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Omicrie

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  1. When you think about 1.1 when the merc actually worked and the game now (where alot of other clases work properly-ish), there worlds apart. The merc has been out-of-commission and left virtually unchanged in utility / survivability since its nerf; and now that they have "seemingly" just finally fixed issues with the other classes; they don't want to reintroduce it since its role has never really been balanced out in the game in the first place. my guess is you need to make more forums directed towards getting them "clarifying" your Class role better, so that you guys can at least complain that the current play-style doesn't match or fulfil the group needs that the dev originally said the class would fill. But that's just my opinion.
  2. Power-techs and marauders are probably the most powerful classes right now. Snipers have a similar playing style if thats what your into, and they do pretty good dps. I personally like the sin since its a complete 360 as far as utility.
  3. Snipers are pretty fun, Just wish that engineering had a little more "BAM!" to it like the other 2 trees do. I'd be on that like white on rice. Been playing around with trying to hybrid the tree since I play more casually on my alt. I wonder what the class is getting from the levels there adding. Any ideas on what probably to expect?
  4. Hey guys, I've been playing with this engineer / lethality hybrid on my battle-master geared alt for fun. It actually works pretty good so I though id through it up for anyone who wants to give it a try. <Dirty metal pvp hybrid> http://www.torhead.com/skill-calc#400ZrI0bRobZG0rkrMhd.2 The basic idea is to apply cluster bombs through explosive probe with lethality poisons and then use cull to trigger it it all off. This will keep the energy recovery nice and high, so that you can splash in some aoe burst damage with frag grenades or anything else you find appealing. I think there's nice symmetry to the build since lethal dose applies to the probes and cluster bombs, with explosive engineering and experimental explosives applying to corrosive grenades. I was easily out dpsing the majority of players, but a player that is more seasoned with snipers could probably pull it off better than I did. I made this build because the engineering tree is fun but lacks the "BAM" that the other two have. Any-ways have fun and let me know if you enjoyed trying it.
  5. Lol that wouldn't even start to fix the issues needed to make the merc viable for pvp at the same level as a powertech. The bottom line for the merc right now is that there is nothing that they can do that another class can't do better. The dev's for classes and pvp won't even comment (at this point in time) on what exactly the mercs role is supposed to be. They at very least need a escape mechanic, and a dps boost (specificity because of healers due to the lack of interrupts). As far as ranged dps (arsenal), the sniper is better. As far as durability as a healer (body guard) an op is better. As far as mobile dps (pyro) powertech is far better. As far as in combat healing mechanics (for dps) sorcs are better, sins and some marauders do just as well, if not better sometimes. As far as survivability as a ranged both snipers (cover + root+ 3 stuns) and sorcs (sprint + better heals) are better, yeh mercs have heavy armor ( for only 5% damage reduction on some dps) but there interrupted / slowd or rooted and torn apart while doing limited dps, with there only option for decent defence being their one deficient CD for 20% damage reduction (which the other classes have similar ability's) as dps and a knock back (that sorcs and snipers also have, that warriors can easily jump back to them with because the CD is so long). If it was such an easy fix they would have done it long ago. Stop pretending that BH pyro powertechs vs the pryo mercs is an easy fix and give up. The damage difference is just the tip of the iceberg, the merc Advanced Classes are in bad shape in general when comparing attributes towards its "roles". And If they cant bring at least Pyro the "shared" skill tree in line, Is there really any hope for the others? Besides prototype Works just fine so there's nothing a powertech really has to complain about.
  6. Your suggested changes do nothing really to balance out the merc Vs the powertech advanced classes. limitations of a merc: - No passive movement speed bonus - No gap closer/leap/escape tool - No reliable slow - No interrupt to speak of (making it much harder if not impossible to kill healers) - No CC immunity - No way to dispel Consular/Inquisitor's Force Slow - Only one knockback unless Arsenal specced (the chances of the "root" applying being almost non-existant) - "heavy armor" is only a 5% difference in damage reduction to medium (and that only applys for some damage anyways) - only one defensive CD - only one stun - Long cast times and high heat cost on heals (unless body guard spec, or the lower power CD heal over time) - Their best abilities require them to stand still and cast This plus the fact that Powertechs have better: defensive ability's, movment speed / gap closers, a current range that is just shy of the mercs, The fact Powetechs proc railshots on insta-abilities, with a better chance of applying combustible gas cylinder make powertechs much better than mercs IMO. (Especially since the only alternative to pyro for dps mercs is arsinal lol) Listen I'm not saying that the merc isn't playable, its just much harder to get the same output with less to work with. What you suggested doesn't help the merc at all. SOME fixes to the issues above would, The simple fact is that at lvl 50 mercs are much weaker than most of the AC's, they were nefted harder than was needed because pre 1.2 many people weren't using ability's like interrupt or gap closers effectively, as well as a few of their advanced classes later ability's. In-comparison powertech are untouched by bio-wares nerfs. So even with your supposed changes powertechs would still be much, much, better than a merc for raw ability.
