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aristrokratie

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  1. Dying to ranged is sadly reality now, this has been established by the sniper/merc ultra slow meta (aoe field, 70% slow on unload). Kiting around a pillar is simply impossible if you have to do that with 30% movement speed. Funnily, rolling outside it often results in rubberbanding, so often times, if the pillar is not directly in front of you, you shouldn't even bother anyway, if you roll out, gg you've made the sniper waste a gcd on placing his garbage aoe under your feet again, while others still can attack you or you simply stand there and take the hits. Using your roll twice to get away can put you into a dangereous position from which you might not be able to walk into healing los quickly enough to save someone from dying. Surely, you can play this game for some time, but you will only delay your death (not implying a sniper or merc can easily solokill ophealers, but you will still have a hard time kiting one of those classes, rip if there's a second competent dps focusing, interrupting and stunning you). The fun kicks in when you have to also keep other people alive at the same time . Kiting is the only thing that we could do to stay alive under pressure, this is now really hard to do due to an excessive amount of slows and roots, only becoming more prominent every new expansion. The damage marauders can dish out while passively reducing your healing and sticking to you butt like glue is also something you can't ignore. I could kite them for quite some time but that's of no use if your team dies. You yourself acknkowledged that the ops inability to keep up single targets while under pressure or yourself while kiting is a problem! I am sorry to bring this monstrosity from the graveyard of ageold posts but nothing has changed since then! Where's the Hottie that critically looked at the ops state instead of instantly whiteknighting and dismissing people voicing honest criticism? Don't misunderstand me, it's adorable how you always rush in and give tips on how not to suck. (If I were a new player, crying about how the mean dot powertech kills me again and again, it would be much appreciated!) This is not about warzones. If you still play solo as an operative (haven't checked your stream for quite a while) you will know that ops being equally viable as sorcs and mercs is simply not true. I hate to bring leaderboards into this discussion (since effort, q syncing etc. can really distort rating~skill ratio), but #1 sorcheal is at 4269 and #1 ophealer at 2516 (funfact, lowest highest class rating), a discrepancy as big as this cannot be ignored. Our healing only works in combination with a decent tank and a group that peels for you during e-net and stunlock and knows their defensive cooldowns really well. You also have to be pretty lucky with enemy interrupts to keep the heals rolling or people will die. All those restrictions don't apply as harshly to the sorc and to some extent the merchealer. Hottie, I know you hate it when people call the operative underpowered, you are very humble in that regard, telling people you yourself are doing great, not because an underperforming class works well with your skill, but because the class is fine. My perspective on this issue, in order to determine whether a class is under or overpowered, is quite straight forward. Does it perform well on its own? The answer for the operative is clearly no, since many factor have to be in your favor in order to achieve results comparable to sorcerer and mercenary healers. It is not the question of potential power (the op has very powerful healing) but average performance under pressure, and in that regard it is lacking. Operative works very well for regs since you can just outplay the bads and is perfectly viable for team ranked when playing with a competent group; The healing potetial of this class is not something that can be laughed at, but once you are on your own things can get much much uglier. I have been playing op and sorchealer since 1.2, they both had their ups and downs, but they are far from being equally viable and effective right now. The real question is, wheter ops are UP or sorcs and (mercheals to a somewhat lesser extent) are OP. Looking at the current anti movement heavy burst meta, I doubt that sorcs are that op.
  2. Tbh, looking at the dmg meta right now, I feel like sorc and merc (apart from def) heals are balanced and the op is underpowered. You simply cannot heal through the single target burst, even less so if you are interrupted and your ****** defense can't be compensated by kiting, since melees right now have 100000 gap closers, slows and roots to prevent you from rolling, not to mention how incredibly effective e-net and sniper area ''move with 1 cm/s'' crap are at keeping you where you are, while you recieve the burst of your short life. It's not about the healing itself, it's okay how it is (maybe a little more st heals), it's about survivability, since sniper, merc, mara can just rape you.
