TACeMossie Posted November 12, 2014 Share Posted November 12, 2014 (edited) Not happy about these changes, I play deception and infiltration. Further nerf to crit chance, no new abilities, and a buff to Lacerate to be used in rotation?! I can't test these yet, but you kidding me? Why break up a rotation we've been playing for 2 years to introduce more Lacerate in it? In fact, why not make Lacerate just... better? Give it larger range like other AoEs and it actually might get used. Give it a slow, or a debuff. Simply expecting us to start including a sub-par ability into a new rotation is a good way to get me to take a break from one of my mains. It doesn't matter it will cost less force, or maybe it will get more damage or crit multplier -- it's still a crap ability, only used when stopping Voidstar door caps, or inside a Novare bunker. Are you saying you're making Lacerate so awesome now, it will actually be used in ranked? If the answer is no, then just remove it and give us something meaningful. They changed lacerate so using it no longer destroys every ounce of your force, allowing you to actually do a semi-AoE rotation. Leave it out of the single target rotation. There will be more info on friday about the AoE buffs to sins, but as they said on the Trooper stream, they want all specs to have AoE capabilities. Think of it like what they did to Flame Sweep for Powertechs. Its interchangable with Magnetic Blast/Flame Burst, but is strictly inferior without multiple targets. Thats what Lacerate has become. Edited November 12, 2014 by TACeMossie Link to comment Share on other sites More sharing options...
Fellow-Canadian Posted November 12, 2014 Share Posted November 12, 2014 So in pvp how is a spec that deals mostly weapon damage supposed to counter an assassin that has Defection up? Ya that + shroud will be 15 seconds of CC immunity and huge damage mitigation. That seems way too strong. That is god mode for shadow/assassin. Link to comment Share on other sites More sharing options...
Monterone Posted November 12, 2014 Share Posted November 12, 2014 They changed lacerate so using it no longer destroys every ounce of your force, allowing you to actually do a semi-AoE rotation. Leave it out of the single target rotation. There will be more info on friday about the AoE buffs to sins, but as they said on the Trooper stream, they want all specs to have AoE capabilities. Think of it like what they did to Flame Sweep for Powertechs. Its interchangable with Magnetic Blast/Flame Burst, but is strictly inferior without multiple targets. Thats what Lacerate has become. Yeah, that's what I thought they were intending, thanks for the info. Still, not happy about a single target burst spec losing crit rating and getting semi-viable AoE damage. Link to comment Share on other sites More sharing options...
Glower Posted November 12, 2014 Share Posted November 12, 2014 (edited) AoE craziness with 2 dots and 2-3 debuffs and initial damage (same as sorcs) in one pack... and now this: Shroud of Madness: Activating Force Cloak grants 2 seconds of Force Shroud. Dark Stability: While Deflection is active, you are immune to stun, sleep, lift, and incapacitating effects. Seriously? So 100% tech/force and 50% ranged is not enough? QoL for the win! Edited November 12, 2014 by Glower Link to comment Share on other sites More sharing options...
Lt-Snake Posted November 12, 2014 Share Posted November 12, 2014 so what raid utility are assassin/shadow getting? Link to comment Share on other sites More sharing options...
ChroniKill Posted November 12, 2014 Share Posted November 12, 2014 Will cascading debris still look like pebbles? Link to comment Share on other sites More sharing options...
Halinalle Posted November 12, 2014 Share Posted November 12, 2014 (edited) Force Harmonics: Reduces the cooldown of Force Wave by 2.5 seconds Audacity: Reduces the cooldown of Overload by 2.5 seconds I can already see where this is going. Seriously, looks good. I really hope Serenity/Hatred can't tank. Edited November 12, 2014 by Halinalle Link to comment Share on other sites More sharing options...
Khantalas Posted November 12, 2014 Share Posted November 12, 2014 (edited) Will cascading debris still look like pebbles? I am hoping, with the knowledge that I will inevitably be disappointed, that it looks like Project Storm. I'm still not sure why NPC telekinetics get such a nice ability but not Shadows or Sages. Edited November 12, 2014 by Khantalas Link to comment Share on other sites More sharing options...
SilverWF Posted November 12, 2014 Share Posted November 12, 2014 BW are you in your mind - making strongest PVP-class even more stronger? How the hell it's relevant with Opers nerf? Really mid-class for PVP got nerfs only, but strongest PVP-classes (sin, jugg, sorc) - will be buffed? Link to comment Share on other sites More sharing options...
SilverWF Posted November 12, 2014 Share Posted November 12, 2014 Wait for deflection to go away? Knockbacks? 12 sec is enough for good sin to kill any another good player Knockback? Force speed - never heard, right? Link to comment Share on other sites More sharing options...
Halinalle Posted November 12, 2014 Share Posted November 12, 2014 12 sec is enough for good sin to kill any another good player Knockback? Force speed - never heard, right? 2,5s reduction to CD of Overload/FW. Never heard? Force Speed also has CD, quite lengthy one at that too. Link to comment Share on other sites More sharing options...
PseudoCool Posted November 12, 2014 Share Posted November 12, 2014 It really looks like the new abilities and passives are geared towards PvE players instead of PvP. And it looks to me (as a non-pvp player mind you), that the balance on these for PvP with other new abilities for other classes may be a bit off. But... Finally.. my under-powered Dark Lord of the Sith Council can BE a dark lord of the sith council and kick some backside without having to team up for everything under the sun! Sorry if that bugs the PvP types, but the game balance can't always be geared towards how awesome-sauce you can or can't be in ranked pvp. And.. lets be honest here.. with the new levels, I'm thinking we're going to be getting new ops, new flashpoints, and a whole new slew of gear for people to grind-fest for to get their stats the way they want them, and in short order. Those are thing's we're not hearing about, but with any expansion (including the ones previously to this game), you always see those things, and people always start to seek out the modifications that'll make them able to play to their play style. For me however.. this seems like a win-win so far. I'll be looking forward to seeing how it launches. Link to comment Share on other sites More sharing options...
