Jump to content

ViShAsh

Members
  • Posts

    12
  • Joined

Reputation

10 Good
  1. Dear SWTOR team, Here is my feedback for Elom Flashpoint: VETERAN Mode. Here is some general information: the first time I did it was with a friend, so we were just 2-manning the flashpoint with companions. She was tanking and I was dpsing. We did it on pub side. The second time we did the flashpoint was on imp side and with 3 people (1 tank, 1 healer, and 1 dps) and 1 companion. Trash mobs before the 1st boss: didn't provide any challenge and nothing was wrong. 1st boss: Based on the healer's experience, it was very hard to heal through, as the boss conal attack was doing like 50% HP damage, and the DoT that the boss was putting out was also ticking for a lot. In both of our runs, the tank died due to conal attack and DoT (the conal attack seems to be buggy sometimes too) , then after we killed the boss, I went down due to DoT. To me it seemed that the DoT was doing a lot more damage after the fight, not sure why. Trash mobs before the 2nd boss: everything was ok, except there were 4 spots where the adds were appearing endlessly (1 group in the pathway to the ruins with the second key and the door, 1 mob in the ruins with the first key, the single beast add named manslayer, 2 sets of droids (1 elite and maybe 1-2 standard) near the ruins with the second key). 2nd boss: Can be very buggy, it can reset if you get too close to the boss when it's vulnerable, trapping the player inside as a result. The adds seemed to be overwhelming, the time when we were 2-manning it, it seemed that the fight was going through faster than when we had 3 people, not sure if it is inconsistent or if it's just my imagination. Healer told me that healing was rough, but not as much as the first boss. After you kill the boss, there are invisible adds that persist through the entire flashpoint (as we found out during our first run on republic side). Trash mobs before the 3rd boss: everything was ok, except orbital strike that hit you while you climb the mountain seemed to be doing random damage. Sometimes you don't take any damage, sometimes you take massive damage. Bonus boss: It was a little bit unclear whether one person needs to have debuffs from obelisks, or one of each. It was nice that the obelisks were still clickable to remedy a mistake. We didn't figure out exactly the entirety of the fight, but it seemed that each of the droids was making the other ones vulnerable with a certain ability. There was like a triangle pattern. It also seemed that some of their abilities increased/put debuffs on group members, we couldn't figure out how that works yet (probably part of mechanics), however when the fight has finished, both me and the tank got cleansed of the debuffs from obelisks, but not the healer. Although, healer said that at some point later, the debuffs disappeared. 3rd boss: Nothing out of the ordinary. Healing was manageable. Once the flashpoint was finished, when one group member clicked on the exit console (that seemed to be on a launch pad, maybe for a shuttle?), the exit console disappeared with the person, leaving the rest of the group stranded on the planet (guess we are not leaving ) I guess the shuttle can take one person at a time Other than these comments, we had a lot of fun with the flashpoints, and overall had a positive experience, Thank you and let us see where it leads, ViShAsh
  2. Sorry about the confusion, I was kinda pulling ability names from the back of my mind. I think it might be called Thermal Yield. The tooltip should give you a description that when you take damage, you will increase the stack that gives you increased damage and armor. Up to 5 stacks, and it can last up to 30 seconds.
