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DDaMAGEr

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Everything posted by DDaMAGEr

  1. When you get it, please test the Damage Reduction type it provides - use companion stat window perhaps with Companion out. For both Sage & Sorcerer. Need to know, does it really provide only Elemantal Damage reduction w/out Internal one (which must not have been because of balance reason, e.g. Plasma Brand deals Elemental Damage, while Shatter Internal one, so only Elemental Resistance will reduce PB damage but not Shatter's). Or it's just incorrect tooltip.
  2. The tooltip for the set "Unyielding Protector" says, that at 6 pieces of it - the set provides 25% Elemental Damage Reduction for teammates near you when you activate Force Barrier. But isn't Elemental Damage Reduciton supposed to come with Internal Damage Reduction as well, because Jedi Knight deals Elemental Damage with abilities, those mirror Sith Warrior's abilities, but with Internal Damage instead. That would mean adding Elemental Damage Reduction, but not internal makes Sith Warriors better at PvP, because their DoT abilities' damage won't be reduced by that set. It's the same as why Kinetic & Energy Damage Reduction should come altogether, because Consulars deal Kinetic damage with abilities, those mirror Inquisitor's Energy damage abilities. Although there are couple adds those get "Energy Shield" power that reduces incoming Energy damage, but it's just a trash add power, for adds you clear along the way between bosses, so no need to balance it. l can't test if the set actually priovides Internal Damage Reduction along with Elemental, because the set "Unyielding Protector" is not at Tech Fragments vendor. Is it even possible right now to obtain 6 pieces of that set at all? But in any case l think the tooltip should be changed to "Elemental and Internal Damage Reduction by 25%", and in case if it doesn't provide Internal reduction this should be add to it for balance purposes. This set seems to be designed mainly for PvP after all.
  3. l suggest making special Chat Channel, that would differ from any other, and will be visible for ALL players (visible by default), no matter what Zone they are at, and also no matter what side they are (Republic/Imperial). Messages in LFG/LFM Chat Channel would also show what side Republic or Imperial owner (player who has written that message) is, next to the owner's name. The point is that player, that currently plays Imperial Character could see that team on Republic side is being assembled and join it. Or vice versa. In order to prevent spamming that Chat could be made not visible to players, those don't have access to operations (due to being F2P/Preferred for Instance). Also make one player not able to post messages there more often than every 30 seconds (just example) for instance to prevent chat flooding. I think making this would soften somehow the Faction Tilt, that is specific to MMO's with factions (with Imperial Side being more active than Republic for instance), as both sides will see what coutent is being run at the moment and could decide to join or not to join it. And also fill OPS team faster! In addition to that dedicated HM/NiM teams may get started to become puggable.
  4. Another inconsistency is that Jedi Shadow's Guard seems to be the only Guard that has minimum range ("0-30m" vs just "30m" of any other 5 types of Guard). That means it cannot be cast on target, that is stacked with you (distance to target shows 0.00m), and it produces "TOO CLOSE" message in that case. That's not much of an issue for everything except PvP, at which players might get reguarded dynamically and if guarded player is stacked with a Jedi Shadow at that moment - applying Guard will fail.
  5. Defending against Ranged attacks (with Kinetic Damage weapon, such as Vibrosword or Electrostaff) for Tank disciplines of Jedi Guardian/Sith Juggernaut and Jedi Shadow/Sith Assassin doesn't trigger special effects for these disciplines (Double-Bladed Saber Tactics (Shadow) & Lightning Reflexes (Assassin) are exambles, maybe Courage (Guardian) and Revenge (Juggernaut) has the same issue). l believe it's somehow connected with showing word "Dodge", and these skills are linked only with Parry/Deflect damage mitigation types, what is reflected in their tooltip. Don't know if that's a bug or is intended, but that restricts weapon choice for Tanking on these characters to Lightsabers only, because a weapon with Kinetic damage will reduce their combat effectiveness when fighting enemies with Ranged damage due to absense of special effect triggering. Also for Sith Assassin its melee stun "Spike" ability its stun has "Force" property, which makes it cleansable by Sage/Sorcerer, while for Jedi Shadow its melee stun "Spinning Kick" ability is not cleansable by other player.
