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Mec_san

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Posts posted by Mec_san

  1. I am posting regarding a substantial change to Deception Assassin/Infiltration Shadow via the "vanish" changes recently relayed via the dev team.

     

    This is a class/spec I've played since the 1.x days, and feel I know well enough to comment on.

     

    If our current vanish ability doesn't take the spec out of combat in Ops and FPs, it is a serious issue with general dps output. Currently, cloaking out allows for a reset of Recklessness/Force Potency. Typically, Assassins/Shadows then reengage the boss or target with Spike/Spinning Kick followed by their burst abilities, which are significantly affected by Recklessness/Force Potency resetting for dps.

     

    The vanish changes outlined by the dev post don't account for this at all. It's obviously fine if, for whatever design goals, you'd like to change how vanish abilities work in PVE content. Recklessness/Force Potency need to reset still, however, when Deception/Infiltration Assassin/Shadow stealths out. This is a basic part of doing enough dps in harder PVE content like VM or MM Ops, which seems to be the gearing focus for 7.0.

     

    A second issue is the removal of Spike/Spinning Kick for dps specs. As someone who has played this class as a main since the 1.x days, I really think you should reconsider the current choice that gives the stun ability from these abilities back in the tree but not Spike/Spinning Kick. They have been an anchor in the feel of the spec, and I would imagine it's possible to place the ability in the tree instead of just the stun option from Maul/Shadow Strike. Other dps specs have more abilities, both in the live game and after the PTS changes for 7.0. As such, I think Deception/Infiltration players in general would rather have Spike/Spinning Kick placed as the option to pick if choosing the stun option in the current tree, instead of Maul/Shadow Strike implementing the stun without what's been a staple part of the spec since 1.x. Spike/Spinning kick is generally a fun ability for veteran and newer players alike to use, especially in open world/solo scenarios, where players can, in certain ways, experience the full benefits of playing a stealth class most. Sneaking up to a target and opening with Spike/Spinning Kick is an important part of this experience.

     

    Veteran players understand you're trying to reduce abilities and balance that with maintaining as much of the feel of the various classes and specs as possible, and Spike/Spinning Kick is one of those abilities that actually matters for the feel of the Deception/Infiltration spec. It's still on the tank specs, but I'd very much argue that's not the spec where it actually contributes to the feel of playing an Assassin or Shadow tank. That said, please don't remove it from tanks too! We like having Spike or a kick to use there too.

     

    Thanks for reading.

     

     

    For what concern the cloak out for reset force potency/reck, is not a problem.

    The cloak tooltip has been changed, with the update force cloak reduce the cooldown of force potency of 60 seconds.

    Like is in live now getting out of combat, so that thing is ok by now.

     

    That is explained in the "potent shadows" baseline utility that say " Force potency and Shadow stride builds 3 stacks of breaching shadow, and exiting combat OR activating force cloak in combat reduces the cooldown of Force Potency by 60 sec [...] "

  2. Pruning is great and much needed!

     

    These changes got me excited and I will renew my sub because of them!

     

     

    Why you think is needed? A little rework is ok, but taking away or limiting the choice is not needed at all, espec when you get to harder content

  3. Ok sorry for the ranting of this morning. Now i got a better look on the update and.. still i don't get your line of pruning abilities, but at least you're not doing as bad as you show at the begin. You're listening and improving and made some classes acceptable atm.

     

    Still my advice is to not go in this direction, think about rescale the fight, FIX the bugs, take away caps, see how that work and then you can think about rework abilities, if needed or required.

     

    Cause things must be said, if you're right and espec if you're wrong on certain points.

  4. I'd say just disable it in GF FP/Uprisings (do ppl do uprisings?) and SM ops... just to save new players from ninja looting. Maybe increase the sys msg warning that it's been set to that if you want to.

     

    And, for the same reason, block swapping to master looter in combat... which should have always been a thing.

     

    Done, fixed.

     

     

    Was going to say the same.

     

    Block the loot system once you enter in combat and allow only the party leader to select it.

    Job done, problem solved.

     

    Cause i get what the problem is. The problem is espec when people do battlemaster or dreadtooth that they want to be sure that a pug doesn't steal the loot. Lot of people (screenshot proves it) just change the loot in master when they are close to kill the boss, so nobody notice and they ninjaloot (many names, many screens of this practice).

