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Onymus

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  1. Lets split this up into familiar locations and then new locations. For locations we already know I would like to see a Coruscant and Dromund Kaas Warzone. The Coruscant location could be at the top of one of those huge skyscrapers with opportunities to knock off enemy players that get too close to an edge. For Dromund Kaas I would love a warzone inside the Dark Temple perhaps with some force ghosts or booby traps. There is lore in the game already to support these My suggestion for a new location is not new to the lore but it is new to the game and it would be Yavin 4. I always liked the old art from the first Star Wars movie of the temples in the jungle. I think that a Warzone that is a contest to control a temple with jungle starting locations and a temple in the center would be great!
  2. Yes seems like it needs a fix with getting "Manhunter" for 10,000 and "Death Incarnate" for 50,000.
  3. Please post which items you would like to see in the cartel market in moddable form. I would like to see more pistols in moddable format for all classes to purchase for example: A-300 Heavy Sonic Needler/ Torchy DL-4 (I would love to dual wield these) Flashy Huttese/Trandoshan Industrial Blaster (I would love to dual wield these too) Quinn's Fortifed Blaster (version of the above with a scope) Huttese/Duros Stellar Protector Critical Sonic Saboteur Theed Arms Suppression Blaster Overkill/Hawkeye Heavy Sonic Blaster Prototype DC-17/DC-27 Blaster Pistol A version of the D-200 with a scope DTB-27 bolt pistol These could be in cartel packs and hopefully would be easy to add since the models are already in the database.
  4. I happen to agree with your thoughts and I also have a Sniper I do both PVE and PVP with so I know about the cool toys that Snipers have. One of the major reasons for the disparity in skills is that Mercs are supposed to use their healing to mitigate and recover from attacks where Snipers have to be able to stop the damage outright. While I may wish for a true "root" ability for Mercenaries our healing will probably be pointed out as a reason not to have it. I don't agree with that idea but that is what I would anticipate. I hope Bioware will take a look at a few of my ideas as well as others in the forums. While I hope that it won't take a year to get Merc Pyro tweaked, I'd like to keep some attention on the issue. My BH was my first character and I still like playing him.
  5. I think Pyro spec lacks needed synergy and big numbers that make other classes and specs fun. This is a game after all and we would all like to have more fun playing it. I am not asking for higher dps numbers per se but rather a tweaking of the skill tree. Here are some skills in the tree and a critique of them Sweltering Heat: reduces movement speed by 30% for 2 seconds when CGC is ticking. I think this skill is very poor in comparison to what other classes have. I think that the slow from CGC should be removed entirely and Mercs should get a root skill similar to what other classes have, a moderate damage ability with a 5 second root that is removed after 2 seconds if damage occurs. After that is added then from a utility standpoint I think that Sweltering Heat should give Flame Thrower a 70% speed reduction for 2 seconds while ticking. This is comparable to the Arsenal tree skill Pinning Fire on Unload. This would mean that the slow would last for 2 seconds from when Flame Thrower ended AND it would be an AOE slow. This could be important for pvp for defending objectives, peeling off of healers and slowing down ball carriers in Huttball. Also the Merc player would have to weigh simply applying the slow or staying in close range for the duration of Flame Thrower. I imagine that a melee enemy might get rooted for 2 seconds because of damage then get close enough for flame thrower, be slowed again then the merc could pop Hydraulic Overrides to get some distance or escape. (more synergy) Pyro Shield:Lashes enemies that hit you while energy shield active. This is a very cool looking skill but doesn't seem to do very much. We are not tanks so it makes a very poor saber reflect analog. I would link this ability to heat in some fashion such as making it described as venting excess heat causing the flaming shield effect. I would remove the lash damage but instead make the abiltiy rapidly vent heat to a a set level maybe 50% while the shield is active. That would mean that while the shield is working you could spam abilities (according to existing cast timers and alacrity) without going over 50% heat. If you are hitting your shield button then you are in a race to out damage whatever is hitting you so why not be able to deal out a little more damage? (more synergy) Volatile Warhead: reduces heat from Missile Blast by 2 and applies CGC when missile blast hits. Cannot be applies more than once every 6 seconds. Getting reduced heat on Missile Blast makes that skill more attractive but not much. With the small damage that CGC does and the time it takes to do damage this skill is not very good. I would entirely revamp the skill. I would have this skill instead work with Incendiary