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Posted

Have been playing since November and have always enjoyed PVP. The main reason is because you could use Lightning like Darth Sidious and be effective. It really felt like being a sith in the classic Star Wars sense. Now, there is a push to use Crushing Darkness. Excuse me, but ehich movie did this new iconic power come from? As an adamant hater of CD, I never spec'd into it, and I am not about to.

 

My suggestions?

#1 nerf CD damage. I'd rather not, but BW is only happy with giving this class one DPS power in PVP.

#2 buff FL back to pre-1.2 levels, and remove the CL wrath nerf

#3 Revert all expertise changes from 1.2.

#4 Give expertise an additional 3% damage reduction vs player character damage.

 

Since I don't see Bioware doing any of this, should I quit the game, or reroll to a non-broken class?

Posted

You're actually complaining about madness spec? Seriously? The problem is on your end buddy.

 

You'll still be using force lightning 4-5 times for every one crushing darkness you cast, the crushing darkness is always instant if you're using it properly, and it's not like it has some glaring graphic effect.

 

Get over your lightning spam withdrawals and stop making stupid threads.

Posted (edited)
#1 nerf CD damage. I'd rather not, but BW is only happy with giving this class one DPS power in PVP.

#2 buff FL back to pre-1.2 levels, and remove the CL wrath nerf

 

Why not just say "revert all of the 1.2 Sorc changes"? FL was too powerful anyway. Frankly, it still it, when compared to our other dps abilities. The others need a buff, or FL needs another nerf (though preferably the former, as we're already very low on the dps charts).

 

#3 Revert all expertise changes from 1.2.

#4 Give expertise an additional 3% damage reduction vs player character damage.

 

Apparently you don't understand the point of the expertise changes in 1.2. Those were perhaps some of the smartest and well-designed changes I've ever seen BW make. Here's the highlights:

 

A BM-geared healer will be healing for almost exactly the same amount (about a 1% increase) as in 1.1.5, despite the ~66% increase in expertise rating on gear. Considering the fact that unlike the damage and DR boosts, healing didn't have a direct counter in expertise (as gear got better, healers just simply got better in proportion to everyone else), and that the healing boost scales better than the damage boost anyway (10% healing boost actually increases your PvP healing by 14.29%, for example), this is a good thing.

 

A BM-geared player attacking another BM-geared player will only be doing about 2% more damage than they would have been in the same circumstances in 1.1.5.

 

PvE gear is now at a severe disadvantage in PvP, strongly encouraging using full PvP gear.

 

PvP gear scales much better and reaches DR much later. While previously, expertise above 500ish wasn't as useful as simply getting more raw stats from PvE gear, this is no longer the case. The new "softcap" of sorts is somewhere between 1000 and 1500 expertise.

 

DR now scales directly with the damage bonus. Previously, since DR was a percentage value subtracted from the damage taken, while the damage bonus was a percentage value added to the damage done, DR scaled better. For example, at 10% expertise on both attacker and defender, you would have a net damage multiplier of 1.1*0.9 = 0.99. At 25%, you would have 1.25*0.75 = 0.9375. At 50%, you would have 1.5*0.5 = 0.75. This is no longer the case. If the attacker and defender have the same expertise amounts, they deal the same damage to each other as if they both had 0 (or any other identical amount of expertise). This prevents expertise from making PvP a healer-dominated system.

 

Seriously, one of the best design decisions they've ever made. As I was going over the math and graphing out what they changed and how it all works now, I admit myself absolutely speechless to see something of this quality from Bioware. Definitely restored a bit of my confidence in them.

Edited by Daellia
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