  3. Make PvP more dynamic. This goes hand in hand with some of the points I have criticised so far, primarily melees having a **** ton of slows and roots to keep a target where it is and ranged having the same roots and slows to keep themelee from getting to them. Removing passive slows and some roots would go a long way to making people actually able to move again. Regarding acid, I'd completely scrap it. Socerers and snipers can win acid 100% against any other class if they know how. There are certain exploits that can be used to survive one more tick of the acid, while using bubble or double roll to avoid any incoming damage. Possible solutions: Dampening: gradually decreace healing recieved after 3-4 mins or If the timer exceeds 5 miuntes or so without someone dying the team with more dmg automatically wins, otherwise the team with the most remaining members wins, here's why: 1. healer stacking teams don't do a lot of damage 2. burst based teams who fail to hardswitch lose to dot teams. 3. If burst team kills someone and the opposing team just stalls them out they will win regardless
  4. II.DPS: Ranged vs Melee. We are currently witnessing two very sad developments: Merc and sorc dps. Calling for a nerf or a buff of ranged in general is out of question since it really depends on the class and spec you are playing. I would generally suggest that mercenaries (arsenal) and snipers (engineering) need to be toned down in terms of raw dmg and mobility (plz remove enet ). Classes like the lightning sorcerer hit like wet noodles in comparison and have very limited dcds and selfhealing. The same can be said for melees. In my opinion marauders hit too hard for the survivability (dcds, vanish) and utility (strong anti kiting abilities, healing debuff) they have got or vice verca. AP Powertechs could recieve some better survivability and lose some sticking power in return (pull or leap). Some specs like dot pt and dot operative should be buffed, aswell as juggernauts could use some reworking of the defenses. Dot sins need some more dmg mitigation. III Tanks. They are pretty balanced atm, except for the fact that tank tunnel works for jugg and powertech but doesn't for sin. I'd keep it they way it is but this bonus has to come with a tradeoff, maybe slightly nerf sin tank dmg.
  5. I. Class balance. 1. healers: a. healing potential: Mercs have strong single target and single target burst healing and their output is okayish. This will be your tank healer, great single target, good aoe. I suggest slightly increasing group healing capabilities (kolto missile or kolto shell), while maintaining strong single target throughput. Operatives have strong group healing, okay single target and weak single target burst. This class was never meant to be bursty. I suggest putting more emphasis on the hotting mechanism in single target healing aswell (make kolto infusion a strong hot again) and increasing overall throughput of hots instead of cast or channeled heals, to build a strong hps healer with great throughput but very vulnerable to strong single target burst. Sorcs have strong single target, strong burst and very good aoe. The aoe and single target potential of this class is lower than the merc's or op's respectively but due to idiotproof abilities and smart healing this class regularly outshines both other classes. Sorcerers should be utility and mitigation healers like they are right now but not outperform the other classes at their strenghts, a master of none but good at everything. I suggest nerfing innervate aswell as wandering mend and baking some extra healing into dark infusion and revivification, to keep potential throughput the same but making it harder to achieve it. b. Energy management: Sorc: okay, but only make revivification use force surge when at three stacks Operative: okay, reduce energycost of kolto probe by 1. Please just let us have our energy neutral probe back. Merc: meh. I'd suggest allowing for more energy efficient healing instead of passive heat venting when under crowd control c. Mobility: Sorcs: Literally never has to stop running, as all important heals are instant cast or castably on the move. They also have a 1 min cd teleport and a off gcd ''I am outta here, bye'' forcesprint. Make them cast again from time to time. Mercs: Some heals are instant or on the move, but they still have to sit down and cast some heals. apart from that they have rocket out and hydraulic overrides. In general I consider mercs to be decently mobile. Ops: Hots are instant which is a good chunk of what you do. Exfiltrate is a loss of 2 gcds and bugged thanks to rubberbanding. It also doesn't free you of roots which are thrown around like crazy. Single target healing is basically impossible on the run. My suggestion would be to allow kolto infusion to be casted on the run and make Exfiltrate usable while rooted. d. Survivability: Merc: Has very good defensive cooldowns (shield, kolto) aswell as 30% reduced dmg while stunned. Sorc: Forcebarrier, and phasewalk are stunlockescapes. Stunbubble helps to keep off melees, 30% reduced dmg while stunned, 25% dmgreduce on cloud mind Op. dodge can mitigate white dmg but doesn't work when stunned right after. No good dcds except for stim boost utility which nullifies the only instant cast proc you can use to safe allies. No added dmg reduction while stunned, no additional stunescapes. This class clearly need some love in that regard. For example add 30% dmgreduction while stunned or make shieldprobe reset and usable when stunned on a internal 45sec cd. Exfiltrate could also make you immune to dmg while used, since you spend a gcd on it, that you will still recieve dmg in. Flexibility: Sorc: can adapt to any scenario. Laughs at interrupts, interrupt immunity+ 20% alacrity, autocrit 2 heals, pull Okay as this is the sorc's niche Merc: Interrupts can be very tricky to work around, immunity if needed, double instant cast. Fine Operative: can keep grouphealing up even when chased around. Interrupts make people die when you have to single target heals. No interrupt immunity but one instant cast heals every 2 mins. Atm a big problem, but resolved if more healing was baked into hots and surgical probe instead of casts. Please let me know what you think about the intrahealbalance so I can overthink my suggestions and change them if needed.
