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ThanatosReaper

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  1. For reference for others, I'm located in central (midwest) America, so it doesn't really matter too much for me if it's east or west in my situation. I know some of my Canadian friends on SL are having connection issues. Distance definitely is correlating with the issues it seems like, but more than it should be.
  2. I can confirm I'm having a similar experience, and it only seems to be on the East Coast servers. Shadowlands and Ebon Hawk are having high ping on my end, but when going to a different server like Harbinger or JC my ping is fine. I have better ping on The Red Eclipse than I do on TEH and Shadowlands which is absolutely laughable. My guildies are also having similar problems.
  3. Anyone else experiencing exceptionally high ping all of a sudden? Coincidentally, happened right after those servers were moved over. Makes you wonder.
  4. Can't say that I'm surprised. Classic Bioware, promising nerfs, but nerfing everything no one complained about. Keith, you have to realize, that the design philosophy your team uses is utter garbage. There's no way to sugarcoat it, it just DOES NOT MAKE SENSE. The claim was that the combat team balances based on internal testing, etc, etc. and it is first to adjust damage values. Your design philosophy is completely flawed because there are utility talents THAT DIRECTLY IMPACT DAMAGE (not to say that it isn't flawed even if some talents did not). Assassin's, as an example, have Reaper's Rush and Audacity. Both directly impact the damage output of a class. They are utilities. Why are utilities not included in your initial balancing? Even if utilities did not directly increase damage output, they still are factored in because utilities can increase the longevity of a class. The longer you are alive = the more damage you deal. The concept isn't too difficult to understand, correct? Oh, want an example? How about T R A U M A R E G U L A T O R S. Trauma regulators massively increases the damage output of the Mercenary class, yet it is not being nerfed. Nerfing their raw dps is the opposite direction the game needs to go into. If anything, their dps needs a buff, every single class does, because the TTK in this game is so god awfully high because Bioware's idea of balancing classes is giving everyone the same utilities and livelord cooldowns (like trauma regulators, the sniper heal, etc). No one cares about Merc's damage. Absolutely nobody. If you guys fail to remove what was asked by 99% of the PvP community then nothing is changing in Bioware. Keith, you promised to be an innovative force that was "out with the old" and "in with the new". That includes being able to deviate from old, classic Bioware actions that drove thousands away from the game, such as the inability to listen to their community. Either change, or continue to kill your own game. After 6 months of waiting for class balance now, no one is going to be around by the time you guys decide to listen.
  5. The changes look alright and are geared in the direction that they need to be, though, keep in mind, that part of the reason many classes need buffs is because of the current ranged "livelord" meta. The TTK is very high right now because of classes like Mercs and Snipers, so be cautious when buffing Hatred or else we'll see the return of 3.0 Assassin. In regards to the survivability of Hatred, it has always been a very squishy spec and part of the reason that Hatred was viable was because of Phase Walk. I fear that without phase walk, even with the damage buff, Hatred will not be viable in any type of Ranked PvP still. Even in 3.0, I couldn't imagine playing Hatred without phase walk in group ranked, it just isn't possible playing against high burst classes without it. It does not make Hatred a god spec when Phase Walk is added into it, it gives Hatred the necessary defensive capacity it needs. In 3.0, when Hatred was a terribly overpowered spec, Hatred did too much damage and had too much defensive capacity. What needs to happen is that the damage needs to be buffed, but not as much as it was in 3.0, and Phase Walk needs to be added back in. Without Phase Walk or some type of extra defensive now that PW has been unjustly taken away, Hatred Assassins will be benched still for Annihilation Marauders in team ranked. No reason to take a Hatred when a Marauder can do the job with much better damage and defensives, not to mention the ability to apply the Trauma debuff to healers. Phase Walk really does need to be added back into the toolkit of Assassins, DPS Assassins will never really be viable again in team ranked without it. The game has simply progressed too far to be able to compete without it when there are cooldowns like Force Barrier, merc reflect, etc. For instance, Deception Assassins will not be taken in Group Ranked still because a huge part of the burst is tied to cloaking and resetting recklessness when a target is low enough to kill, but with the removal of Phase Walk, if Assassin uses their cloak for necessary damage, then they will absolutely get killed while their cloak is on cooldown if they do not succeed in getting the kill that they cloaked for. It just makes Assassins way too risky to take in Group Ranked, when there are classes that people can take that have higher burst and more reliable defensive abilities. I propose lowering the damage values that Hatred is being buffed with and having Phase Walk added back into the toolkit of Assassins; thus, balancing out the survivability and damage. Really, it doesn't matter how much the devs buff Assassin's damage when the survivability is utter garbage. Yes, I understand that Hatred should be a "glass cannon" and that Assassins should not have the best of both worlds, but without Phase Walk this late in the game, then there is absolutely no reason to take Assassins outside of tanking for Ranked PvP. Also, no, Hatred does not need passive defensives like Deception has, all it needs is Phase Walk. Keep the squishiness of the spec, just grant the ability to get out of high burst when necessary.
