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Comieb

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Posts posted by Comieb

  1. I am not saying that Dirty Fighting is useless, but I think you are sugarcoating it. Yes, the overall damage over the course of a warzone is higher than that of a Scrapper, we all know it. But that damage - in general - is not nearly as useful as a Scrapper's damage because it is more easiely healed and not as bursty.

     

    How often do you get the chance and the time to meet an opponent one on one who you can apply Hemorrhaging Blast and both DoTs on and who gives you the chance to Blaster Whip him afterwards? A simple Knockback/CC or another player intervening destroys your whole setup. And don'teven get me started on players that cleanse your DoTs ;)

     

    Edit: Also you should not spec into Flash Powder as it is probably the most useless skill for PvP that you can have.

     

    I think you also forgot to mention Wounding shots being a stationary channeled ability.

     

    The number of times i had it interrupted is crazy.

  2. Since switching to Assault Spec, I became more mobile, most if not all my damage dealt are instant cast.

    I can down mofos again and be more viable in PVP. Plus with Assault spec Im actually helping the team more and getting more warzone wins.

     

    Give Assault Spec a try, dont brother getting Relex Shield, Degauss, and Night Vision, but everything else in the spec tree get.

     

    Why i dont like Assault on Commando

     

    1) Commandos only have a 16% chance to proc plasma cell, Vanguards have a talent in the assault tree (same location as target lock for commandos) that makes Ion pulse 100% chance to proc - which is a skill they use very often

     

    2) No improved CD on conc charge (cant play Sith Baseball in Voidstar)

     

    3) More squishier than Gunnery

     

    4) Am forced to use the BFG as Assault, as Charged bolts require a Cannon. Grav Round i can run around with a rifle and look... well commando like.

     

    If they made it so that i could use a rifle with charged bolts id be real happy to try out assault, there is no need for 'weapon silhouettes' any more as they added class icons above everyone heads.

     

    And yes, i cant argue that Grav round gets somewhat old fast.

  3. I think the easiest way of fixing pvp in SW:ToR is to have Expertise instead of scaling uniformly across all classes, is to have it have different returns dependent on Advanced class.

     

    For example

    (numbers aren't actual but arbitrary)

    Currently, every class gains the following

    1000 Expertise;

    20% Damage boost

    17% damage reduction

    11% healing boost.

     

    If it were changed to scale depending on Advance class, it would allow pve and pvp to be balanced independently, with expertise compensating for the offset.

     

    For example

    (numbers aren't actual but arbitrary)

     

    Commando

     

    1000 Expertise;

    20% Damage boost

    17% damage reduction

    11% healing boost.

     

    Sentinel

     

    1000 Expertise;

    15% Damage boost

    12% damage reduction

    11% healing boost.

     

    and so on. Would save alot of FOTM classes for pvp and allow for an even setting.

  4. CoF reducing the cost would be kinda broken tbh, but considering the upfront cost of Full Auto it'd sure be nice. Personally my feeling is that Full Auto, as it stands, is responsible for the current Ammo Regen woes being experienced. I'd also like to go through the logs and see if its even proccing cell charger, but that seems stupidly tedious.

    /QUOTE]

     

    Yes and no, a full reduction on cost would be broken, agreed. Reduction by 1 would be nice, and solve a bit of that regen issue. 2 ammo *May* be in the realm of OP but with the increase chance to proc CoF it maybe needed.

     

    I would like to see more synergy tho with Full Auto, CoF and buffs that currently rely on Grav Round being spammed.

     

    As I said, id be happy if Charged Barrels came off of Full Auto (from each tick rather than each FA cast) would still mean in 2x GA, 1 FA, 2 GA, 1 FA. Rotation (assuming CoF proc each time) you'd still have the same number of Charged Barrel stacks.

     

    My feel simply is that BW have shown that they want us to use GA spam less (granted the reduction of GR damage didn't do that), shifting the procs and buffs around to other abilities that aren't Charged Burst! Would accomplish that.

