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Beyrahl

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Beyrahl last won the day on August 19 2023

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  1. bump few of mine. But yes it's borderline dead.
  2. The debuff could easily be changed, it's a silly reason to be against it other than wanting to see Marauder continue to be terrible defensively. Back in the day, Diversion was a single target ability - much like how obfuscate was. Today, diversion exists, and pacify doesn't. Most of the tools both pure DPS had were vital to their playstyle and ability to deal with and survive in the metas they were in. The original variant of Ruthless Aggressor was indeed overboard. But in general, without defel marauder right now is paper. It doesn't need to have pacify, but rather Ruthless Aggressor itself is a good solution if changing pacify was even on the table. The point, is having more defensive power doesn't suddenly make it broken, but rather more playable. If the class had Undying Rage (most iconic ability) or pacify baseline right now. It would not make me play it anymore than I already do, it would, however, allow me to play it into more compositions that usually make me instantly log off of it. Everything has issues but, marauder currently has no solution to its playstyle. It doesn't get passive 4-6k HPS healing, it can't afford to usually drop a set bonus for second wind and it doesn't have the same damage on Fury / Annihilation to consistently have kill pressure for how squishy it is. Every other class in-game, I mean every single one of its peers that does the same thing does it way better. Madness > Leth > Viru > Pyro > I/O > Veng > Hatred > Anni. AP > Rage > Engi?LOL > Deception > Carnage > Arsenal > Marksman > Fury > Concealment. Fury being one step above concealment is only debatable due to concealments awful defensive capabilities nerfing it's uptime as disengaging is its only dcd. While carnage can do damage, it has the same issues of durability - It's also very reliant on maintaining stacks to keep up consistent damage and it's quite easy to prevent that with many different knockbacks with automatic roots still in-game. Shards of mortis should just be removed and we'd see how bad marauder is as a whole. It would leave zero outliers.
  3. bring back a pvp change while you're at it too.
  4. Not here to debate anything, I don't mind what you said because I wasn't doing anything but trying to inform. I'll say it again though, Augments do matter in PvP. As stated previously level sync is currently the only thing happening in max-level PvP atm, so this means bolster isn't available to bring your stats up. So missing augments will account for thousands of stats missing. 2,394 power, 2,394 endurance, and 1,820 secondary to be exact if you were missing all 14 golds. Everyone in higher item rating gear gets synced down to 336. The augment is ignored by sync, there used to be a lot of bugs and actual bolster issues since 7.0 dropped and I reported nearly all of them and attempted to document, showcase, and educate people about it. I don't like stat advantages and I want everyone to be on an even playing field, gearing treadmill for PvP can be fun but not when the average player is missing augments or being fed wrong information greatly hindering them.
  5. The games Balance went out the door in 6.0, force bound was a band-aid to hide it, grit teeth healing removed from score board, etc. 7.0 only made it worse due to pruning and low stat pools. Some specs need critical and have more value in scaling from stats while others get new free critical passives, free passive auto criticals and so on. Looking at rage/ap/hatred/deception putting them levels above the rest if augments were removed or not. Fundamentally I think we've gone too far and without a lot of changes across the board we won't see balance and that's fine. But a meta shift is way overdue. So many ways to do so, here's just a few ideas. Healing set bonuses are generally lacking and have no good AoE options, unnatural pres to everyone with resurge/reviv was amazing when it bugged out & was meant to be a dxun set. Operative seeing some DR once again like revitalizers back for medicine and or an interesting playstyle changing setbonus. Mercenary having a relatively interesting setbonus would be nice too, I think a way to change how trauma regs would work making it an aoe but weaker instead of the way it is now would be very cool. Talent changes, more drastic ones would be interesting, removing the basic obvious choices and making them base line would go a long way to make things feel better. DR passives, Predation, undying, and so on. Pruning was not really a positive for the game but it can be if done right, sadly, I think it was done horrible making many classes way weaker than ever. New tacticals - looking at spiteful saber, Primed ignition, stormwatch and a few others that only amplify rotational DPS which isn't very "meta" nor applicable for PvP. Something