  6. It's good to know there's still people trying to teach others how to pvp but you missed my point. Lightning still hits like a wet noodle in comparison to other specs and the self healing drains your force and is mediocre at best. I have been playing lightning since 2.1 now and tbh even KotFE was better in terms of pvp experience than pvp right now.
  7. 14k is the highest i've critted for so far in pvp. Wasn't lightning supposed to be the ''burst spec''? Offhealing is also pretty stupid right now, I can heal myself for half my hp bar until I am oof, granted I have the time to cast like 8 dark heals. Seriously though, why do the devs always listen to those whiney keyboradturning melee monkeys who can't kill ranged because they cannot handle being kited? I really do hope we get some serious dmg buffs in the future aswell as some extra healing (or just maybe more force efficient heals? eg..give us dark infusion instead of dark heal and make it heal 20% more if used on oneself) Come on it isn't that hard. Sorc dps right now has VERY limited power...
  8. Selbes Problem hier: Erst hatte ich dcs, dann konnte ich mich zu keinem Server mehr verbinden, danach waren auf der Serverliste keine Server mehr vorhanden und schließlich kann ich mich noch nicht mal mehr im Launcher einloggen... Allerdings bin ich nicht (mehr) bei Kabel Deutschland-.-
  9. Ich habe ein sehr ähnliches Problem (bei mir hat die serverliste auch nicht funktioniert, allerdings kann ich mich mittlerweile nicht mal mehr im launcher einloggen) Aber da das hier die englischen Foren sind, werde ich wohl eher Antworten erhalten, weil mein post auch auf englisch ist . Wenn du Lust hast eventuell findest du da etwas Hilfreiches
  10. Hey there, since I can not write a ticket (I can't get ingame) I thought posting on the forums would be the best attempt to contact the support (I have made bad experiences with the support hotline, so yeah...). So to get right to my problem: It has all begun two days ago, at first I got a few dcs, then I was unable to connect to any server, then the serverlist couldn't even find a server and now I can't even log into the launcher. I tried: -starting the game as administrator -resetting my router -repair (when I had still been able to log into my account) -turning off my antivirus program and even custom restart -reinstalling I don't know what the problem is . Every other game just runs fine, so there has to be a problem somewhere between my comuter and the swtor login server. Any ideas? I'll appreciate any advice you can offer Edit: I have heard, that those issues might be related to certain internet providors. I'll do further research to be totally sure
  11. Thanks for pointing that out. It's like saying: People want this improved but improvement is subjective so rather than making changes that 90% of people are satisfied with we do nothing so that noone can be disappointed of our work, (but most people are disappointed because of bw's lazyness) If politicians had that attitude then everything would be stagnating (oh wait)
  12. I remember pvp being fun...lol I am not going to say that I don't miss that.
  13. you should aim for ~38% crit ~8% alacrity rest in power
  14. we don't want any more sorchealers
  15. Please explain what you mean by class flavour because in my opinion class flavour comes from the playstyle. It's not hard to balance numbers out and slightly adjust certain abilities to not completely render anything else useless. Every class should at least be viable for anything suited for their role. There's a huge difference between everyone having acess to about same cd/potent gapclosers and everyone having a leap/teleport. The first version is balanced the second one is homogenized. So you say the lazy devs should leave pve alone and pvp broken so you can be happy an we can drown in our own misery because pve outweighs pvp? Again there'd be ways to balance things out at least well enough for both aspects of the game to work. Partly. I guess there were cookiecutter builds but all in all what they've done is eliminate hybrid specs and make it easier for noobs to not **** up their skillpoints. We don't need to seperate pve from pvp balance, we just need to alter some mechanics and utilities rather than nerfing damage or heals.
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