  5. My Grav round states 1172 - 1308 it seems to hit on the first tick non crit for about 750ish.

    Granted Demo Round hitting for 4k is real nice, haven't broken 5k with it yet.

     

    As for survivability. Yeah so this heavy armor im wearing is really just made out of tinfoil right? As someone has stated before me by the time an IA knocks me down and i get back up (roughly 2 seconds) im down to 30% health. At this point they usually don't bother with attacking me and just use their base attack to kill me. Nothing i can do or react to really to get away from that damage.

     

    Any one melee just tear me apart and i cant compete i feel so weak defensively I know the BH side are feeling the same way. It does seem that Medium armor wearers can take more of a punishment than I.

     

    I dont even want to contemplate healing as a commando i have yet to try it... im kinda scared to.

  6. I always thought that it was strange that CoF didnt reduce the cost of Full Auto, either totally or by one or something. Just seemed like an odd design for an ability.

     

    That being said I dont know why they didnt move some of the Grav round buffs off of Grav round. Charged barrel could of easily procced off of FA ticks.

  7. Actually the more ive been playing a dps commando the more im seeing the squishiness. As a combat medic i pretty much assumed i was being focused down.

     

    I may present this somewhat flippantly, but i would definately like some of our mechanic gurus to consider this.

     

    What is the point in the armor types? As it stands in PvP having heavy armor vs having light armor gets you almost no benefits.

    In PvE a tank is a tank and we have them in Heavy and in Light armor, yes im aware of the Shadow armor buff to mitigate some of the incoming damage but if that is all, and considering we have other tanking mechanics - shield rating, dodge and parries.

     

    As it stands the bonus of having heavy armor is negated by players dealing non energy or kinetic damage, ontop of the existence of expertise.

     

    If the different armor types is due to RP settings. Then let me tell you, Id rather run around in trooper armor (RP wise) as my Smuggler than a cloth chestpiece... cos blaster fire hurts.

  8. I think also that the Commando only has 16% chance to trigger plasma cell, which is stupidly low chance especially when we have a few things that use it and cause a snare.

     

    Makes me think, if we ditched those talents and ran around with AP cell instead, would we deal more damage with HiB, CHarged Bolts and full auto

     

    Edit :

     

    Something like this

     

    http://www.torhead.com/skill-calc#800ZMskZfcbMdGGrs.1

  9. My wish list... well its fairly simple.

     

    1) Charged bolts gets a make over. So that it sounds and looks more like the gunslinger Charged burst (more meatier sounds more impressive graphic)

     

    2) Grav round gets a make over. More impressive particle acceleration looking and a more meatier sound - no more blue stream of crap

     

    3) High Impact bolt gets a make over. Currently it sounds like one of the devs brought their kid to work and the kid sat on a ketchup bottle and went "haha that would be a funny noise for a weapon shooting" and voila we got a whimpy looking splooge sounding attack.

    Needs to sound beefy look like its going to ruin your day and make troopers feel like the dude in the hope trailer, Because you know... if he picked up a heavy weapon and it fired those shots hed probably throw down the weapon in disgust and just start throwing rocks.

     

    4) Removal of green healer beam of "ooh lookit me healing come push my sheet in" make it look more like the BH version

     

    5) colour crystals change the colour of your attacks.

     

     

    Yes mainly aesthetics, but its amazing how these little things make you enjoy the class more.

  10. from an art perspective im against this idea. when using the same color on multiple pieces of gear it rarely actually matches due to the textures on gear.

     

    If you take the Trooper armor example all the textures are the same, so applying a black to the base armor would be the same shade and colour regardless of it it is on the helmet or if it is on the chestpiece.

     

    If your mixing armor like Smuggler cloth legs with Trooper armor then sure you are going to get different textures. But thats pretty obvious. This is just another way of customization.

     

    with how many color variations there are for even the same look, you should be able to find something suitable with a bit of searching

     

    This isnt true either. What if you wanted a black base instead of white on your Trooper Armor? what happens if you wanted any other colour apart from brown as a jedi?!