  6. But why it should be the thing at all? Missing abilities can be filled really easily. Vanguards/Powertechs could get Concussive Charge (works on commandos with rifle reapon already) / Jet Boost, because why not? Scoundrels/Operatives - Pulse Detonator/Cover Pulse & special innate ability, that allows it to use not in cover (because they cannot cover). As for Marauder/Sentinels, l see absolute zero reasons, why Juggernauts/Guardians can have Force Push, while Mara/Sents cannot. Volia! All classes now have their Knockback abilities. A fortiori KB is a useful thing in circumstance other than knockback, & while all characters've Stun ability, why not give everyone KB as well?
  7. Lightning Reflexes & similar abilities are NOT procced by dodge-type mitigation (ranged damage miss, from Kinetic-type weapon). Lightsabers produce word "Deflect", and it procs Lightning Reflexes, while word "Dodge" doesn't. Kinetic & Energy weapons were supposed to be equalized a while ago, but some tricks went out of sight, but now l spotted them & it's time for them to be Fixed!!! List of abilities suffering from it: Lightning Reflexes (Darkness - Assassin), Double-bladed Saber Tactics (Kinetic Combat - Shadow), Courage (Defense - Guardian), Revenge (Immortal - Juggernaut)
  8. Names are: Neural Jolt, Sonic Round (Vanguard) & Neural Dart, Sonic Missile (Powertech).
  9. Well this lssue has been fixed it seems... Now, how about fixing 'notha lssue - Jedi Shadow's guard can't be applied is target is within 0m range (i.e. is stacked with you)?
  10. l just wanna they got an option to be painted to straight black finally, that's all!
  11. https://swtor.jedipedia.net/en/abl/force-breach-2#eff5 - it says it plays Sith Inquisitor Discharge Shock appearance, and l don't think it's supposed to be this way. It's a darkside force lightning after all. l would appreciate fixing it by making its played effect e.g. "epp.jedi_consular.force_breach.tick" or something.
  12. Jedi Shadow's guard is the only guard, that has minimal range (0.1m) https://swtor.jedipedia.net/en/abl/guard-7 . In PvE this isn't an issue, but in PvP a player, who needs guard might accidently go too close, and then Guard will poof - and there no one will be guarded. All other guards, those owned by Jedi Guardian, Sith Juggernaut, Sith Assassin, Vanguard & Powertech have no minimal range. Solution: remove minimal range of Jedi Shadow's (Jedi Consular) Guard. Sith Assassin's short stun (Spike) has Force property & can be cleansed by Jedi Sages & Sith Sorcerers, while Jedi Shadow's Spinning Kick cannot be cleansed by these Force healers (but it's 2s anyway, so it's likely is getting expired or broken out before healer could react & cleanse it). l think for Spike is better not to be cleansable too. It's not like stun, that binds an enemy with some form of Force energy, it just stuns, because it pierces it physically. Solution: remove Force property from Spike (Sith Assassin's) ability.
  13. Well at least l guessed something. That really happened, and now mah VG/PT can respec to tank role while inside lnstance, but... Mah poor damage... Otoh l wouldn't say VG/PT aren't touched at all, but the fact is that they just need some kind of extra DCD for both Damage & Tank role. Heavy DCD. Something comparable to Assassin's Phantom Stride. Various passive buffs certainly won't cut it.
  14. Just checked mah Vanguard - l remembered Neural Surge (AoE stun) dealt 1082 max damage before update (full 248, with 236 augments). Now it deals 973 max damage. l would understand reduced damage of Energy Blast, or Ion Wave with proc, but what's about Neural Surge. It's certainly not among powers with incoming nerf.
  15. Just checked mah Vanguard - l remembered Neural Surge (AoE stun) dealt 1082 max damage before update (full 248, with 236 augments). Now it deals 974 max damage. l would understand reduced damage of Energy Blast, or Ion Wave with proc, but what's about Neural Surge. It's certainly not among powers with incoming nerf. Is this intended?
