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Please ensure the most important set bonus is available in 7.0...

 

THE VICTORS set bonus, with the healing on mob death, is imperative for fast clearing flashpoints and other 4 person content. This is the single-most important set bonus outside of operations for the removal of 'regenerating between pulls' or 'only pulling 1 trash group instead of 6'... it's really effective at what it's for, that is to ensure more FUN can happen.

 

This bonus needs to be available!

 

I echo the words of my colleague, the bonus of the set THE VICTORS, is very important, not only for the Sith Warrior class, but for any other class also when it comes to clearing flashpoints. Without it, it will be impossible to finish some Flashpoints.

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With PTS now live, you can help test Legendary Items!

 

Please answer the following questions:

 

  • Do you feel there's a good mix of options for each combat style?
  • Does one stand out as a clear best or not so great? Please explain why.
  • Are there any other old set bonuses you'd like to see on Legendaries?

Feel free to answer in as much detail as possible to help us understand your thought process and line of thinking.

 

Thank you!

 

 

When the change to PTS went live i went to see what sort of Legendary items were shown and what bonuses we could expect, logged in on my Darkness Assassin test character to find almost all of them have no description, no mention to giving a bonus of whatever kind and was a little bit suprised the only one with text said "removes 15 seconds off of the cooldown for Recklessness" Exciting... on live we have so many talents, so many passives and even redundant options to reduce certain cooldowns, ,melee or other abilities getting added slows, add half-effective status effects that im just confused at why we have so much things doing all this vague stuff.

 

to make this simple but clear, when playing I like using and having Spike, Dark Ward, (but wish we had something more useful to do and weave with mind-control or mass mind control.) I like Depredating Volts, I like using Wither after charging its effectiveness across more targets when used in combination with Discharge, but I dislike having to weave in shock at irregullar intervals and using the double-bladed attack before Depredating Volts actually does optimal damage and Aggro holding, as im certain other people have a lot of moves they consider to be the best parts to their moveset to both perform in terms of damage and flashiness and some they'd be fine to leave behind to refine their rotations. currently PTS shows our talents will focus more on giving these abilities an off-set, a change or just added damages and other characteristics, Set bonuses we had in 6.0 are overall very good for what they bring to the table, but you guys need to up the imagination already on what a max level Imperial or Republic hero is capable of, give us new moves, give us new ways to change the abilities we already use throughout our rotation to make them something exciting, something completely different in both subtle or blunt ways.

Why am i telling you all this here and not in the Assassin post? it's because i wanted to give an example of giving us something to strive towards instead of peeling *Seconds* off of abilities we've been using and used to for ten years on a supposed Legendary Item, it's not really wetting the apetite.

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Outside of Jackie, isn't there someone else at work there we can actually talk to face to face? you do have a broad, vocal, enthousiastic community of people out there you know, and alot of them feel incredibly unheard and uncertain about what this update is going to do with the game. with their investment, as opposed to perhaps new players who have the luxury of entering everything fresh regardless of the damages done.

 

 

And I say this, Because I care.

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Are there any other old set bonuses you'd like to see on Legendaries?

Old Empowered Restorer

Force Armor / Static Barrier immediately heals the target when applied and leaves a heal over time on the target for 12 seconds after being applied.

Edited by EmperorRus
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VG items are decent, but I'm worried about one (in terms of PVP) - the Supercommando Package. Essentially, it gives 3 seconds of invulnerability - which is nice, however, since almost all classes lose some of their DCD's and VG doesn't, this ability may just make DPS specs a bit overpowered. Would be great if it was locked for tank spec only. Edited by Spoloma
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VG items are decent, but I'm worried about one (in terms of PVP) - the Supercommando Package. Essentially, it gives 3 seconds of invulnerability - which is nice, however, since almost all classes lose some of their DCD's and VG doesn't, this ability may just make DPS specs a bit overpowered. Would be great if it was locked for tank spec only.

