honkymonkey Posted April 3, 2014 Share Posted April 3, 2014 (edited) Theres a reason I said it would be crazy An idea that someone who cant post asked me to post: What if some kind of life-steal mechanic was added to some of Commando's cast/channeled abilities to reward it for actually getting those abilities off? Make the "hammer/rapid shoot heal" proc down the cd on emergency scan/bacta infusion and I think heals should be in a very good place. EDIT: For pvp. Will perhaps bring commando heal over the top in pve. Edited April 3, 2014 by honkymonkey Link to comment Share on other sites More sharing options...
Kinslayer Posted April 3, 2014 Share Posted April 3, 2014 That said, giving Vanguards/Powertechs and Shadows/Assassins at least one skill tree each to provide competitive sustained damage in Operations is currently much higher on our “to-do” list, because Commandos/Mercenaries already have one skill tree that puts out excellent sustained damage in Operations. Operatives already had a very high sustained tree in Lethality but it didn't stop them from buffing Concealment to be even better at sustained DPS than that... Link to comment Share on other sites More sharing options...
cycao Posted April 3, 2014 Share Posted April 3, 2014 Grate. More OP Commando and mercs running around. *** Bioware. Link to comment Share on other sites More sharing options...
Vis-Tecum Posted April 3, 2014 Share Posted April 3, 2014 (edited) That said, giving Vanguards/Powertechs and Shadows/Assassins at least one skill tree each to provide competitive sustained damage in Operations is currently much higher on our “to-do” list, because Commandos/Mercenaries already have one skill tree that puts out excellent sustained damage in Operations. /facepalm Edited April 3, 2014 by Vis-Tecum Link to comment Share on other sites More sharing options...
cashogy_reborn Posted April 3, 2014 Share Posted April 3, 2014 /facepalm The combat team is 1 guy. That is why they cant work on multiple classes at once. Link to comment Share on other sites More sharing options...
cs_zoltan Posted April 3, 2014 Share Posted April 3, 2014 We are aware that Gunnery/Arsenal is lagging a bit behind some of the other “ranged turret”, damage-dealing skill trees and bringing its sustained damage up to match that of Assault Specialist/Pyrotech Commandos/Mercenaries is on our “to-do” list. Gunnery shouldn't match the sustained dps of Assault, it should match SS and TK. Gunnery has better burst and lower setup time than Assault, so if they deal the same amount of sustained single target dps there would be no reason to EVER spec Assault in PVE other than personal preference (which is unacceptable in Nim tier). Link to comment Share on other sites More sharing options...
Vis-Tecum Posted April 3, 2014 Share Posted April 3, 2014 The combat team is 1 guy. That is why they cant work on multiple classes at once. and hes from mythic so he couldn't balance combat anyway Link to comment Share on other sites More sharing options...
cashogy_reborn Posted April 3, 2014 Share Posted April 3, 2014 Gunnery shouldn't match the sustained dps of Assault, it should match SS and TK. Gunnery has better burst and lower setup time than Assault, so if they deal the same amount of sustained single target dps there would be no reason to EVER spec Assault in PVE other than personal preference (which is unacceptable in Nim tier). This. I was hoping that they would understand that, but it seems they do not. Link to comment Share on other sites More sharing options...
Vis-Tecum Posted April 3, 2014 Share Posted April 3, 2014 there would be no reason to EVER spec Assault in PVE other than personal preference (which is unacceptable in Nim tier). shouldn't the only reason to spec one dps tree over another be preference, shouldn't players have the choice to play the spec they prefer instead of forcing everyone to play a cookie cutter spec recently buffed to over powered status... or is balance and choice also unacceptable in NIM tier LOL Link to comment Share on other sites More sharing options...
honkymonkey Posted April 3, 2014 Share Posted April 3, 2014 (edited) shouldn't the only reason to spec one dps tree over another be preference, shouldn't players have the choice to play the spec they prefer instead of forcing everyone to play a cookie cutter spec recently buffed to over powered status... or is balance and choice also unacceptable in NIM tier LOL And one could argue that it's a good thing they want to give vanguards and shadows atleast ONE viable dps spec. Edited April 3, 2014 by honkymonkey Link to comment Share on other sites More sharing options...
