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KaellSolaris

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  1. First mistake, believe they listen to any feedback we send… When I first saw the weapon in the outfit, I tell myself: “well it is going to stay this way, better deal with It”, but … no, honestly it has not been well thought out and the fix should be easy. Right now, you can use the same outfit for both combat style unless they use the same weapon type in their main hand and off hand (ex: guardian – sage – juggernaut - sorcerer / vanguard- operative / gunslinger – mercenary, etc.). When you switch on an outfit it checks the type of weapon you currently use and load the weapon in the outfit if it has the same type, the way to fix this is to create additional weapon slot on each outfit Example for force classes we currently have main hand or offhand, if you add 2 more slot you modify the slot per outfit to: Main hand Single sabre Main Hand Double sabre offhand Single sabre offhand Empty Then when you switch to a combat style it just have to check the current weapon equipped and load the corresponding weapon type save in the outfit ( if it exist ) This way you can have the same costume using different type of weapon
  2. Feel free to state your opinion, but don’t burst in outrage if we don’t agree on something, we can have different opinion, no one need to blow up Alderaan. I don’t see in what I said was wrong. it was a rhetorical question: how far are you willing to tolerate an unfinished product based on a universe of which you are a fan? it is question without right or wrong answer because the answer depends on the tolerance of every person. Do you realize all engines are not the same? It is like comparing an electric engine to a combustion engine, both do the same thing, not in the same way. Unreal is a very used up to date engine, with a lot of resources, and people working with it and is MADE for anybody to create a project easily. SWTOR is based on a heavily modified version of the hero engine, which mean you are on your own, no support, no update and more important: very few people with a deep knowledge on it. Both can’t be compared. I fail to see how I can make money with in-game features like outfit designer or loadouts who are just a multi-spec can make me do a ton of money, it’s not like we could gain anything from it … almost everyone knows a class who have access to furtivity can cheese many parts of the game, and it is not a secret that we can switch between advance classes with loadout. If they do not want us to see or test some feature, why not blocking access to the tab? or display a message saying “not available for this PTS “, Instead of putting a “WIP” tag on almost every screen? Unfinished aspect of a feature should not be available because when you see how far it is from completion, you begin to doubt their ability to deliver a finished product, also the sheer number of bugs present on pts for feature we were supposed to test were not encouraging at all. Most people don’t want to lose their job, but the responsibility of the devs is to deliver what their management team ask them to produce, they are not free to do what they want in the game, development cost dans duration are parameters who are to be taken in account during projects, especially when the deadline is closing in, and in most case it is the manager who are in trouble if things go south. But you also have to understand that sometimes you need to raise your voice because your constructive feedback has no answer and is not taken into account. When you spend time testing and making feedback, but nothing change and silence is your only answer, you feel like raising your voice. Forums are also a place for exchange with the team of the game, but if the team doesn’t answer or acknowledge our issues then you have to rant a little to be heard. Then there are a lot of troll, because not a lot of people is happy with the current state of 7.0, having faith in a company is one thing, being blind to the issues is another, it is sad you haven’t been on PTS so you did not saw anything they shared with us, but feel free to open a post on December 15 with all the good point and issue you have with the released of the game.
  3. But is the Star Wars IP strong enough to conceal all defects it will have on release date. If you saw the state of the PTS, you might no be this optimistic, WIP tag on every screen, pixelated placeholder icon everywhere and half feature beside combat style working properly (if combat style is in the mood to work), don’t start me on bugs, as a developer myself, I can understand you cannot have 100% of the feature working properly, but there is bare minimum : working properly, which was not the case. As for feedback and all … you do not make big change right before changing version, so I guess the current pts is what is going to go live (that was the case in previous xpac, so I don’t see them making crazy change over the next two week while they must finish all feature and stabilize their but for release). There is a lot of reason to be worried about.
  4. Let's face it, it IS an alpha, when there is more "WIP" tag in the interface than working elements, and most of the working element are the old ones… All of this is not feeling like we are going to get a finish product by the 14th, this is not a situation that can be fixed in less than 3 weeks.... Old player like us might bear with it, but new player (witch are more likely the target of all these changes), expect a finish product and by finish product I mean something who's working and free of bugs, if their experience does not meet a minimum of quality why would they stay and pay money for it while there are tons of new games with better quality.