 

I think it'll be fine. Sins will still have Shroud, Juggs will still have Reflect or Mad Dash. I think it's probably fine it PTs can pick this, especially since they'll be giving up damage in order to do so.

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VG items are decent, but I'm worried about one (in terms of PVP) - the Supercommando Package. Essentially, it gives 3 seconds of invulnerability - which is nice, however, since almost all classes lose some of their DCD's and VG doesn't, this ability may just make DPS specs a bit overpowered. Would be great if it was locked for tank spec only.

Agreed. 3 seconds of invulnerability is too much for 7.0 AP PT even if it comes with tank stats

 

Legendary Items Feedback

Generic +3% Legendary Items are boring. Use your imagination, Bioware.

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With PTS now live, you can help test Legendary Items!

 

Please answer the following questions:

 

  • Do you feel there's a good mix of options for each combat style?
  • Does one stand out as a clear best or not so great? Please explain why.
  • Are there any other old set bonuses you'd like to see on Legendaries?

Feel free to answer in as much detail as possible to help us understand your thought process and line of thinking.

 

Thank you!

 

My thoughts on the set bonuses for Sith Assassin:

 

Ballast Point Package- Good deal since it grants me immunity to everything.

Dynamic Force Package- I like the cooldown reduction of this one but I'd like the extra charge of recklessness.

Force Resistance Package- 3% damage reduction on kinect, elemental, internal and energy damage is decent but not really something that I want out of a set bonus.

Force Training Package- Melee and Force attack dealing 3% is also not what I want out of my set bonus.

Shadowcraft Package- This is more something that I want when I DPS, I'd imagine it'll be more useful to Deception than Hatred though.

As for set bonuses that I would like seeing again, the old pre 6.0 set bonuses that increased your deflection's time as well as decreased its cooldown in addition to the one that made it so wither would decrease the cooldown of your AOE taunt by a few seconds plus the current death knell set bonus for Hatred.

 

Edited by FlameYOL
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Gonna leave the feedback for the other classes that I play now

 

Sorcerer's

Dynamic Force- Its a good one, nice cooldown reduction on recklessness.

Empowered Restorer Package- Good way to make Force Barrier useful to your party. I might take this one.

Gathering Storm Package- I like the polarity shift increasing force damage, however I've always disliked requiring force speed to have a 20% damage proc.

Revitalize Package- Its more healer oriented so I have no thoughts on it

Unmatched Haste Package- Really like this one, lower cooldowns is always something I like.

Can't think of any pre 6.0 set bonuses that I would like seeing being added though.

 

Marauder's

Berserker's Call Package- 15 CD reduction on Frenzy is neat, 3% damage dealt with Berserk is not enough IMO.

Dispatcher Package- Love this one I'll be using it.

Fearless Victor- This one is nice, I feel like 5% is much better than 3% especially to make up for the loss of amplifiers.

Nimble Master- 100% speed increase in this is nice if you want to sacrifice predation or blade blitz for other skills and passives, though then you'll have to rely on saber ward too much.

Vicious Thirst Package- Might also try it out, will the DOTs buffs also affect this?

 

Powertech's-

Mandalorian Armaments Package - I like this one, may use it its a good way to maintain your rocket firing while shoulder cannon is on CD.

Shock Trooper Package- Might use this for Pyrotech 10% damage dealt will be useful.

Specialist Package- Kind of meh to me, good if yuo want to deal more damage as a tank or some damage resistance as a DPS.

Squad Leader Package- I enjoy this one, also brings some group utility by making you able to protect your allies a little more. Whether or not this weaker version of energy shield will be useful remains to be seen but I like the idea of it at least.

Supercommando Package- Am I reading this correctly, 1kk damage absorption? I'm assuming this is a PTS bug, but I do like the idea of a shield popping up everytime you active power yield.

Veteran Ranger Package- Also a good one though I don't use it live because I'm too lazy to farm for it.