  3. Dear SWTOR team, Here is my feedback regarding all 3 specs for Vanguard. Before jumping into specifics, I wanted to give some general info: 1. Thank you for updating the tooltips, they were very clear and I actually knew what I was selecting. I was also happy that I got some of the abilities when I was testing them for Powertechs. 2. Updating some names and icons felt really nice in general, at least it gave me a new feeling, which I appreciate. 3. Overall, the rotations did not change. Some good choices on the ability trees and such. The only thing that I might be concerned (but not tremendously), is leveling for classes in general. The first utility you get at like lvl 20-23. So, you will not really get many abilities on the first planet or two (I was leveling vanguard, because I could not find the PTS fleet droid for the life of me). Currently on LIVE, I am usually able to do heroics without companions and even when I am lower level. This was not the case this time, it did provide some challenges. It is not a bad thing (besides, I don't think the heroics are intended to be soloed with not so good gear and lower level than the enemies without companion anyway) so that is at least one thing to ponder about and as I said, it is not a bad thing, but it might be worthwhile to just think about it to see if the changes that you are making are going to be good (I think they are ok). Shield Specialist My favorite tank in SWTOR. I want to say that you did a great job with the changes! While you preserved the passive bulkiness of the class, you added just a few modifications to things like Power Yield (now called Infused Kolto Packs) to give some healing actually. That is tremendously helpful for this class. The fact that you can modify your Energy Blast to go from AoE to single target is a nice change. You will not always have many targets to hit, so it is nice to have options like that. Some changes related to Ion Storm and Battle Focus. I think all of the changes are good. YOU CAN MAKE YOUR GRAPPLE PULL ALLIES! That is awesome, Translocate in my opinion is hard to use and it is hard to find a situation for that skill, but having grapple to pull an ally is a great way to do something like Translocate. I do have a question about that though: "Does grapple intend to reduce threat of the ally, if you pull them?" Plasmatech Some great changes that I absolutely loved: modifying your Shockstrike to be an AoE attack or empower your Plasma Cell or Ion Pulse with Plasma Flare, modifying your Incendiary Round - making it an AoE+detonator triggered by the ion wave), making your high impact bolt a DoT, or making the Incendiary Round a burst attack. Honestly, this is what specs like Plasmatech need. It is mostly a DoT spec, so having some options regarding either empowering your DoTs, or becoming less sustained and more burst is amazing in my opinion. One choice seems to be very interesting: when you activate Kolto Overload, it increases the stack of your Power Yield, and it can either reflect damage back at the enemy or having your Sonic Missile heal allies. I wasn't able to test that, but I do have a question whether one effect replaces another: like if you activate Kolto Overload, you will automatically have reflections, but as soon as you use the Sonic Missile, will those reflections disappear? Also, I am guessing the stack increase for Power Yield will work only if it is already present? Tactics Overall the flow of the spec did not change. Some options are nice to have regarding modifying your Gut or your Cell Burst. You can have either more DoTs, more burst, or more AoEs which is really helpful for Tactics, that is for sure. Thank you for your work, this PTS phase was A LOT better than the previous one. Let us see where it leads, ViShAsh
  4. Dear SWTOR team, I was able to play around with all 3 Mercenary specs. Before I jump into some details, I would like to emphasize that lack of tooltips was very hard for me to figure what the given choice does/whether it is actually functional. I am ok with seeing WIPs but please include at least something to let us know what you are planning to have for the given option. I was able to figure out some options, but not all. Overall, all three specs felt similar to the live versions. Rotations did not change, there are of course some choices to be made regarding utilities, but I was not that concerned with those choices. Bodyguard I was disappointed with the Bodyguard Mercenary test. While the base remained the same, I was not able to test any of the choices that were given in the ability tree. I was able to figure out that you can upgrade your Healing Scan somehow. You can gain some kind of buff, although I have no clue what it does. You can put some kind of green circle around the target of your Healing Scan, although it doesn't heal anyone nor does it put any buff on the targets. So I have no idea what it does. I really hope that for the next iteration you are going to include tooltips, so I can give you a more constructive feedback. Arsenal Looks like some choices are connected to Tracer Missile. The one that I was able to figure out, is to make your Tracer Missile an AoE. If you combine it with the current Apex Predator set, I think it works pretty well and, anyway, it feels the lack of AoEs in a good way I think. Some choices were related to Heatseeker Missiles. One choice that I was able to figure out: It seems that you can make your Heatseeker Missiles to put some kind of debuff on your enemy, however, I was not able to figure out what it actually does. Innovative Ordnance The only choices that I was able to figure out: you can make Thermal Detonator to be an AoE - great addition to the AoE potential of Innovative Ordnance, or you can make Thermal Detonator leave a lingering DoT. While all three specs felt similar as they are currently on live. I would really like you guys to fix the tooltip issue for the next PTS iteration. I do not like to give you a lacking feedback, I want to give you something that you can use. ViShAsh