     

    For fixing it, you didn't need to take it away at all, but just do as i suggested. Job done, lot of problems fixed.

     

    Then i can see the second problem of this. "oh i get into a fp and the party leader blocks the loot so i cannot loot that deco that i needed for my sh". There is an ignore list for it :D

  5. Good morning.

     

    I hope i will have an answer on this question because reading some feedbacks, and see the line that you're taking, i am confused at the moment.

     

    My question is : What is your goal?

    The answer that i have now are : 1) Shut down the game in a year for restarting with a new project

    2) Renew the people inside, let run away vet players and change them with new ones.

     

    People were really excited about the combat style thing, and the expectation are really high.

    But what you are doing now is not what people asked

    As i said in another forum, no one asked for an ability pruning, people are asking complete different things.

    You are now going to take away sleeping CC from stealth classes?

    You are now going to take away defensives from tank classes?

    Sniper atm is the more acceptable, but still he lose one between orbital strike and balistic shield,

     

    People are going to run away from here, and not cause they are people that cry on little changes. They have to play something completely different that they have played for years, in a game full of bugs (where you have to repeat a boss 5 times not cause you miss mechanics, but because you step in a particular position that resets the whole fight), with server lag problems (Thanks for the answer on costumer service btw, in all the planets i go i see people complaining about lag with normal ping, is always my router the answer? ) with slow story update and thousands of problems that you can see on your own reading the forum.

     

    So please.. answer to this question, cause lot of people can't understand those things.

     

     

    PS: speaking about taking away abilities and answering the question "does this feel like a *insertclass*? "

     

    You taking away force stasis from guardians and sentinel as far as i remember.. that means you removing Force Choke from sith... Darth vader approves in your opinion?

     

    If you take away sleep dart from scoundrels and ops i suppose you're going to do the same with mind maze... ok Obi wan was a knight and not a shadow but....These are not the droid you're looking for?

    An operative, a secret agent that has to infiltrate in places full of enemies and play with them... that can't cc people?

     

    What's the next step? Taking away bolts from sorcerers or flamethrower from powertech?

     

    Ps 2: read now that they just didn't add sleep dart for this phase. Still rest of the points remain

  6. Tried virulence sniper.

    To be honest, seen what happened with guardian and sentinel, my expectation were really low.

    I am still disappointed about the line that you want to follow, cause i can't really see a connection between "pruning abilities" and "more customization". There will always be an ETA and you basicly taking away abilities that can be useful in different contents, without any specific reason, thing that people didn't ask.

     

     

    For what concern what i tried, you made something that can be acceptable.

    The ability choice at lvl 70 is between a movement improvement (useful but not so mandatory), a raid utility (mandatory in some fights) and an ability that in virulence is used only in the opener and in case of adds (i am talking about pve and raids), cause cast is long and in the rotation spamming a filler causes more damage. This is something that is ok in the line that you want to follow, instead let a tank choose between one of his best defensive, his emergency button or his cheese, and let the sentinels choose their way to die.

     

    Still... people are asking to not do that, people are asking on 1) fixing bug there since launch 2) take away the stat cap 3) make raid interesting and not a faceroll. And ability pruning is not the answer.

    Thanks

  7. And finally, why not start communicating with the player base IN REAL TIME on Discord or in-game on the PTS? Discuss changes, give us ideas, act like a family instead of a corporate entity. I know a small minority of people can be crazy but the majority isn't like that. Discuss changes, tell us why you are going for this, why you are going for that. You want people to live stream? You want people to chat? You want to make this game stand out more you have to put as much into it as the passionate players do.

     

    That and moderation in real time in game would be appreciate. Too many toxic people that need to be treated every 3 seconds.

  8. I would remove the following abilities:

    1. Reflect bubble from Merc. He doesn't need it and the player base to this day has still not figured out to CC the Merc when he pops it

    2. Mad Dash because you don't need it. If you want mobility use intercede which gives you much greater mobility and choice of where you are gona go instead of just a straight line. The damage it causes is negligible while with intercede/reckoning then furious strike or Hew you are gona drop a massive hit on your nearest opponent. Plus you are giving an ally damage reduction.

    3. Remove Holotraverse from Op because he don't need it. If he tells you he does need it to survive then he doesn't know what he needs.

    4. Remove teleport from Sniper because Sniper does not need that. Any real Sniper has survived just fine without it and it makes the real Snipers unkillable. The other Snipers need to just learn how to play their tanky DPS class with teleport.