that could alternatively rival the damage these offer would be helpful or simply removing them because they functionally remove options for some of these specs to do competitive DPS. Higher stat pool & HP, we're currently in a burst meta and damage being as high as it is, it's very easy to abuse that meta. More health will make it harder to burst and require more pinpoint play & open up more build options which helps playability of some of the suffering specs. As mentioned not every class has built in auto criticals nor do they have critical passives so higher stat pool helps them perform a lot more than the ones who get it free. Undo pruning but keep setbonus changes and tactical changes. Just give utility and abilities back, like Pull DR and many more. My Sentinels hotbar has like 8 different empty slots now along with Combat still being classified as RANGED when it's a melee. Pls. Tl;dr a new expansion is probably only way we see any combat changes & simply lowering premade group size would fix a lot of the issues. The games too casual with almost no population allowing for anyone who knows how to PvP to just group up and stomp everyone. If another larger group forms that knows even better, the latter usually disappears and the cycle just loops yet again. The only people truly suffering is the solo player and generally anyone whose not running a full group. allowing past 4 was a mistake, it can still be fixed. The damage done to the game however with bad decision after bad decision PvP wise. . Well, that's going to take a lot but thankfully most people who do PvP for the sake of it, are diehards for the game and would be satisfied with minimal changes.
  6. Augs matter. Like a lot, there is no "bolster" in max-level PvP and you receive no stats for not having augments. The level sync function only lowers higher item rating gears stats nothing else so functionally it's not a bolster but a sync. Augs do not pass 336 so they don't get touched.
  7. If power yield lasted 30 seconds again for AP it would simply be an unbearable class to deal with. They did the right thing and it's still very strong defensively. It only feels like a glass cannon when you're fighting way too many or using your DCDs too late. You have to be far more proactive, damage reduction is useless if you don't have a hp pool to make use of it.
  8. The game has a mercy rule but it never goes into effect unless enough players leave. Leaving has a penalty. Backfills take anyone regardless of role. Declining is possible, regardless of role. These all play into each other, but generally, anything above 4 is too much. They had it at 4 for a long time and it mostly worked outside of the double premade queue sync. It'd still be a gamble most of the time if there were more than 4 groups. Arena is centered around T/H double DPS for the most competitive ranked format, which is gone now but it'd be a shame to see that go, so adamantly against it. However, a 2-man limit for the arena would work and the only way to have more is if you queued tank & heal also, preventing 4 dps abusing solo queue players. The same concept could be applied to 8v8 too without harming matchmaking much, it'd also likely make the matchmaker work better due to not having to deal with odd-sized groups. Making a separate queue would just kill things regardless, good players are still going to stomp solo queue, and premade will die out because the majority of them only want to be the meat grinder, not the meat that is ground. There are countless times this has been shown, including in group ranked when we still had it & ranked 8v8s. Off-topic of what you said but rather to add more to the post. Inevitably in today's state of game we just see TDMers playing against nobody for the most part, then OBJers fighting against TDMers who don't care about the OBJ which is just a never-ending loop of neither facing anyone in their style of gameplay. Sadly, most join up for rewards and conquest instead of learning anything or attempting to, it's very easy to be discouraged but everyone starts somewhere. If you cannot fight you are not useful to either TDM or OBJ player. You are also neither style of player and need more time to understand the game, the larger groups won't give you that chance to ease into it, it'll be trial by fire which immediately puts everyone off. This is completely understandable, so a step forward and arguably the easiest is just limiting group size back to how it was and calling it a day. Until there's some sort of ranking, you can't convince players to play competitively in a certain style that directly takes away from their fun. Most don't stop to think - Hey, why did he throw the ball away? Well, there are only negatives of holding it and if you can't do anything with it / don't have someone to pass to objectively speaking you're a ticking time bomb. The increased penalty for holding the hutt ball should have gone away with 7.0. Why isn't anyone guarding? If there are not any suitable classes and you ask this question, just