  6. signed for shorter seasons, not signed for choice of rewards. Choice of rewards would just make the devs more lazy than they already are ("why make new rewards when we can just reuse the old ones") and the players that played during that period should be the only ones with those rewards. Remember that awesome mount called the Korrealis Prince that was only available for a short time at launch that required battlemaster commendations + valor? The Prince was cool because it was super rare and almost no one had it, now, because of the Cartel Market, you can get one for 400k or less on the GTN. Instead of bringing back old rewards, just make better rewards that outshine the old ones. You're spitting on the veteran players who worked for the rewards when it was available, and as history has shown, that is not a very smart idea for consistent subs.
  7. Once upon a time, Assassins didn't have phasewalk. While it is blow to the defensives of the class, Assassins will still be able to manage without it. What really annoys me more than the removal of phasewalk is the the removal of crushing darkness. If used correctly in PvP, it really added to Deception's burst capability and the removal of it is not only going to decrease what little skill cap it had left, but also nerf the potential damage output of the spec. The reasoning behind the phasewalk removal is the most ridiculous part: "too much mobility". If you're using phasewalk to be mobile then you're doing it wrong (outside of reg warzones). Phasewalk is better used as a second CC breaker/avoiding burst through LoS/waiting out enemy DCDs through LoS. It's so much more than just a "mobility" ability. Changes won't kill the class, but they will drastically change the playstyle.
  8. Hard to say without actually playing with the changes. As of right now, I'm leaning more towards no. This is due to a couple factors such as the removal of stealth from duels (consequence of blackout being 100% on), the sin utility nerfs, and operative buffs. Operatives are going to be even more survivable in 5.0 than they are now, which is the main reason why Assassins lose in the current meta. Sin is gaining a lot of helpful utilities in regards to survivability, but it still pales in comparison to Operatives. In 5.0, it's really going to be dependant on how much damage an Assassin can output to counteract the self heals. If Deception is even a little bit better than what it is currently, then there is a fair chance at beating Operatives. Call me a cynic, but I really doubt Deception is going to be good enough to output the damage necessary. tl;dr: the gap is going to remain the same or become shortened; operatives either way will still have a clear advantage
  9. It's more viable for PvE rather than PVP. I can't speak on PvE, but for ranked pvp only Darkness is really viable. Hatred is arguably viable for ranked, the only issue is that it is overshadowed by other classes that can do it's job better. (i'm talking about group ranked here) And if you bring a deception assassin into ranked they're going to get outdps'd by the enemy's tank. You'd have an easier time getting into a PvE team rather than PvP. (not that anyone even queues for group ranked 4s anymore)
  10. Scrapper/Concealment over sin for 1v1s. Concealment is generally easier and a lot more forgiving than assassin. Sin, regardless how good the player is, if against a good operative of equal skill level the sin will lose. The only time a sin would not lose is if the operative makes a lot of errors in the 1v1 and even then the operative could still easily recover.
  11. It's pretty easy to kill Juggernauts/Guardians 1v1 as a Deception, you shouldn't be losing to them. Just know their defensive cooldowns and counter with appropriate CC and kiting. It's a longer fight and you're definitely going to be playing on the defensive, but they're 100% beatable. That's in a pure duel outside of warzones. Inside a warzone if you're going to take a node you shouldn't be 1v1ing anyways and should be CCing + capping.
