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Iymurra

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  1. I... actually like Nathema, Copero, Umbara, and the other harder flashpoints. Are they a little overtuned right now? Yeah, a little bit. But it's nice to have some harder content which I can't sleep through again. You can always run in to the other flashpoints if you want to run them. Its just group finder which doesn't have them listed. If you want to go spam Hammer Station again, go to the fleet and create a group, then run in. Group finder being different and having different challenges week to week is something I like.
  2. This. Just a thousand times this. Please let me change my spec in a group flashpoint.
  3. For the LOVE OF GOD. If I want to play Lethality on trash and concealment on bosses. LET ME If I want to swap to Medicine to replace the healer who dropped out. LET ME. If I want to queue as a healer or a DPS OR A TANK because we can do that now. LET ME. Get rid of this lock on swapping loadouts. It completely invalidates the purpose of having access to a second class in the first place. Please please please make this no longer a thing.
  4. Hiya guys. Quick issue I ran into when logging in. I'm missing a hotbar. One of my hotbars had abilities such as: Debilitate, Flashbang, Cloacking Screen, Evasion, Exfiltrate. Etc. Those abilities are now gone. And my keybinding import which used to have those keybinds set for that hotbar is now empty for that specific hotbar. Its fixable, it just takes me time and is something I'm notifying you about. edit: quickbar 5 is just gone completely from the keybinding import page. 1,2,3,4,6 no 5.
  5. 1: Eh... doesn't really change much but okay 2: Nah, this isn't the issue at all. I routinely level characters that have horrifically out-of-date gear and absolutely abysmal crit/accuracy/etc %s. The issue is mastery, power, & endurance scaling against enemies which have been nerfed. 3: this... wouldn't really change most of the issues. It'd fix a couple here and there but the primary issue with difficulty is that strong enemies are too weak. This is primarily due to where the class stories take place (thanaton & baras on korriban) as well as the baked in character power creep. I don't think most of us would be excited for "skytroppers get a buff" in the patch notes. And truth be told most mooks on most planets should remain stupidly easy. Its the Silvers, Golds, and Champions that deserve a significant buff. The Thanaton fight should take at least 30 second to a minute to complete. Not be one-shottable. Jadus should feel scary (mechanically, not just thematically) as the act 1 villian. Everybody's favorite ship-stealing nerfherder Skavak deserves more of a beatdown. And disregarding all of that. Companions are the real issue here. Player power has scaled up a bit over time, but Companion power is... astronomically ahead of what it was. As a long-term player. I CANNOT dump enough presence to make companions feel weak. And if I level them for crew skills their combat power increases too... If the companions were somewhere between half and a quarter as powerful as they are now, it'd feel a hell of a lot better.
  6. For me, its more of a "Solo Mode already exists. Why should people run HM or VM fps if Solo is better rewards/run or same rewards/easier run." If you want to see solo mode made yet more inviting (its already pretty easy) then I want to see even better rewards in HM so that I'll see more people queueing up for these fun fps I hardly ever see.
  7. Well... lesse... I think I'll probably keep most of my characters retired for 7.0 because they are currently retired now and I don't really play a lot of them regardless. For the ones I do play... Well, my operatives (yes, I have many) will stay Operatives. Possibly swapping one or two to ruffian instead of lethality. I'll play around with it a bit and see how I like it. I used to be somewhat ambivalent on the animations, but I like the shotgun a little bit more than Lethal Strike. Concealment will always be concealment. I don't like scrapper. I'll keep a merc in IO. I might add an impside character as assault specialist as I actually like the pub animations for that spec. Sorcs will stay sorc, because purple. My Assassin tank will probably dps in lightning or madness instead of hatred. I never really liked the dps assassin specs. Jugs and Maras will retire. Not fond of them. I might un-retire my scoundrel, or I might make a new one. Concealment leveling. No consulars, no knights. So... nothing is really gonna change for me.
  8. Yes, classes have changed before due to player feedback. Specifically, changes to Sith Assassin tanking (lightning regens hp to provides dr). When shifting from 1.0 there was a change with dark ward which was widely panned by the community and was changed to allow for sin tanks to be effective in combat and raids.