Vis-Tecum Posted April 3, 2014 Share Posted April 3, 2014 And one could argue that it's a good thing they want to give vanguards and shadows atleast ONE viable dps spec. I would call it a cause for concern that balance is so bad that players [and even worse the devs] think its a good thing to only have one spec at least be considered viable Link to comment Share on other sites More sharing options...
cs_zoltan Posted April 3, 2014 Share Posted April 3, 2014 shouldn't the only reason to spec one dps tree over another be preference, shouldn't players have the choice to play the spec they prefer instead of forcing everyone to play a cookie cutter spec recently buffed to over powered status... or is balance and choice also unacceptable in NIM tier LOL Let me rephrase it. If they buff gunnery to assault then at the current tier (DP/DF HM) there would be 5 boss where they both perform so close to each other that you could chose either, that doesn't sound so bad. But here's what sounds bad: On the other 5 boss you either go Gunnery or go home, Assault has no place on those bosses. So the whole picture: Gunnery is prefered for 5 boss, They are equal on 5 boss, Assault is prefered for none. Not really good is it? But if Assault has higher single target sustained: Gunnery prefered for 5 bosses, Assault prefered for the other 5 bosses. Link to comment Share on other sites More sharing options...
Vis-Tecum Posted April 3, 2014 Share Posted April 3, 2014 Let me rephrase it. If they buff gunnery to assault then at the current tier (DP/DF HM) there would be 5 boss where they both perform so close to each other that you could chose either, that doesn't sound so bad. But here's what sounds bad: On the other 5 boss you either go Gunnery or go home, Assault has no place on those bosses. So the whole picture: Gunnery is prefered for 5 boss, They are equal on 5 boss, Assault is prefered for none. Not really good is it? But if Assault has higher single target sustained: Gunnery prefered for 5 bosses, Assault prefered for the other 5 bosses. are there bosses where arsenal is out performing pyro? I was under the impression pyro was still higher in initial burst and over time on bosses and dummies even on the 2.7 pts. I don't spec pyro so I don't know from experience Link to comment Share on other sites More sharing options...
cs_zoltan Posted April 3, 2014 Share Posted April 3, 2014 are there bosses where arsenal is out performing pyro? I was under the impression pyro was still higher in initial burst and over time on bosses and dummies even on the 2.7 pts. I don't spec pyro so I don't know from experience Yes, if there's a lot of target swapping Gunnery is better. Link to comment Share on other sites More sharing options...
Elfa Posted April 3, 2014 Share Posted April 3, 2014 To help with Answer 2, why not simply modify Hydraulic Overrides to provide 100% damage reduction for the first second after activation, 50% for the next 3 seconds and then normal again for the remaining duration. This would allow you to exit the area fast and without as much damage. The only other suggestion would be instead to increase the speed of Hydraulic Overrides to Force speed levels for faster extrication. Soooo, none of you said anything about my idea, was it a bad one? Link to comment Share on other sites More sharing options...
ArchangelLBC Posted April 3, 2014 Share Posted April 3, 2014 (edited) If you're playing Gunnery, disregard this, but if you are playing Assault (I don't think you mentioned above) you can pop diversion right before exploding your ball (in the 15-19 stack range) and give yourself a fighter's chance to resist the explosion damage. It's only ~1 in 3 chance of working (~30% defense, depending on how your talent the rest of your points) but it does occasionally help. I agree it's not a "cheese" like resilience, or saber ward, or even a perfectly measure roll, but when you get lucky, it works just as well. Actually this is the one fight where the "Diversion grants 1 hits worth of Force/Tech immunity" is useful since you can spec into that, pop diversion right before your ball hits and have it absorbed. You have to time it right but our commando makes it work in that fight. Indeed Commando isn't the only class with this problem. Sages have nothing to absorb the ball early (force barrier forces a target switch which doesn't really solve the problem, and of course there's the self-stun aspect of it), Vanguards of course can't really cheese the ball (Assault pops all defensives I suppose?), nor can Scoundrels really. All knights can (GBTF and Saber Reflect), Slingers can (Hightail it through the orb), Shadows can (resilience). Commandos and Vanguards can sometimes in specific specs. Scoundrels have a chance to cheese it in Scrapper. On topic: Really wish we could have gotten an ETA on the stupid ammo counter =P The longer we don't have it the more it bugs me. And yes Gyro I filed a bug report, and it got no response or even a view as far as I can tell. All of you guys can say it doesn't matter, and if we were TK sages whose optimal rotation means you never even have a chance of having to worry about energy I'd agree. As tight as ammo management is for Commando, especially gunnery, knowing exactly how much ammo you have is absolutely crucial in sustained encounters. I really think commandos need Battle Focus, and I think CoF for gunnery needs to make FA completely free and Cell Charger needs to be changed to be like the VG version from Tactics. That should be more than enough ammo to be getting on with. Edited April 3, 2014 by ArchangelLBC Link to comment Share on other sites More sharing options...
