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Zero_Unlimited

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  1. Set Bonuses: 2 pc: Each Stack of Kolto-Probe or Slow Release Medpack increases the target's damage reduction by 1%. 4 pc: Decreases the cast time of Kolto Injection or Underworld Medicine by 0.5 (if this is too much then reduce by 0.2s) 6 pc: Kolto-Probe and Slow-Release Medpack now stacks up to 3 times. Please remove the utility Curative Agent and Sly Surrender from the Legendary tier to the heroic tier and remove the utilities Cunning Competencies and Dirty Trickster from the game. Then Rework Curative Agent/Sly Surrender to have the following effects: Activating Countermeasures or Surrender grants Curative Agent or Sly Surrender, which purges all movement impairing effects and causes you to heal for 1% of your maximum health per second for 10 seconds. Then make the following tactical item: Kolto Infusion or Kolto Pack heals for X and heals for an additional Y over 9 seconds This will create a space for another legendary utility, in this space please make a utility that allows Kolto Waves to be channeled while moving!!!! Finally, in the legendary tier, please buff the Augmented Shields or Hot Wired Defenses utility to, give the scoundrel or operative an additional 30% damage reduction while stunned!!! Every other healing class in the game has 30% DR while stunned, I don't understand why scoundrels and operatives do not have this utility, they are by far the squishiest healing class of the 3 in pvp because of it! Edit: if you're worried that giving 30% DR to concealment operatives might make them overpowered then you can make the 30% DR while stunned unique to the medicine/sawbones skill tree.
  2. Please make a tactical item for tanks that cuts the players defense chance % in half and grants the same amount of defense % removed as an increase to Force/Tech Resistance %. As it stands now, defense is not a very good tanking stat in both pve and pvp since many bosses and most player abilities ignore defense chance. This causes players to seek endurance or dps items instead of defense rating and simultaneously discourages the use of accuracy in pvp since most player abilities hit without the possibility of missing. Increasing resistance at the expense of defense chance would better balance out the stat and encourage tanks to seek and use items that require defense rating.
  3. To nerf skank tank bioware first needs to buff tank stats in pvp so that tanks will want to use them. This can be done by making crits shieldable and allowing yellow damage to miss based on the target's defense chance. Secondly to prevent skank tanks from topping the damage charts while getting ungodly amounts of protection they should re-work shield so that guarding another player reduces total damage output to other players only ( so as not to break PvE) by 25%. This will make tanks bastions of defense who don't deal retarded amounts of damage.
  4. No sawbones haven't been good healers since 2.0. Sawbones suffer from lack of burst healing, ease of interruption, and no 30% damage reduction while stunned (like the other healers have). If you want to heal competitively in pvp, roll a sage.
  5. Eric, I've been checking swtor forums every hour or so for the "rain" of codes and they don't even work! was it really a first come, first serve basis? I'm more disappointed that I was promised codes just for them to not work. In that case you shouldn't have promised anything I would have been less upset.
  6. Having played all 3 healers in pvp I will agree that operatives need more interrupt immunity now that it has been pointed out. As far as everything else goes Hottie we'll just have to agree to disagree. "Balance" is relative term that's very definition implies that one class should not excel at something where other classes fail, only their styles of play should differ. I'm not sure we both agree on that definition. It seems like you have a rock-paper-scissors idea of how classes in an MMO should work. There's nothing wrong with that idea, many would agree with it. All I want is for classes to be rebalanced every 2-3 months instead of every year or longer. It's not "Flavor of the Month" with swtor, it's "Flavor of the Year".
  7. I strongly disagree with those of you who are saying that it's unfair to compare operative healer to merc and sorc healers "because those classes are op," when those are the only other two healing classes in the game. If i can't compare operative healers to another healer then what can I compare it to? If the answer is "nothing" then something is obviously wrong with class balance when two healing classes are comparable and the third one isn't.