  5. Dear SWTOR team, I was able to test all 3 specs for the Powertech on PTS. Before I jump into some details, I want to give you an overview of my general thoughts. Firstly, all of the specs felt to be similar in playstyle as they are currently on live. Secondly, a lot of choices on the ability trees are missing tooltips and they just say "passive." While I was able to figure out what some of them do, it would be a lot easier if I actually had the tooltips so I can test them out and know what I am doing. Although, I was able to test some things by poking around. I really hope the next iteration on PTS will not be missing the tooltips. Shield Tech Overall a very pleasing experience, I love the fact that you transformed Power Yield into Energy Yield, where you can receive 6% max health heal per stack of Energy Yield. I think this improves Powertech survivability on the whole thing. Having heal that is better than Kolto Overload definitely helps. There were some options regarding the Firestorm ability: you could increase the strength of your elemental and tech attacks after you use Firestorm, or you could transform your Firestorm into essentially a channeled flamethrower. Assuming it gives similar effects and similar damage, I would probably not go with that option as I am not fond of channeled attacks for tanks, however it does feel nostalgic. I wasn't able to figure out what the third option is. Looks like some of the choices are connected to Heat Blast. It seems that one option gives you stacks that seemed to increase shield rating on top of absorb rating from Heat Blast itself (it seemed that you could build those stacks by using certain abilities like Railgun Shot or maybe Flame Burst/Flame Sweep). The other option seemed to give you different number of shield rating stacks depending on how many enemies the Heat Blast hits. The final option seemed to give you a buff which gave a fixed shield rating increase. Overall these options seemed extremely good! I was able to get shield and absorb chances up to 60% and 70%, respectively (not having augments). That gives some good damage mitigation for powertechs, as they didn't have many defensive cooldowns for spike damage (Heat Blast and Energy Shield were the only ones really, but Heat Blast was not really enough, this change really buffs it though). Assuming everything I said here is true (no tooltips), this is awesome. Advanced Prototype Some choices I thought were pretty good. Like for example, you could modify your bleed refresh: you can make it so that every time you refresh your bleed, it does either damage to enemies around the target or additional damage to the primary target. Another choice was to improve initial hit for Retractable Blade. It seems that you could make your Energy Burst to be an AoE attack, which is pretty neat! Powertechs do not really have a lot of AoEs in their arsenal, so this addition is nice. Among other options, you can modify your Energy Burst to leave a lingering DoT or you can increase Magnetic Blast attack. The Power Yield for Advanced Prototype seemed to work as usual, but it seems to build max stacks of Powerlode so that you can use Energy Burst immediately which kind of works in the same way as the tactical currently on live. Pyrotech You can improve your Flaming Fist to be either an AoE, improve your Immolate, or it seems to be putting a stacking buff. I am not entirely sure what it does (no tooltips). You can also make your Incendiary Missile to be a burst attack as opposed to a DoT (that's what it seemed like), or you can make Railgun Shot to be a DoT after the Incendiary Missile. It seems that you can also spread you Incendiary Missile between the enemies using Flame Wave. I don't think it is possible right now on live, but it's been awhile since I played Pyrotech. Power Yield changes to Thermal Yield and works in a similar way and it can be extended up to 30 seconds duration. I am not sure if it does anything else besides that. Overall, the flow seems to be the same with some extra flavor added for all three specs. It seems that you decided to combine Thermal Sensor Override into Vent Heat. I think it's an ok change, but certainly something that I would need to get used to. Thank you, ViShAsh
  6. Dear SWTOR team, I wanted to give you an updated feedback on Jedi Guardians, as you provided the overview of abilities in the tree. Overall, it was a quite pleasing experience, a lot better than at the beginning where we had restrictions on utility choices. I found that the overall rotation/flow of the class seems to be preserved. While you need to make some choices between the cooldowns, I found that you can upgrade some of the abilities (like Warding Strike and Guardian Slash) to give you more defense, which I thought were pretty nice. I found that combat focus is actually different for different specs! It was very cool to see it having additional effects like doing damage to the taunted enemies (so you can use it along with your AoE taunt), or doing burst damage to everyone around, or blowing up the burn/bleed effects of everyone around you. It adds a lot of flavor to Jedi Guardians and makes it even more enjoyable. I commend you for this improvement!
  7. Dear SWTOR team, Here is my feedback on 3 sniper specs. Marksmanship Sniper The flow of this spec felt identical to the current live version. I do have few comments about some of the choices. Having an option to make Ambush doing a splash damage is quite nice. There are also some options that increase crit damage for skills like Snipe, Ambush, and Penetrating Blasts. I think that's what really defines marksman snipers. Virulence Sniper The flow seemed to be the same, the rotation is identical. Some of the choices seem to be nice like increasing armor penetration. I have noticed that Laze Target actually has an additional effect that was mentioned in some of the choices on the ability tree. The tooltip for the Laze Target did not specify that effect, so I think it would be good to have it (if you haven't added that yet). Engineering Sniper As for the Virulence Sniper, the rotation seemed similar. As for the Laze Target once again, I found that it gives additional effect that has some nice options in the ability tree. For all three specs, the option to have Countermeasures to have more defense and 200% dodge was really good. You essentially combined Evasion and Countermeasures, which I find quite useful.