stockwizzle Posted April 3, 2014 Share Posted April 3, 2014 On the issue of increasing defenses, why not buff up the decoys absorption talent in gunnery? Have it give 5 charges that last 10 seconds and absorb all kinds of damage. Two auto attacks would be all it takes to counter this but if you didn't you could blow your entire high damage rotation and get nothing for it. oh wow i think this is a really good idea!!! Link to comment Share on other sites More sharing options...
stockwizzle Posted April 3, 2014 Share Posted April 3, 2014 Let me rephrase it. If they buff gunnery to assault then at the current tier (DP/DF HM) there would be 5 boss where they both perform so close to each other that you could chose either, that doesn't sound so bad. But here's what sounds bad: On the other 5 boss you either go Gunnery or go home, Assault has no place on those bosses. So the whole picture: Gunnery is prefered for 5 boss, They are equal on 5 boss, Assault is prefered for none. Not really good is it? But if Assault has higher single target sustained: Gunnery prefered for 5 bosses, Assault prefered for the other 5 bosses. dude no one asked for gunnery to be equal sustained damage to assault the devs just said that we want to be equal to other turret specs... so dots specs should be equal and turret specs should be equal Link to comment Share on other sites More sharing options...
stockwizzle Posted April 3, 2014 Share Posted April 3, 2014 Soooo, none of you said anything about my idea, was it a bad one? i like your idea not a bad suggestion Link to comment Share on other sites More sharing options...
cs_zoltan Posted April 3, 2014 Share Posted April 3, 2014 dude no one asked for gunnery to be equal sustained damage to assault the devs just said that we want to be equal to other turret specs... so dots specs should be equal and turret specs should be equal Reading comprehension? We are aware that Gunnery/Arsenal is lagging a bit behind some of the other “ranged turret”, damage-dealing skill trees and bringing its sustained damage up to match that of Assault Specialist/Pyrotech Commandos/Mercenaries is on our “to-do” list. Link to comment Share on other sites More sharing options...
stockwizzle Posted April 3, 2014 Share Posted April 3, 2014 Reading comprehension? maybe you should reread what that says and what i say a few more times and you can get back to me Link to comment Share on other sites More sharing options...
Elfa Posted April 3, 2014 Share Posted April 3, 2014 i like your idea not a bad suggestion So you think that would solve the problem then or does it need work? Link to comment Share on other sites More sharing options...
stockwizzle Posted April 3, 2014 Share Posted April 3, 2014 So you think that would solve the problem then or does it need work? IMO it would fix all problems that merc/mando has in ranked to bring them up to par and to be a wanted ac for competitive pvp.. i am also sure that there will be a bunch of haters saying this will make them OP.. but those are also the people that say that merc/mando are ok as is Link to comment Share on other sites More sharing options...
ArchangelLBC Posted April 3, 2014 Share Posted April 3, 2014 (edited) maybe you should reread what that says and what i say a few more times and you can get back to me Maybe you should take your own advice? They're aware it's behind other turret specs, bringing it up to match Assault/Pyro is on their todo list. Edited April 3, 2014 by ArchangelLBC Link to comment Share on other sites More sharing options...
stockwizzle Posted April 3, 2014 Share Posted April 3, 2014 Maybe you should take your own advice? They're aware it's behind other turret specs, bringing it up to match Assault/Pyro is on their todo list. yes? and i never asked for that... like i said i guess you should go read also.. thanks for butting in though Link to comment Share on other sites More sharing options...
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