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NOFORKNKNIFE

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Everything posted by NOFORKNKNIFE

  1. As the title says, I Believe we're due some resource bar changes as it is not always easy to tell exactly where you stand at a glance. I have thought of a couple of options but id be happy to see other ideas. OPTION 1: To be able to customise specific elements of the resource bar. Be it fixed colours or gradients. Example : Sith Warrior Rage Bar could be coded as 1 2 3(White) 4 5 6(Yellow) 789(Orange) 10 11 12(Red) OPTION 2: Create a moveable and scalable UI text box that we can place that shows the information necessary. Example : [Rage 4/12] Thanks for reading Will
  2. Wow new gear in an mmo, I can't imagine a world so painful
  3. I've had a permanent ban for the exploit which I deserved I'd hold my hands up to that. I helped fix 4 bugs to get myself unbanned. I was banned for pvp also, however I can hand on heart say I didn't do what I was banned for but don't really care anymore. I assume that people are allowed to play again due to the money more than them wanting to give people a chance. I have a friend with a perfect record in game never even flamed a guy, someone hacked his acc and chargebacked it, now they'll never unban it. So who knows I think it depends if its EA related or not.
  4. Anyone who believes the Credit inflation is down to people holding credits from past exploits, Are very clueless about the economy. There is currently a large scale credit input exploit to inflate this much. Credit value against RWT is dropping 20% Monthly, That should speak enough to all of you. I was banned in i think 2020 for an exploit regarding items, If any of you remember Black Dyes being Sub 5m on DM that would be due to me. Credit selling at the time was an option for me that i didn't pursuit. But the price was over 20x what it is now per 1b. I think Credit selling/buying is very negative for the game but can't say i am a nice guy after what i did, Think the game just needs a way to track peoples wealth on a leaderboards. Then they can literally investigate and mass-ban credit sellers and exploiters like myself at the time. I went from a wealth of about 25b to atleast 3T over the course of 8 months and nobody even clocked on. The only reason i got caught for what i did was cause someone shared the exploit with a player on NA who filled the GTN with dyes for 100k and people spammed the forums.
  5. Probably just an issue with wording, However the 20% reduced damage taken wording was used in both revitializers and CoP and both were 20%, one additive and one multi. I guess i should have wrote Damage taken. So maybe i should specify reduced damage taken instead of Damage reduction then specify whether it's multi or additive. As long as I get through what message i want to. I also tweaked that tactical again so please read it again I'm working on filling the tanks, I have defensive tacticals to work in for both Tank Sin and Tank PT but i struggle to work them into the kit. Also i removed two cloaks so it wouldn't exist as i think it's very boring. I purposefully made them gimmicky and Situational as i want there to be a reason to change for boss fights or certain matchups in pvp. Thank you for continuing to get back to me. if you have ideas about the tanks or any of the spare slots let me know Thanks, Will
  6. Thanks for the concern. I work out 5 times a week and have a full time job this was just a hobby of mine since i have some free time.
  7. DR is not calculated additively, It's mixed in the game. For example Cloak of Pain is Additive Old School Revitalizers From 6.0 was Multiplicative. For immortal "Sheer Pain" Was specified as a Multiplicative DR gain as is the norm for tanks in this game. And DR currently for tank is around 50% if i remember correctly. Also I wanted it to be a reason to run a Generator over a Shield also. I lowered it to 30% Since thinking it was a little strong. "Unstoppable Force" Is Very strong as i wanted it to be, You're giving up on taking extremely viable defensive tacticals and personal dps increase to provide that stun. I think the trade off should be fine. I however thought Maddash was a 45s CD for Juggs so i've changed that to a 25s Ratelimit. Please note that these tacticals are all strong if you put them in the game as it stands. But one can not be put in alone. As i mentioned they're designed as a batch. Counters in other classes and such. The reason i avoided buffing Discipline Specific things as a norm was due to the fact i wanted to add flavour in the base as it already has discipline effected passives and abilities. Also there is Tacticals for all Classes (Tabs at the bottom), If you have time i'd like feedback on them.
  8. I see about the debate, in fact I don't think the tacticals I have created will be the best in all scenarios, which is what I'd consider overpowered. But for help with the spreadsheet i thought I wouldn't mind help snowballing ideas as I'd like to fill the spreadsheet when I can. I also think that the low impact tactical we have currently do more damage to class identity then any form of good. I tried to avoid tactical that grant specific dps increases so that it could be balanced around the tree instead of the tacticals. As with anything there are alot of tweaks to be made.
