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ArhatMax

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  1. My applauds. Dear developers, you make sorcerer-healer an unplayable class. Especially for nightmare ops. Think again, you are reducing sorcerer maneuverability, which is necessary for survival. He doesn't have as many good defensive abilities as merc. Doesn't have a vanish as an operative. Now not will have maneuverability, because he will stand and cast a Dark Heal on CD. During casting he will be killed and very successfully. After all, the other healing abilities are now almost useless, which allowed him to be mobile and heal well. Remember, a non-maneuverable healer is a dead healer . About sad nerfs Revivification and Innervate (please, keep lowering CD on this ability on Mystic set) already mentioned Dhurwin. Listen to his words. p. s. my main healer-merc. But I love the mechanics of sorcerer as a class, and I want to see him again as a partner in nightmare ops and not a useless partner.
  2. I'm really no longer have strength for facepalm. All that I understood from all changes - developers have never seen NiM content not as DD, not as Healers and not as Tanks (as i presume we'll see this nerf-nonsense in nearest future). All this planning for healing and energy management is ******** on serious PVE content. Too much bugs and too much dmg.
  3. You are my hero! This bug exists from 4.0, but developers persistently pretend that they do not notice it. "Help us, @Keith. You are our only hope"
  4. As it is typical for Bioware, to ignore what the whole forum has been pointing at in nerf-list Mercs (i means survivability, of course) and nerfed crits, which is the KEY to good DPS in Arsenal. Do you even know that parsing in the Arsenal is like playing an endless roulette?! Trying to catch crits on Heatseeker Missiles, because without them this spec - useless. On each try on dummy/boss we has really different crits 37-46% with 1930+ crit rating on our gear. But that's not all, even if you have good crits, there is still a problem with misses, because we have worst misses 9-15% with more than 110% accuracy rating. IO, for example, has only 7-9% misses. Therefore, in order to make a good DPS on dummy, the planets of your Zodiac, the line of luck on your hand and many other circumstances should be properly aligned. Based on all of the above, you, developers, have to do something with such a huge different in the crits and misses and ONLY AFTER THAT, start the nerf of passives on crit. Just remove Trauma Regulators, because it does not often using in PVE content. I also agree with the rest of the nerfes. But you should to delete the nerf Target Tracking / Deadly Cannon from the list, please. I really hope that you will hear this cry of the soul.
  5. Hey, Devs. And you again demonstrate complete ignorance of the mechanics of your same classes. From year to year, you try to balance classes, based only on the PvP component. Well, let me explain some of this nonsense. May be most of players will hate me, because I reveal all the secrets of good "bugged DPS". 1) If you nevertheless start from the "PVP component" in class balance planning, then first you need to fix this "PVP component". The complete absence of the "Resolve" mechanics (for example, Marauder stun me 11 times in a row on Odessen WZ), long-range capturing bunker by using Phase Walk bug on Novara Coast, Operatives simply "roll up" on a vertical wall on both Huttball arenas. And finally, you should fix displaying players on WZ, because we are already tired of the inability to hit/control a character that was a moment before you, and now it is already in the texture of the bridge, or under the floor or in some other incomprehensible place. Example of it under spoiler. 2) I'm agree with take out Trauma Regulators utility, despite the fact that most of the players on my server have already learned not to hit me while the Energy Shield is active and just avoid it behind walls, columns and others buildings. 3) Without using Chain Lightning bug, Lightning spec still useless and it should be buffed, not nerfed. 4) You say that in 5 min fighting Plasmatech PT has higher DPS, than Rage Juggernaut? Are you serious? No comments. 5) Do you know, what Lethality is bugged and its passives act when they should not act? For example: Devouring Microbes extends its effect (increase damage dealt by poison effects by 15%) to Corrosive Assault. I suppose, the game perceive immediate internal poison damage from Corrosive Assault like periodic internal damage from DoTs. But it should not work like this Augmented Toxins also extend its effect (increase the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds) to Corrosive Assault. On dummy parses additional attack from Corrosive Assault without AugTox buff hit = 4000-4100, with AugTox buff hit = 4800-4900. Below of 30% max health, additional attack from Corrosive Assault without AugTox buff hit = 4800-5000, with AugTox buff hit = 5800-5900. Its also should not work like this. 6) I'm the only burst DD (Arsenal Mercenary) in my static (others DD - Annihilation Marauder, Innovative Ordnance Mercenary, Lethality Operative). And sometimes I do the work that only a burst DD should do, like solo killing adds with assisting offtank on Sparky in Ravage HM. But on Gate Commander Draxus in Dread Fortress NiM most of other DD coming on Arsenal Mercs, because the Mercs combine good DPS and excellent survival which greatly facilitates the work of our healers. I'm not even talking about the complete dependence Arsenal on crits, cause on each boss/dummy try we have absolutely different percenatge of crits (38-46%) with 1930+ crit rating and different misses 9-14% with more than 110% accuracy. How this difference can be? So, as i understanding, if Arsenal Mercs will be nerfed on 5%, we will be incapable of doing the work we are doing right now. P.S. Real mid dummy-DPS for now = 10500 (Its good for IO, Engineering, Carnage, Annihilation etc.). If you take this as a starting point, Arsenal Merc will be down from 10300 to 9975 and its probably not enough for serious PVE content.
  6. Keith, sent me one of this statues for my collection, please X) Seriously, thank you for such a promising road map, its really awesome! But don't forget about tons old bugs in HM operations (EV, DP, Ravagers, TfB) and in PVP activities: issues with сorrect displaying characters on the warzones, capturing turrets from a huge distance on Novara Coast, through using Phase Walk bug etc. We are counting on you!
  7. Seriously? Аfter all, this is nonsense!
  8. Playing on the Novara Coast, i'm noticed capture central (south) bunker several times by a player (Sage or Sorcerer) standing close the turret, from a distance more than 30 meters. We found out that the point is captured by using a bug with Phase Walk. So, here's how it's done: 1. They put a mark on the Phase Walk as close to the turret as possible. 2. Run into the bunker and start capturing. 3. After this, they using Phase Walk immediately for teleport to the turret and continue capturing from a huge distance. I ask developers to pay attention to this bug and fix it, please.
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