    5. Big time cooldown on phase walk.

    6. Remove Tacticals because all they did was further unbalance the game

    7. Make Jugg saber deflection give the same resistance as Concealment OP roll.

    8. Buff Hatred please.

     

     

     

    I am not going through all the point cause as i will say there is a lack of knowledge of the skills...Just want to see point 2 and 7....

     

    You want to take away mad dash cause for you is useless.. and you want to add a side effect of mad dash (yeah this ability gives you immunity to damage while active) to another defensive that is already powerful enough (seriously.. that defensive, saber REFLECT , is perfect, not overpowered like "i cheese everything" but not weak.. It's like every single tool : if you use it correctly is perfect, if you use it just because is there , is not really useful)

    And said that.. tacticals unbalance the game... and the add that you want to do doesn't? Ok....

     

    Coming to my feedback:

    I see 40 pages of "please do not do it, this way is not going to work ecc ecc". And i agree. I hope you are going to think about this and rework the defensives.

    If you want to make content harder, various and not just a faceroll, there is one really simple way..

    1) Take away cap and rebalance the boss in a correct way, SM GF that is doable with lvl 70 gear.. SM no GF that you need 75 , hm that you need 75 306 and nim that you need at least 286 augments.

    2)make one shot mechanic one shot mechanic and not "yeah i pick a massive laser in the face and i get only 0.5% damage".

     

    Taking away ability is not the way... Can understand a rearrange or a rebalancing .. but i must be able to choose if use a certain ability or not.. for pvp i use more this.. for pve boss A i need more this, for pve boss B i need that other.. i need this for spike damage that instead of taking away 80% of health it take away only 50% ecc ecc. That is variety.

    Also.. speaking about variety.. removing the cap allow people to use power and mastery relic if they want...power augments ecc, not touching abilities, just removing the cap.

     

     

    I am not begging or nothing, game is yours and you do what you want. Money that i spend for this game are mine. Still waiting for next phases to test and maybe see some things that atm we cannot see or maybe there will be some improvements. But if the way is "nerf the classes, that means nerf the bosses and make everything faceroll friendly... well... there are a lot of mmo around.

    Sorry for being harsh, but i am not known for taking long roads.

  9. Ok, seriously. Spirit of Vengeance is a fun flashpoint, except bugs galore. I'm sick of the mobs being able to shoot and kill me through doors and my nerfed hunter not being able to compete with them What the actual F***. The door in front of the two snipers glitched and I couldn't progress AFTER SPENDING A KRIFFING HOUR IN THE DAMNED FLASHPOINT! god, guys get this crap fixed.

    Cause you dont have to pass the door, you have to fall into the trap

  10. The question some of us have with the Valkyrian fight is not that it is hard, as I was able to do it on my sage with no dying. It is the point that the other part of this fight when they do the adds, they can be targeted and killed, the first one can't and that is where we think is a bug.

     

    Maybe you could have read where some of us were asking if there was a bug with this instead of acting like a jerk saying it was easy. There is a difference between being able to do something and a bug.

     

     

    Maybe you could have read the intro of my post instead telling me "acting like a jerk" when i said "Ok.. I understand the bugs that needed to be fixed and ok"

     

     

    This is your opinion. I understand.

    Here's mine. Story mode is meant to enjoy the story. There are Hard and Master mode for those who are looking for challenges. If it is too easy for you at that point, you can even remove your augments or scale down your gear to as low as iRating 8. Or remove your helmet, chestplate, etc. There are tons of way to make it harder. But, I believe the story mode of 6.2 should have been setup for entry player at level 75 (with 268 gear). Not for 306 gear, and clearly not for people with high end augments.

     

    The last mob in the Flashpoint is really annoying because it's so spread out. Not all of us are pro-gamers. And some of us, (more than supposed) have disabilities that hinder our abilities in pushing buttons! The first fixes were nice, thank you, but please keep refining this FP in Story-Solomode.

     

    For people who love challenges isn't that hat Vet and MM is for?

