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Coldin

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Posts posted by Coldin

  1. I do ok in wz's (if my enemy is alone) but the dev could make our class tree a little better. Another thing, I wish they would give us a finisher. it would help a lot when taking down healers (which I have a very hard time defeating).

     

    Finisher would be really nice. Dirty Fighting kind of gets one in that their abilities hit a bit harder on enemies below 30%.

     

    What might be nice is if our Shoot First became available to use on enemies below 30%, even while out of stealth.

  2. Nope. I don't use this anymore. Just not worth the two points. Before 2.0, it used to be something I always took simply because it was a decent heal and a good scoundrel should always have pugnacity up.

     

    Personally, I really want to see it divorced from Pugnacity and tied to a skill that's part of a more standard rotation. Or make it a passive effect that's always restoring health. Something that will boost our survivability.

  3. Pretty much all conqueror gear isn't really required for PVP. Once you have full partisan, you can go toe to toe with most anyone Augments will make the bigger difference really at that point if you haven't upgraded them. Of course, if you want every edge you can get, and want to prepare for the future, then you should go for every piece of conqueror.

     

    Afterall, you are still getting the stat increases.

  4. Basically, I see it like this.

     

    If one team has a healer, and the other team does not, it's still a pretty balanced match. The PUG team can focus the enemy healer and still get a win.

     

    If one team has two healers however, the balance dramatically shifts. It's much more difficult to take out two healers, since cross healing can be very powerful. It also puts two marks out there, making it more difficult to coordinate attacks in a PUG environment.

     

    If it's one healer and one tank, it's a bit like two healers, though slightly easier to deal with. A paired tank/healer will still take a significantly longer time to kill though, potentially giving teammates plenty of time to reinforce.

     

    Once you go over that, to two healers and a tank, or worse, two healers each with a dedicated tank, matches become very lopsided. Rarely does anyone on that team die, and most matches do require players to die so objectives can be captured. Even if a healer or two is on the second team, it just means that then no one on either team ever dies.

     

    Healing probably needs reduced, or other abilities like guard/taunt. Or a combination of all three. I would not say damage needs to be increased though, as without healers TTK is painfully short.

  5. What I find interesting, is that it didn't sound like their subscription numbers have actually increased since the transition to F2P. They merely stabilized. The profits doubling are more likely to do with cashshop sales, in particular, all those cartel packs. Obviously that's their cashcow. Why else would they be heavily promoting those hypercrates? It's really no surprise profits increased. Afterall, before they had no way of getting money from existing subscribers. Now they do.

     

    As someone else said, F2P/Preferred really feels like an unlimited trial, rather than the full-fledged game. Sure, you can unlock a few things, but those things can be pretty costly through Coins. And between weekly passes and the credit caps, it really has a way to make a player feel like a second class citizen. Not to mention all the "SUBSCRIBE NOW" buttons that are littered throughout the UI.

     

    I really don't like their F2P model. As I tell everyone interested in playing, go through the starter planet. If you like it well enough, then subscribe. It's just not as much fun leveling up as F2P/Preferred.

  6. Just to clarify about my earlier list, I'm talking possible to hit, not regularly. If Vicious Throw or Force Scream or Annihilate hit 8k, it is a once in a blue moon hit. I'm talking both relics procced, red wz buff, debuffed Sage, something like that. I made my list accordingly.

     

    We really shouldn't be counting those you know.

     

    If one class is doing it 50% of the time, but another is only doing it 1% of the time, there's still something unbalanced about it.

  7. Hidden Strike

    Backstab

    Thundering Blast, which happens to be auto crit.

    Chain Lightning, which happens to be AoE.

    Series of Shots and Unload can hit for 12k+, and can hit 8k+ even without completing.

    Force in Balance, which happens to be AoE.

     

     

    Hidden Strike might hit at 8k, but I personally haven't seen it yet. A bit over 7k has been my best yet, but usually it's closer to 6k. Backstab will never get that high, though it does seem to consistently crit better than Hidden Strike.

     

    I assume with Chain Lighting and Series of Shots, you're adding all the damage up as a whole?

  8. Ok if it helps the following skills also hit for 8k+

     

    Ambush - Sniper

    Heat Seeker Missile - Mercenary

    Force Scream - Warrior

    Annihilate - Warrior

    Vicious throw - Warrior

    Take Down - Sniper

    Assassinate - Assassin

    The End Hit on Ravage - Warrior

     

     

    What else?

     

    Interesting how most of those belong to just one class, and the rest are distributed through only specific advanced classes.

