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QuiveringPotato

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  1. Maybe. I remember 3.0 is when they took a bunch of **** away from operative and gave us volatile substance. I personally liked the somewhat janky explosive probe backstab opener, lol.
  2. For real lol. Tank damage shouldn't be any more than the ambient dot spread damage of a dot spec, if that. Give tanks a big HP bar and improved crowd control. That's their entire purpose. They should not be hardswapping anyone.
  3. That era was good too, but I miss old concealment operative and carnage marauder gameplay. Is 3.0 when they made ravage instant? I can't remember.
  4. Man, I miss 2.8 PVP. Tone down madness sorceror and madness assassin, and balance was golden.
  5. I wish it would also save keybinds to your loadouts. Not everyone uses the same keybind set for every class... which is why they added the keybind import/export feature a long time ago. Hell, some of my classes have completely different ability bar setups for healing or whatever, this whole loadout/combat styles thing just feels very sloppy and poorly thought out. Was kind of expecting something like just swapping weapons in ESO and instantly everything swaps over, but then I remembered that this is SWTOR and the game barely runs as is, lmao.
  6. I cannot remember the last time a DPS operative even made me feel threatened in a warzone. The only thing operative needs to lose is the Blow for Blow reflect utility, having a massive damage reflect that SOME people take on a very low CD ability (evasion with evasive imperative) is just bad design. You shouldn't have to worry about killing yourself when you're fighting an operative until you see that they're not running the utility. Plus, it's a cheese utility for duels. Still don't use it, can still beat 99.9% of dps ops in 1v1s.
  7. AHAHAHAHAHAHAHAHAHAHHAHAHA My man, the devs of this game are no doubt 90% sorc and merc mains.
  8. sadly won't do a whole lot unless they decrease the damage as well, currently skanktank juggs are still hitting 40k+ AOE which is absurd
  9. this is a strange perspective. on star forge, in my experience, I have not seen a premade that's actually been focused on playing objectives or winning in a super long time. most of the guilds running premades these days are washed-up ranked players, or fairly new players who only know how to deathmatch, and it's really not that difficult to beat most of these guys in 8v8. hell, most of them will make fun of you for playing objectives and not tunneling damage or heal stats, lmao
  10. imagine thinking that concealment has "god burst". fury marauder would like to talk to you AP powertech would like to talk to you arsenal merc would like to talk to you marksman sniper would like to talk to you hell, freaking lightning sorc would like to talk to you concealment's burst is considerably lower than all of these lmao. On the topic of the thread, my only real complaint, as someone who does not think too much about stats or theorycrafting and all that, is that Catalyzed Toxins for Lethality is a very weird tactical that messes up the entire rotation of the spec. Yeah, I get that tacticals are meant to be "spec defining" items, but this does not do that in a good way. It's extremely clunky and completely ruins the flow. I like what they were trying to do, but tbh, if you want to give Lethality more burst... make Corrosive Assault work like how old Cull used to, for that tactical. Does x amount of damage per dot, instead of making both dots tick during your CA.
  11. It's gonna be so aids. I really wish we'd get something more unique for operatives.. snipers really don't need ANOTHER defensive.
  12. QuiveringPotato

    Huttball

    Original Huttball is a masterpiece. Quesh Huttball is ok sometimes, but not as fun. The newer Vandin(?) one is complete garbage. It is the most obnoxious "obstacle course" you guys have designed so far. Very poopy.
  13. For those talking about a rebalance for DPS op: I think 2.8 was about the best balanced the class ever was. We hit extremely hard (even in lethality), were squishier than we are now, and we still had our nifty mechanics that let us be unique, but we actually had the guns to get in there and do the job if you were good enough. Concealment now is like.. "HA! Take my mediocre, obvious set-up burst that will take like maybe a third of your HP down! Oh- oh, I just looked at my HP bar and I'm at 70% HP too? Oh-.. Was that a 40k heatseeker? Well, time to play operative tank *commence healing, rolling, and kiting/LoSing shenanigans*" I remember being able to literally 3-shot an unprepared player in subpar gear in that patch. Then again, TTK across the board was immensely lower (remember carnage 100-0'ing people in less than 4 seconds?), but tbh I preferred it that way. Also, while I'm not a *huge* fan of not being able to be an actual threat to anybody in a group fight a lot of the time due to how our survivability works and just our burst in general, I don't think that MOST operative players actually play the class to "top the board" in damage and all that. I know, it's not good for ranked for us to be balanced like this, but imo we aren't meant to be that sort of class. Assassin fills that role.
  14. It should be easy for any decent player to survive against a single operative for long enough for help to come. It's a stealth class. It's their job. A sin is much more menacing and will kill you a lot faster if the skill is equal between the sin and the operative. On the flipside. If you are trying to cap a node and an operative is defending... CC THE OPERATIVE. You know they're tanky. Why engage? Stun out of LoS and cap. It's not hard. Yes, most randoms don't have the mental capacity to understand this, but, if you see Derpy the Jugg going for the node cap in the middle of the fight.. be a good boy and use your big stun button on the operative. Uh oh! He broke it!? Use your mezz. There you go! You got the node! It's not hard.
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