guard yourself, a lot of players nowadays have no patience to sit there and defend a node that isn't attacked, let alone defend a node that won't ever receive backup - which is often nowadays. It's far from a fun activity and I wish it'd be redesigned the game is much more fast-paced than it was back then when those modes were created. Why is no one capping? You make yourself a target, someone who can cap from stealth is arguably the best to do so, plenty of times there are distractions but no one caps, simply everyone rather have fun fighting other players than clicking a shiny button. If you ever have to ask you should already understand the players you're with. You also should be aware of when you should be contributing to the team fight instead of spam-clicking the shiny, which is important. And generally, there are a lot of reasons someone may not do the objective but there's little reason for someone to not attempt to fight or attempt to learn to fight. The basis of most objectives is to give more than just fighting, it's to create a fighting point and create control over it. Including being able to defend and react to calls. I played a lot of objectives in the past and the majority of the people who queue today that call themselves objers would never get the ball, cap the node, etc. The basic fundamental they all ignore is how to fight and kill or pressure someone out. If they don't know how to deal with it they get pushed out and capped on, then killed until the game is over. It becomes a stale and generally boring thing unless everyone is on the same page. The maps are always the same, the players are different, the specs are different, and the combat is always different. Leaving TDM style players more to do in the game in the long run while objers only continue to get more frustrated. Simply a redesign of these archaic modes incentivizing things like mid-control would go a long way. I doubt we'll ever get it. While a victory screen means nothing to me, neither does defeat, it's gone far beyond that point for me at this point - I understand why most want to see the victory screen but it's also majority of the time the people who see the action the least.
  9. Tab target my friend. The main unique thing about this game is that the tank has an actual functional role in PvP. If they're made useless this game becomes even more silly and not worth playing. Tanks provide a different style of play when both teams have it, tunneling into just one person becomes a bad play and requires everyone to use more thought and swap between targets more. Fundamentally, the tank & heal arena is the most competitive form of PvP we still have left and if the roles were made any weaker, this game instantly revolves around just being a good DPS player, playing meta. Boring. Should they be hit a bit harder, maybe, but not sin. If you do this specs that are already efficient at tank tunneling (which I am not talking about direct tank tunnel but indirect, things like lethality, EC Lightning, and Pyro excel greatly at) become even stronger. It also puts people more into a burst meta because if hit too hard burst will just do too much damage that a tank can't survive the guard damage. Healers aren't up to par and this is a massive issue in this expansion and it's well shown. Adding in another mechanic that further lowers their already low healing input outside of just trauma would be brutal. Almost no point in playing it, everyone just runs 2nd wind and DPS/tank, which would be more effective most of the time. I do understand we play at different levels, but this isn't an issue, put more effort into your gameplay or play something meta and you'll see it firsthand. If any of this were to happen everyone good at DPS would just make people quit at a record rate and overall decrease the enjoyability of the game. Here's a recent example of just a healer dps game, while being target priority #1. A tank would make things winnable for my team, in general, any other front-line contributing would. The issue here isn't that we got out healed, it's that we got outmanned. Even with the damage being down, any relief in my damage taken would turn tides. A perfect example of why you'd ever want a tank to help the front line & punish bad play. Anyway, I don't want to just showcase examples because it's not that complicated. If anything, slap tanks a bit damage or control-wise and move on. Better yet, just buff healing and rework some of the control on tanks. Anything more will just make matters much worse and I would be able to show case and abuse them immediately. As for the rest, forums formatting is fundamentally broken and keeps wiping my response so I won't bother. tl;dr players aren't at the level they should be and should put some moderate effort into their gameplay.
  10. walk back into it, oh, good luck reaching it.
  11. Veteran's will still bully new players, without proper mm that'll always happen, proper mm can't even work due to population but it's still a step forward from than current state.