  9. Yet smashes regularly hit for 8k+ and there's a screen on this board of someone doing 11.5k with a smash.

     

    Maul is fine. 9k isn't even 1/3 of your HP bar.

     

    People seemed to ignore the part of my post that says I also don't like Smash. Because Smash is also ridiculous.

  10. Any less and deception is going to struggle as people gear up into conquerors gear. Full partisan augmented is already pushing 30k hp (tanks are pushing 33-34k). I don't imagine the HP to get much higher with conqueror but fully augmented min/maxed pretty much everyone at 55 is going to have over 30k HP. People need to get out of the mindset of pre 2.0 HP ranges and realize that the health pool is quite a bit larger now and burst only went up a little bit. Instead of 4-6k average crits its now around 6-8k, but the average HP also jumped 10k.

     

    Those 9-10k+ crits are rare, people need to stop acting like thats the norm, especially when more than half the time maul doesn't even crit and hits around 3k.

     

     

    9k crits may be rare, but that doesn't change the fact that they are happening. Shoot First only crits for 6-7k, and can only ever be used from stealth.

     

    I firmly believe any ability hitting for 8k+ is not good for the balance of the game. That includes abilities like Smash as well.

  11. Ya and I agreed with them. There was nothing wrong with scrapper at launch and the nerfs given to them were overkill. If they didn't get you on their opener they were straight up screwed, even more so than assassins as their CD's are a joke in comparison.

     

    I agree as well, though Shadow's opener could probably deal slightly less damage. Along with other skills like Smash.

  12. lol most ppl are putting the partisan mods into other, already aug'd gear

     

    there is, however, a significant different between the 22 vs 28 augs (18/12 vs. 32/20)

     

    Also significantly more expensive trying to get thosee 28 purple augments.

     

    I'd say Conqueror is probably not worth it except for the cheaper stuff. The rest you can slowly work towards, but Partisan seems to be good enough so far. Now if you're really serious about it all, and doing ranked, then yeah, you should probably get the best of the best gear.

     

    Making sure you have the top tier augments though is going to make the biggest difference though.

  13. Low slash breaks on damage.

    Whirlwind breaks on damage and has a cast time.

    Stealth mez breaks on damage and requires the player to not be in combat.

    Spike only lasts for 2 seconds and can only be used in stealth unless you are tank spec.

    Electrocute lasts for 4 seconds.

     

    I guess we have to lie to get a class nerfed huh?

     

    Deception is a burst spec, get over it. Without burst they pretty much useless.

     

    Oh look. It's all the same things that Operatives said when people wanted to nerf them. :rolleyes::p

  14. It was detailed on some of the fansites. You pay CCs to withdraw credits in escrow at 50K, 150K, and 600K denominations.

     

    The escrow transfer consumables are also tradable and sellable on the GTN for those who don't wish to spend CCs.

     

    That's...bizarre.

     

    Very much, spending money, to make money.

     

    If it comes in 600k denominations, then I guess it ignores the existing credit cap of 350k for preferred. I still would have rather just seen a credit cap removal. This is just very strange.

  15. I just saw this over in http://www.swtor.com/gameupdates

     

    Escrow Deduction: If you are a Free-to-Play or Preferred Status Player who is at your credit cap, you can transfer credits from your Escrow (overflow) account to your game account

     

    However, there's no information given on how this will work. Will it cost cartel coins to do this credit transfer? if so, will it be a one time fee to unlock the ability, or will it have to be done each time one wishes to take money out of escrow? And why not a simply credit cap unlock instead, so a player doesn't have to deal with escrow anymore?

  16. Why are you running Vigilance in Soreso? The only reason you should be doing that is if you're intending to put a guard on someone. Otherwise you're losing out on a significant boost to DPS, as well as your CC immunity. Getting off a Masterstrike is pretty easy when you can Leap, root target for 3 seconds, and get through the entire Masterstrike.
  17. I'm rather liking the flow of Vigilance, but I do wish it had a bit...more.

     

    Some extra damage from Plasma Brand, Overhead Slash, and the various bleeds would be very nice. It might also be neat if the bleeds themselves restored a bit of health to the guardian. Maybe some innate slow to the bleeding effects, or a slow applied to target when using Master Strike.

  18. The problem, I think, is in the way it is implemented. Force speed is used most often as a comparison because of the distance and situations it is used for IMO. Myself, on my sage, I had a teammate who used the roll at the same time as I used force speed and this is what I noticed. We both went about the same distance, and it took about the same amount of time. Ok, not a problem with that. But then, my teammate used it again and was a good distance in front of me a good distance. That's mostly ok too, as it's kinda like a guardian leap then a force charge in terms of time and distance covered.