Missile. The skill would be a "boost" skill with a 1 minute cooldown (45 seconds with 2 points in skill). It would simply make the next Incendiary missile do its impact and DoT damage all at once. This would add a once per minute (45 second) burst element to Pyro rotation. A merc player could hit an enemy with a normal Incendiary Missile to apply the DoT then hit them with a Rail Shot, pop Volatile Warhead then smack them with the boosted Incendiary Missile for about the damage of 2 railshots. (more synergy) Suit FOE:Cure now reduces all periodic damage on self by 15% for 6 seconds. Why is this in the Pyro tree? It should be moved to the Bodyguard tree and apply its effect to the whoever is targeted by Cure. Instead Pyro tree should get the Bodyguard skill Powered Insulators and have it apply to CGC being active. Degauss: Chaff Flare removes all movement impairing effects. This skill is incredibly good for pvp I am glad that it was moved off of Energy Shield. Jet Rebounder: Increases damage from Jet Boost by 15% and taking damage will reduce cooldown of Jet Boost by .5 seconds. Cannot occur more than once every 1.5 seconds. Remove the damage increase to Jet Boost and give it a chance to apply CGC to all affected targets, the reduced cooldown is already great. Thermal Detonator: Applies damage after a several seconds then does a DoT for 12 seconds. Standard and weak enemies are knocked down. This is the capstone skill for Pyro it needs to be better than this. Remove the DoT. Instead have it apply a debuff making the next 10 tech damage hits to the enemy do increased damage. When an enemy gets hit by this skill they should think that they need to hit a defensive cooldown or get away from the mercenary because that debuff means the pain is coming. Also I would like to say that all of the timers on DoTs are too long. There needs to be more of a sense of urgency to the Pyro Mercenary and the damage it does. Most fights do not last very long unless it is an operation boss. I think that all the DoTs should keep the same damage but do it in half the time. This would make the numbers ticking off of the enemy look bigger to the Merc giving them more fun and to the enemy player they would feel that the merc was more of a threat. All other timers and cooldowns could remain the same to not unbalance overall dps. I have played a merc pyro for many months and I am sad that with each patch the fun seems to get sliced away more and more.
  6. I know that when you look at the PvP leader boards Pyro puts up high numbers. The reason for that is all the great AOEs that Pyro takes advantage of along with some of those AOEs adding cgc to people. Pyro can spread the damage around. The problem is that the damage is too spread out and the ability to kill that one target you are going after is diminished. I don't care that I do over 500k damage in a match when I have zero one on one kills and a diminishing number of killing blows.
  7. I have been playing Pyro for a few months now and I enjoy playing a DOT spec in PvP and PvE. I am not asking to make pyro the top dps, I would just like to see a little more single target damage output. Right now I can put out about 1850 dps on a lvl 55 operations dummy in pyro spec and about 2150 dps as arsenal spec. I have a level 66 mainhand, lvl 69 offhand, complete lvl 69 gear except for dread guard armorings for the set bonus and dread guard relics. I don't run into heat problems but I do end up having to put in more rapid shots than I would like to keep my heat down. I admit that my gear needs improvement and I am trying to stack more power due to most black market gear being crit heavy. If other people are finding that their dps is higher with similar gear let me know what your rotation is and I will try it out. Pyro dps has a wind up as you stack DoTs and proc rail shot. It has had its burst damage progressively reduced with each patch. I am fine with the direction that the devs have taken Pyro but now it needs another adjustment to bring up its damage. PvP matches and leaderboards can be misleading because Pyro will put up top numbers because of spreading DoTs all over but our ability to complete the kills we start keeps getting diminished. If Pyro is destined to be a wind up dps then make the following adjustment. Give an additional debuff to targets we get all or most of our DoTs on. Call it "raging inferno" or some other appropriate name and have it make tech damage or DoTs do increased damage. For example it could be set up where if cgc, inferno missile and thermal detonator DoT are on my target then the target gets the debuff "raging inferno" and DoT damage it increased. If cgc, inferno missile or TD DoT ends then "raging inferno" ceases and DoT damage returns to normal. This could really put the hurt on targets below 30% health that have multiple DoTs. No new abilities need to be added to Pyro and existing abilities remain the same just a new wrinkle in rotation and mindfulness to keeping your DoTs on the target will be added. If the debuff needs those 3 DoTs present then it can only be on 1 target at a time due to thermal detonator and it won't make our PvP metrics change that much. Is anyone else unhappy with the numbers that Pyro dps is putting out?
