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Seterade

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  1. In my musing about how this game could be better (realsticaly not T.T NERF!!) I would say take away 200% dodge from con roll and keep yellow resist, move 200% white dodge roll to lethality with heal (leth has a 30% white dodge already, this is a minor buff) and increase oper debilitate cd to 45. That would be enough of a nerf to bring them down a peg in 1v1 supremacy and not a big enough one where it would break nim/hm pve. (you need to always watch nerfs so they dont screw pve, devs prioritize pve design over pvp, money is in pve)
  2. Juggs are argueablely one of the best classes for regs. In solo ranked, they cant do well due to lack of escape options and cc immunity (venge ones have this but its poorly worked for SR focus) But in regs, juggs truly shine, in 1v1s (happens a lot in regs) juggs can beat anything that cant stealth. both focus and venge can, tho focus has to work harder. Also in regs, there is like a 50/50 chance your going to have a healer and 3 other people helping you global 1 person. again, tanks too, give a jugg guard and sorc heal, and watch the world end. 6m dmg rage jugg regs, done it personaly. 8m venge lemme smash, done it personaly. Jugg is in a very good place... they just struggle vs stealth, always have. they eat merc, sorcs, powts and other juggs. they struggle vs maras, sins and con ops. but not hatred sins or leth ops. (a good leth op can outplay them) also for unrelated reasons a jugg vs an equal skill sniper, dps vs dps will generaly lose. lack of leap, stun immunity, limited to 2 root breaks ect makes it very challenging
  3. going to make a tell all post about the oper class, why people struggle with it, why it does in fact outperform every class 1v1 and why while it has fotm currently it hasnt for much of swtors time. Why is it better at 1v1s: because they have a version of nearly every dcd in swtor and lower cds on most relevant ones + effective dps offhealing. "Dodge" 150% yellow direct damage reflect, 3 seconds on con, 5 on lethality. 200% white damage deflect if not stunned. (sniper cannot hardstun, sniper hardstun is white.) dodge cleanse all effects except e-net and stun "Dodge" cd has a reduced cd, of 3 seconds every 1 sec of 2m cd from all dmg, including DoT, AoE and direct burst that is 1 cd. 3 sec duration on con, 5 on lethality why is it op? because reduced cd +too many positive effects "Dodge Roll" Resist all damage, effects, roots, stuns and knockbacks for 1.5 seconds. Stacks twice, with 8 sec cd for each. "why is it op?" because duo kolto probe does all its healing inside dodgeroll. You are right, they do no dmg... they heal tho for somewhere around 15k side note: dodge roll looks like "dodge" and the resist effect last for .5 after character is fully stood up. most abilitys in swtor, "big" abilitys, have 5-15 sec cd... some require dmg inflicted for procs/effects to continue... hit them in their bubble and you just lost your whole rotation. putting you on at least 15 sec cd.. which they may roll Countermeasures Movement Cleanse: 45 sec cd, cleanse enet slow, allow ez pz LoS. Stop using enet excuse, it's irritating for those of us who know how to play oper. Stuns: Flashbang, without the help of a "insta cast" ability, or a utility, this 45 sec cd, 8 sec duration cc hits up to 8 targets and requires no cast. Debilitate, 4 second hardstun with a 35 sec cd, the shortest hardstun in swtor by a full 10 seconds. 15% alacrity will knock 4 seconds off, 31 sec cd legroot, A literal self contained LoS mechanic, oper leg root, will stop you from turning allowing 4 seconds of free dmg to backside. this ability has a 15 second cd. no other root in swtor cept sniper stops turning. crippling counterplay outside of cleanse root Heals: 2 kolto probes each "1" doing as much as a sorc HoT. but you have 2. they are automated, removing the gcd that mercs deal with. this is on dps specs. they heal 4k-7k with both hot. Kolto cast for con has a 1.5 or 2 sec cast, I forget and heals for 15k-24k. I forget the exact numbers, but I mained lethality op for a long time and my kolto hit 24k ez crit And finaly "movement" a melee dps oper can not only move away with roll, but they can move toward a foe OR a friendly. that is 3 movement options. roll is on 8 sec cd, teleport on 45 I believe (I forget, might be 30) both lower cds than maddash and intercede on jugg/maras. faster than force speed 15 sec, and equal to phantom stride 30 sec lastly, dps. dps, opers have never had. in 2020 swtor, an oper can hit you for 150k in 3 global cds with volatile substance, veiled strike, backstab. (if this has changed in my absence speak up, I heard there was an oper tactical nerf back in like march or feb) In conclusion what makes opers stronger in every way is portable LoS, (leg root and dodge roll) haveing nearly every dcd in swtor, best aoe cc barring carbonize and sniper aoe cc... and literaly the best hard stun in the game, and for everything another class can do, an oper can do and better. I will provide 1 ex, seeing as I was a sin main for 3 years before I branched out. deception sin vs con oper. Not going into oper burst vs sin, because its parsing, and meaningless in pvp. 07