 

Sniper's

Active Reload Package- Good for dealing with lots of adds or for PVP, I can't see myself using this in bossfights though.

Energy Regulators- 1 energy per second seems meh to me, especially since I don't tend to play in cover most of the time.

Improved Targeting Package- Lower cooldowns are always nice, but where are the extra stacks to it?

Locked and Loaded Package- 3% increases are meh

Mini Shield Package- Shield probe shielding allies in 5 meters might be useful in certain situation, I could see myself picking this up.

 

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This is mostly for Sentinels and Guardian, and mostly PvE related.

Nimble Master - i never really understood this set bonus in 6.0 honestly. I usually pop Saber Ward to continue to do damage while taking damage, so the movement speed buff wasn't really useful to my play style. Maybe lower the CD of Saber Ward instead? This also could really be done away with, and make Saber Ward a 50% movement buff (instead of 100%) by default if the movement buff is something that is desirable to be kept around. But, a cooldown reduction for Saber Ward would be really nice since we're having to pick and choose defensives, and I think being situationally forced to choose a more survivability focused build would be beneficial.

Vicious Thirst - Really only good for Heroics. Laughable otherwise.

Fearless Victor - this is going to be such a hard META that I think this bonus should just be a passive for all Sentinels and maybe Guardians, especially since Force Clarity is gonna be optional, while other classes like PT/VG are retaining their "New in 6.0" ability that are damage buffs. If Fearless Victor becomes a passive, I wouldn't even want a Descent clone for 7.0 since flat damage buffs to any/every ability could just be worked into the class in balancing.

Dispatcher - This one looks really really strong! I would note that having Twin Saber proc a free Dispatch at any health % would be really nice for Watchman/Concentration and could add a little bit to the skill required for the class, and would essentially fix the problem with Culling Blade in 6.0, where you need to waste your only Force Clarity stack to get a free Dispatch, which I think was a big drawback to using Culling Blade and just didn't provide the DPS boost that was intended.

Berserker's Call - Pretty good.

Champion's Precision - this one should affect Combat Focus as well as Burning Focus for Vigilance.

Retaliators Package - Love this one. I hope its possible to get one that has DPS stats so I can continue to use it as a Skank in PvP. I swap between a few sets for Guardian Skanking in PvP, and Flawless Riposte is one of them. I know this is also great for threat gen as Guardian Tank while raiding.

Other Classes

Aggressive Treatment - I'm really glad this one is sticking around. I wanted to try this set with Ruffian DPS for PvP but never got around to it. I can even see where this might be desirable in PvE as well as DPS Scoundrel.

Force Resistance Package - I really enjoyed this bonus from the Ballast Point set for Shadow Tanks in 6.0, and I felt like it offered better overall mitigation than using Spike as a DCD with Efficient Termination. That being said, Efficient Termination really made you work on predicting upcoming Spike damage and using Spike to mitigate it. Oh, and nice pun.

Locked and Loaded - Haven't gotten a chance to play with this but it looks awesome.

 

 

A general feedback I also have, which was a gripe i had in 6.0 as well: Make the tooltips say which advanced class/combat style they apply to. In 6.0, we had Cauterized Coronary for Concentration/Fury Sent/Mara, that was also the META for Focus/Rage Guard/Jugg, but the tooltip only ever said Conc Sent / Fury Mara and I think some more casual players never wrapped their heads around it working for both. So, for example, make Dispatcher and Berserker's Call's tooltips specifically say Sentinel / Marauder, while Fearless Victor and Nimble Master can just say Jedi Knight / Sith Warrior, that kind of thing. Not a huge deal, but it would be nice!

 

Last thing, are Legendary Items going to be available to carry different stats than what they have now on PTS? As far as DPS classes go, it would be great to be able to change them between critical and alacrity for some basic min-maxing purposes since most gear won't be modifiable for a long time. For tanks, most of us don't run Mitigation stats in pvp, or only a very small amount of it in the way of Augments or relics. I'm sure with the class changes going out, some Mitigation stats may be necessary for Tanks in PvP. If this question is answered somewhere that I have missed, please link it to me :)

 

Thanks for reading!