  5. Am I the only one who feel we are going into the dark times? I mean the pruning is too hard on Marauder, it was THE class who has the less abilities, and now it has even less, all of that for what? The was majorities of choice on different tier are worthless, everyone will pick the same making the whole "choice" irrelevant. Base mobility is far inferior to many other classes making us forced to pick predation and making the other options useless. Survival is nerfed to the ground half of defensive CD are gone making us currently more fragile than a sorcerer… (WHO CAN HEAL TO FULL!) PVP is going to be a nightmare, I don’t see anything except Fury doing something else than being a target dummy and die time and time again. Control? seriously putting force choke on the same tier as undying is probably the most insane thing I saw. As it is now Marauder feels like a PVE only class, like a Paper Tiger … in space : Frustrating and not fun to play at all.
  6. Good News everyone, Force Camouflage is back at the trainer ! Bad news Everyone, Force Stasis took the place of Force camouflage in the ability tree. Why do i feel it is always one step forcard, three steps backward...
  7. Still the same feeling as Sentinel, the same as live but distorted with a lot of utility missing and a terrible result. Marauder was one of the classes who was needing the less pruning of abilities From a PvE perspective I don't think much will change, but the "choices" of abilities... well there is no choices everyone will use the same build for PvE except one or two changes depending on the fight, abilities like Force Camouflage are mandatory for lowering threat. For PvP it is even more terrible, I didn't think it was possible but yes, it is... The main problem is that the choices of ability have no logic, for example, you put predation in competition with a root on ravage and a slow on vicious slash and ravage, but root and slow are meaningless if you can't reach melee or if you are kick out of melee range, then predation is no longer a choice it became MANDATORY to do something else than being a living dummy target. Choices are no longer choices if they became mandatory, if an ability is mandatory, it must become a baseline ability and a new ability must take in place, proposing a competitive choice. Predation and Force Camouflage must return as baseline, also a hard stun is still missing and hinder our offensive capacity. Now, this class is not ready for anything PvP relative.
  8. Hello everyone. I Make previous feedback a while ago, here is a second more complete with a lot of ideas on how to improve the current situation of the sentinel combat style. DISCLAIMER: this is my take on how I will make a combat style for sentinel, I do not pretend to speak for all the community, and you can disagree with what I wrote below as long as your feedback is constructive. Currently this is what Common abilities: Base Abilify avalable on pts : Strike Zealous Strike Slash Blade Storm Force Sweep Cyclone Slash Dispatch Blade Barrage Twin Saber Throw Force Kick Rebuke Resolute Force Leap Force Might Zen Valorous Call Inspiration Introspection 18 base abilities, with 3 missing, two of them are added once again and one is removed, and another added: Ability who Returns as Baseline: Force Stasis Force Camouflage Not having a CC really hurts, some might say they don’t need it and yes for most of PVE content you don’t need one, but for most PVP it is not the case, a 4 second hard cc is mandatory for a lot of situations (secure a kill, disrupt enemy gameplay, etc.). Force Camouflage is also back as baseline for all Sentinels, main reason? That is our only threat lowering ability, it should not be a choice, especially as a DPS. Ability Removed: Saber Ward Pacify Saber Ward is a good CD but more guardian oriented than Sentinel, we do not benefit from it as much as guardians, and I would prefer a new DCD more specified for sentinel. On the other hand, pacify was a tool too strong in some situation and useless in other, his most common use his with Zealous Judgment, who finally give us a good DCD against Force and Techno damage, as well as an extra Dispatch. New: Force Reflex: The force increases your reflex for 8 seconds reducing all incoming damage by 35%, damage taken during Force Reflex cannot be a critical blow. 90 seconds Cooldown. I’ve always found it strange that none of the force classes have a DCD based on the theme of reflexes (both Jedi and Sith are supposed to have exceptional reflexes) so here come Force Reflex. Instead of giving Sentinel a dodge like Agent/Smuggler, I keep the philosophy of sentinel DCD (aka reducing all incoming damage) and add a unique