MisterBlackJack Posted November 12, 2014 Share Posted November 12, 2014 So the four Deception/Infiltration active abilities are: Voltaic Slash/Clairvoyant StrikeLow SlashBall Lightning/Psychokinetic Blast??? Where's the fourth ability? Surging Charge/Shadow Technique is not an active ability, it's a passive stance, so it can't be that, right? RIGHT? That wouldn't be cool, especially since Powertechs/Vanguards get all of their stances baseline. Unfortunately the stance does in fact count as your 4 abilities. Which makes no sense. I warned Bioware about this in another thread. Every other class gets 4 abilities but infiltration, Combat and vigilance as all 3 have their stances count as 1. Made sense with the current tree system its makes no sense for disciples cause all abilities are locked to said path Link to comment Share on other sites More sharing options...
MisterBlackJack Posted November 12, 2014 Share Posted November 12, 2014 That does seem inequitable, I wonder what will happen with Guards/juggs? All middle tree/paths for sins juggs and muarauders have their stances count as 1 ability Link to comment Share on other sites More sharing options...
generalstonestar Posted November 12, 2014 Share Posted November 12, 2014 Will we automatically get these new abilities? Link to comment Share on other sites More sharing options...
SilverWF Posted November 12, 2014 Share Posted November 12, 2014 2,5s reduction to CD of Overload/FW. Never heard? Force Speed also has CD, quite lengthy one at that too. Facepalm.jpg Since when knockbacks without cooldown? Link to comment Share on other sites More sharing options...
Ryuku-sama Posted November 12, 2014 Share Posted November 12, 2014 Root, slows and all the standard kiting tool. Deflection will just be incapaciting effect-immunes... So no stun, no mezz. It isn't movement inpairing effects-immune. Link to comment Share on other sites More sharing options...
MisterBlackJack Posted November 12, 2014 Share Posted November 12, 2014 Will we automatically get these new abilities? As you level yes you will get the active abilities the utilities you have to pick up to 7 yourself Link to comment Share on other sites More sharing options...
Halinalle Posted November 12, 2014 Share Posted November 12, 2014 Facepalm.jpg Since when knockbacks without cooldown? Overload: 20s Overload (new): 17,5s Force Speed: 20s Force Speed (Infiltration/Deception): 15s (we don't know yet if they are going to keep that though) Link to comment Share on other sites More sharing options...
Trevor_the_Bruce Posted November 12, 2014 Share Posted November 12, 2014 Changes look good to me. I just started running a Jedi shadow and am going down the Infiltration Tree and the changes coming up in this expansion seem to really enhance what this class does. I loved that they changed up how Force potency now applies to more force powers and that they can also get the ability to generate 3 stacks of it instead of 2. Really powerfull! I'm loving this expansion so far. Link to comment Share on other sites More sharing options...
Ashuranrx Posted November 12, 2014 Share Posted November 12, 2014 12 sec is enough for good sin to kill any another good player Knockback? Force speed - never heard, right? Knockback, slow, roots, damage and accuracy debuffs. If you are talking about 1v1, Shadows and Sins have always been the strongest in that department. I don't think this utility will change much. Link to comment Share on other sites More sharing options...
Glower Posted November 12, 2014 Share Posted November 12, 2014 (edited) Knockback, slow, roots, damage and accuracy debuffs. Maybe you forgot about force shroud (im not sure about 2 force shrouds in 3.0... ) and/or 50% ranged defense? They can easily cleanse this crap or resist it! Edited November 12, 2014 by Glower Link to comment Share on other sites More sharing options...
DarthSpekulatius Posted November 12, 2014 Share Posted November 12, 2014 (edited) so you killed Balance Shadows as well *gg* on topic: am I the only one who thought that: infi Like Kinetic Combat Shadows, they also get one new active ability: must have been a mistake and "Kinetic" should be "Balance" back to offtopic: (or rather that *thing* that replaced Balance as a Name,... great now my favorite animation ingame will be called "Force in Serenity") Balance Shadows are soooo much more awesome then Balance Sages if you have to kill (rename) one, rename the Sages (like you did for the Bounty Hunter/ Solider Classes one mirror is renamed the other stays) now I'm serenly a Shadow, a serene Shadow, a placid Shadow? what the hell am I? are you trying to shut up the Balance Shadow community? Edited November 12, 2014 by DarthSpekulatius Link to comment Share on other sites More sharing options...
Ryuku-sama Posted November 12, 2014 Share Posted November 12, 2014 Maybe you forgot about force shroud (im not sure about 2 force shrouds in 3.0... ) and/or 50% ranged defense? They can easily cleanse this crap or resist it! lol.. So they pop Deflection AND Shroud at the same time?? Wow... Here's a brain. There are only 2 M/R roots. Low Slash and Leg Shot. Everything else is F/T so not affected by Deflection. Link to comment Share on other sites More sharing options...
Klintrin Posted November 12, 2014 Share Posted November 12, 2014 Here come more fotm Madness Sins, hurray Link to comment Share on other sites More sharing options...
Recommended Posts