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I'll qoute part of my feedback about Sages:

General:

Unmatched Haste and Gathering Storm legendaries are the only choice. These bonuses are the Gathering Storm set on live server. This is one of the worst sets. Why? Because with this set Sage in DD spec must choose the utilities which reduces CD of Mental Alacrity (MA) and Force Speed (FS) only. And I always have to use FS not as a mobile ability (this is the only mobile ability), but as a damaging buff ability. Yes, maybe this is good for damage, but this is the worst solution for mobility, other classes are not forced to use mobile abilities to improve damage, why are we? As for MA, there's only one spec has bonuses for this ability, so this spec will be buffed better than others. Details will be in specs.

As for Legendaries' for a healer. The Empowered restorer bonus set is not bad, (the Unyielding Protector set at live server), but this bonus is situational, in PvE it will be useful for few bosses only, and sometimes in PvP. The Revitalize Mystic is bad, others are even worse for a healer. What do we have to choose? Add the Empowered restorer set bonus like Legendary with buff for Force Armor, or as another option, do you remember the set with the bonus that is lowering CD for Healing Trance? or you can add the set with bonus for Force regen, it will be really good, Sage has to use GCD ability for getting an extra force. Do the better force management for healers by adding bonus that facilitates it.

Give us back our mobile ability, found another trigger to boost abilities, or connect it to Turbulence in TK/Force Leech and Force in Balance, why 2 skills in Balance? Because their CD is longer and this maybe balance CD of Mental Alacrity, and you must add passive, which extend the duration of Mental Alacrity for Balance. With these changes specs will be comparable of buffs of GS.

Edited by Moralist
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I'll qoute part of my feedback about Sages:

 

Give us back our mobile ability.

 

Everyone is slower and less powerful in 7.0. We all are less mobile and clunkier to play. Basically feels like they've gone from the engaging combat/action feel to more traditional MMO.

 

Really weird decision and it basically just makes things less fun for everyone. But thats what it is right now.

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I would really, really love to see the "Empowered Restorer" setbonuses on Legendaries!

 

In fact I would gladly give away EVERY other setbonus (but not the "One for All" tactical ;) ), just to have the "Empowered Restorer" setbonuses back:

(4) Static Barrier applies Empowered Restoration to its target, restoring x health over 12 seconds.

(6) Surrounding a target with Static Barrier immediately heals it for y-z health.

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For the marauder all legendary items provide a wide range of really useful combat enhancing buffs for every type of player.

There is Vicious First Package for casual players, Nimble Master Package for PvP Players and Dispatcher Package especially for Raiders. Berserker's Call Package and Fearless Victor Package are general slight damage buffs which also happen to appear well designed ones.

 

So all in all a great list of legendary items without missing anything. Great Job!

Edited by funfish
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Everyone is slower and less powerful in 7.0. We all are less mobile and clunkier to play. Basically feels like they've gone from the engaging combat/action feel to more traditional MMO.

 

Really weird decision and it basically just makes things less fun for everyone. But thats what it is right now.

 

Yea, I'm not exactly a fan either. I miss not having Combat Proficiencies, as it allowed us to highly customize our builds far more!

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I think it would be a great idea if we could turn in our old set bonus gear to get a legendary item that has the similar bonus (if that bonus is actually staying in the game) That would make it feel less like all the sets we grinded for, and paid millions for, don't just turn into vendor trash. Just an idea...

 

Also I’d like to see the flawless reposte set bonus worked into a legendary.

Edited by _Stroganoff_
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Its simple make more challenging content that don't require making your players less powerful.

 

...

 

Add a difficulty tier. Vet, Master, Legendary or something like that if you want more challenge.

 

Making the base game HARDER for new players is so counter productive its insane. These are the supposed reasons they're nerfing everyone.

