff or not.
  18. < B A D A S S I T U D E > Sales Thread Order and check current prices We are a group of mature experienced players on Darth Malgus who have cleared all of the current game content and feel like sharing with game community items that can only be acquired by doing operations and killing certain bosses. For credits and we run those services for over a year now. All runs are anonymous by default. Our sales are done in 8 man mode only. Our sales are done on both Imperial and Republic side. Any gear that drops with buyer in the instance can be gave to the buyer for free, but we don't do gearing-only runs. We can fully 7-man all fights, but if the buyer wants to take an active part in the fight he will be given a chance and tips, he will be asked to /stuck if he causes a wipe though. To order fill in a form here, there's also more information about us.
  19. Hello, everyone interested in NiM mounts/achievements please visit our website instead: https://goo.gl/LUzMsD. Creator of this thread isn't active and therefore cannot edit the prices. Any gear can be claimed for free right now btw, but we don't do gearing-only runs. Default sale run times are: Sunday early/late afternoon, Monday afternoon and evening (CET timezone).
  20. Refresh, we're still doing actively sales on Sunday afternoons and Monday afternoon/evening (CET timezone), Darth Malgus server. We have over 50 individual sale runs under our belt by now, preferably first fill in a form on the website https://goo.gl/LUzMsD
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