feature: no crit allows during duration, which is unique within all DCD of the game, compare to Saber ward who has an random 50% defence effect (meaning if RNG is on your side you take nothing, but if not it is like the cd is wasted), the effect is stronger, especially with the no crit allow feature. The duration is shorter as well as the cooldown. With this we have 21 base abilities for Sentinel. Combat Style Changes Option given by the combat style are not a bad idea, being able to customise a given ability depending on what you need, or your personal style is something a lot a people want to see. Problem come from execution, on each tier each ability or passive are in competition with each other defensive ability with damage ability or mobility. Some choices are so mandatory, other option will be discarded without second thought. To improve the current system, there is only a few steps to apply. Give each floor an identity or a theme. Offer different type of customisation while keeping the class identity and global balance. Offer competitive choices, proposing interesting alternative to options who look like mandatory without “nerf” on the most interesting ones. By following these two rules, I propose the following changes: DISCLAIMER: Damage number put in the next part are placeholder, because I don’t have access to a crazy amount of data, I can’t propose a real balance tree for DPS number, consider the difference between them as an indication of the complexity of the action in relation to the benefit to be derived from it. For a better visibility, of each tier, Common abilities will be in white, Watchman in red, Combat in yellow and Concentration in Cyan. LVL 15 - DPS 1 tier Watchman - Flaming Wave: Force Melt sends a wave out from your primary target inflicting [x-y] damage. Watchman - Hot Trace: Force Melt now leaps to the target within 10 meters and increases its damage other by 3% for each of your periodic burn effects on the target. Watchman - Juyo Melt: Force Melt immediately maxes out your Juyo stacks and your damage over time deals 2% more damage for each stack you have. Combat – Puncture: Lance deals additional damage to enemies in a straight line behind the primary target. Combat - Driving Lance: Lance now leaps to the target within 10 meters and does 15% additional damage and 10 % more if your current speed is superior to 100%. Combat - Zen Lance: Whenever Lance consumes a charge of Zen its cooldown is reset. Concentration - Unstable Focus: Focused Burst unleashes a burst of energy around the primary target dealing damage to nearby enemies. Concentration – Implode: Focused Burst deals 25% less damage and cause a second explosion 1,5 seconds after the initial one, inflicting the same amount of damage. Concentration – Gravitational Compression: Focused Burst deals 15% more damage, dealing damage with Focused Burst on a target afflicted by your Force Exhaustion detonate its effect, inflicting all the remaining damage at once, this detonation deals a critical strike if Focused Burst deal critical damage. On this tier the options are centred around the customisation of the first ability obtained, themes are: • More AOE • More sustained DPS • More burst Watchman and Combat also gain the possibility to have an extra gap closer for balance purpose, Concentration already have one (Zealous Leap). LVL 20 - Mobility Tier Common - Blade Blitz: Quickly dash forward, dealing a small amount of weapon damage to all enemies along your path, and becoming immune to all damage for 1.5 seconds, can be used while immobilized, purges movement-impairing effects when activated. Increase your movement speed by 50 % during 6 seconds after the dash (Cooldown 30 sec). Common - Transcendence: Applies Transcendence to you and your group members within 40 meters removing movement-impairing effects, increasing movement speed by 80% and melee and ranged defence by 10%. Lasts 10 seconds. (Cooldown 30 sec). Common - Intercessor: Force Leap no longer have a minimum range and gets an additional charge, grant you 50 % increase movement speed for 3 seconds. Transcendence is the same as it is on live, is a good CD both for self and group, in comparison Blade Blitz was just an emergency button to move away from current position or just a “dash here to go faster” button, by putting a purge and a speed boost after dash, it might become a more defensive-orient alternative to Transcendence with an initial damage soak. Intercessor is also buffed to help in the situation where you are instantly “bump” when you just arrived in melee range, and give more mobility. LVL 30 - DPS 2 tier Watchman - Heat Wave: When your Cauterize deals damage it inflict to all target