  9. Hello, This is my first major post trying to help the Developers actually structure the game in a way that will actually promote unique gameplay and try to keep the classes feeling like they have an identity. I have actually quit the game since 7.0 launched as i feel the direction the game is taking no longer will cater for players that are interested in high-end gameplay. My Issue with the game in the recent years has been with the very poor design of tacticals, I feel that they had little to no imagination behind them. It resulted in a lot of burst classes just getting a dot, Random abilities getting heals and other poor design choices that in my opinion made it feel like the developers didn't have a much of an idea about the classes in general. I've tried to create a spreadsheet giving tactical ideas however they are made in mind to remove all of the current tacticals and replace with what I have. As they are not close to similar in terms of balance as each of mine are to create significant gameplay changes and to amplify specific areas of the Kit of the class trying to make specific choices fun and best in scenarios and terrible in others. Spreadsheet: https://docs.google.com/spreadsheets/d/139-GJ4DbCPl9WAkhXizP7kvZACrRQQl7OhzKdwFiU10 I am looking for help with the Spreadsheet as my class knowledge can be limited for a few of my least played, If anyone is willing to throw about ideas my discord is : William#8623 If you want to debate about the balance or think a tactical is far too strong you can speak to me on my discord also : William#8623 Thank you. Will (William#8623) 2x Top 3 Marauder / NiM raider / 6.0 World 3 vs 3 Tournament Winner
  10. At no point did I mention just taking the names away, i said they should have the option to be taken as in if someone then tried to use the same name it would take the place of the inactive one. Could even issue a warning on load screen when names are nearing that period. Also If you haven't played an alt in 3 years and loved the name ,it's not that precious. Name your main it or log the character more often because someone might love the name a little more than that.
  11. The Game just needs a process that makes any names from characters who haven't played over 3 years to have the option to be taken and force a rename on them.
  12. I'm not too sure, Last time i wrote a post a post before the lot i did for this PTS is when they banned me for no reason :'D. So who knows. Just my bad i guess, I think people still understand what i wrote even though i wrote it all on my phone just before work
  13. I have a spreadsheet with a few ideas for tacticals actually if you wanna look. https://docs.google.com/spreadsheets/d/139-GJ4DbCPl9WAkhXizP7kvZACrRQQl7OhzKdwFiU10/edit#gid=1572816482
  14. 'member when the Devs balanced to; Damage Groupings for Damage Dealing Disciplines Melee Sustained Damage Dealers (up to +5% of target DPS) Annihilation Marauder / Watchman Sentinel Hatred Assassin / Serenity Shadow Lethality Operative / Ruffian Scoundrel Pyrotech Powertech / Plasmatech Vanguard Vengeance Juggernaut / Vigilance Guardian Melee Quasi-Burst Damage Dealer (up to +2.5% of target DPS) Fury Marauder / Concentration Sentinel Melee Burst/Ranged Sustained Damage Dealers (at the target DPS) Advanced Prototype Powertech / Tactics Vanguard Carnage Marauder / Combat Sentinel Concealment Operative / Scrapper Scoundrel Deception Assassin / Infiltration Shadow Engineering Sniper / Saboteur Gunslinger Innovative Ordnance Mercenary / Assault Specialist Commando Madness Sorcerer / Balance Sage Rage Juggernaut / Focus Guardian Ranged Quasi-Sustained Damage Dealer (down to -2.5% of target DPS) Virulence Sniper / Dirty Fighting Gunslinger Ranged Burst Damage Dealers (down to -5% of target DPS) Arsenal Mercenary / Gunnery Command Lightning Sorcerer / Telekinetics Sage Marksmanship Sniper / Sharpshooter Gunslinger Claiming that the burst spec has a burst tactical in Shade Of Mortis is a bit of a meme. What happened to the sweet target dps. Now we have a burst spec with a dot tactical cause of lack of creativity. You'll burst it'll just cost you reaching your next Ferocity window Swear the tacticals are ruining all class identity which we wanted see more of after the pruning.
  15. Imo the set needs a hood down variant, cause that hood it currently has is massive.
  16. To be completely honest i get the feeling that they have nobody testing the class changes. They just bring them out then tweak certain passive % to see if they can try line them up before the next big change
  17. Personally I think that it'll be telegraphed enough but I suppose players awareness varies drastically. Also I think the burning bright tactical is Just bad, the tweak necessary would be drastic. Its so easy to take primed ignition cause the damage is guaranteed and internal. Think it needs a burst option that is around a real skill based mechanic and rewarding good players and also giving them hard to manage heat. It's all speculation though, doubt any of the ideas people work hard thinking about even warrant half a look from the staff tbh.
