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KainrycKarr

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  1. I, like many others, have been waiting years for a proper modern/movie-era Mandalorian helmet to show up. I was so excited when I saw the Infamous Mercenary set datamined! I had two entire servers full of people that were massively stoked to finally have this. And now that it is on the PTS we find that...it can't be dyed. At least, the vast majority of the helmet can't. And the collective response from everyone I know that was excited for it is...bummer. Disappointment. I understand it may be a creative choice on the part of the art team, but it is a distinctly unenjoyable one. As a player and a consumer, being unable to dye the majority of the helmet means that it only really fits in with that particular set - this makes such a long-awaited helmet extremely limited to use, as it won't match well with...well just about anything. Less aesthetic customization is never a positive move in an MMO-setting. It feels incredibly disappointing as a player, and is objectively an inferior design choice. Please, please make the rest of the helmet dye-able.
  2. My gripes: - On the whole, I love it. - The ruins area in the mountain retreat really needs a roof, or maybe expanded. Like the idea, but feels kind of limited. I'm not a fan of the Killik cave - I would prefer the Killik hives and yellow cocoon thingies be optional someone, perhaps tied to the terminal? Would like the cave more if it was just a cave without any kind of preset decor like that. - Stronghold is very big, but I enjoy this very much. It's perfect for certain kinds of RP and DnD-style dungeon making purposes, which I find extremely useful. - Remove the Killik decor. Also, I liked the speeders and not the Thrantas. - The hook density is fine, and I find excellent because it makes a massive variety of whats possible in each room and I appreciate that. - The buildings need more ceiling light hooks. - Please remove the obvious Jedi Temple chandeliers present in certain areas, and replace with standard ceiling light hooks - screenshots here - https://imgur.com/a/BcMSHFE - Please add light terminals that can dim/brighten the lights in the buildings/rooms similar to the ones in the Rishi SH apartment.
  3. Give us Mando's full beskar set with his shiny new jetpack. Do it. This is the Way.
  4. Because their "work" is laughable. Have you seen the feedback to the new patch? Bioware refuses to acknowledge that players DO NOT WANT TO RELY ON RNG TO GEAR. IT IS NOT FUN.
  5. WE DO NOT WANT RNG. REDUCE RNG. WHAT IN GOD'S NAME WILL IT TAKE FOR YOU GUYS TO GET THAT WE DO NOT WANT MORE RNG. Honestly, what is the obsession with RNG? LET US GEAR IN A LINEAR, CONTROLLABLE FASHION.
  6. Hahahahahahahahahahaha Man, that was four freaking years ago. FOUR YEARS. What PT needed - what we freaking told them, for years now - was that PT needed a short-duration, hard negation CD to alleviate being targeted first. Now we just have a DCD that is weak as hell and does nothing to change the fact it will be targeted first (yes, even over jugs) and that, because it is based on armor - is specifically vulnerable to any class with any kind of armor pen AND especially so since they have added these amplifiers of which armor penetration is a stat that can now be stacked. Seriously - the DCD is basically useless against a Carnage marauder. That's HARD counter. Way too hard to be acceptable. So, yes - this DCD is weak as hell.
  7. Yes, that was with one stack. At 5 stacks and with stabilized armor up, in 306's, you go from 27% to 59% (57% with a 20% armor break from Mara/Jug/PT/Sniper/etc). The Duration extension from the set bonus flat out does not work, it stays at 10seconds not the 15 the set bonus is supposed to give. It *does* tick from dots, so you're going to hit 5 stacks very quickly but - that really isn't very useful. It does nothing to dissuade the enemy from focusing you - they're just going to keep killing you through. We need this ability to "stack" up to like 80-90% DR or something, or provide some kind of genuine deterrent to stop attacking us for a period. As it stands, this DCD is ultimately going to be helpful but it will do nothing to change the status quo for PT.
  8. Wow, so I finally got on to the PTS - Power Yield is waaaaaaaaaaaaay too weak. The base ability only takes you from 27% DR to 34% DR, and that's not including armor pen amplifiers, or any of the abilities that reduce armor by 20%. This is way too weak a DCD. It needs to drastically buffed to worth anything. Additionally - the Duration Extension on the set bonus does not work at all
  9. Because if it's that weak then they will buff it. Like they did the last time it happened - as it stands, a DPS jug will get 50 seconds off a 2min (or 1.5 min) CD - leaving a gap of either 40 or 70 seconds. That in and of itself is fine - the problem is with an Immortal spec, it can get double that reduction - 1 minute, 40 seconds to be exact - off a cooldown that is likely only 1 minute, 30 seconds if they have taken that utility. Meaning they get to use their big heal ability back-to-back, and that is as tank spec and skank tank spec - which, skank tank jug has been a major balance for years now and this will do nothing to help. That is absurd for any class to have.
  10. Grit Teeth is waaaaaaaaaaaaaay too strong - 10 seconds needs to be brought down to 2 seconds, or can only occur once every five or six seconds or something. That is *nuts* to give a guaranteed heal to full *twice* in the same fight.
  11. The new ability would be interesting, if it weren't for the fact that players can now "stack" armor penetration, through the new Amplifier system, and completely undermines the DCD. Armor should be changed to flat damage reduction.
  12. 10% damage reduction for 15% damage loss, when in reality it's just 4% than we would have now? Absolutely not, that is 100% garbage. You're trading a net 4% DR gain for 15% dps loss. Garbage. Throw it out the window.
  13. TACTICAL ITEMS - A Tactical Item that changes Sonic Missile's 30% Defense Chance to 75% Force/Tech Absorption. While in theory, 30% defense chance can be amazing...or it can be utterly useless. This will help reduce the RNG nature of the ability and offer the spec more consistent survivability that it has lacked for two years, while still ensuring it can still be countered (absorption means reduced damaged, but stun/CC still possible) - A Tactical Item that changes Rail shot, Magnetic blast and Shatter slug to have 15m range instead of 10. This item would restore some of the kiting ability that was lost when it was established that Powertech should be 10 meters and under, giving it increased passive survivability against melee opponents. - A Tactical Item that changes Grappling line to be able to be used within 10 meters, deal X amount of damage and root the target for 3 seconds. SET BONUSES "Brawler" set 2/6 - Rocket Punch increases damage dealt by 4% for 15 seconds. Cannot occur more than once every 30 seconds. 4/6 - Rocket Punch's heat is reduced by 2%. 6/6 - Increases the duration of Energy Shield and Sonic Defense by four seconds. Will add more as I think on them a bit.
  14. Pretty much this. The prevalence and commonality of Force users in this era means a prevalence and commonality of training and equipment to deal with them. See also; Mandalorians, bounty hunters, etc...
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