  12. Match making gets completely broken when groups larger than 4 exist. They sit in queues for ages and end up going against solo queuers quite often. There isn't much more that needs to be said, it's an abomination and needs to change already, so here we are making another complaint about it. As for the arena, it's just not competitive and it could be. Hear me out. Limit the premade queue to 2man and if you want to do a 4man, require tank & heal. Just that, it would make it more competitive and give a reason for groups to form for it. Also, enforce matchmaking more or give us a way to see whose in a premade or not so everyone can see how the match making did work. Sometimes there is a premade on your team and you just don't know it.
  13. I'm glad people are finally accepting that this is a reality most times.
  14. DoT DR doesn't save the archaic design of the class. It's a damage sponge and likely always will be, when the damage gets lower everyone's defenses are stronger. Mercenary/Juggernaut becomes quite intolerable when damage does ever get lower. Ideally, instead of reflecting mercenary would have made use of another DR defensive and generally would make it a much worse target for tunneling, while also just removing the bad play of reflecting at max hp just because. Heatseeker should be the auto critical over rail shot, as for sustain, both carnage and arsenal should see its 3% accuracy from the cylinder/form back if not a bolster of 10% accuracy, in general, would be nice to see, though this would hurt sorcerers and assassins they could easily do anything else but adding in RNG. Damage spread is on the issues regarding several specs Arsenal being one of them, annihilation another, fury is now included, Virulence without dot explosion (though still strong, it's relatively reliant on a sustained target). Another bad spread is MM which requires a bit too much channeling which shows its head-like arsenal issues with archaic design. Roll ambush is a creative way to help with it, though I think it should be a talent or baseline instead, without the damage amplification, which seems to be a common occurrence they forget the sniper has a laze target giving it a free auto critical and when you stack any % dmg increase on those it's massive. Anyway.. The ruthless aggressor is fine, obfuscate base ability doesn't need to exist. Giving it either a baseline or an undying baseline should happen. Durability is the issue. A stun is nice but I think we should either move towards less cc or give it all back. So what happened to mara should be passed down to others. Furys damage is turned into more of a parser sustained spec due to its auto-critical removal. Players would click off their stacks during parses to inflate their DPS and parse times. It was not legit and was barely applicable if ever in actual raids and neigh impossible to practically make use of it in PvP. It was strong for sure, but not as strong as it was looking on parsely.io. They seemingly also fixed this issue and should add it back, that'd solve its issues, it's a pure damage class that has 2/3 specs purely reliant on sustain, while one is semi-sustain but can burst better than the other two simply due to a busted tactical and having an implant that gives it an auto critical. Crazy that just having an auto-critical change specs completely, was something I brought up in 6.0 that made and broke meta with the exceptions of pyro & leth then elemental conv. Revitalizers were huge, it should be a thing, no damage reduction is just unhealthy along with no stun dr. I am fine with no stun dr but no dr in general is unbearable. Concealment has no issues for its damage and has two different playstyles for sustain and a more focused brust. Its issue is less ability to heal, no damage reduction that's worth anything & in general reliance on 4-meter abilities that get completely ruined by roots and slow without a move speed buff of its own (evasion helps). Tree rework and adding back a long shroud should be a thing. Movement options become baked in or more available to be picked. Hatred getting even slightly some DR would go a long way for the spec, overcharge saber being baseline would also in general be nice. The class is weak and only excels in certain areas and those areas most players whine about it being too strong, when in fact the whole situation they're dealing with is unbalanced by default. I think it's fine, though I would like a roll to heal with a CD reduction to 15s CD as a talent. Individual performance against people who don't have you as a priority or even care about dealing with you isn't very important. Put it in a scenario of an arena, hypothetically, do you think you're going to win if we're mirrored and I am on melee to pummel you all game? Likely not even with the current state, now take those options away it'd be a brutally fast loss. Madness is the new noob spec like how Juggernaut used to be before Mercenary, instead of it still being mercenary it's just moved on to madness. I don't think it's a big deal because competitively it can't hold its own, range classes fall off incredibly hard when under proper pressure, and even more so if they're a channeling class like madness. While in full DPS games, it's good sure, but the moment the enemy team has overwhelming damage it's no longer that good and quite awful, it's just the price you pay for playing certain things. I can probably never convince you of it, but there are reasons I do not play the spec because it is quite literally that easy to shut down without support when you're going against supports. Anytime I pop off on it is simply because people don't put enough effort into shutting me down, give up, and or completely ignore me / can't get to me. It's never a situation where I just face tank and laugh and carry on as usual, one sin could try to 1v1 me all game long as madness and my overall team pressure nearly evaporates. When I play something like a melee that presence rarely disappears. I know it feels awful as a mercenary to play into madness, but in general, it's also awful to play into Pyro, leth, viru, and generally any spec that has sustained damage. including hatred, which will just kill you through reflect. If they say nothing regarding to pvp outside of seasons for the coming patch I doubt we will see much of anything other than maybe one more gear bump and then a new expansion. And that's assuming we'd ever get one more. Then maybe we can actually get some changes.
