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hawkages

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  1. I realize the new expansion is about 1 1/2 months from release and this has been a bug for quite a while but I'm not sure if this is even on Bioware's radar since the only posts I've found about this are few and far between while not outlining the problems. There are ways to strategize around these I'm aware of but just felt like the bug needs to be brought back up. Healing Bug - There's still currently an issue with Apex's self healing mechanic where he's healing far more than intended that puts it on par with NiM/MM healing, this is definitely not intended as its not the same for 8m. This bug is affecting both republic and imperial sides of the game, currently this is forcing a very high dps check that not even some NiM/MM level bosses currently require even through using trauma debuff. Contagion Puddles - On imperial only there's some issue with contagion puddles not showing up for the battery runner due to storm watch tacticals. I'm not an imperial player so someone else would have to elaborate on this.
  2. This isn't the case for everyone, at this point I have zero things to work for and I haven't for quite some time. I've had 306 gear the first day I logged into 6.0 and have had very little horizontal gearing to do. Since I raid in both HM and NiM content I'm extremely happy to see there's now more reasons for me to raid besides clears and money/augments.
  3. This couldn't be more true, as a tank vanguard/power tech player I'll never understand why this update has juggernauts and assassins with base abilities mixed in with their talents and 3 options that actually are new and augment the ability. While power tech tanks get base ability with our current enhancements as options. For the love of everything can we just get the SHIELD TECH spec to have as much SHIELD chance as the freakin assassin class??? We already have to time our heat blast for the increased absorption and constantly use rocket punch / rail shot for a measly 3% shield chance while assassins press 1 button for theirs and then have a cheese for nearly every fight in the game afterwards.
  4. Half the tree just says "passive" unable to figure out what the build is even supposed to do.
  5. Balance/TK Raider - Lightning feels exactly how it already does and whiles that's not "bad" since they're sitting in a great spot for DPS on most fights its still kinda disappointing that nothing major happened here. I'm not a fan that it feels like 2/3 of each talent pool after level 20 of Lightning and level 30 Madness are completely geared towards pvp only or make no sense as to why they're even there. 3 Lightning examples that come to mind 1. Lv30 Off Balance (Thundering Blast immobilizes targets for 2 seconds. This can occur once every 9 seconds.) = Useless in PvE Insulating Blast (Thundering Blast grants a stack of Insulating Blast that increases damage reduction by 4%. Stacks up to 3 times.) = Useful in PvE Dark Embrace (Thundering Blast deals bonus damage to stunned targets.) = Useless in PvE In PvE content you cant really make use of immobilization or extra damage on stunned units except for specific adds like the Charger in Dxun or droids in Gods. I understand having more situational talents but it just feels bad when you're building a spec, I'd rather have something actually interesting that changes how the class is played which seems to be how you're wanting to style these changes. 2. Lv50 Lightning Barrier (Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.) Sith Defiance (Increases damage reduction by 3%.) Backlash (Static Barriers you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.) I'm not going to bother stating what's useful and not useful in each content because its pretty obvious. What I'm concerned about is why we're losing 3% of our damage reduction for because the other two choices are beyond better. Its like it wasn't even considered what was thrown in here because you wanted 1 or 3 to be chosen depending on the content and that's disappointing as a theory crafter and active subscriber that we're getting a watered down talent tree. I'd rather you just make an actual talent tree again like 1.0 because those were at least extremely fun to spec out and you felt like you were rewarded for every level you gained. 3. Lv 70 Extrication Volt Rush Force Barrier Why Why WHY are you making us choose between a situational save (the raids you NEED extradition you don't need force barrier for), a completely useless ability, and force barrier?? At a minimum at least make it so volt rush might be in contest for it? All in all while I like the few actual changes for Lightning/Madness (not going to type out the balance part, its virtually the same) if we're going to get this illusion of choice situation I'd rather just have the old talent trees from v1.0. This is why games like FFXIV don't have choices in the first place, you clearly have a vision of how you want the classes played I just don't understand why you need to disillusion people with choices that effectively only make a character worse since theres one "obviously better" option of each 3.
  6. This indicates you get ennure no matter what, you choose between blitz and reflect
  7. Maybe you should make an anonymous poll and find out why people buy credits in the first place and address it. When the expansion launched people were upset about prices being so drastically high for set pieces and tacticals for a normal player and this has since never been addressed. Theres so much you have to buy/spend credits on that i'm not surprised in the slightest people buy from the sellers and create a reason for advertisements to happen in the first place.
  8. The thing I don’t like about this patch’s sets are that we were told we could hybridize but doing so with the bonuses currently on 4/6 makes it impossible to do so. Hopefully a 2 bonus comes out but it seems each set focuses entirely on 1 ability instead of allowing actual hybridization. It almost feels like we should start having 8 pieces to each set with 6 being max so we can get the 4 bonus of 2 sets even though it might be weaker but help us shore up weak areas while others may just want pure power on 1 ability. The 25% rocket chance looks like the worst set bonus I’ve seen yet though. 6 pieces for 1-2 extra rockets per 1.5 minutes. Almost no reason for a set other than power yield or carbonized. Rockets would be better at 50 or 75%. Would also like to point out power yield is almost exclusively a tank / pvp ability now since it requires being hit which makes it garbage for raiding. Why not make it a stance swap where you can use it constantly but swap for damage or defense increase that way it provides unique mechanics and something new. Yet also provides a new type of skill ceiling to know when to swap.
  9. Tactical Item: Give up the ability to perform criticals, in exchange your critical rating is added to mastery/power.
  10. Just gonna throw out ideas I think would be cool, overpowered or not since devs would adjust them anyways. I really like the idea of more off GCD for the class since it makes it way more fast paced, and it's always felt like it should be one of the fastest paced class/specs. Tactical Items - 1) Gut is no longer a GCD nor uses energy cells but has a cooldown. 2) Flak Shot's detonation will spread gut's dot to all surrounding enemies if applied. 3) High Impact Bolt shots become an off GCD ability when procced. 4) High Impact Bolt procs become individual, making abilities that proc it have their own 6 second internal cooldown so that you could use multiple HIB shots in a row. 5) High Impact Bolt/Cell Burst grants a shield for 1/2 the damage value. 6) Shockstrike applies a bludgeon dot that deals all it's remaining damage x2 when hit with a high impact bolt. 7) Shoulder Cannon no longer has a cooldown and recharges every 2 seconds (maxs at 7) but at reduced damage. 8) Adrenaline Rush no longer regenerates health, it heals based on damage taken over the next 3-6 seconds. 9) Adrenaline Rush disperses 20% of the damage recieved during across all enemies. 10) Hold the Line reduces damage taken from the front by 70%. I really want a new ability for tactics, so I'm gonna add this. New ability: Everyone in the party/ops gains a shield that absorbs 50% of the incoming damage for the next 4 damage instances. Set Bonuses - 1) 2/6: Regenerates 2% health everytime Gut's dot affects the target. 2) 4/6: High Impact Bolt regenerates 10 energy cells. 3) 6/6: The next 4 stack Cell Burst is an instant crit and regenerates 10 energy cells. Once per minute. 1) 2/6: Gut's bleed effect increases damage to target by 5% 2) 4/6: Shockstrike, High Impact Bolt, Gut, and Assault Plastique ignore 20% of the target's armor. (additional if already ignoring) 3) 6/6: Shoulder Cannon has an additional 25% crit chance/damage against targets affected by Gut's bleed.
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