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wadecounty

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Everything posted by wadecounty

  1. I was at one time as well, believe me I wanted to believe the hype going into this game. But it didn't meet it, and I think I kind of knew it wouldn't because it has the same problems all MMO's are plagued by, the goal is to extract money first and create a great product second. Whereas a great single player game can really put its heart into being the best game it can be, and not have the pressure of having to constantly churn out new stuff to satisfy a rabid fan base. Don't think it matters though, EA has control now and they don't consider single player games a viable market, so we're going to continue to get things like this.
  2. I'm not going to say go tank or mara, but why not vengeance if you're insistent on DPS jugg? It's noticeably tankier than rage, and actually does something slightly different from mara, instead of just acting like a squishier rage mara. As long as you're respectful of teammates trying to CC with your dot spread, you can probably get more mileage out of it in most games. You lose burst obviously, but you can gain significant survivability in some matchups if you can consistently get your charge off on cooldown, not to mention any stuns you can get your opponent to blow are game changers. The nice thing about veng is all of its DR is additive, so you're at 50% DR after charge or with Endure Pain up, and 70% if both are active. The sucky thing is its even more neutered than rage is when being rooted since you're so dependent on charge and you don't have Obliterate or Intercede as additional breakers, but if you save Enrage and Mad Dash specifically to get extra charges off, you should be ok for the first 20-30 seconds. Last point, if your team isn't going to coordinate CC, you can deal significantly more overall damage as vengeance with some dot spread, and in 4 dps games, it'll all add up since no dedicated healer. I'm not saying rage doesn't have its advantages over veng, but since its just basically a crappier fury mara, why not try the spec that brings something slightly unique to the table? This is all in theory, I haven't played ranked in a few seasons, although when I did it was as vengeance mostly for solos. The biggest difference between then and now for that spec specifically is the 3 second ravage, which was obviously harder to pull off but gave you actual burst potential, current veng is very mediocre for burst and feels almost like playing hatred sin sometimes.
  3. ED is so easy to play around, you don't even have to kite the duration, just use a rapid fire attack (rapid shots is great for this) a couple times and burn all his stacks, boom he's healed but has no DR and you can resume killing the Jugg. In a balanced match in which both sides have healers, ED does very little. Its only powerful in 1v1 scenarios, and in those you actually CAN out kite and CC to outplay it. Adding a rate limit could help make it more useful, but I prefer a lowered cooldown or increased duration of Saber Reflect personally. It makes no sense that Mercs get a more powerful reflect, without even having to use utility points to buff it. You don't even have to add melee damage to Jugg reflect, just make it 6 seconds baseline like the Merc one. Have the utility work to the effect of reducing its cooldown when you're attacked, this way it winds up similar to Operative Evasion utility. Boom, DPS Jugg now has a good on demand cooldown that's up fairly often, and perfectly fits with the style of the class (single saber users are known for deflecting blaster bolts), and allows them to compete with tanksins with on-demand DR. Of course, at that point you gotta go ahead and give PT's the Merc Reflect so they're not lagging too far behind.
  4. If anybody can salvage the dumpster fire Kathleen Kennedy and Abrams have started, its Filoni, but I still loathe the entire idea of the First Order and Resistance and badly wish we could have seen what Lucas came up with instead. He was always pretty friendly with EU stuff and I think would have tried to at least respect some of that, also the idea that the New Republic completely flops and becomes the Resistance so quickly is ridiculous and a lame attempt at recreating the Rebels vs Empire situation of the OT. Luke Skywalker and the movies are still dead to me, but I guess this show could be good.
  5. This. TBH I preferred being able to stance dance, I feel like it only got taken out because it was OP for Juggs, but all they'd have to do is add a cast time to it and make more Vengeance abilities rely on Shien (it wasn't as good for Rage since many of that specs abilities relied on Shii-cho).
  6. I am! Actually tabbed out of the game right now, just posting here while I browse stuffs.
  7. Because I have plenty of disposable income so I don't mind helping friends raid. If I'm paying, I might as well voice my displeasure, especially considering this and Battlefront are the only recently released Star Wars games I'll get to play in the near future. EDIT: That also makes me laugh that people are claiming this isn't a hugbox when you can't even post here if you aren't subbed to the game. Also its only trolling if you post specifically to get a rise out of others, I'm posting my sincere thoughts on the game, I didn't want to believe the TORtanic hype and tried to like it, but it really did flop badly.