  7. Hey guys, I used to play a merc and while it was fun to play, it suffered from some serous issues. I have recently gotten a new account. Since me and my roommate (who is often out of town) used to share one, and I opted out for a new one. I REALLY do enjoy playing the merc, but after being my first charter and having to re-roll once already because of the state of the game (which was pretty brutal pre server merge). I cant really justify making one right now with my soon to be limited time to play unless there is at least some improvement. I was hoping that if anyone receives any-feed back on the mercs future or current development (ANY at all), that they would post it in this thread (even if its just a "were looking into it"). Because since 1.2 there has been little to no feed back on this AC and requires to much effort to scourer through every SWTOR thread for an official comment. This would make it so that I and the many other merc fans / players (as well as sympathisers) can have a usable place to go. Also if you feel the need to, this can be a place to specificity complain about the LACK of feed back for on mercs. (but please refrain from posting current problems unless there formally addressed by BW) Thanks guys, Take care and have fun:D
  8. So what your saying is that they should completely ignore the fact that tanks, dps, and healers use different mechanics. As well as completely ignore factors like: range, stuns, armor class, mobility, interrupts, area of ability's, roots, buffs, de-buffs, cast times, stealth, jump or pretty much anything that makes any of the game classes unique in the least bit and just level a few of the average ability's that the classes have and equalized them? We may as well all just roll sniper dps, powertech tanks, and merc healers then 100% of the time, since everything will be equalized but they have range (which is not in your factoring) . Real smart, i'm sure thats going to keep the game competitive. Furthermore it's often more important HOW the damage, tanking, and healing is done over (per your example) the 6 mins of game play. What you suggest is merely a band-aid for people who don't know how to play their classes in the current PVE, and will completely nuke all competitiveness in PVP (and future PVE). Granted some advanced classes do need buffs, but what they don't need is to be marginalized to the point that there all the same.
  9. I'm sorry too burst your bubble, but even if they had a perfect understanding of the game "metrics", that alone would never be enough to truly balance out the game. There is simply too much situational content and possibility's for that route to be a perfectly accurate representation of the game. While I agree that there will always be people in the game fighting to empower their main, it doesn't really matter. Its design 101 to gather feed back and thoughts when a problem is found in a product, weather its an MMO or a an Ikea toaster. The principle stays the same: gather feed back, investigate (Research), brainstorm, revise, refine, brainstorm off the best ideas , revise again, refine again, Then finally test the product (if undesirable start the cycle again), back shelve alternatives to work off of on a rainy day. The subscribers trying to empower their class that way are more likely to hurt there class than empower it since it can be easily break-en down on BW's end (since their likely too investagete spacific class scenarios), and the more weak they say they are the more likely they will bring attention to ability's they would much rather have left alone. Bringing attention to a class is a double edged sword, so its only really a safe option for a weak class too complain to begin with. It should be noted though that from a design perspective I find it hard to reason around why they always nerf or buff classes with the large variations they do. Or why they don't just apply one buff or nerf at a time to test it instead of potentially changing the whole game by changing more than one class at a time. It makes it impossible to get an accurate measurement of the changes they implemented. (You devs can handle that much, its a soft critique by normal design standers IMO) I hope that clears up as to why they NEED class feed-back, It's something EVERY successful MMO has done at one point of time.
  10. Hi there, Its nice to see the amount of communication here. First, let me say that I fully understand the limit to the amount of information that you can provide about developing content. It is certainly a let down to people too not tell them about ideas as soon as they pop out of your designers heads and on to paper, but it would be much worse too promise content before it has a chance to be refined and revised. The one issue that I would like to bring up however is the lack of feed-back in the class forums. If possible could you please explain the proses of how your team handles class feed back. The reason that I and much of the community find this area to be a particularly disappointing area to not receive feed back in is: That all future content aside many of the class in-balances can create problems for players with the content they already have. Due to to competitive nature of level 50 pvp teams and limit of spots in an operation, often which class a person is playing can make or break their chances at fully experiencing level 50 content. Sometimes leaving them with only the alternatives to either re-spec and re-gear (often into a roll they don't want) or re-roll as whole different class. Furthermore it is also one of the first places people will check before buying the game, too decided what type of character they might like to try. The last thing their going to want to see is that the class type they want to play is being utterly ignored. So even if theres a class with no complaints (unlikely as it may be ) a post once a week for every advanced class to let subscribers know your paying attention would be highly appreciated. Thank you for your time, and I hope to hear back from you.