  4. I have been away from swtor for some time, 9 months to be exact.. on returning I found many issues improved, others stagnant. One in particular had me rolling endless balance ideas in my head for the stealth meta... and I believe I have found the balance for this change. There are 4 parts to this, 2 quality of life changes and 2 major wz changes. The changes will be in order from quality of life, to climatic change. I will post each point, with a spoiler explaining the reasoning. So we all know the power of pvp stealth out. It carries many merits, but the big ones we are going to focus on here are out of combat class heal to full and wz adrenal and medpack reset. For those who don't know pvp stealth out completely in many cases ends combat, and/or provides a window to end it, if it bugs or you get hit while invis. Quality Of Life Changes: 1: Sprint becomes all players passive run speed, removing "out of combat" requirement. 2: Pt energy lode stacks, Mara fury stacks, Merc supercharge stacks (All Faction Opposites) Mara and Merc both have a utility that allows for "class heal" or toy heals to charge stacks of supercharge/fury. I propose when this utility is selected and active, when a Mara or Merc leave combat or revive, a full stack is provided. AP Pt has a similar mechanic, class/toy healing provides a stack of 4 to power energy burst. I propose this "stack" be autogranted when combat ends and when revived. 3: Warzone adrenal and medpack are no longer 1 use per combat, rather they depend on cooldown timer for balance. Finally... The big balance change is, 4: Combat begins in Warzones when match start timer ends and combat ends when match/round end. No more out of combat healing, no medpac reset, no reseting your red dot on radar, combat continues from round start to round end. Going to do 1 quick wrap up to say how these 4 tie together. Pt, Mara, Merc stacks require out of combat to build. No out of combat, so they need to be instant. Sprint is a passive player speed. If combat never ends in warzone, then you "never" get sprint.. there is nothing players hate more than losing movement speed in videogames.. so dont take it, give it 24/7 Finally, if combat never ends only 1 warzone adrenal and medpac? Again... No player likes losing heals or mechanics in videogames.. so dont. medpacs and adrenals should have multiple combat use, just big cooldown. All input is appreciated, and I hope you all have a wonderful game!
  5. I have been away from swtor for some time, 9 months to be exact.. on returning I found many issues improved, others stagnant. One in particular had me rolling endless balance ideas in my head for the stealth meta... and I believe I have found the balance for this change. There are 4 parts to this, 2 quality of life changes and 2 major wz changes. The changes will be in order from quality of life, to climatic change. I will post each point, with a spoiler explaining the reasoning. So we all know the power of pvp stealth out. It carries many merits, but the big ones we are going to focus on here are out of combat class heal to full and wz adrenal and medpack reset. For those who don't know pvp stealth out completely in many cases ends combat, and/or provides a window to end it, if it bugs or you get hit while invis. Quality Of Life Changes: 1: Sprint becomes all players passive run speed, removing "out of combat" requirement. 2: Pt energy lode stacks, Mara fury stacks, Merc supercharge stacks (All Faction Opposites) Mara and Merc both have a utility that allows for "class heal" or toy heals to charge stacks of supercharge/fury. I propose when this utility is selected and active, when a Mara or Merc leave combat or revive, a full stack is provided. AP Pt has a similar mechanic, class/toy healing provides a stack of 4 to power energy burst. I propose this "stack" be autogranted when combat ends and when revived. 3: Warzone adrenal and medpack are no longer 1 use per combat, rather they depend on cooldown timer for balance. Finally... The big balance change is, 4: Combat begins in Warzones when match start timer ends and combat ends when match/round end. No more out of combat healing, no medpac reset, no reseting your red dot on radar, combat continues from round start to round end. Going to do 1 quick wrap up to say how these 4 tie together. Pt, Mara, Merc stacks require out of combat to build. No out of combat, so they need to be instant. Sprint is a passive player speed. If combat never ends in warzone, then you "never" get sprint.. there is nothing players hate more than losing movement speed in videogames.. so dont take it, give it 24/7 Finally, if combat never ends only 1 warzone adrenal and medpac? Again... No player likes losing heals or mechanics in videogames.. so dont. medpacs and adrenals should have multiple combat use, just big cooldown. All input is appreciated, and I hope you all have a wonderful game!