  16. Wanted to pilot those fancy God droids and blast stuff to shreds with them - then came right it into center of this blah. 3 Walkers aggroed, they perma lock down all mah abilities and blasted mah fancy God droid to shreds. For sake of Yoda, fix this blah!
  17. A long ago in a galaxy far far away, there was time when players had defenses way less that they have today, so many of them burnt themselves in PvP pretty fast, and PvP matches were pretty quick because of that. But today many of classes received buffs/reflects/extra powers etc in their defenses, which allowed to stay them for way longer, and prolongated PvP playtime respectively. l think it's something devs seek to do - it's make characters more durable, because it'd require more time to burn them down in aforementioned way. Vanguard/Powertech, however doesn't fit that pattern, because its defenses aren't buffed at all, in a ways others did. Thus they make PvP quicker and shortens time for players needed to accomplish them. Thus l think buffing VG/PT defenses should be within devs' interest. Yah, when it comes to fixing ED/RS dopey health refill l think there should be done sharing this ability between all Bounty Hunters/Troopers to fix present day blantant survivability issues.
  18. Generally merc reflect (i.e. Echoing Deterrence/Responsive Safeguards) should get internal timer between its heals, like around 1 second, to prevent refilling health with it. Like merc's basic attack (Rapid Shots) launched to it restores 50% of health instantly. Something similar once happened to me in Explosive Conflict 3rd boss, that shot Hammer Shots at me & refilled mah HP from 10% back to 100% l'm pretty sure that's not intended. And yah, sharing it between all Bounty Hunters/Troopers would be really nice. That'd make kinda nice anti-tunneling option for VG/PT, as well as allow to eat some mechanics for VG/PT Tanks in NiM content. Also shields for my Main VG are theme-wise, so receiving more shields is mah personal Wish as well u3u. Recently three classes those were lacking defenses mostly - it's Sorc/Sage, Juggernaut/Guardian & Vanguard/Powertech. With current 5.9 update Sorc/Sage receives extra defense buffs, as well as Jugg/Guardian which gets its selfheal DCD fixed. But what's about VG/PT? 30% DoT reduction on Plasma spec might be nice for some PvE fights (Nefra comes in mind), but that doesn't cut it. Why not fill this one and only remaining gap & buff PT/VG seriously? Once l saw a player that lacked only 1 datacron on Ord Mantel, and ported him via summon on top of it because l don't like aything looking nearly perfect, l wanna bring it to "totally perfect" category. Something says me current class layout can't be called "totally perfect" with VG/PT lacking defenses in a way they do it today.
  19. If they made exchange or some other way to obtain Warding Mod 52B (yellow), outside of horrendous command crate RNG, then half of tank stat problem should have been fixed. But nah, we are getting new tier of augments before getting a viable option to shake away from standard Warding/Immunity/Sturdines 52 mods. Y devs shud hate Tanx THA much?! Next thing l would do - make Critical attacks shieldable, which would both buff Internal/Elemental damage in PvP and Tank Stats as well.
  20. Seriously, it doesn't have internal timer between its health restoration effect. That means it restores way more health, than intended. For instance, if you attack mando with this shield active with Hammer Shot/Rapid Shots it'll refill 35% or 25% (or even 50% if mercenary attacks) respectively. That's totally rulebreaking thing. Letz imagine 4 players attack commando/merc, it pops shield, 3 players know how to counter it & begin AoE-ing, but 4-th launches 3 hammer shots at shield and heals enemy from 10% to 100% with it. Thus l believe internal timer between RS/ED heals needs to be set up. Make it e.g. 1 second, capping the healing it provides to 30% of total health. That's fully enough for mando/merc, which are overweighted by defenses on their own. But no more rulebreaking of aforementioned kind should occur.