  11. 1) Best range dps, tones of stuns, advantage of anchors and cover to shut down much dps and utility ability's of other classes. Only comparison as far as group value as a dps is an marauder. First choice as ranged dps for pvp, vary's for pve. Nothing worth while that a merc can do in dps that a sniper cannot do better, better survivability than a sorc with better burst damage. 2) feel that this class is the strongest ranged dps, mercs don't even really count in comparison. No complaints about this class besides the fact that were casting time class (interrupt) and often targeted before the other ranged dps (where i feel like it should be a class that wait for more opportune moments to pick off people, which we would if they were paying any attention to the other ranged dps as a threat). Sort of wish that the class had a few more unique ability's or more range. Engineering I thought was fun, but isn't really viable for pvp or pve as it is now, the other specs are played often (2 too 3 in the average pvp) but an Engineer you might see 1 in every 1000 pvp you'd play. Just isn't currently as good as the other to specs in survivability, dps, or team play. Needs more mobility and dps for sure.
  12. played to lvl 50, then stopped mainly doing the odd HM or pvp in recruit. 1) Monster dps, easily one of the most powerful current classes. Best at 1 v 1, with too many utility ability's slapped on top, great for objectives. Can do anything an (non-hybrid) Sin or operative can better, first choice as a replacement dps for melee or range since the their utility is a powerful gap closer / objective carrier. Over powered and Over played. 2) Is over played. Feel that this class is stronger because it is so streamlined for it's role in the game, No wasted ability's or talents in comparison to other classes. Jump with an anchor is a huge advantage, great dps all round, utilitys are sub par to none. stronget 1 v 1 dps class. I think that the class is currently over powered because other classes are weaker not that there is anything wrong with this class specificly. Requires less skill to play for dps / metals, but the best players (very few) playing the spec goals are to contribute to more than that. I believe that some of the other classes would benefit from streamlining to their roles like this class, and so should be used as an example in some cases.
  13. I have played darkness build pre-50 (quit when i started using recruit) as well as the other 2 builds. 1) - Darkness: the most played spec of the 3, good mobility, poor dps unless wearing dps gear, sub par to the juggernat and powertech tanks when in full tank gear. - Deception: Broken spec, rare to see, limited dps and team utility. similar to an operative without an opener, if they had a slow. Not very good for pvp or pve at lvl 50. -madness: weaker than in a sorc in all respects except for death field. Weak dps, objective preventer, pvp build. 2) -Darkness: all around fairly nice spec, find dps ok in comparison to other tanks, squishier than other tanks 1 lucky hit can make a huge difference, mobility is good but not as powerful as a jump. weaker melee damage than jug, and weaker range damage than powertech, decent mid range damage but have to constantly slow / chase people. - Deception: can be fun to play, weak dps in general, takes alot of damage, undesirable for operations and pvp teams, not any better than madness for 1v1. - Madness: death field is nice, is where the majority of their overall dps comes out. feels like a sorc that can survive 3 seconds longer but than loses 40% of their dps from the start. Decent mobility, stealth is sort of nice (until your out of it). Damage done is easily reduced if other players are paying attention. Easily replaced in pve (as well as pvp). Note: they are good in combination, though I know the developers dislike hybrids. This mainly came about when players realised that since the dps over all was weak (because they died so often, simply without dealing enough damage before hand). That it was better to keep the utility, some dps, and dark charge to do dps over time, than it is to be in either of the dps builds provided.
  14. I have played all 3 advanced classes in lvl 50 pvp and pve. 1) bodyguard: decent heals, tank like, but easily distracted / interrupted in pvp. Arsenal: Total joke of a class, often a free kill, and eats up team resources (heals and protection), only viable in pve. pyro: decent burst damage giver if ignored, easily killed, consumes team resources, pvp only (in general for all 3 builds, the merc is considered a second par version of another class, most often the sniper) 2) bodyguard: plays well, could use some mobility, feels stronger for its role than a sorc but much weaker than an op. arsenal: Ok at pve, nothing really unique about the class, under par to other dps at lvl 50, total joke in pvp. pyro: debatably the most fun build to play, sub par in dps, needs proper knock-backs and mobility. (find that it can be unique but that the ability's that are unique are a disadvantage to use. )
  15. This is my current build http://www.torhead.com/skill-calc#200rfMozrskZhZf0cRr.2 Pretty much the slandered hybrid build that I frequently see used, With the exception of picking up duplicity and leaving haunted dreams. I find that the difference between the full darkness and hybrid build is mainly the fact you get a little more precision and can be a bit more open in your play style. That can really be an asset yo you and your team, by helping you get the bang for your buck while in an area. If your looking to be the invincible tank go darkness for sure, but if you want to be something a little more than a tank go hybrid. You will be a bit more squishy but its well worth it. If your going hybrid I recommend that you pick up biochem for the reusable med-pack, and keep in mind that over charged saber heals you as well. Your going to want the stalker gear for pvp, and find a balance between doing objectives, damage mitigation (more than just guard) and dps. Hope that helps, take care P.S. I don't find harness the darkness to be that useful any-more, but wither is a little better since it now doesn't hit incapacitated targets from 1.3 updates.
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