 

So the gameplan appears to result in:

- Annoy veteran players by making them grind to be less powerful and regain what they already had.

- Remove customization options and reduce unique builds.

- Grief new players who now have a harder time surviving and less abilities to help them.

- Make Specialty Roles harder and less new player friendly thus less tanks n healers.

 

These are the reasons man. People aren't complaining about scaling or balancing needlessly. It's not rocket science and can easily be deduced by the history of various versions mixed with track record of mistakes & not listening to PTS feedback.

 

I'm mostly upset about removing 2 of 3 former Abilities each class had, if they limited it to granting 2 of 3 (former) based on which discipline it wouldn't be so bad.

 

Example: of the 3 former Abilities A1, A2, and A3 Then:

▪ Discipline 1 get's Ability A1 & A3.

▪ Discipline 2 get's Ability A2 & A3

▪ Discipline 3 get's Ability A1 & A2

 

Still don't like they removed Combat Proficiency though, that really made things kind of sad. Means no option to customize, or far less based on your Play Style. Makes many Class slower or less FUN to play...

 

Also we know we'll start 80 at 318 in Green Gear again, like 270-306 all over again. Yet don't think they should have taken MOD's out of Gear like they did at 75 till it got to Purple again. I'd suspect in time we'll see it return, closer to Max Item Level which is likely to be close to 355-360?

 

Yet with Renown gone, or the Flashpoint Crates or Operation Crates possibly being removed too; means we'll have to run a lot more Flashpoint's, or Operations waiting for Boss drop's mostly...

Edited by Strathkin
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I'm mostly upset about removing 2 of 3 former Abilities each class had, if they limited it to granting 2 of 3 (former) based on which discipline it wouldn't be so bad.

 

Example: of the 3 former Abilities A1, A2, and A3 Then:

▪ Discipline 1 get's Ability A1 & A3.

▪ Discipline 2 get's Ability A2 & A3

▪ Discipline 3 get's Ability A1 & A2

 

Still don't like they removed Combat Proficiency though, that really made things kind of sad. Means no option to customize, or far less based on your Play Style. Makes many Class slower or less FUN to play...

 

Also we know we'll start 80 at 318 in Green Gear again, like 270-306 all over again. Yet don't think they should have taken MOD's out of Gear like they did at 75 till it got to Purple again. I'd suspect in time we'll see it return, closer to Max Item Level which is likely to be close to 355-360?

 

Yet with Renown gone, or the Flashpoint Crates or Operation Crates possibly being removed too; means we'll have to run a lot more Flashpoint's, or Operations waiting for Boss drop's mostly...

 

Yeah. The less customization the less fun the game is imo. More was needed not less imo. Its easy to do as well, Lost Ark for example has a beautiful system where every single skill has its own upgrade tree. That game is in Beta in friggin UE3 and handles most the problems better AND they listen to their base. I might not like FF14 but same deal they treat their base with common respect and hear them out.

 

Here we're lucky if they even so much as acknowledge a complaint let alone actually adjust what they're doing to reflect the wants of their consumers.

 

Even if 7.0 ends up being perfect, they've already divided their base by the way they've approached it imo. Less of the shady marketing and misdirection & more honest two way communication and even if the base wouldn't agree....

 

They'd at least feel somewhat appreciated.

 

Still things like these Legendary Items vs. sets could be cool if it weren't that we're giving up too much else where.

 

If instead of nerfing/pruning they made that change I don't think it would be a big deal, and thats mostly my feels. Genuinely feels like a Grinch stealing kids favorite toys before Xmas just to give em back a cheaper version of what they loved before.

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Please. Do not reset die weeklies. I cannot see any reason why you want to do that. For every one who wants to play many chars this is an absolut nightmare.

 

Especially the pvp weeklies if you do not change that only wins will count.

 

This is just one thing I do not like in 7.0 but I think one with the biggest impact for my playstyle and as I said I do not see the reason for that.

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