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dinwitt

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  1. Hey look at that. Confirmation that you are now nerfing dps because of utility. You hardly need to answer the sniper questions now since it'll just be variations on this theme for each. I'm sure others that are significantly more eloquent than I am will go into great detail about why this is a terrible idea. In the meanwhile I've got some silver medals to earn in veteran dungeons over in Wildstar.
  2. I feel like the could redo the Marksmanship Orbital talents and have them buff Suppresive Fire instead and it would do all sorts of good things. Most obviously it would not only give MM some AoE back, but an AoE that can be better used as burst damage. It would help the uniqueness of the specs, as each would have their preferred AoE. Plus, of all our AoEs, Suppresive Fire is the one that seems to best fit with the MM spec's theme. As to what they can do to buff it, something that might be interesting would be to work on the idea that you can physically only fire so many shots off. So remove the target limit, but set a max amount of damage that can be done across all targets, so that more mobs hit by the AoE means less damage per mob. This doesn't have to scale down linearly, and it can also have a minimum number of targets (i.e. so much damage to three targets, damage decreases per target if there are more than three) to decrease the single target potential. Whatever is needed for balance.
  3. Not to risk getting back to the topic, but I feel like at least one of our questions should be crafted to try and get a clearer understanding as to how Bioware balances classes. I don't have in mind an exact wording, but something along the lines of asking what factors (utility, mobility, aoe capability, set up time, etc.) are taken into consideration when balancing classes, what the maximum dps differential should be, and where Bioware currently thinks our specs are at with respect to that differential (especially with the 2.8 relic nerf).
  4. This sounds like an idea with good potential. Change our Orbital talents to be Suppresive talents, so that Suppresive is the go to AoE for Marksmanship, maybe even to the point of being in the rotation, and Orbital is in the realm of Engineers. Suppresive Fire certainly feels like a Marksmanship ability, and it would nice for it to see some use.
  5. I am one of the first to viciously insult people that find patterns in randomness and claim it for fact. However I am still going to bring this up, because at least one other person I talk to has also noticed it. On my Gunslinger I regularly run Biochem crew missions as I raid to craft implants for disassembly as part of a grand machine to churn out MK-9 kits (yes, I know cybertech is more efficient, which is why I use it on my Sniper) when I hit a weird problem. Normally I am incredibly short on compounds, but since 2.7 my limiting reagent has been Metabolic Enhancement Agents. In fact, since 2.7 landed, I do not believe I have received a single one from crew missions (my primary source of mats). I know for a fact that I didn't receive any in three hours of raiding tonight, and it is likely that I didn't receive any last week either, judging by my relative stockpiles of grade 9 mats. I don't have any other toons with high level biochem for more frequent and conclusive testing, so if someone has been receiving Metabolic Enhancement Agent from crew skill missions that would be great news. This could be a Republic thing, a Gunslinger thing, a Body Type 4 Miralan Gunslinger who usually sends Akaavi, HK, and C2 on crew missions thing, a me thing, etc. so anyone else that can confirm or deny a Metabolic Enhancement Agent crew mission reward since 2.7 would be much appreciated. Edit: Just got some today from a crew mission. Annoying RNG it is.
  6. This explains the two titles per instance that was mined. One for a Nightmare Power clear, one for the timed run.
  7. That's certainly one way to go about avoiding orbital/flyby questions. Maybe you'll have a decent answer by June.
  8. Not signed, because I want a Grob'thok mount from NM DF. Don't take my cyborg rancor mount! Just like they've put recolors of all the raid dropped mounts on the CM. Oh, wait.
  9. I did look at the leader boards. Between solo and group, there are just over a thousand people with 1500 or higher rating. Possibly less as I didn't look for repeats, and there will be some people with multiple toons so that thousand isn't going to be unique accounts. That hardly seems out of line.
  10. At the risk of informing Bioware about it, something that I'd like to get an official response on is our roll. Is it intended that we use this to completely mitigate large damage attacks and avoid mechanics? If so, is there any chance of aiding players in doing this by making the timing more intuitive (make the resistance time window clearer, show fractions of seconds on debuffs, possibly more margin of error in high latency situations, etc.), the results more consistent (e.g. energy spheres don't always explode on Brontes when rolled through, various other bosses have knockbacks and other secondary effects that still hit us even if damage is resisted), and the activation more reactive (i.e. there appears to be some sort of animation delay past the cast time of most of our attacks that prevents us from rolling for a few fractions of a second which can make the difference between being in or out of red when it lands). Personally I like the gameplay that the roll has introduced. Even more so now that we don't need to learn flyby timings on bosses, the roll is something great snipers and gunslingers can master on each boss to differentiate themselves from the merely good ones. But if its something that is going away then I don't want to be using it for progression. As to other questions, perhaps something about class design philosophy would be welcome, especially as it relates to the nerfing of Sharpshooter. 2.7 is supposed to be hit the PTR on the 24th, so it might be better to wait on that before asking questions (tree fixes, hybrid nerfs, etc.) that they can just point to the PTR patch notes for their answer. No soft balls after the 2.6 PTR debacle.
  11. A thought I had on Nefra today, running with the 36/7/3 build means your Orbital is hitting harder than a Snipe and probably harder than your Followthrough. To go with the idea of using Takedown instead of Followthrough to maintain the rotation timing sub 30%, I wonder if it would be worth replacing a Followthrough with Orbital when Orbital is off cooldown.
  12. What do people mean, when they say make it a channeled ability? Channeled for its full, current length? That would be a worse change than currently. Channeled for three seconds? For the sake of balance its damage would be nerfed to less than our current channeled AoE's damage, its energy cost would be increased to make it unusable, or the cooldown would be ridiculous. We have a channeled AoE that no one uses, don't give us a second that no one will use.
  13. I have to disagree with this. We have multiple talents either dedicated to or supportive of making Orbital Strike part of our rotation. The long cast time is reduced to something that could work as part of a filler, the cooldown is reduced to line up with out other rotational cooldown, and that other rotational cooldown provides so much energy that we need a large dump to minimize energy capping. To say that they didn't intend it to be rotational is to ignore all the effort they went to in making it rotational. At some point someone decided it wasn't a good idea to have it rotational, but that doesn't mean it wasn't intended as such since at least 2.0 (or even earlier, when they finally settled on what our capstone should be).
  14. If our biggest tech attack is out, does that mean gearing with half aim is finally legit?
  15. Has anyone touched on the difference between sensor radius and sensor focus range? One is provided by the Depth of Field passive, the other by the Peripheral Vision passive, and Scorpio has both.
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