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DDaMAGEr

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  1. When you get it, please test the Damage Reduction type it provides - use companion stat window perhaps with Companion out. For both Sage & Sorcerer. Need to know, does it really provide only Elemantal Damage reduction w/out Internal one (which must not have been because of balance reason, e.g. Plasma Brand deals Elemental Damage, while Shatter Internal one, so only Elemental Resistance will reduce PB damage but not Shatter's). Or it's just incorrect tooltip.
  2. The tooltip for the set "Unyielding Protector" says, that at 6 pieces of it - the set provides 25% Elemental Damage Reduction for teammates near you when you activate Force Barrier. But isn't Elemental Damage Reduciton supposed to come with Internal Damage Reduction as well, because Jedi Knight deals Elemental Damage with abilities, those mirror Sith Warrior's abilities, but with Internal Damage instead. That would mean adding Elemental Damage Reduction, but not internal makes Sith Warriors better at PvP, because their DoT abilities' damage won't be reduced by that set. It's the same as why Kinetic & Energy Damage Reduction should come altogether, because Consulars deal Kinetic damage with abilities, those mirror Inquisitor's Energy damage abilities. Although there are couple adds those get "Energy Shield" power that reduces incoming Energy damage, but it's just a trash add power, for adds you clear along the way between bosses, so no need to balance it. l can't test if the set actually priovides Internal Damage Reduction along with Elemental, because the set "Unyielding Protector" is not at Tech Fragments vendor. Is it even possible right now to obtain 6 pieces of that set at all? But in any case l think the tooltip should be changed to "Elemental and Internal Damage Reduction by 25%", and in case if it doesn't provide Internal reduction this should be add to it for balance purposes. This set seems to be designed mainly for PvP after all.
  3. l suggest making special Chat Channel, that would differ from any other, and will be visible for ALL players (visible by default), no matter what Zone they are at, and also no matter what side they are (Republic/Imperial). Messages in LFG/LFM Chat Channel would also show what side Republic or Imperial owner (player who has written that message) is, next to the owner's name. The point is that player, that currently plays Imperial Character could see that team on Republic side is being assembled and join it. Or vice versa. In order to prevent spamming that Chat could be made not visible to players, those don't have access to operations (due to being F2P/Preferred for Instance). Also make one player not able to post messages there more often than every 30 seconds (just example) for instance to prevent chat flooding. I think making this would soften somehow the Faction Tilt, that is specific to MMO's with factions (with Imperial Side being more active than Republic for instance), as both sides will see what coutent is being run at the moment and could decide to join or not to join it. And also fill OPS team faster! In addition to that dedicated HM/NiM teams may get started to become puggable.
  4. Another inconsistency is that Jedi Shadow's Guard seems to be the only Guard that has minimum range ("0-30m" vs just "30m" of any other 5 types of Guard). That means it cannot be cast on target, that is stacked with you (distance to target shows 0.00m), and it produces "TOO CLOSE" message in that case. That's not much of an issue for everything except PvP, at which players might get reguarded dynamically and if guarded player is stacked with a Jedi Shadow at that moment - applying Guard will fail.
  5. Defending against Ranged attacks (with Kinetic Damage weapon, such as Vibrosword or Electrostaff) for Tank disciplines of Jedi Guardian/Sith Juggernaut and Jedi Shadow/Sith Assassin doesn't trigger special effects for these disciplines (Double-Bladed Saber Tactics (Shadow) & Lightning Reflexes (Assassin) are exambles, maybe Courage (Guardian) and Revenge (Juggernaut) has the same issue). l believe it's somehow connected with showing word "Dodge", and these skills are linked only with Parry/Deflect damage mitigation types, what is reflected in their tooltip. Don't know if that's a bug or is intended, but that restricts weapon choice for Tanking on these characters to Lightsabers only, because a weapon with Kinetic damage will reduce their combat effectiveness when fighting enemies with Ranged damage due to absense of special effect triggering. Also for Sith Assassin its melee stun "Spike" ability its stun has "Force" property, which makes it cleansable by Sage/Sorcerer, while for Jedi Shadow its melee stun "Spinning Kick" ability is not cleansable by other player.