  8. Let people re-skin their ship exterior and interior a la the Fallout 3 house themes. The ship floorplans would remain the same so cutscenes should be minimally impacted. I'd expect people to get excited about changing the color of their ship or having a few glowing sith artifacts added to their cargo bay etc etc. This may have been mentioned before if so direct me to that thread so I can add my ideas to that one. Since I mainly play on a BH I would love to see a skin with red interior lighting and a prisoner in the cell in my cargo bay. As an alternate I wouldn't mind an alternate look for my Mantis that is White and clinical looking with a cargo hold full of prisoners encased in carbonite.
  9. I hadn't really thought about shoulder slam in awhile since it is being removed soon. Shoulder slam has a great animation and I would prefer it to the rocket punch one. I may have to edit my post!
  10. I like crafting in this game and would like to see more effort put into the system. What if each crafting skill branched? Keep it simple, just have two branches for each skill. One branch would be combat oriented and the other non-combat. Each of the branches would have a name and include a Title or progression of titles as you got towards max skill level. There would be just a handful of schematics for the specialization and most would be shared by both branches. The branches would open up at high crafting levels say around 300. With expansions and new content as crafting went from 400 to 450 and 500 the amount of schematics for the specialized branches would increase while shared schematics would diminish. Combat oriented branches would add both consumable and reusable buff/debuff items such as temporary combat shields (bubble items -Cybertech), poison grenades (DoT -Biochem), kolto grenades (HoT -Biochem), Health infusers (Max Hp buffs -Biochem), Overcharged crystals (power buff -Artifice), Sith Artifact (group damage buff -Artifice), Jedi meditation sphere (group damage resist -Synthweaving) and portable turrets/droid combat pets (temporary direct damage -Armstech and Armormech respectively). These items would all be scalable to the level of the crafter and reusable items would be BoP. 2 minute or longer cooldowns would exist on combat items to keep them from being too overpowered. Non-combat branches would focus on vanity type items to include special armor sets, branch specific armor sets (BoP items that are recolors of the special armor), similar special weapon shells with recolored BoP variants, vanity pets, mounts, BoP recuperation animations and special convience items such as a rakata teleporter that transports group members to your location (for example). To incentivize non-combat crafting there could even be special BoP augments that have best in slot stats (limit to only +1 or +2 on one stat over the max level ones). There could be other ways to incentivize non-combat crafting or the specific BoP vanity items could be enough. I think that its great that the Cartel Market is doing so well but I don't want to see the crafting system wither away and become just an afterthought. The Cartel Market could also drop a *small* number of shared branch schematics that are not top tier items for the same level (no pay to win please). Please give some love to the crafters out there.
  11. What is your favorite ability to use, what is the one you can do without and why? Love Flame Thrower! AOE damage, great animation and short cooldown. Hate Missile Blast. It uses too much heat, has pitiful damage and an unneeded AOE.