  18. I don't believe that armour is the only factor in making rail shot miss but I understand your point and do see what you mean however I really think they've already walked this route with snipers. Roll ambush is similar but alot less skill dependant. I really don't think 140k in a 370k health pool is too threatening, I do see your point but I do think that if they made the buff for the stacks unique and easy to see on target it would be okay. But yeah I see what you mean, there were reasons I avoided making it a debuff. I really feel that it can be punished so much if they don't take blazing bolts on the move and now with the mod making blazing bolts on the move more contested
  19. Firefall was an AOE that did up to 60% (150k during a time of 290k health) of the health pool of up to 8 players that was elemental damage, that's why people complained. Even then the autocrit for rail shot which is white damage would be around 140k. Depending on the armour level and DR on target. I don't think its unbalanced for pvp it's so easily ruined, with interrupts, stuns and LoS. If you were worried about frequency you could put a soft cap on it to make it apply once every 2 blazing bolts or more. Not to mention I purposefully made it 2s as its not a holdable buff unlike sniper roll ambush. Its obvious that at the end of blazing bolts something will hit hard and blazing bolts is a well telegraphed ability same with the mando variant of boltstorm. I personally am an advocate for burst to return. Also with the current state of mercenary them having something in pvp that makes them standout would be handy. Not to mention railshot can miss and requires a proc to use and it would be well telegraphed, also its a tactical that is damaging to the resource management of the class. Also takes a fair amount of skill to use comparative to Primed Ignition. Which is seriously lacking in the game as of current patch.
  20. Arsenal Mercenaries will receive a new Tactical to replace Thermonuclear Fusion Unstable Fusion - Activating Supercharged Gas / Cell accelerates heat out from you, dealing elemental damage to up to 8 enemies within 8 meters and applying Heat Signature to them. Targets with Heat Signature are vulnerable to Rail Shot / High Impact Bolt and take additional damage from Heatseeker Missiles / Demolition Round. There is Literally No need for an AOE Tactical for a Arsenal merc in Meta and they are struggling in DPS, Just give them a better tactical that is skill dependant Hot armaments - When using Blazing Bolts You are granted Hot Armaments gaining 4% Critical Chance & 12% Critical Multiplier per Damage Tick (This effect is doubled on Gunnery due to it hitting half as many damage ticks (Totaling 32% Critical Chance/96% Critical Multiplier for both)) This Effect is removed 2s after Blazing Bolts ends or when you do damage with another ability. Blazing Bolts vents no heat when using this tactical
  21. Possibly a weapon issue, Try a different one or a different focus. You normally have a baseline of 100% or 101% Depending on Companion baseline the 10.87% is on top of that 100% or 101% so you probably already hit that 110% you want to achieve. You can download Starparse, And go hit a dummy a bit and see what's up. It might just a be a UI bug if so you'll notice 0% miss chance. My discord : William#8623 If you want me to log and give you a hand sorting it
  22. Notes in question. “Increases internal and elemental damage reduction by 3%. In addition, activating Bloodthirst reduces the damage you take from area effects by 30% for 20 seconds.” & "Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds" ========= Annihilation ========= So, I think the Overall change is quite good for Annihilation as it will give a use for it's overtuned healing in raids and in pvp as of current patch, Not to mention as a baseline Annihilation already has a 5% Additive DR bonus from Blood guard so it's not ridiculously low on DR will probably be able to sustain the loss. ==== Fury ==== I think that having it rotationally is good for Fury however i feel that being on 6s rotationally will not leave you the amount of movement necessary for it to help in pve (it'll just be helpful when it is and could be the death of you if things don't sit right) and due to it's lower *need* in pvp people will take mostly for the CC immunity ======= Carnage ======= I think that Carnage lacking the most in terms of Defensives as a base will struggle with the change in pve, But i think that the changes in pvp will not be that dramatic as i don't see it being taken in pvp in general. ====== General ====== However i think it being on BloodThirst in general makes it so useless in pvp and almost useless in pve. Some if not most Fights have a specific burn which you'll want to use multiple Raid Buffs together for a large gain which are not normally areas of huge Aoe DTPS increases. Overall i think it just makes Carnage/Fury marauders a less wanted Class in raids as the DTPS will be high while we already have Medium armour compared to our PT/Jugg Friends. Adaptations: “Increases internal and elemental damage reduction by 3%. In addition, activating Bloodthirst reduces the damage you take from area effects by 30% for 20 seconds.” Frenzy : It's a slightly shorter CD and is more disposable then BT while still being managable however still weak Reduction : Reducing the overall Aoe DR to 20% but leaving it as a mod choice similar to pre 7.1 but making it a baseline passive. Timer Dependant : Make it a buff granted after being in combat for 15s called "Battle Experience" That grants a 20% Aoe DR for the duration of the fight. Dual Saber Throw : Using Dual saber throw Grants "Battle Awareness" Increasing your AoE DR by 20% for 15s **issue being the different CD of DST for each Spec.