  8. To answer, I resubbed to help some friends raid. So I figure as long as I have posting privileges, I'll talk about my dislike of the game on its official forums. Its unlikely to make any change, but every little bit helps. I understand its a bit of a hugbox here as most Bioware forums are, frankly, I don't care.
  9. How does anyone explain that? Recently went back and replayed KOTOR and it holds up better today than this game does. The combat is more interesting since leveling in this game is a complete joke, the story is a thousand times better, you can mod it so instead of spending real life money on gambling packs you get what you want for free, and it has a satisfying conclusion. The only thing this game offers is terrible PvP, and operations which they've stopped working on and most people don't even run. I just don't get how anyone can support this awful business model. Sub to this game for a year and you pay 180 dollars, you can buy KOTOR on Steam for 5 dollars and have 175 left for any other games of your choosing, and this is without even touching the gambling packs (I'm sorry, "cartel market").
  10. Well he also called us a DPS burst class. My point was for Vig/Veng, which is definitely not a burst spec. Even when it was a 3 second Ravage, it wasn't although it had some burst, but now, Vig/Veng is one of the least bursty specs in the game, the only 20k+ attack you can get is Impale and you usually need stacks of Pooled Hatred to see that, and its only an auto crit once a minute.
  11. All you have to do to ruin a concealment operatives day is never whitebar him and spam roots. He'll have to burn evasion and any other root breaks he's spec'd, after that he'll go down quick. If you whitebar him you're dumb and he's going to roll around you all day long.
  12. You don't understand how CC is counted in this game. Every CC you just listed even without dealing damage still classify as force/tech attacks, meaning if you have force/tech resist chance, you can resist them. Since RA currently gives resist chance instead of damage reduction, it means while it is active, the Marauder resists 75% of all CC used on him.
  13. OK both those things make sense, thanks for the reply.
  14. I swear I'm not trying to mess with your tools or get sin nerfed, haven't even done ranked since like season 5, but how does this work exactly? I think I get it because I've noticed it before sort of, but ranged low slash keeps them hard stunned for the full duration no matter what? I was under the impression it still breaks on damage but there's like a 1 second delay, which is still kind of an unfair advantage but not as large as this. Also quick question about insta-WW since you seem to know a lot about sin, is there something that causes it to not get the 2 second stun when broken on damage part even when the utility is taken? I've noticed sometimes my WW breaks immediately on damage even with the utility, with no secondary stun effect.
  15. 90% of all CC in the game is force/tech i.e. can be resisted. The exceptions are a few roots and low slash, which if you were the target of obfuscate, are even less likely to go through. I don't know how you never noticed this. I'm guessing based on your sig you're a concealment main. In that case yeah, of course you laugh at any person's cooldowns like all concealment mains do, because you have 3 seconds of immunity to all damage available every 13 seconds, and since you can't attack while you're rolling anyways, you lose nothing by just rolling the duration of Ruthless Aggressor. Most classes don't have a convenient option like that always available.
  16. Good job man I remember you asking about parsing earlier, I knew you were doing enough. Sadly I'm gonna miss out on it I think but I'm more in the "kill this game so we can get a good star wars game" mindset lately so it is what it is. Again grats!
  17. Ranked not really, they need a buff to their defensives, even for group ranked they need more uptime on their defensive cooldowns to be viable. Although if you have a rock solid tank/healer you can get by, tho Focus is worse than the Sentinel version of the spec in literally every way so if you really want to do it play Vig. Regs everything is viable.
  18. This post is spot on. Deception is decent defensively, but not good, and will often enough be considered one of the first kill targets in a solo ranked game. You don't really have any good "get off me" cooldowns, deflection and shroud can both be easily burned through by using the right attacks, and using force speed specifically for DR puts you at a disadvantage for movement, the advantages you have are an abundance of CC and the ability to disengage, heal up and reengage, but the former is wasted if the team isn't coordinated and the latter only saves you but puts the group at a disadvantage. In solo ranked 4 DPS games a lot of it just comes down to class choice even more than player skill. Mercs, Maras, and Snipers have an inherent advantage in that they can DPS through focus so they do the best. Operatives are in a middle ground, their damage avoidance and self heals are both pretty good but both cost them the ability to deal damage. Then you have Juggs, PT's, Sins and Sorcs, which are all kind of considered free kills... not actually, but even the best of the best will die to focus fire within 30 seconds. Sins and Sorcs are in a slightly better spot thanks to vanish and god bubble, but all 4 classes will die to focus fire much quicker than the other 4. That being said, you can still have success as one of those classes. First you have to have the mindset that you will be focused, and either use your teammates to help shield you or be prepared to kite, or really whatever it takes. Next, do as much damage as possible! Don't be the guy who dies and only does 10k, that's one GCD worth of attack, hell spam aoe if you have to but try to help even if you know you're dying first. And third, try to use your defensives properly, you won't live as long as a mara/sniper/merc/operative, but you should be able to at least survive for 20 seconds out of the gate, and if the focus is hard and relentless, vanish and heal up so you can give it another go. Hell if your team is really tanky you can even wait to reengage until your vanish is almost off cooldown again. EDIT: Important tip about stun break, you always want to save it for the white bar at the start, but if you didn't get defensives popped and you think you'll die within the first stun, break and immediately pop shroud or vanish, this will save you from the double stun which is certain death.