  8. Dear SWTOR team, Here is my feedback for Sith Assassins. Darkness Assassin Overall the rotation seemed to be the same. It felt a lot like it is currently on live. I have noticed that you need to make a choice between Overcharge Saber and some other defensive cooldowns. Since it doesn't provide a 25% absorb boost like it can right now on live, I think it makes it a less desirable option. I do think that some options on the earlier levels do provide some extra defense though via passive means through some abilities. Having a choice to make Devastating Bolts an AOE is quite fun (not that Assassins need more AoEs, but it is a good option). I think the best way to test it will be by doing an operation, which I haven't done. Deception Assassin The flow of this spec feels exactly the same as it is on live. I do want to make few comments about some of the choices though. I found it quite devastating (in a good way) that there are options to increase your armor penetration as well as your crit chance (via stacks of Voltaic Slash). If you min/max your gear you should be able to make your deception assassin a crit machine. It certainly adds some good flavor to it. Hatred Assassin Once again, the rotation of the spec and how it flows feel the same. Extra options related to Death Field are amazing! You can really spice up the AoE potential of this spec. By making Death Field to have 2 stacks and gaining stack for Recklessness is quite powerful. Some other good choices include armor penetration and cooldown reduction for Recklessness for each target hit. I had a lot of fun playing with that.
  9. Dear SWTOR team, Here is my feedback for the 3 specs for Sith Sorcerer. Corruption Sorcerer I had a very fun time with the choices that you made available in the trees. To answer your question, the rotation and the flow of the class feels the same as it was before just with added flavor. Some choices for Dark Infusion and Innervate are quite pleasing. The fact that you can spread Resurgence using Innervate or make your Dark Infusion either an AoE or a double cast was quite amazing! I commend you. Lightning Sorcerer Overall about the same feel of the rotation as it is currently on live. I do have a few comments about some of the options. There is an option to make Chain Lightning a single target ability. I think it exists as a separate ability and it is not proc'd the same way as the original Chain Lightning. I do not know if it is intended, but it might be beneficial to have it replace the ability and the same effects carry on (like procs and such). I think there was a similar choice that you can make for Thundering Blast too. Other than that, the experience was pretty similar to the current version. Madness Sorcerer Once again, I had a similar feel for the flow of the class as it currently is on live. Since it is a DoT class, it is a bit harder to check it since enemies die pretty quickly. But I will say that some choices related to Death Field and I think one of the DoTs are pretty interesting.
  10. Dear SWTOR team, I was able to play around with all 3 Operative specs. Before I jump into some details, I would like to thank you on providing the look on the ability trees and to have an option to see the choices and pick between them. Despite repetitive icons, the tooltips were somewhat easy to understand. Medicine Operative: Overall a very pleasing experience. I absolutely love the choices that you can make early on in the tree: you can either improve your AoE healing capabilities or have access to generating more tactical advantages. Some other choices included a more passive stuff with increasing healing per stack of tactical advantage or just to have a burst healing via stim boost. If you intend to make the playstyle more customizable, then I commend you. Very pleasing experience of Medicine Operative. Concealment Operative It felt a lot like it is currently on live, but I still want to make some points for the available choices. Some choices are immensely powerful: like the one that reduces the cooldown on stim boost every time you use Laceration. Since this is the primary skill that you should be using anyway, having it paired with stim boost will make you a stabbing machine. Very fun to play! Some other choices were a little bit harder to use, like the one that makes your critical attack to reduce Stim boost cooldown by 2 second and it can stack up to 5 times I think. Its duration is very small, and it is a bit hard to use it effectively. To finalize, very enjoyable experience with Concealment Operative. Lethality Operative I don't have a lot of things to say about it, it is a little bit harder to kill stuff using DoTs when they're dying pretty fast anyway, so I couldn't check its full potential. But to get into the gist of it: it feels a lot like it is currently on live. It seems that the first few choices are pretty good, but like I said I couldn't check its full potential due to lack of Elite mobs. For all 3 specs: I think I can see how you guys are implementing some threat reduction into defensive cooldowns. I am curious if you intend to do that for all other classes. It also suggests that you might change the way how tanks generate threat, but we will have to see I guess. Some choices are situational of course, but other than that I think you guys did a great job. I am assuming that abilities that were missing, were not to be tested. Thank you and let us see where it leads!
