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LEBU

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  1. - The activation of the ventilation system no longer prevents the Red Venom ability from being used again on the Apex Vanguard in the Nature of Progress Operation. --> Is a kill with the use of this bug/exploit still valid? - Shelleigh's health in the Nature of Progress Operation - Master Mode is now correctly scaling with each Felshade she consumes. --> Removal of this obvious bug makes the burn much harder. Are old bugged kills still valid? - There are also 2 major bugs with the Trandoshan encounter that are not yet fixed that allow you to pretty much skip the boss / parts of the boss. ---> How can you really tell if a kill or a timerun is valid with no video evidence? How much sense does a kill ranking make if the last 3 Bosses have/had major bugs/exploits?
  2. How about you just put 2 Terminals in the begining of every MM Ops. Clicking the first increases your MM Stacks by 1, the other reduces your MM Stacks by 1. Every group then can adjust the difficulty themselfes. Everyone will be happy.
  3. I think we really need an in depth introduction from the devs to how the amplifiers are supposed to work. I mean do we even know if two amps of the same type stack? If they dont stack then most of the Amplifiers will be useless on certain classes and you wont see any difference between having amps or not. And if they stack you will be able to achieve some serious numbers which are nuts. For Example lets say I play a Pyro PT (Discipline Dmg is about 90% Techdmg) and without any Amplifiers I do 20k DPS (just an example number, dont know if possible) on the Dummy and Credits are not an issue for me at all. I use 7 Pieces of the General Set Shells where I gain +5% Dmg when I guard a Player and I roll all Amps to +1.5% Tech Dmg (Tech Wizardry). Then I have 9 Armorings/Barrel where I also roll all Amps to +1.5% Tech Dmg. (7+9) x 1.5% = +24% Tech Dmg 24% x 0.9 (Discipline Dmg is about 90% Techdmg) = +21.6% Damage 21.6% + 5% (4 Piece Guard a Player Setbonus) = +26.6% Damage 20 000 DPS (with no Amps) x 1.266 = 25 320 DPS (with Amps) This is a huge difference in Damage. And when you take into account that the Amplifiers are not factored in when they balance the encounters then all high end content will be a pushover for a full optimized player. And we havent even utilized the Amplifiers from the Enhancements yet. What I think will be used by most DPS players is the Life Steal Amplifier. They even go as high as 5% Life Steal per Enhancement. This whould mean: 7 x 5% = 35% of all Damage done is returned as healing? 25 320 DPS x 0.35 = 8 862 HPS (this cant be real?) If you have a raidgroup where all DPS are geared into Life Steal then you will for the most encounters not need a 2nd Healer anymore.
  4. It is nice that there are so many diffenrent Set Bonus available for Powertech but there is not really one that I would want to equip to increase my damage on an single target Operation Boss. (exept maybe the Veteran Ranger set to get one or two more rockets but this is very minimal and to get this small bonus you even have to use Searing Wave which is not even in the normal AP rotation) Just compare this to what Mercs are getting : Critical Charge - (4) Gaining a stack of Supercharge increases your critical chance by 10% for 10 seconds. This effect can only occur once every 10 seconds. (6) Doing damage or healing an ally has a 5% chance to build a Supercharge and can only happen once per 3 seconds. Power Step - (4) Activating Power Shot, Tracer Missile or Rapid Scan increases the critical chance of your next Power Shot, Tracer Missile or Rapid Scan by 3%. Stacks up to 5 times. - (6) Power Shot, Tracer Missile and Rapid Scan grant a stack of Power Step, stacking up to 5 times. At 5 stacks, your next Power Shot, Tracer Missile or Rapid Scan is more effective and costs no Heat. Surging Power - (4) Power Surge grant Precision Targeting, increases armor penetration by 10% for 6 seconds. This effect cannot occur more than once peryh minute. (6) Power Surge gets an additional charge I bet all these can lead to a more or less significant increase in Damage against single target Operation Bosses. You have to keep in mind that with 6.0 we are loosing the old Setbonus which was a significant increase in Damage against single target Operation Bosses with the 2-Piece and the 6-Piece bonus and also helped with heat-management with the 4-Piece bonus. If there is nothing compareable to this it will be a hard nerf for this class. I also did some more testing with the tacticals: Flame Dissipation: After you have consumed the 5 stacks of Flame Dissipation with Searing Wave you get an increased periodic fire damage for 10 seconds. In this 10 seconds it is not possible gain new stacks for the next Searing Wave. Is this intended? I think the intention of this tactical is that you now have a fun way to play Pyro without having to use auto attacks all the time for heatmanagement. But because of this 10 second window where you can not build stacks of Flame Dissipation you are still forced to use auto attacks a lot so that you dont overheat. Explosive Weaponry: There is a glitch/bug that when you equip this tactical (in Pyro-Discipline) you fire a Searing wave (that does not trigger the cooldown) Powerlode: This tactical looks good at first but firing so many Cell Burst are very heatintensive which makes them not worth it without an autocrit. The fact that this offensive tactical is tied to a defensive ability makes it even worse