     

    What if you wanted a Pink chest piece for your Female smuggler? outside of bugging your textures you cant.

  11. -snip- it's an awfully designed tree (one that was clearly designed by somebody who has only played a Gunslinger tbh.)

     

    Trust me, as much as its fun to be mobile and not dependent on cover, the GS side isn't much better.

    Energy consumption is worse (higher costs no Pugnacity), defenses are somewhat worse (no abilty to chose when to fight and when not to; Stealth/vanish). I would more often than not be in cover as DF as i would get leaped pulled and pushed like its no ones business.

     

    Granted it is better suited for Gunslingers than Scoundrels, but they both suffer from poor design.

     

    The tree would benefit from fighting spirit acting like medpack mastery as stated above, but that would fix the most glaring issue for sure. But then you would suffer for not having the shortened cooldown on vanish and 10m range is still within the range of a lot of boss aoes, which may still make you undesirable as dps, as you rightly said Gunslingers have the full 35m to play with, and extra 5m wouldn't hurt and would give you a small margin of error to play, im rambling again.

     

    As for Quick Shot, considering it uses the Shotgun blast sound, should use the Shotgun animation.

  12. Personally id like to know more why we have Black blast AND Shoot first, it seems like a poor way of giving us another ability for the sake of another ability. Would seem more streamlined to me if the two abilities were merged.

     

    Just have the condition of when used form stealth it uses the Shootfirst mechanics. Then out of stealth reverts to Backblast.

     

    Considering they can be chained too, have the ability not trigger a cooldown if used from stealth.

     

    Or am i being insane and not truly understanding why we have both?

  13. Ive already posted this once on someone elses thread and i am sure im not the only one to of thought of this:

     

    For more customization Dyes should be implemented in game that allows the player to dye the Primary, Secondary and Tertiary colours of the armor.

     

    Take the Trooper armor, as an easy example.

     

    The Primary colour is the white base

    The Secondary colour is the Red, Blue, Green, Yellow 'accents'

    The Tertiary colour is the diodes and lights shown on belts etc.

     

    The dyes themselves could also be split into Common, Uncommon and rare

     

    Common would be base colours Red, Blue, Green, Yellow

    Uncommon would be Pink, Cyan, Purple, Orange etc

    Rare would be White, Black, and metallics like bronze silver etc.

     

    Synthweavers and Armormechs would make a fortune. But it would allow for these two professions to have great consumables, and allow for people to dye their armors and allow them to look how they please.

  14. Fighting Spirit should just give bleed criticals a chance to generate UHs, with a time limit similar to Medpac Mastery. In fact, I'd even gladly trade the energy regeneration from criticals for UH procs.

     

    This solves the problem perfectly.

     

    On another note, id love to see something like dot crits or hitting a target with something has a chance to refresh the duration of Pugnacity. Its annoying as hell to keep track of.

     

    And while im rambling why havent they merged Blackblast and Shootfirst? its an extra ability thats an extra keybind. Why not just give Backblast bonus when shot from stealth!

  15. I was going to post something about Dyes being the consumables for Sythweavers and Armormechs (they can craft Dyes for their armor types obviously)

     

    And allow the player to dye the Primary, Secondary and Tertiary colours of the armor.

     

    Take the Trooper armor.

     

    The Primary colour is the white base

    The Secondary colour is the Red, Blue, Green, Yellow 'accents'

    The Tertiary colour is the diodes and lights shown on belts etc.

     

    The dyes themselves could also be split into Common, Uncommon and rare

     

    Common would be base colours Red, Blue, Green, Yellow

    Uncommon would be Pink, Cyan, Purple, Orange etc

    Rare would be White, Black, and metallics like bronze silver etc.

     

    Synthweavers and Armormechs would make a fortune. But it would allow for these two professions to have great consumables, and allow for people to dye their armors and allow them to look how they please.

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