  15. Sorcerer's damage isn't that crazy, things like reduced CD on Force speed are obnoxious and should get changed but I wouldn't say it's going to change the class much when or if they do. The actual damage gain from this isn't that big (try and test it yourself, polarity is the big one), I would rather them pull away from using an escape ability for damage, however. Cleanse is already there, so dunno about that one, but Pull DR should be exclusive to healers if it does come back. If it's a choice for DPS it should be an option that has a meaningful impact. 3% Damage reduction isn't much but when it's stacking 3x that's 9% DR, that's what Marauder has on something IIRC. It's not a good idea to just nuke the durability of classes that are reliant on archaic ways of doing damage by turreting and channeling. As we go further and further from the original image, these designs and functions will just become more and more useless and often get redesigned, note ravage. If anything the % health healing is more of an issue when it comes to survival. DR + Healing is what makes things feel unkillable, a good mix is what makes it strong. Looking at lethality as a prime example it has a healthy mix of healing and DR. Another way for the DR talent they have is simply to make it easier to fall off. Making it go off force leach for full stacks/convert full stacks to 1 stack is just an example. But as is, I don't feel it's that bad because when it comes to madness doing proper damage it is very reliant on channeling. It's when DoT explosion & Death brand come into play that it becomes incredibly easy, too easy imo. But they do give up team fight ability to run Death Brand and or dot explosion so in a way they're not great at everything, they sort of have to pick one, and being a way more durable duelist is one of them and I think most just need to accept it, when or if they nerf it and it's not targetted at % health healing it's likely going to be either not enough or dead in the water. Pooled hatred just shouldn't exist for Juggernaut tank, but yes the 10% nerf on crushing blow during taunt was barely a nerf. Depends on the variant, if it comes to 0CD it's plenty easy to outplay in PvP, though annoying. Dominate on the other hand is quite obnoxious but the durability isn't that good, if the DR gained from leap was 6-8 seconds, maybe, but it's not. The main reason this class can pop off so much is due to the ability to constantly get its burst back up and running, each combat drop resets vital abilities, that used to be vengeance only iirc. Then made into a talent. Now it's baked into all 3 specs. A simple change like that would nerf its ability to go go go and make it less obnoxious to deal with in stompy matches. Fury was mostly just good because of its ability to constantly disengage with a cleanse tied to it, its damage was good but only comparable as it couldn't hit as hard, and it also didn't have the same ability to pop off as hard either since it didn't get any sort of meaningful reset. Not trying to latch onto your comment or anything personally to you, but rather I think even if they took anyone's advice it should be well thought out and not overboard. It's much easier to make smaller adjustments as you go or bring up other classes to the same point (which should be done honestly, a lot of things are not too great and some things are indeed outliers) or in general just add more options for tacticals, talents, set bonuses and generally a redesign of talent loadout, really anything that'd make a meta shift outside of gear increase. New augs even would spice things up a lot at the moment. Preferably not super expensive ones either, the 300 IL money gate is extremely lame and has been for years now.
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