  5. New Ability Feedback: The new Ability Power Yield is definitley an step in the right direction. What Powertechs need the most is a new Defensive Cooldown. That there is an offensive component integrated is also great. But now that I was able to test it I think that this Ability is not even remotely strong enough and it will not change that Powertech DPS are in PVP almost always the first Target. First this Ability is only 10 seconds long and even has a ramp up time. A PT DPS with an Itemrating of 306 has normaly a Damage Reduction of about 20%. Under focus fire getting hit with Power Yield activated takes about 1-3 seconds to gain 5 stacks. With 5 stacks now we have 7-9 seconds with about 43% damage reduction. This will not make anyone in PvP to change to a different target. Everyone will just keep on hitting the PTs until they are Dead. What I think needs to be added to this Ability is a Reflect or Selfheal component and for this you could even get rid of the offensive part in my opinion. For example: At 5 Stacks all direct Attacks are getting reflected for the remaing duration of the Buff. Or: All Health that is lost after gaining the 5th Stack is healed back up at the end of the duration of the Buff. Set Bonus Feedback: - Double Time: Increasing the range of Jet Charge did not work at all. Also activating Jet Charge at a distance over 30m triggers the cooldown but did not move the character. Also if you have the Battering Ram Utility the 2nd Jet charge is consumed when you use your <10m Battering Ram Jump. 4 jumps in a row not possible like this. - Game Plan: The damage that is dealt back to the enemy that triggers your Kolto Overload is very underwhelming. Almost not even noticable. Makes this Set Bonus useless when only triggered by such a long cooldown ability. - Hunter Killer: There is no animation or buff to show that the area around you also revealed when using Stealth Scan. - Right Price: The Power Yield duration is not extended by 5s. Reduction of Explosive Fuel CD when taking damage is working properly. - Squad Leader: Interesting Set Bonus that seems to work like intended. The damage reduction that is applied to nearby allys is 10% and with enough incoming damage the uptime of that ally-shield is almost 100% of the Energy Shield duration. - Strategist: Seems to work nicely. I can see some PVPers using this a lot. - Veteran Ranger: Set Bonus did what it schould. But I think the vulnerable from the Searing Wave is with 5 sec way to short. And I dont like the RNG that is associated with this Set. Nobody likes RNG. Just make it 100% chance to trigger a 2nd Rocket and reduce the damage of that Rocket if you have to. - Woads Instict: I need to do some more testing on this but the recharge of the 2nd Thermal Sensor Override seems a bit long. I think there is a Set Bonus missing that is primarily for the Tank Discipline. Why is every 2 piece Set Bonus +2% Mastery? Very boring. Tacticals Feedback: - Sonic Heal: Heals you and allies around you for only about 1000 hp which is < 0.5% health. So underwhelming that noone will equip this ever. Needs to be at least a 10-20x higher heal to be viable. - Second Contract: Seems to work nicely. I can see some PVPers using this a lot. Even works together with the Reel and Rattle Utility. - Neural Trigger: Seems to work nicely. I can see some PVPers using this a lot. - Powerlode: Getting the 4 Energy Lodes from Power Yield works great. This Tactical can make a nice Burst I think. But please adjust the 2nd part of the Tactical. In Operations you almost never get hit critically so its useless there. Please change into something like: "Taking damage while under Power Yield builds an Energy Lode. This effect can not occur more than once every 2 seconds." - Energized Blade: I dont really get this Tactical. Your little Dot deals more damage (I guess its about 10-20% at 4 stacks) with this Tactical but when you use your hardest hitting ability you lose that small damage bonus. Makes no sense for me and I cant see where and why anyone would ever use this because its a very minimal dps increase even if there would be a 100% uptime on that bonus. - Flame Detonation: Nice Tactical. Gives the Advanced Prototype Discipline and fun way to increase his AOE damage. - Hotswap: Overall a nice Tactical. Finally makes Translocate not completly useless anymore because the swapped player gets 100% dmg reduction. And I dont think thats overpovered because the player needs to be guarded first and then you still have to channel the ability. I could not see if the taunt is working and I didnt see a buff for the benign presence that is placed on you or what it does. Also it is strange that the guard on the swapped player is removed after using Translocate. I think the player should stay guarded. - Thermal Screen: Heat screen Stacks up to 6 times but when you activate Heat Blast only 3 stacks are consumed and you get the same Absorbtion Buff like before. I think I would be nicer if you can consume all 6 stacks at once for a bigger Absorbtion Buff. - Oil Fire: The mechanics of this Tactical worked but the damage reduction that you gain seems to be wrong. Tooltip says that you gain 2% damage reduction for every target you hit but i only recieved about 0.15% per target. - Flame Dissipation: I really like this Tactical. Reducing the heat-cost for the pyro core-ability Searing Wave helps alot with the difficult heat-management of that discipline. Also you get those Flame Dissipation stacks in an unique way that it could be beneficial to change the old rotation to speed up the stack-generation. I think that this tactical has the potential to be rotation- and playstyle-defining. - Explosive Weaponary: Pyro is already a Disciplie with good AoE abilities but with this tactical I think there will be no other Class in the game that can deal so much AoE in a 15 sec window. Could be a little bit overpovered in some bossfights but needs to be tested further. - Superheated Fuel: What exactly is defined as a "Flame Attack"? For me every Pyro-Ability in the normal rotation (with the exeption of rapid shots and rail shot) has something to do with flames or fire. So this Tactical pretty much changes Explosive Fuel from +25% critical hit chance to 100%. I think this would make Pyro a better Burst-Discipline then Advanced Prototype and could be a little bit overpovered in some bossfights but I like it and will test it more. - Flying Fists: It is designated wrong as a Mercenary Tactical. Also the tooltip says Rocked Punch has now a range of 10m but in reality it increses the range by 10 to 14m. Tactical also works with the Pyro-ability Flaming Fist. I hope this feedback was understandable, not too long and helps you to bugfix and make the right adjustments.