     

    I'm not saying that this should be challenging for end game high geared people, as you said, if I want a challenge, i'm going to solo Vet this fp.. I agree with you that storymode is made for let people enjoy the story, but there is a difference between "doable for enjoy the story" and "tank and spank all the bosses, can stay in aoe and just pushing random buttons". We are talkin about level 75 content so apart of the gear I think a little bit of knowledge of the ability of your toon is required. And again, I'm not talkin about "doing perfectly the rotation" i'm talkin about "don't stay in AoEs and i can use some defensives for prevent damage", and you don't have to be a pro gamer for doing that (just to clarify... i'm not a pro gamer, doing ops and have a good geared toon doesn't mean be "pro")

  11. Hey folks,

     

    Based on your reports we know that solo-mode of Spirit of Vengeance is definitely quite a bit harder than it should be. We were able to get some quick fixes in which are live now (no patch to download)! They are:

    • Bask Sunn’s Uppercut Ability has been disabled.
    • Rass Ordo's companion influence level has been increased from 1 to 25.

    Additionally, we are actively working on a patch to address a number of other issues, look for more details on that tomorrow or Monday. Thanks!

     

    -eric

     

    Ok.. I understand the bugs that needed to be fixed and ok... but seriously... are we saying that this fp in story mode is hard?

    Come on let be serious... if you go undergeared or you don't know your classes bases is your fault if you find this hard, not flashpoint creator.

    Also ok 6 milion health is quite too much (i did it, it takes several minutes, but did it smoothly) but i saw here people complaining that also 2.6 milion is too high... Sorry but what do you want? 200k? 2.6 milion with Onderonian set and 10k dps (we are talkin about lvl 75 content, so an onderonian set and random shiny buttons are enough for that damage) you can do the fight in like 5 minutes... i don't think is too much.. considering that skilled and geared player can do that fight faster... more faster..

    Also i did the 3rd boss in story in 24 seconds...so i still cannot understand why you say that this fp is hard, let's be serious.

    Also the valkorion fight... i'm not saying that is tank and spank... but at least I had to use some defensives sometimes.. and even if I couldn't read the buff (cause bad HUD my bad) i still done the fight smoothy so.... don't tell me that this one is hard and some bosses are walls cause they aren't. Ofc if people expected tank and spank, with companions doing everything welll... it's not a thing that i espect from a lvl 75 content.

  12. Better would be a proper multiple-criteria sorting order, i.e. where you can explicitly say e.g. "sort by rank then within ranks by legacy name (but keep my legacy called Argentis apart from your legacy called Argentis)(1) then by character name within legacy(2)".

     

    What you're suggesting is "history-dependent multiple-criteria" which is ... fraught.

     

    (1) Legacy names aren't constrained to be unique within a server, and there's no guarantee that two accounts with the same legacy name belong to the same player.

     

    (2) There's some wrinkles with that, too. Consider three characters "Arbe", "Arbé" and "Arbo". How should they sort by name? A lexicographic sort *should* put Arbé in the middle, but it's very common to see "ASCIIbetical" sorts which would put Arbé at the end.

     

    I was just posting the goal that could be useful, as you said, having a multi criteria choice, that can be selected by clicking as happens in a lot of systems, or just creating an order in another way, whatever works for reaching the goal .

    For what concern me, it's not a big problem if i have i.e Arbe and Arbè, cause in another file that i use for record the conquest, they are close so it's not that the problem, even if i understand that if you want to do a thing, you want to do properly.

     

    The perfect example for explaining what can be useful its like the example that I'm going to do.

     

    If I've got (TOON NAME, Legacy name, Rank)

    ABA ,Aa (Rank 1) AAB, Bb (Rank 2), AAA ,cc (rank 1) ABB, Ab (rank 2)

    Having a criteria selection that order that in the following way.

     

    ABA , Aa (Rank 1) AAA, cc (Rank 1), ABB , Ab (Rank 2) . AAB, bb (rank 2)

     

    Instead of what is happening now if you order by rank after have it ordered by legacy name, that is

     

    AAA, cc (Rank 1) ABa, aa (Rank 1) AAB, bb (Rank 2) , ABB, Ab, (Rank 2)

     

    Of course my example is for legacy names, cause it's useful for me, but if they can do even with other choice, other people that need other choice can use this :D

     

    Thanks :D

  13. Morning.

    I have to track conquest for my guild and of course I need the roster for doing it. Problem is that I have to go through ranks and legacy names. So it would be really nice if, if I select "order by legacy name" and then "order by Rank" for example, the members will still appear in legacy order and not in toon name order, as now.

    Thanks

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