     

    But this is where I honestly think it gets a bit out of hand. My teammate used it a third time, and was right at the ball in huttball. I was still just crossing the second elevated fire pit. The thing is, my teammate WASN'T out of resources. He/she WAS very low, but still could use other abilities that required those resources. And THAT is part of the problem. If you know how to, you CAN use it 3 times, cover a large distance and still have enough resources to use an ability or two. And, if you are at a high enough level, you can make a "hybrid" build that takes a bunch of talents that A.) increases your energy regen rate, and B.) increases both your "dodge" and your movement speed.

     

    I just tested a hybrid spec to see if it can be done and it CAN. The roll costs 25 energy. Meaning you can use it 4 times at the least. And, if you use a hybrid build, you can use it those 4 times, then hit cool head and pugnacity and be able to use it a 5th time after those GCDs. And at this point, since, if talented for it, cool head will restore 50 energy after the initial 16. So it's like this with talents if done right....Cool head gives 16 energy immediately, plus 50 over 3 seconds. Pugnacity gives 10 energy immediately. That's 26 energy....the roll only requires 25 energy.

     

    Toss in the fact that with this hybrid build, surrender also removes movement impairing abilities. Your dodge is increased quite a bit. With 5 rolls, that's a minimum of 60 yards. And then there's the fact that I myself have seen ops/scoundrels roll up from the pit, from one elevated platform to another directly without following the platform's "path", through the green acid pits and elevated fires with NO damage.

     

    The ability itself is fine. And being able to use it more than once is fine too...to an extent. It's the fact that the talents that can make it EXTREMELY powerful are so low in the talent trees coupled with the fact that the animation isn't quite "perfected", AND that if you snare them, they can use surrender to break it, thus freeing themselves AND building resolve, and then you stun them, and they can still break that with their CC breaker and thus become immune to snares, stuns and such.

     

    So it's not one thing itself that is the problem, it's a combination of things that makes the ability a problem. In short, it's too easy to get that hybrid build to make you unstoppable especially in huttball. What needs to be fixed first BEFORE any possible nerfs is the animation and the clipping errors that can happen. (the clipping errors are what causes them to be able to go from the pit to the goal line which they shouldn't be able to do up an elevated section like that.) Once those are fixed and working properly, move a couple talents around so it's not possible to "abuse" the ability to the extent that people are unhappy about, THEN take another look at the ability itself. Just outright nerfing the ability won't "fix" the problem, it'll only hurt those with the ability.

     

     

    Few issues I see with this.

     

    1. Roots don't build resolve, so using surrender shouldn't let you get out of it. (And that's something one needs to spec into)

     

    2. In that huttball game, you should have been past the second fires already as well, unless you decided to walk the long way around on the catwalks. If that's the case, then a sage with sprint would have done the same anyway.

     

    3. If he uses 3 scampers, then yes, he will be nearly out of energy. And yes, he will still have a bit to work with. The problem is, now he's into the bad zone for energy regen. If he does use another roll or a high costing ability, he'll be even worse off.

     

    4. A hybrid spec like that is only going to be good for rolling really. You're missing out on Flechette Round and Hemorrhaging Blast. You're likely also missing Underdog, which removes a significant amount of burst damage. And if you want Dirty Trickster to remove snares with Surrender, then you're missing out on the cheaper Scamper from Scrapper. Basically, this hybrid build isn't all that great. It's still not going to make a Scoundrel as touch as a Shadow.

     

    5. I've never seen anyone go from up the pit into the endzone. If that's possible, then it's a bug/exploit. But I will mention that Knights can do this already as long as there's someone to leap to.

     

     

    The disappearing from using Scamper will likely never be fixed. That's a problem with the code of the game itself. I see it from sprinting Sages/Shadows too as they go up ramps. They just poof away for a moment, and by the time the game realizes where they are and I can select them, they're already far away.

  19. This is seriously annoying and should be fixed. I don't think any operatives are opposed to this, too.

     

    Personally, I wish the roll went in the direction the operative/scoundrel was facing, rather than in the direction of the camera.

  20. A scoundrel scampering with the ball is simply not moving fast enough to be uncatchable. I really want to see someone show this in a video. With the ball slowing the roll down to 6 meters and the energy cost draining the scoundrel in about 5-8 rolls, they're just barely get past 30 meters. And that's assuming they aren't rooted in the 8 seconds that it takes to cover that distance.

     

    A sage/shadow sprint is nearly as effective and costs them no energy to use it. I think that's pretty balanced.

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