  19. Well I'm mostly just debating the point that the focused defense changes matter. They don't.
  20. I don't follow everyone's posts on a dead game. This is what you just said: That is wrong. Let me try to illustrate why. Let's say all the charges on a tank heal for 80k now. Let's say they boost it to the point where the charges heal 120k, so you're getting another 40k out of it. Well first of all, you'd have to literally get to almost zero health to see the full benefit from it, or have Enure popped. Secondly, if you have a healer healing you at the same time, you will overheal and waste some of it. And thirdly, let's say you get that extra 40k health. Assuming 2 or more people are attacking you, that 40k is gone in 1-2 GCD's max, so it literally doesn't change your survivability at all. Why is DR so powerful? Let's say 3 targets are attacking you at once (focus in an arena for example, or you're carrying the huttball). All 3 use an attack that does 20k damage to you. If your DR is raised by something modest like 20%, it turns that 60k damage into 48k... so you just gained 12k health. Doesn't seem like much, right? Except, with most DR cooldowns, its active for a set duration, so let's say 6 seconds as that's the shortest you'll find typically, that's 4 GCD's, 12k x 4 = 48k damage mitigated, and that's not even factoring in extreme situations like huttball or when you have dots ticking on you as well, or taking additional guard damage. DR scales exponentially better than health in damage taking situations. This is the whole reason they had to entirely rework assassin tanks to no longer be based around self healing, the devs realized as ops bosses hit harder, the self healing was much less useful. Its also why we gear for mitigation over endurance in PvE, and we would in PvP as well if the mitigation worked on most damage types, but since the damage profile in PvP is different its pointless (something like 80%+ of damage from ops bosses is usually mitigatable, whereas from players its as low as 20% in some situations). Where self healing is strong and even overpowered is in 1v1 duels where there are no outside sources of heals coming in. Here, you can fully benefit off of that extra 40k health, especially since only 1 target is attacking you. In a regular warzone or arena, its gone almost immediately, and damage reduction is king. If they changed Focused Defense to have a rate limit of 1 charge per second (so a duration of 12 seconds minimum), it'd be a lot more useful. Additionally, add some DR while its active for the DPS specs (tanks don't need it), like 15%. This way its got less uptime typically than cloak of pain with longer cooldown, but you get the benefit of self heals as well. That's how I'd rework the skill, personally.
  21. A buff to focused defense does nothing, it already overheals the majority of the time, and scales horribly under focus fire as do all healing reliant cooldowns. The only situation it will improve is when a tank 1v1's someone in a duel, because now instead of healing for most of his health he'll heal for all of it, DPS already will, and under focus fire it'll still be useless beyond letting you live an extra GCD. If you want to improve the Guardians ability to live focus fire, which is where their real weakness lies, you need to do things like give them baseline stun DR, and more DR related cooldowns in general, or improve the duration/uptime of saber reflect, or make saber reflect work on melee damage, or (dramatically) lower the cooldown of saber ward, or some combination of all of the above. If you compare the Guardian just to the Sentinel, in terms of damage reduction, a Sentinel spends most of his time at 45-50% DR thanks to cloak of pain having huge uptime, gets 4 seconds of god mode every 3 minutes, gets 6 seconds of near god mode every 45 seconds (that will not change next patch besides losing stun immunity), has camo to disengage whenever needed, and oh yeah predation still makes you hard to track and gives 10% defense chance. This means even if you gave guardians enough DR cooldowns to match a sentinel, they'd still lag behind because they don't have camo to disengage. Really though this wouldn't matter if the game weren't focused on death match type, which it never should have been, but the player base shrunk way too fast and 4v4 arenas are the only competitive game type still supported so it is what it is.
  22. Why is diversity naturally a good thing? Someone pointing out its forced doesn't mean they're against it. Why are you so strongly for it?
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