  6. LEBU

    Imagine ...

    This would be the dream. I dont understand why it is so difficult to make shorter seasons. We are not even expecting anything new or big in terms of rewards exept a flair with a updated number on it. I never met anyone who said: I wish the ranked seasons were longer...
  7. I simply completed the achievement and got the item xD When you click on it credit-symbols come out of you and you start to glow yellow for about 20 sec just like when using Resiliance. Thats it. Here is a picture to better comepare the item to the Shadow ability. https://imgur.com/a/ws2CNjW I dont think it should stay like this if this item can be used in PvP. Its way to similar.
  8. I really like the achievement that gives you the Yarvok's Gratitude item even if 150mil is a little bit expensive for most players. The only problem I see is that the animation (the yellow glow) from that item is way too similar to the Jedi Shadow ability Resilience. In normal play this wouldn't be any problem but in PvP it is crucial to see by the animation if the enemy is using this ability or not. So please make this item not useable in PvP or remove the long yellow glow from the animatioin. Otherwise players will spam this item in PvP (espacially Shadows) to make it look like they are immune to Force/Tech attacks and stuns all the time.
  9. I would like to see a tactical item that changes the Vanguard Passive "Tactical Armor". Now the Passive Tactical Armor is: Taking critical damage grants Tactical Armor, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times. With the tactical item this could be: Taking any damage grants Tactical Armor, increasing damage reduction by 10% and decreasing damage dealt by 5% for 15 seconds. Stacks up to 3 times. This would help the Class to survive much longer in PvP while being focused at the expense of their damage output which is fine and doesnt make the class overpowered. In PvE you have to consider your reduced damage output so you would only equip this tactical item for heal-intensive Bosses to make the life of your Healers easier when you have overall enough damage in the Raid.
  10. Of cource no one wants class/gear changes mid season. They should definitly start a new Ranked Season with 6.0. The question is if they could fit a Season 12 before September so that we dont have another 7 or 8 month long Season like before. (If remember correctly they said they want to keep the Season shorter between 3-6 month) So it would be nice if the launch of the new Expansion then could be the start of Ranked Season 13. It looks like the PvP-Community is not getting a whole lot new stuff with the Expansion so more and shorter Seasons would be some Content at least.
  11. When the new Expansion 6.0 is comming like announced in September 2019 I would assume that will also mark the start of a new Ranked Season. This would mean that Season 11 with about 8 month again would run very long. I think this is too long and suggest that this time is split in two Seasons, both runnning for 4 month each. This would also give us the before promised timeframe of 3-6 month for a ranked Season. So will there be a Ranked Season 12 before the Expansion lanches? If you only give out new titels and flairs as rewards that will be totally enough. We just dont want seasons to run this long again. Also participation in Ranked is always the highest at the beginning and end of a season.
  12. I really like what you where planning with the guild perks. But I think its a bad change that Stat perks will no longer work for Master Mode Operations. Just like with the Nightmare Cristals a Raidgroup can decide if they want to use this extra stats or not. Noone is forced to have this perks. Now the Guild perks are just way less meanigful to certain groups of players. Will the Guild Perk Set Bonus still work in Master Mode Operations?
  13. Also very interestet in this change but cant download the PTS. Has anyone tried it yet?
  14. I think its a good idea to remove Top 3 and add a new Tier for it. For me its was possible to get above 2k rating with reasonable effort with no exploiting/backfilling/q-syncing but it would never be possible for me to get Top 3 because for every class there are at least 3 cheaters who will always get rating faster then good, legit players. When I realised this I just stopped playing ranked. When they announce Platnium Tier at 2,4k or so I again have a reason to play without the fear of wasting all the effort I put in to a cheater.
  15. The last "Roadmap" was posted on Feb. 15th 2018 and was supposed to cover the time till April 2018. Now that we are in mid May I think we can at least ask for a new "Roadmap" of what content we can expact in the summer / in the next 90 days. And I dont count teasing a new expansion, the repeat of Events or promising the return of Companions and such as a content roadmap. We are paying a lot of money for subscription and even when we dont get new content right now we want to know what content we can expact in the near future.
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