  21. Originally inspired by mercenaries, those are found in SnV just before last boss. Looks like they've bounty hunters suit, which they can override to explode. And so l thought: why not let the players do the same? VG/PT DPS doesn't lack any defenses or something in PvE, it's in PvP only. Specifically, they lack ability to defend themselves from tunnelling - i.e. when several players gank one they melt without heavy defenses. So be it! But why it doesn't have to be So, meet new Power exclusive for Powertechs: Bounty Hunter::Powertech::Self-Destruct (lvl 65) Override all the safety protocols, becoming completely immune to damage and controlling effects for 8 seconds, and causing heat-costing abilities to not consume heat. Each second a stack of "Critical Overload" is gained, causing all outgoing damage to be increased by 100%. After 8 seconds you explode, causing all enemies within 8 meters to suffer heavy Kinetic/Elemental damage, and stunning them for 4 seconds. You will be defeated and affected by "Fatal Injury" debuff, which prevents using both combat and out-of-combat rezzes, until you release on your own. Cooldown: 5 minutes, unaffected by Alacrity. And this is its Vanguard's counterpart: Trooper::Vanguard::Hypergate Escape (lvl 65) Calls an emergency hypergate retreat system, which gives immunity to damage and controlling effects for 8 seconds and unlimited energy cell supply. Each second a stack of "Hyperwave Interference" is gained, causing all outgoing damage to be increased by 100%. After 8 second you will be transported away from the battlefield, and the side effect of the transportation deals heavy Energy/Elemental damage to all enemies within 8 meters (Gree portal wave animation), and freezes them for 4 seconds. You can't act until you release on your own, and your body is invisible and affected by "Phased Out" debuff, which prevents using both combat and out-of-combat rezzes. Cooldown: 5 minutes, unaffected by Alacrity. This way l believe it will provide, so to speak, psychological effect, because Vanguards/Powertechs won't be easy targets to take down anymore, instead ganking them might end up blowing up good part of attackers' health, by what players might think instead, that it's maybe better to take down VG/PT closer to end, rather than to start. While PvE capabilities of VG/PT might be left almost unaffected, except for case when heavy burn phase occurs, or boss rages, VG/PT with self-destruct will become able to eat that rage damage and dish out pretty significant burst at same time, which may even finish off raged boss, if they got lucky & boss got ~0%-1% remanining health. *Re: Delete your PT*. Why not turn this sarcasm into viable option? Moar powahz, good and different!
  22. hmmm... So much for that idea... What if?.. Stay tuned...
  23. Marksmanship looks like totally true sniper. Can switch targets very easily and bring down stuff very quickly, but for bosses it doesn't deal much damage. Can quickly blast players in PvP, although Engineering has better mezzes. Good for pure sniper theme. Virulency is good for kinda mad scientist/biologist theme (think dr. Lorric - Lost Island boss). This specialization never runs out of energy when you fluff adds with suppressive fire, after setting up both DoTs (corrosive dart->corrosive grenade) on all of them. Also this spec has extended Ballistic Shield duration & assailable debuff, so good for supporting teammates. Engineering is definitely worth to play for, EMP blast looks SO shiny and awesomely, it also deals biggest DPS to bosses. And so many probes, gadgets & other doochikeys. Good for scientist/technician/droid controller theme, also has pretty solid fluff, tho not endless, like Virulence has. In PvP however, a mez with 18s cooldown (EMP) is kinda OP.
  24. If it were me, l would do something of that kind. Like new Augments could not provide extra advantage in your specialization (be it tank or DPS), but instead boost both of them. Like: Probability Augment - 98 critical/33 power/33 endurance/98 shield chance or Coodrination Augment - 98 defense, 33 power, 33 endurance, 98 accuracy. You can also add augments, created specifically for soloing content & boosting your Presence as well like: Warlord Augment - 98 critical, 33 power, 33 endurance, 98 presence. l can imagine so many various colors for them. Like green, yellow, purple, essencially just image recolors, for them to be not only red/blue. Another option is make them boost stats, those previously were never buffed by augments i.e. Technician Augment - X tech power, Y crit, Z endurance/alacrity/etc Mystic Augment - X Force power, Y crit, Z endurance/alacrity/etc Brawler Augment - X Primary weapon damage, Y crit, Z endurance/alacrity/etc Armored Augment - X Armor Rating, Y endurance, Z power/defense/etc...
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