  9. Hey now, if Saber Throw is iconic for Guardians, then Orbital Strike is iconic for Agents. 'Sides, I said other helpful feedbacky things too. I miss Orbital Strike, ya know? (also, cover on operatives was great. Saved my life once or twice while leveling. Hunker down behind some crates, get some hp back with kolto probe and evade all the white damage. I absolutely miss it.)
  10. Trainers are absolutely disabled. Normal leveling progression is not what the pts is testing. But that being said, I do not believe that we should ignore the leveling pattern introduced by the new trees. The new UI clearly spells out when we get new actives and passives (discipline specific ones at least) and we should be looking at things in the UI such as when we get energy management in the spec. Or defensives. Or passives which affect abilities we don't get yet (i.e. stim boost passive at level 1 for concealment)
  11. Hoooo boy, Operative Feedback. I love my operative. I play Concealment and Lethality on the regular (though I raid more in Lethality and PvP more in Concealment). Lets do some operative feedback shall we? I'm going to preface this by saying that none of the changes fulfill my class fantasy. BECAUSE I DON'T HAVE ORBITAL STRIKE. Yes, I'm still salty about that. I know its been years. I STILL WANT IT BACK. On to business. Operative 7.0 PTS Initial Changes: Missing Abilities: Overload Shot Sever Tendon Debilitate Flashbang Tactical Superiority Tactical Overdrive Sleep Dart Countermeasures Some returned by discipline choices. Lethality: New Discipline Tree Feedback RE: Lethality Discipline changes Suggestions RE Lethality Concealment: New Discipline Tree Feedback RE Concealment Discipline changes Concealment Suggestions and Concerns: A couple general notes and concerns: 1: Energy generation passives for both DPS specs are a lot higher placed than I think they should be. 2: Sleep Dart needs to be returned. 3: I miss Overload Shot, it is my answer to Shroud. But I understand you taking it away. This does raise DPS concerns for Medicine Operatives however. 4: Gimme back Orbital Strike. 6: Gimme back Orbital Strike. 7: I WANT ORBITAL STRIKE BACK. ITS THE AGENTS CLASS DEFINING HEROIC MOMENT ABILITY. GIMME. 8: Imperial Strategies is not a good talent. 9: GIVE ME ORBITAL STRIKE! You can have Toxic Haze. I want ORBITAL STRIKE! 10: Where is the Operatives Raid Buff? GIVE US BACK ORBITAL STRIKE. Oh, yes. I could run all the dailies on Onderon fine as is. My gear score was about 295 or so. I did have a companion out (as tank). But this hasn't been an issue for me in any of the builds. So its not really relevant to the feedback you're looking for. The ability tree was fairly intuitive for me. But I've been playing this game a long time and I have a good memory for the passive icons for lethality & concealment which gives me more information to work from than a new player would have. i.e. I can immediately identify what are active and passive abilities in the tree, which is something that newer players probably cannot do. I did not like the new abilities window. I prefer the one on live. This one is unfinished though so I'll hold off ragging on it until I can better see what you're aiming for. There was one glaring error that I did see however. ORBITAL STRIKE WAS MISSING FROM OPERATIVES.
  12. I was musing to myself in the shower (as one does), musing about apartments on space stations, and I suddenly thought of a decoration which we do not yet have but which I would dearly love to see. drumroll please I request a poster, sized to a medium hook. The design of this poster that I request is an image of the ancient Egyptian god of frustration. A little wink and a nod to a kindred universe.