  8. This is from a pvp point of view. Operative healers are lackluster in many areas. The problem with operatives vs the other two classes is that operatives have weak burst healing and terrible survivibilty. 1) Operatives have no burst healing outside of stim boost/pugnacity evey 2 minutes (~1min 45 sec with alacrity) and this is only if the following kolto injection/underworld medicine crits. In this high-burst, mercenary-filled meta you've created bioware, tickling our allies with heals over time (hots) just isn't doing the job to keep people alive. Kolto probe/Slow-Release Medpack takes ~17 seconds (with alacrity) at 2 stacks to heal the damage that one dps can do in a single global cooldown. This ability is comparable to sorcerer's bubble, which is one gcd that prevents > 10k damage in a single gcd. Here is an example to illustrate my point. I was in an odessen earlier today and an ally of mine was at low health being attacked by ONE mercenary. I had two stacks of kolto probe/slow-release medpack on him, and was using kolto infusion/Kolto pack on cooldown along with recuperative nanotech/kolto cloud. I was Spamming kolto injection/underworld medicine on this target and following up with a surgical probe/emergency medpack and I could not out heal the mercenaries damage. I used stim boost/pugnacity for an instant emergency heal, which didn't crit, and my target still died. Even during the two times the enemy was hard-stunned and did not break out of it. My target eventually died, I could not heal him above 50% health. I doubt a sorcerer would have had the same problem. Playing an operative healer in solo-ranked is the worst. 90% of the healers you encounter in ranked are sorcerers, who have godly burst-heal with roaming mend and bubble which instantly prevents/heals a high amount of damage. If operative can't keep up with one mercenaries burst damage, then there's no way it can compete with 1 or 2 mercenaries that you encounter (on average) in 3 dps 1 heal ranked games. I've had people leave games and /stuck in the first round as soon as they entered combat merely for seeing that they had an operative and not a sorcerer on their team. Sadly, I don't blame them I don't even know why I bother queuing ranked on my operative healer. 2) The second issue with operative healers in pvp is their poor survivability. The other two healers, mercenaries and sorcerers have talents that give a passive 30% damage reduction while stunned. Operatives have no such passive ability, and as consequence they are prone to being chain-stunned and globaled, especially by a coordinated ranked team. Another issue that plague operative's survivability is that unlike the other two healing clases, operatives have no emergency cooldown, that they can use while stunned, which forces the enemy team to stop attacking them. Mercenaries can use responsive safeguards to force the enemy team to switch targets or cc and Sorcerers can use force barrier and are immune to damage. Operatives get destroyed if their stun-breaker is on cooldown. You might argue that "operatives can cloak out and this stops them from getting focused." While that statement is partially true, the cloak out cannot be used while stunned, and in this FOTM Mercenary meta where electronets run rampant, there's a good chance that you'll be netted if you're already white barred and getting tunneled, preventing you from using your cloak out. Yes, sorcerers have the same problem of not being able to barrier while electronetted, however sorcer has the burst heal capability to survive long enough to outlive the net. In conclusion, operative heals suck in pvp, please buff. Give us better survivability and burst healing. If you still don't believe that operative heals suck look at the ranked leaderboards. Currently operative is the LOWEST ranking class of them all! The top operative's ranking is ~500 below the top ranked players from the other advanced classes and ~1500 below the top sorcerer! The highest ranked operative is the ranked 48th over all advanced classes, and the second highest ranked operative is rank 96th. Clearly, there is a problem here.
