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gaboost

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  1. All these 2% dmg increase and autocrit bonuses are awfully boring and don't make much sense in some cases. -These autocrits can result in someone getting globaled in 3 seconds in arenas where there's no tanks and every dps is focusing 1 target. -The 2% dmg increase ... ZZzzz Here's a list of the nice and fun bonuses that are already in game: -Reduces the minimum range of saber throw - Juggs -Lightning Strike and Lightning Bolt or Disturbance and Telekinetic Burst reduce the cooldown of Recklessness or Force Potency by 1 second. - Sorcs -Consumption or Noble Sacrifice no longer removes any health when used with a stack of Force Surge or Resplendence. - Sorcs -Wither or Slow Time reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds per activation. - Sins -Dark Ward’s or Kinetic Ward’s duration is increased by 3 seconds and charges are increased by 3. - Sins These are the couple examples that have a direct impact on how you play your toon. Having more bonuses that reduces the cooldowns of certain abilities when activating another ability would be great. You could take some of the class utilities in the utility tree and make them set bonuses instead. Like the marauder's cloak of annihilation. One of my old favorite bonus was the 8% heal when activating intercede as a jugg. Would probably be too much right now since juggs are pretty tough but you can see how a bonus like that would change someone's behavior. It seems pretty clear that bonuses for healers and tanks are better or a lot more specific and tailored for their role because they're made for just 1 discipline while dps bonuses have to work for 2 disciplines There's also a couple unfairness when it comes to having every class get 1 autocrit. Operative's kolto injection is a lesser heal compared to Merc's healing scan but both get the autocrit treatment . Could say the same about ambush and maul and heatseeker missiles. In the end, i think the answer is to bring back separate PVE and PVP bonuses. PVE bonuses would result in higher dps or easier energy management while PVP bonuses would result in better utilities or defensive abilities.
  2. I'm ok with the 10 seconds cooldown on the roll but something really bothers me. Right now you get 1 roll and then have 10 sec to roll another time before the ability goes on cooldown. So there's really no reason to not use your 2 rolls back to back because if you wait 9 sec and then roll... you gotta wait a whole 10 sec again. This means you can either double roll and then wait 10 sec to roll again = 4 rolls over approximately 13 seconds. If you wait 9 sec before rerolling = 4 rolls over approximately 20 seconds Using only 1 roll probably means that you are simply moving around or chasing someone or getting out of a nasty aoe. Using 2 rolls probably means that you gotta **** if you don't want to die. So what is really happening is, you never have your 2 rolls when really needing them. You probably used 1 only and then you found yourself a couple seconds later, really needing both of them but sadly you get only 1 and a nice 10 sec cd with it. I think it should work this way : When you use your roll once, it immediately goes into cooldown and it gives you 1 other free roll for 9 -10 seconds This way you're certain to always have 2 rolls available per 10 seconds.
  3. These changes are welcomed but they are really lazy changes imo. They didn't change anything to the mechanics. 1% dmg buff here and 2% dmg buff there won't make any change ( PvP wise ) and even in PvE they are pretty futile compared to the 25% dmg inc to overload shot ( We still don't use it ) . Of all this, the 30% surge buff to laceration is the only worthwhile buff. The 100% chance on collateral strike chance is nice too, for the energy but then, i fear that in real combat, it won't make much of a difference. 6% crit.... yeah cool.... but then, if they wouldn't have nerfed Crit to Oblivion in 2.0, maybe ops wouldn't even need a buff. What we really needed was shorter cooldowns, we'll still find ourselves with nothing to throw at our target for 3 sec every time. OH and no no! NO overload shot ! Stop trying to make it happen, k?
  4. ^ ^ ^ ^ ^ ^ What this guy said. The basic 4 sec evasion skill still purges madness dots, it's the 1 sec proc from the concealment tree who doesn't. I don't know why, because it clearly says 50% chance to trigger Evasion for 1 sec. Evasion = Purge ability Toxic scan = cleansing ability
  5. So yeah, i tested it in a duel and it really doesn't purge them... I really hope this is not intented -__-
  6. So yeah, nothing else to add except that if it's intended... there is really no reason left to play concealment instead of deception....
  7. I've never raided on my merc so what will follow is gonna be for pvp. Mercs dps is fine, just like sorcs dps. What makes it crap is their extreme vulnerability versus melee classes. When i'm fighting ranged classes, no problem: Dps, Dot, LoS, heal up. Pretty simple. When against melee classes: Interrupted, interrupted, try to run away with hydraulic override and ''spam'' instant abilites, nope gets stunned. LoS and heal up? Nope can't do that, heals too long and melee class out dps'ing your heals... And also, we won't do 18k dmg in 3 gcd like a masher can, so there's no hope to win a dps race there. No rooting abilites, snares are useless versus leapers... Electro net : I'd even nerf it if it meant i could use it more often. So yeah, i don't really know how, but if we could defend ourselves better against melees then this class would be more than viable. Maybe it's just this game who is just really terribly unbalanced, too many interrupts, melees have only instant abilities, ranged and melee attacks having a chance to miss but not tech or force attacks... so sorcs really don't even have to bother with accuraccy in pvp... how unfair is that.