  13. Sentinel and Guardian are not my preferred classes. Having said that, I have given them a look over. Fundamentally, the specs I tested feel rotationally complete. There are a couple of missing abilities (force clarity for example) but the base spec is functional. It might not be as fluid as it is on live but it works. However I have some concerns. Since this is the Sentinel thread I'll focus on the sentinels. Internal Talent Consistency, Watchman. Level 20: Transcendence. This is a raid utility ability. It does not compete with "Burning Barrage". What I mean by that is Transcendence does not directly increase your potential damage in a fight, while Burning Barrage does. 2 out of the 3 options at level 20 are mobility related, burning barrage is the odd one out. If this was changed to "Blade barrage roots the target for 3 seconds" this wouldn't pose an issue for me as you now have all 3 options revolving around mobility, not a mix of mobility and damage. Mobility CANNOT compete with damage on a discipline passive selection. Or that won't even be a choice in 99% of content. Level 35: Force Clarity. I'm a little bit different than most folks here. I don't mind if you get rid of Force Clarity. HOWEVER. It does NOT belong here. Options A and B alter the way you interact with Zen and Centering. Force Clarity has no relation to Zen or Centering. Discipline choices MUST BE INTERNALLY CONSISTENT. Level 60: Trailblazer. Again, internal consistency is needed. Trailblazer is the DPS talent here, its what people are going to take. Crusader is a good talent, but in PvE content you shouldn't be getting hit. Full stop. A more interesting series of choices would be between Adamant, Burning Zen, and Jedi Crusader here. Each alters the way you interact with effects and your focus. Crusader pushes you to play more recklessly (take damage), Adamant helps you with forced downtime, and burning zen lets you play more recklessly with your focus (note: I'd separate the no stacks/direct crit segment and leave that in the level 35 choice). Level 70. THIS IS NOT OKAY. Force Camo is your threat drop. You CANNOT remove this from sentinels. Now, you could remove the damage reduction and cleanse from the baseline ability and add those via a discipline talent, but each class MUST HAVE A THREAT DROP BASELINE. FULL STOP. I'm okay with having the choice between GBTF and Blitz here, but Sentinel MUST HAVE A BASELINE THREAT DROP. Level 80: Stoic. Again, clear outlier here. Passive DR and building centering when attacked (or taking periodic AoE damage) will meaningfully increase your DPS while Incisor will not. Incisor has the potential to reduce your downtime but realistically it belongs in the level 20 talent pool, not in level 80. INTERNAL CONSISTENCY. Internal Talent Consistency: Combat. Level 20: Blade Barrage. We talked about this in Watchmen, DPS talents competing with snares & roots is not okay. Level 30: Defensive Flourish. Does not belong here as its competing with DPS increasing talents, this is a DtPS talent. Level 50: Again, Defensive roll shouldn't be competing with Adamant or Intercessor. Level 60: Trailblazer. Same as Watchman Level 70. CAMO IS A THREAT DROP, IT CANNOT BE AN OPTION. Stoic doesn't belong in this set. Stoic, Defensive Roll, and Defensive Flourish compete with each other. That is a talent set I support. They don't belong in different places, they compete with each other. Internal Talent Consistency: Concentration. Level 20, kinetic barrage shouldn't be here Level 30, Zealous Defense. This is less egregious than the other two specs, but again. Defensive Talents should not compete with offensive ones. FORCE CAMO IS A THREAT DROP AND IS MANDATORY BASELINE FOR THE SENTINAL CLASS. Level 50, you know my feeling on this matter by now. Level 60, same thing. Level 70. INSPIRATION IS BASELINE FOR OTHER SPECS. IT MUST BE BASELINE FOR THIS SPEC AS WELL. ADDITIONALLY, RAID DPS UTILITY CANNOT BE LOCKED TO A SPECIFIC SPEC. Level 80. You know my feelings on this matter. I did not have trouble with silvers and weaks when roaming around onderon with i286 average ilvl. The class changes you're showing us are functional. However, I implore you to look at the internal logic of the sets of talents you are allowing us to choose between. If offensive talents compete with mobility or defensive talents, its as good as those defensive or mobility talents don't exist. In order for us to make a meaningful choice, the choice has to be between different aspects of the same overall goal. You'll note I have no issue with the choices for the level 15 talents. I endorse EVERY SINGLE ONE of your level 15 talent sets. They're all great. You need to apply that same logic to the rest of your talent choices.
  14. Something that bugs me about these threads calling concealment ops overpowered with no counters... is that people don't actually talk about the counter. Roots its that simple They don't build resolve, have low CDs, and prevent operatives from rolling. They can be cleansed (uses a gcd), evaded (uses a dcd), broken (stunbreaker or threat drop), or circumvented (utility that no-one takes in PvP). All those things have fairly long cds and will let you wreck an operative in the meantime. There are a lot of dcds and abilities for which e-net is the hard counter, but to my mind only sorc bubble has no other hardcounter.
  15. For Healing Operatives. Surgical Probe, Kolto Infusion and Toxic Haze all require a Tactical Advantage (TA) to use. Kolto Injection, Heal over time effects (Hots), Shiv, Stim Boost, Dropping out of Stealth, and Backstab from Stealth all generate a TA. Kolto Waves can be made to require and consume a TA but it does not naturally need one.
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