  9. Thanks for this list, i'll message you in game. Please update if new schematics come out in 5.2
  10. Commando and mercs are OP because no other class has 3 abilities that can potentially heal them to full, and this needs to be slightly adjusted. These abilities are as follows: 1) Kolto Overload (talented with Kolto Surge) + Medpack 2) Energy Shield (talented with Trauma Regulators) 3) Responsive Safeguards Most of you mercs will argue that number 2 and 3 can be countered by stunning, ccing, the merc or switching targets. While this is true, It must be pointed out that no other class has TWO abilities that essentially force target switching. Take the Sorcerer's force barrier for example, it forces a target switch, does not heal them to full, and leaves the sorcerer invulnerable. Unlike mercenary's responsive safeguards however, sorcerers can't do anything while channeling force barrier. Mercs can simply free cast if they aren't stunned. This becomes a problem if the merc decides to wait to use responsive safeguards when he's getting focused and he's already white-barred. Another (common) scenario is when a group of like-minded individuals stun or cc the merc simultaneously when they see him activate responsive safeguards, the merc is almost certainly white-barred at this point and able to free cast while temporarily invincible if he decides to break his stun. If he does not break his stun and the group switches back to the now white-barred merc after his responsive safeguard ends, the merc can pop energy shield and essentially be able to free cast again as the group would now have to switch targets again. Unless the group attempts to kill the merc before his energy shield expires, which is a huge gamble, as failure to do so would allow the white-barred merc to heal to full again. I agree that mercs desperately needed a defensive buff since they almost always got tunneled and killed instantly especially in ranked prior to 5.0, but the amount of heal-to-full they have now is absolutely ridiculous. No other class can heal to full 3 times without using any self heals, and mercs have self heals to boot. Powertechs get killed far too quickly nowadays if tunneled. Since powertechs can not self heal with healing abilities like merc can, powertech needs some of the heal to full love. I strongly suggest taking the Trauma Regulators talent away from mercs and giving it to powertechs in their legendary tier, and giving powertechs the Kolto Surge talent (sharing it with mercenaries.) That's it. Mercs would still have their godly responsive safeguards, and a second heal-to-full with kolto overload + medpack, but this way they'd only have one move that forces a target switch and/or requires a stun or a cc (as many classes already have) instead of two which makes them overpowered. And before all you mercenaries q.q about the idea of having one of your precious heal to fulls taken away, I want to point out that I play all 16 advanced classes, and not a single advanced class can do what mercenaries can do defensively in 5.0 while still being able to dish out godly amounts of damage. tl;dr 1) Mercs OP cause 3 heal to fulls and potentially two forced target switches 2) Fix this by letting powertechs and mercenaries share the kolto surge utility in their heroic tier and by taking trauma regulators away from mercenaries and giving it to powertechs in their legendary teir
  11. We should keep the solo and group modes of the eternal championship, but it would be cool to additionally redesign the 10 rounds of the eternal championship to be 8 and 16 man story and hard mode operations as well! Since other operations only have between 5-6 bosses, this could be balanced by making an unassembeled token drop after every second eternal championship boss, while each odd numbered boss drops raid mats. A weekly could be designed for the operation version of this quest, that drops crystals similar to other operation weekly quests. On a side note, it'd be nice have a 10 boss operation with no trash to clear for a change. What do you guys think? Edit: Since the eternal champinoship gives commendations that can be used to purchase (un-modifiable) 208-220 gear, this redesign would be best saved for 5.0 when new tiers of gear come out.
  12. The level 65 juggernaut/guardian 2 piece an the 6 piece set bonuses are fine. The 4 piece for juggs and guardians should be more like the marauder/sentinel's current set bonus, which reads "Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 3% for 10 seconds." The 5% ravage crit chance that we currently have is nice, but it is kinda crappy by itself as a set bonus. Since juggs don't have a cooldown similar to Valorous Call or Frenzy, we should keep the 5% ravage/blade dance crit chance and also have a percent damage boost to enrage/combat focus like our marauder/sentinel cousins. TL;DR 4-Piece: Increase the critical chance of Ravage or Blade Dance by 5%. Additionally, Enrage or Combat Focus Increases all damage dealt by 3% for 10 seconds.
  13. Please fix this bug asap Bioware. I paid millions for the outfit and was very disappointed that the robe stretches and moves independent of the character's body. It looks especially horrifying in cutscenes. If the character is walking in a cutscene, the Robe Stretches to the position that the character will stop at, before the character actually gets there. The glitch looks terrible if you use Feign Dreath to regen your health as well.The glitchy portion is also missing from my character select seen.
  14. I've had the same thing happen to me on more than one occasion. Sadly the only way to fix it is to leave the war zone or have the warzone end.
  15. You can't pre-cast demolish on bosses with your sin. You have to be within 10m, well within aggro range (even with stealth). Assuming you popped blackout or the boss doesn't aggro you from being within 10m in stealth, the moment you start casting Demoish, you'll de-stealth causing the boss to aggro you during the countdown anyway.
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