  6. Can we get a monolith cm companion? Been wanting one for ages to go with my thexan robes and ragebreaker monolith mount. it could have a similar move structure to nathema voreclaw but with purple force energy/blue
  7. what was most interesting about this meta change is the sin set bonus is the exact same as 5.0. 5% / 2% mastery first tier lowered cd on Fpot/reck and autcrit maul sound familar to anyone else?
  8. Thoughts on buffs and nerfs for pvp? http://www.swtor.com/patchnotes
  9. my suggestions wont hurt pve. realisticaly while much of pve is indeed white dmg most of the time in ideal scenarios the boss/adds will be on tank not operative, in addition to this a full immunity to yellow is very dangerous and very viable for for pve. if your tnk loses aggro once in a blue moon chances are you wont be globaled in two second cuz you dont have evasion on 5 sec cd anymore. "back"stab on con op and leth op are both things of the past, since both of them can now stab from the front with every rotation. so no, allowing "turning" during root wont change pve in that way either (again boss shouldnt be facing you) as for 15 sec added to hrd stun, most if not all stuns in pve are soft stuns, most enemy are usually immune as well. ultimately having hrd stun almost twice as short as everyone else is a gimmick and while cute and fun doesnt really make or break pve content. when I ran through all the possible nerfs you could do to an op to bring him to level with everyone else I was careful to only suggest things that wouldnt break them in pve. it was a hrd road accepting that this game is a pve one with a minigame pvp mode, but I accepted that 1 year into 5.x and never looked back.
  10. I didnt suggest roll be removed, thats raansus thing. I suggested it not have 200% dodge, only yellow resist. did you know that lethality has a 30% white dodge chance and makes a 27k-35k heal? in the time it takes to do that a con op can mitigate 10x that amount.
  11. having a roll is fine. haveing a gap closer is fine. haveing 10-15 cd on your gap closer, fine and balanced. but con roll is not a gap closer. its a dcd on 10 cd that resists everything and all things for 1.5 seconds and when combined into 2 is a 3 immunity to everything with a 15 sec cd. there is a reason "interupt immunity" and "cc immunity" abilitys are rare with long cds or requirment activation. (see "interupting ARS merc grant 4 second of interupt immunity" or "force charging someone on venge jugg grants cc immunity for 4 secs") but these "buffs" dont god resist all things and most have a longer cd than 8-16 seconds.
  12. zzzz no good op uses acid lash, volatile substance doesnt cleanse from force shroud and good ops run blow for blow evasion. please, yellow dmg into 150% reflect or white damage into 200% dodge. Id like to see how that works out for you. also volatile substance is on 15 sec cd, no one has enough dcds to eat every 15 sec volatile. your whole posts speaks volumes that either you arent an expert op or youve never fought one. I didnt go into the 20% heal, 20% dmg reduction, constant 11% dmg reduction, 2 hots at all times, immoblize hitbox root, kolto cast, instant 8 sec cc or 30 sec cd on 4 sec hrd stun which is a full 15 faster than every class in swtor, sins coming in at 45 seconds. oh and god roll. yeh, still a thing in 2020.
  13. http://www.swtor.com/community/showthread.php?t=971893 ha. do you get the joke? cuz the OP was in this thread? I am hilarious.
  14. I gave a lot of thought in 5.x what you could do to ops to balance them, what I arrived at was "remove 200% dodge from con evasion and move it to lethality roll, keep resist yelllow on con" "alllow turning during leg root on operative" "45 sec hardstun" and 15 sec cd on roll. IF ops needed more to compensate for the changes than maybe a new dcd would be in order, but the current stat of ops is their hrdstun is a full 15 sec less cd, their "maddash" cd is disgusting, a melee class being able to root you out of hitbox is OP and lastly, no class should have an ability that resist everything, only examples of this are mad dash, covered escape and sorc bubble all with much longer cds.
  15. operatives are the best class in swtor in 1v1 and are above average in group content. you think their easy? you think "hurr just counter the roll" duel alim, nike, prum or dukeh then come back here and apologize for spreading misleading information. also oknight... hes good now too.
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