  6. But why it should be the thing at all? Missing abilities can be filled really easily. Vanguards/Powertechs could get Concussive Charge (works on commandos with rifle reapon already) / Jet Boost, because why not? Scoundrels/Operatives - Pulse Detonator/Cover Pulse & special innate ability, that allows it to use not in cover (because they cannot cover). As for Marauder/Sentinels, l see absolute zero reasons, why Juggernauts/Guardians can have Force Push, while Mara/Sents cannot. Volia! All classes now have their Knockback abilities. A fortiori KB is a useful thing in circumstance other than knockback, & while all characters've Stun ability, why not give everyone KB as well?
  7. Lightning Reflexes & similar abilities are NOT procced by dodge-type mitigation (ranged damage miss, from Kinetic-type weapon). Lightsabers produce word "Deflect", and it procs Lightning Reflexes, while word "Dodge" doesn't. Kinetic & Energy weapons were supposed to be equalized a while ago, but some tricks went out of sight, but now l spotted them & it's time for them to be Fixed!!! List of abilities suffering from it: Lightning Reflexes (Darkness - Assassin), Double-bladed Saber Tactics (Kinetic Combat - Shadow), Courage (Defense - Guardian), Revenge (Immortal - Juggernaut)
  8. Names are: Neural Jolt, Sonic Round (Vanguard) & Neural Dart, Sonic Missile (Powertech).
  9. Well this lssue has been fixed it seems... Now, how about fixing 'notha lssue - Jedi Shadow's guard can't be applied is target is within 0m range (i.e. is stacked with you)?
  10. l just wanna they got an option to be painted to straight black finally, that's all!
  11. https://swtor.jedipedia.net/en/abl/force-breach-2#eff5 - it says it plays Sith Inquisitor Discharge Shock appearance, and l don't think it's supposed to be this way. It's a darkside force lightning after all. l would appreciate fixing it by making its played effect e.g. "epp.jedi_consular.force_breach.tick" or something.
  12. Jedi Shadow's guard is the only guard, that has minimal range (0.1m) https://swtor.jedipedia.net/en/abl/guard-7 . In PvE this isn't an issue, but in PvP a player, who needs guard might accidently go too close, and then Guard will poof - and there no one will be guarded. All other guards, those owned by Jedi Guardian, Sith Juggernaut, Sith Assassin, Vanguard & Powertech have no minimal range. Solution: remove minimal range of Jedi Shadow's (Jedi Consular) Guard. Sith Assassin's short stun (Spike) has Force property & can be cleansed by Jedi Sages & Sith Sorcerers, while Jedi Shadow's Spinning Kick cannot be cleansed by these Force healers (but it's 2s anyway, so it's likely is getting expired or broken out before healer could react & cleanse it). l think for Spike is better not to be cleansable too. It's not like stun, that binds an enemy with some form of Force energy, it just stuns, because it pierces it physically. Solution: remove Force property from Spike (Sith Assassin's) ability.
  13. Well at least l guessed something. That really happened, and now mah VG/PT can respec to tank role while inside lnstance, but... Mah poor damage... Otoh l wouldn't say VG/PT aren't touched at all, but the fact is that they just need some kind of extra DCD for both Damage & Tank role. Heavy DCD. Something comparable to Assassin's Phantom Stride. Various passive buffs certainly won't cut it.
  14. Just checked mah Vanguard - l remembered Neural Surge (AoE stun) dealt 1082 max damage before update (full 248, with 236 augments). Now it deals 973 max damage. l would understand reduced damage of Energy Blast, or Ion Wave with proc, but what's about Neural Surge. It's certainly not among powers with incoming nerf.
  15. Just checked mah Vanguard - l remembered Neural Surge (AoE stun) dealt 1082 max damage before update (full 248, with 236 augments). Now it deals 974 max damage. l would understand reduced damage of Energy Blast, or Ion Wave with proc, but what's about Neural Surge. It's certainly not among powers with incoming nerf. Is this intended?
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