  8. First of all, i'd really like to know BW's vision of an operative. What exactly are they supposed to excel at, because right now, I can say that no one ever brings a dps operative in arenas or even raids. So here's a couple suggestion, these are individual suggestions and shouldn't be taken as a whole. - Tactical advantages duration is way to short, you get stunned once and they're all gone, when i'm in lethality, i put 8 points in the healing tree to get longer TA's and faster heals and getting TA's while healing, that way you can get back in the fight right away. Or i'd even say to simply get rid of TA's and slap cooldowns on everything, lot more work since it would require to rebalance all 3 specs but could also fix operative healers. - Sever tendon should be more than just a snare/root. It should become an attack with real damage like shock but with a snare effect as a bonus, it would also give us a reliable 10m attack like so many other melee classes, because let's face it, we are the most melee class of all melee classes. It should be a root then a snare for all 3 specs, simply reduce the snare duration. The big problem about snares is their weakness versus leapers. - Explosive probe and snipe, I suggest you simple remove them and replace them with abilites more fitted for an operative, you clearly said that cover was never intended to be used by operative, neither should explosive probe and snipe then... plus using explosive probe in our rotation can really mess our energy regen. - Add stances for each spec maybe? I can see the concealment one being Acid blade, it could help energy since you wouldn't have to cast it everytime. Or simply make acid blade a passive ability. Acid blade right now doesn't make any sense. As long as it's not proc'ed, you don't benefit from the 30% armor penetration, that means your fist hidden strike will never be your best hit. - Infiltrate and sneak, i feel like these 2 abilities could do a lot more, infiltrate is useful just at the beginning a warzone and it's also difficult to coordinate people. In arenas, it's used once and then you just forget about it. It should have a in combat version of it, 6 sec in combat stealth or i don't know, because when you compare it with other classes 3 min cooldowns abilities, it falls pretty far behind, it doesn't bring you anything personally, you already have stealth. And sneak, just find something else than a 50% speed increase, a speed increase without movement impairing immunity is simply useless. - Evasion and cloaking screen, see these 2 abilities are often used together, cleanse everything and then go into stealth but the truth is, you're still vulnerable to a lot of aoe's or even getting doted at the last second, i feel like shroud is a better ability just for that, because you can't get smashed or doted right after going in stealth. Give a 4 sec immunity to everything after cloaking screen? Or put another purge on that ability too? - Kolto injection and kolto infusion, i remember you saying that heals on an operative are part of his survivability but how can you actually cast an heal in melee range... imo they both have really long activation time, maybe reduce one of the 2 just like mercs or sorcs who both have a 1.5 cast heal. - Attack roll, alright this one sounds crazy but it could be nice to have some auto attack that targets enemies near you when you roll next to them, nothing huge, something in the same range as suppressive fire or sweeping blaster in terms of damage. - Double knife attack, don't know exactly what it'd do but i feel like operatives could use another ability and something that would look like the operative /flourish emote would be pretty sick. Lethality does feel kinda awkward, that mix of different range abilities is just ugh. I'd even sacrifice attack power for better defensives cooldowns and better mobility. Some sort of get in/get out playstyle. Oh and jeezus, of all classes, i think advanced prototype powertechs are the hardest to kill as an operative, they move too fast, you just can't get any solid hit on them, can't control them or get behind them because of their range and speed. I'm not looking for extra opening burst, i don't want to kill someone without them being able to fight back but it feels like we should because without stealth, your options are limited. Can't think of nothing else right now but i wanted to point something out. People complained that operatives are shady and slippery... well i thought they were designed that way... i mean why are you complaining that you can't get the killing blow on a fleeing operative. When fleeing and recuperating, it's just like they were in the respawn box, same thing, they're not bringing to their team. Why complain about the roll? Of course, it's annoying in huttball but did anyone got killed by a rolling operative? I don't think so. ( BTW.... FIX ROLL BUG, OMG!!! )
  9. The title says it all, is it intended for stealthers to vanish, get out of combat and having access to another medpack and adrenal while the others can't? Because let's be honest, once the real fight has started, it's near impossible to get out of combat if you're not a stealther. Having faced a team composed of a Sin tank, Op healer, Deception sin and a smash marauder. We simply couldn't make the killing blow. Maybe limit people to 1 medpack and 1 adrenal per round?
  10. Title is pretty clear, was in a Voidstar match, got pulled than stunned while spam rolling and BAM stuck forever again. I've been kicked out of WZs way too many time because of this and rarely on a losing game just to add to it!
  11. Same, covered escape doesn't work when i'm rooted and you can actually leave cover before entrench pops after a covered escape with portable bunker, missing your seeking cover buff. I've also been stunned while using covered escape, was teleported back and then i was stuck in the respawn until i got kicked out...
  12. I use MM most of the time but i can switch to lethality if there's too many tanks in a WZ. 1. How do you think your Sniper spec is perceived by other classes? I'm a well known sniper on my server, mostly by other imps because i'm probably the best at the moment. People are always like ''nice Crystal is on our team, she's the best dps'' or '' Damn, Crystal is on the other team, kill her first'' but i'm pretty sure they think i'm an easy kill because of the lack of defensive cooldowns, specially against melee dps. 2. How do you perceive your own spec? In my opinion, all this accuracy, defense, tech/force abilities never missing, kinetic/internal/elemental damage should be reviewed. MM is 90% white damage, this means you need accuracy while you could stack way better stats, still, this accuracy is just going to be enough so you never miss but people will be able to dodge you. I won't be able to hit a shadow tank with his defensive cooldowns for sure. Vanguard tanks will take a 1.2k crit ambush while a sage will take a 5.8k crit from it. A merc or a sage don't need accuracy because most of their attacks are tech/force so Evasion is not very useful against them, well used you can dodge the Hunter's unload or the warrior's ravage and any MM attack. Plus with gear getting better and better, damage reduction is getting higher from kinetic damage only but internal damage resistance is not getting any buff, giving another reason to roll lethality instead of MM in the future. Final thing, is it me or Cover Pulse doesn't act like any other classes pushback, other abilities send you slightly in the air over obstacles but Cover Pulse don't. It just makes you slide on the ground, there's no way you can send someone in the acid pit in Huttball like that. If you want any other advice ask me, i play sniper since lunch and i rock with it.
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