** "Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds" Possible change : Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects Using Dual saber throw while under Gravity Vortex grants Grants "Battle Awareness" Increasing your AoE DR by 20% for 15s" This effect cannot occur more than once every 30 seconds" This gives use of a non rotational ability which is technically slightly punishing to the rotation however will be a choice good players will be able to make to show experience and skill. As Always if anyone wants to talk to me about the changes or give advice my Discord is below. -Will (William#8623) Played Carnage since 5.0 ( 2x Top 3 Ranked And NiM raider)
  23. It's nice to see that the Dev Team are trying to increase the burst but the rage cost is too high, here are my thoughts Firstly I think that the 25% Critical Chance per Massacre is far too great for a spec that is already hitting high critical chance, I also think that Carnage does not have the Rage to play with to be able to fund such a tactical even though the tactical will probably still net an increase as it is. Here's how i think it could work. (Two Ideas) The latter of the two i think would be better as it avoids Spamming a singular ability to suffice for a rotation. CC = Critical Chance CM = Critical Multiplier (First Idea) - Sustain Related however possible to Spam massacre for high yield. Original Cost : Massacre cost 3 with a refund of 1 First Stack : Massacre cost 4 with a refund of 1 (15% CM Gain. Total 15%) Second Stack : Massacre cost 5 with a refund of 1 (15% CM Gain. Total 30%) Third/Final Stack : Massacre cost 0 with a refund of 1 (No CM Gain. Total 30%) *Using Massacre / Blade Rush adds Hyper stacks to you, increasing your critical Multiplier by 15% per stack and increasing the cost of your next Massacre / Blade Rush by 1 rage / focus until you Reach *Maximum Hyper* reducing the cost of your next Massacre / Blade Rush to 0 Rage/Focus Whilst holding your Critical Multiplier at 30%. When you deal damage with another ability, Hyper and Maximum Hyper are removed * (Sorry about the wording not my thing ) (Second Idea) - Rotational Burst and Punish for Spamming Original Cost : Massacre cost 3 with a refund of 1 First Stack : Massacre cost 2 with a refund of 1 (5% CC + CM Gain. Total 5%) Second Stack : Massacre cost 1 with a refund of 1 (5% CC + CM Gain. Total 10%) Third/Final Stack : Massacre cost 4 with a refund of 1 (25% CC + CM Gain. Total 35%) Using Massacre / Blade Rush adds Hyper stacks to you, increasing your Critical Multiplier and Critical Chance by 5% per stack and decreasing the cost of your next Massacre / Blade Rush by 1 rage / focus until you reach "Maximum Hyper" increasing your Critical Multiplier and Critical Chance by 25% and the cost of your next Massacre / Blade Rush by 1 rage / focus. When you deal damage with another ability, Hyper and Maximum Hyper are removed* In my opinion i think the second option is the better one, Would like to hear what people think though, Feel free to hmu on discord. I'll leave it at the bottom. Also on a side note Gore still losing it's sunder (Armour break) effect when using Driving Gore mod. Not sure if that's intended. if any of the devs want to get in touch to talk about the class specifically i'd be willing to help although i've quit the game since 7.0 launched however i still theorycraft. -Will (William#8623) Played Carnage since 5.0 ( 2x Top 3 Ranked And NiM raider)
  24. =========== Carnage Post =========== It's nice to see that they tried to increase the burst but the cost is too high, Imo the tactical should work that it increases the massacre cost for the first two hyper stacks then equalizes on 3rd so the cost of massacre is Nothing with 1 refunding due to passive so you can efficiently burst, Also think the 25% Critical Chance per Massacre is far too great for a spec that is already hitting high critical chance (15% *Critical Multiplier* would be better imo to make it hit like a truck as a burst spec should without it being guaranteed). Also gore still losing it's sunder (Armour break) effect when using Driving Gore. Not sure if that's intended. if any of the devs want to get in touch to talk about the class specifically i'd be willing to help although i've quit the game since 7.0 launched. -Will Played Carnage since 5.0 ( 2x Top 3 Ranked And NiM raider)
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