  12. I am reminded every time that I play my merc in a WZ how much it is like a sniper only without the cover system. It is an incomplete class. I have hope that the merc will eventually find its niche but it still feels a long way off with the changes of 2.0. BW seems to be against kiting as a class mechanic due to the number of gap closers and snares/stuns every other class has and the lack of effective stun breaking/cleansing mechanics that mercs have. They also seem to be against giving a healing class any additional damage mitigation abilities. We have heavy armor, I know that tanking is not an option for mercs but give us one more ability that reduces damage in a worthwhile way! That doesn't leave a whole lot of options except maybe two. Increased damage or increased healing. Simply scaling up the damage/healing is boring so I hope they go with new buildup mechanics (increased crit after certain use abilities) or even giving certain abilities a large boost (big burst numbers). Too often I see other classes latching onto a merc and riding them straight into the ground in just a couple seconds. Perhaps that wouldn't happen if the merc was able to throw out a couple hits that put a scary number above their opponent's head or suddenly regain a large portion of their health bar. It would give the oppenent pause and the fight would last longer and I think that it would be more enjoyable all around. I can tell you that right now it just is not fun to play a merc in pvp. P.S. Missile Blast sucks.
  13. With the PTS running 2.0 and threads about DPS/Healing/PvP with the new and improved Merc/Commando the idea has been that it is improved but still lags behind all other classes. There have been discussions about how the Merc/Commando has become a jack of all trades and that it is bad at all of them. On top of that it has nothing to set them apart. A suggestion would be to add more utility. First of all missile blast/ explosive blast still has too much heat for the damage; rapid shots is better. Make the ability something like a web missile with a root that changes to a slow on damage. Put a cooldown on it to keep it from being spammed. Right now it is really not useful. Second give a utility ability to each DPS tree as the capstone. For arsenal/gunnery put a combat droid ability. This would summon a droid that auto attacks the target selected when the ability is cast. The droid attacks for a few seconds (3-5?) Then disappears. The droid has health that scales with the player's main stat so it is killable. That would mean it could be killed if you are standing in an AOE. This ability would be have a casting time with instant cast being purchasible in the skill tree. The idea would be that it would allow kiting damage, once cast you could be running around while the droid fired. For Pyro/Assault put in some kind of area control ability like the Sniper engineering tree plasma probe. An AOE fire bomb attack that slows affected targets and stuns if they have a burning effect present. The current capstone skills should be relegated to a lower tier and overall damage and heat/ammo should be scaled to reflect having an extra ability to toss around. Before everyone starts calling OP and no fair for extra abilities there are GCD and more complicated rotations to deal with. Every player out there who has played a merc/commando can tell you that when you play one it feels like a sniper/gunslinger only with no take cover ability and about 10 levels lower than everyone else (missing those last couple abilities before reaching 50). I do not have as much healing experience but from what I have seen so far the new changes for merc/commando are good but just don't put up high enough numbers. The healing tree simply needs some scaling improvements to boost healing output at a baseline level or change some abilities to give high crit output to others. These ideas are not for making mercs/commandos better than any other class but about making them more unique and competitive. All of the suggested abilites need to be scaled for proper damage and their objective would be towards making the class a more slippery oppenent in PvP and more strategic in PvE. A jack of all trades; useful enough in every situation to have real desirablity. Overall the new changes on 2.0 are a step in the right direction but merc/commando need something more to truly set them apart. I still love playing my merc and It breaks my heart to see him keep getting treated like the red-headed step child whenever the other kids get new toys.
  14. Does anyone else want to get an ability like the Cartel Combat Engineers in the new Scum and Villany so they can have a few little droids that shoot stuff? I know it may be treading dangerously close to having a monster trainer class but I like the idea of temporary skill that spawns a couple little shooty droid pets. I am happy with the companion system already but when I saw the Cartel Combat Engineers walking around with their 3 floating rail shot pets I instantly turned green with envy.
  15. I support swoop racing as a minigame/instance/warzone or whatever it takes to get in game. Every player ends up getting at least one speeder and probably a good size collection of speeders as they level. Why not use these speeders for doing the swoop races? That being said let the speeders be customizable. I know that colors at pretty much set to keep the speeders unique. What about mods for speed boosts, knockoff resistance and of course engine sound (Star Wars is famous for attention to sound effects). There could be billboards and advertising for the different tracks in spaceports and space stations. There could be swoop garages on the urbanized planets and chop shops on the frontier. Modding could be done in the garages, crafters could get a few recipes for speeder mods as well. I know that there have been other threads on this and I support them all I think swoop races would be a fun addition to the game.
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