  12. This is the issue. There is no other game available that has the same "SWTOR" feel to it (skill trees, gear progression through pvp, adequate number of abilities, etc). The only games that are around are already very established or korean grind fests (BDO). Realistically, the only MMO that appeals to me is SWTOR and that's extremely sad considering how poorly the state of PVP is in this game. If an MMO were to come out that were even slightly like SWTOR I'd be gone. This seasons a complete and utter joke. Rishi Arena is actual cancer. I've lost a handful of games due to a teammate getting stuck on a pebble and getting insta-killed through the automatic /stuck feature. I've even seen people get killed in spawn on absolutely nothing in this arena. Imbalance of classes is understandable (sorc healers/dps), but a map that has RNG insta-kills is unforgivable.
  13. Been playing Assassin competitively since launch and I can say Deception is in one of it's worst places at the moment. I'm only going to speculate on Assassin in terms of PVP due to my extensive background in it in all aspects (tanking, dpsing, ranked, etc.) and I believe it is worth mentioning this as well to put it into perspective that even in PVP DPS (can be argued Hatred is lacking as well, just not as severely) Assassin is only a shadow of what it once was. Throughout the history of SWTOR, we've always had a niche that we could do well in (in terms of deception). Whether that was dueling, offnode guarding, or dpsing in a hard-swap comp it has always had a place. At the moment, we fit none of those roles. We're a jack of all trades and a master of none. Due to the survivability of Operatives, we are no longer the kings of dueling and are 2nd place left with no way to compete. Pre Deception nerf, it was possible to beat them, very difficult, but it was possible with well placed CC and skilled usage of defensive cooldowns. Offnode guarding has became less relevant due to the removal of 8v8 Ranked and all that really matters is how we match up in a competitive setting (regs are not competitive, every spec is viable in it). In Group Ranked, we are severely lacking in Deception. There's only been one point in time where it was viable to run a Deception and that was during the very beginning of arenas where every comp was fairly viable, due to the nature of it being a new game mode and typical FOTM comps were not discovered yet. The diverse nature of the games made it viable in a hard-swap DPS composition. Fast forward, only Hatred will be taken for a DPS Assassin and that's only because a Madness Sorcerer isn't online to fill the spot. Hatred, after nerf, is just a discount Madness Sorcerer. Not going to comment on Solo Ranked because those are basically regs, Deception & Hatred are viable. Deception damage is not absolutely terrible and can still be viable in regs to a degree, if played by a very experienced player. The fact is, Deception is supposed to be a burst spec and it's performing at a level that does not compete with other burst specs in the slightest, in a competitive setting. I hit harder as a Darkness Assassin with DPS gear. While tank is overperforming by a slight degree (not enough to warrant a significant nerf), it speaks volumes of where Deception, the supposed "burst" spec, is at in game right now. If anyone can think of an actual reason to take a Deception Assassin in a COMPETITIVE setting over another class, whether it be NiM Operations or Group Ranked, feel free to let me know because at the moment there is no real reason to take one. As aforementioned, we're a jack of all trades and a master of none. P.S. im not advocating for ap powertech burst, just a slight buff to put us back on par with other burst specializations. some decent changes that would not put us over the top would be 100% critical chance on recklessness (why this isn't a thing already I will never know considering every class now has a 100% crit on every other thing now), get rid of the unnecessary spike damage and put it in other areas such as ball lightning (hits for an ap pt's filler attack and is supposed to be one of our hardest hitting), and tie the phantom stride stacks into another ability where we don't have to sacrifice mobility in order to function. perhaps a proc that will give the 3 stacks at a 100% chance on use of ball lightning, with 2 voltaic slash charges, at a rate of 30s. Expanding on this, I think it'd be nice to be given 1 recklessness charge on activation of the aforementioned proc because a full discharge stack without a crit is practically useless. so it'd look something like the following: Filler Name: 100% chance to gain 3 static charges, at a rate of 30s, on the use of ball lightning with two voltaic slash charges. The stacks given by this will have a 100% chance to crit.
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