  11. Dear SWTOR team, I have tested all specs for the Jedi Sentinel on PTS. So here is my feedback. 1. I would like to point out that all specs feel the same way as before. The core rotations were unchanged, so the specs are preserved for the most part, and I am very happy about that. 2. I would like to commend you guys on some choices/options that you have for different specs. For example, making the focused burst an AoE attack is awesome. Sentinels are not very good at AoE and this gives them more juice so to speak. Some other passives that involved Zen ability were pretty cool too (like the one that resets a cooldown on lance ability for Combat Sentinel, or quadrupling the damage on the force melt for the Watchman, and hell even the increased crit chance during Zen for Concentration). I had a lot of fun testing them. 3. A comment about Force Clarity, are you intending to keep it for the jedi sentinels? It does provide a good boost to damage, but I am just curious if you are going to have it replaced with something else or removed entirely for the sentinels. 4. Force Camouflage, I realize that it is one of the choices on the way to lvl 75/80. It is a good mobility skill as well as the ONLY threat drop. Do you guys intend to make it easier for tanks to generate threat or are you going to just have some separate ability for threat drop? 5. Transcendence, once again it is one of the choices on your way to lvl 75/80. Transcendence is a mobility skill that defines Sentinels as great Utility Class for the Operations content. Making it a choice as well as making it cost centering might be a problem. If you decide to stick with the centering cost, I think it would lose its value since it is very hard to predict when you are going to have 30 centering stacks (and you do not want to save up, otherwise you are wasting centering stacks, I guess you have valorous call to generate it, but it is a pretty long cooldown). . If you give some good mobility to other classes, I would probably not select that choice, otherwise, it will have to do and I am not sure how it is going to work. 6. Blade blitz, this is once again one of the choices that you make along side with Force Camouflage and Guarded by The Force. I don't really care that much for its defensive capabilities (I will choose Guarded by The Force anytime over it), but it is a very nice mobility skill in both PVE and PVP. I hope you are keeping in mind the balance of mobility for the classes, when you decide to change them up. It is not a necessary skill, but it certainly helps even in PVE. Thank you and let us see where it leads us.
  12. Dear SWTOR team, Here is my feedback on your current PTS regarding the Jedi Guardian. I was able to fully test (somewhat) the Jedi Guardian Focus, I am pretty familiar with the class so that works out. There are a few points that I want to make: 1. Some abilities/passives seemed to be missing or bugged. Like for certain preset layouts you had selected the blade storm to do AoE damage or the Zealous Leap to do AoE damage. They didn't seem to work, I tried to attack enemies that were pretty stacked up and there was no AoE damage coming out. I tried what you suggested and talked to the PTS droid that was giving out the layouts, still the same thing. As a suggestion, it might be beneficial to have a droid on Onderon so you don't have to port back and forth between Onderon and Fleet. 2. I think the chosen layouts are a bit too restricted. I know that this is only the first stage of testing, but I think if you let the players actually go through the selection process, it will make a little bit more sense for some players and they will be able to test out the choosing process. It seems to be that sometimes you have to select between certain defensive cooldowns, for a tank there has to be some kind of balance of defensive cooldowns and the damage taken. If you are planning to do something about the damage taken, or have certain passive that boost survivability for the lack of defensive cooldowns, that might be fine, although for hard content like Veteran Mode Operations or even Master Mode Operations you intentionally use a defensive cooldown to prevent spike damage, which is how tanking should work in general. So that might create some problems with that. 3. Did it feel like Jedi Guardian? Yes it certainly did, the overall rotations didn't change a whole lot, but I will say that it felt like there were some holes/gaps due to the lack of the abilities. Like I said in #2, having gone through the actual selection process might be more beneficial to see how it works out. 4. Customizing the ability paths can be like a double-edged sword. It provides more options for seasoned players and you might even get rid of useless passives that you never utilize, or it might add up even more flavor to the gameplay. I think for new players or relatively new players this experience might be overwhelming and even confusing, especially if they just start out the game. Now one fix to that of course can be the addition of "recommended" attached to an ability/passive to help new players ease into the game. I think that's all I have, but one last thing: I would really like to see how the combat style works on a deep level as I described above, but also see how switching weapons and subclasses work on one character. Thank you and let us see where it goes.
×
×
  • Create New...