within 4 meters, if multiple Cauterize exist, only 4 of them deal area damage. Watchman - Force Lash: Lashes out at target with the power of the force, dealing [x-y]. Deals [z] damage other time, damage are increased for each of your periodic burn effects on the target. Replaces Cauterize. Watchman - Cauterizing wounds: Increase Plasma Blades healing effect by 5% and reduce internal and elemental damages by 5 % when cauterize is active on at least one target. Combat - Storm of Blades: Blade Rush hits an additional target for 100% of his initial damage. Combat - Rush Down: Blade Rush deals more 10% more damage and 10% more if your speed is superior to 100%. Combat - Defensive Flourish: Each time you deal damage with Blade Rush your damage reduction increases by 2%. Stacks up to 3 times and lasts for 10 seconds. Concentration - Zealous Stomp: Zealous Leap inflicted damage to all target within 4 meters around impact. Concentration - Zealous Annihilation: Zealous Leap deals a critical strike and increases your critical strike chance of 20% for 4.5 seconds. Concentration - Zealous Defence - Activating Zealous Leap puts a mini ward on yourself, which absorbs [x] damage. Lasts up to 10 seconds. Customisation of the second ability given on this floor themes are: • More AOE • More sustained DPS • More Defence LVL 35 - Heal tier Inspire Focus: you heal for 1% of your maximum health whenever you activate an ability that consumes Focus. Spirit Peace: Zen recover 3% of your maximum health when activated and 2% of your maximum health when a Zen charge is spent. Battel Trance: Rebuke restore 2,5% of your maximum health and 1 focus when taking damage. This effect cannot occur more than once every 3 seconds, you can restore a maximum of 30% of your maximum health during the full duration of Rebuke. This tier goal is to help the sentinel to stay alive without adding more DCD by recovering a portion of health. Inspire Focus is the same as live, Spirit Peace is a Riskier and Rewarding alternative where you recover up to 15% hp but required to be able to have a good Centering income to use Zen frequently, Battel Trance the defensive alternative giving more bulk to Rebuke, with the risk that enemies stop focusing you and wait for rebuke to expire. LVL 50 - Centering tier Common - Keeper of Balance: Spending Focus reduces the cooldown of Valorous Call by 1 seconds, Force leap build 2 Centering when activated and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds Watchman - Burning Barrage: Blade Barrage deals additional burning damage and builds 2 Centering on each hit, even during Zen. Watchman - Melting Centre: Activating Force Melt immediately builds 8 Centering Combat - Energy Barrage: Blade Barrage deals additional force-based energy damage and builds 2 Centering on each hit, even during Zen. Combat – Core Strike: Activating Dispatch immediately builds 8 Centering Concentration - Kinetic Barrage: Blade Barrage reduce the cost of your next focus costing ability by one and builds 2 Centering on each hit, even during Zen. Concentration - Zealous Discovery: Activating Zealous Leap immediately builds 8 Centering. Different option to boost your Centering income. LVL 60 - Defence tier Perception of the Future: Reduce the cooldown of Force Reflex by 30 seconds and increases its damage reduction by 15%. Guarded by the Force: Reduces the damage you take by 99% for 6 seconds. 2 Minutes cooldown. Can be used while stunned. Defensive Roll: Increase your damage reduction increases by 5% and reduces damage taken from area effects by 30%. Perception of the Future goal is to give an alternative to the king of sentinel DCD: Guarded by the Force who’s back with the ability to be used while stun, giving him the possibility to cancel a hard burst. Defensive Roll is a more PVE oriented ability, here to help when you encounter a situation where there is a lot of AOE. LVL 70 - Control tier Common - Heavy Impact: Force Charge, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for 6 seconds. Additionally Twin Saber Throw main target is knockback for 1.5 seconds, if the main target cannot be knockback interrupts its current action preventing it for being used in the next 1.5 seconds. Common – Adamant: You generate 4 Focus when stunned, immobilized, put to sleep, or knocked down, the cooldown of Resolute is reduce by 30 seconds. Slash / Blade Rush reduce the movement speed of the target they hit by 50% and the healing it receives by 20% for 6 seconds. Watchman – Critical Overload: Overload Saber triggers Critical Overload, granting immunity to interrupts and all controlling effects for 6 seconds, this effect cannot occur more than once every 30 seconds. Additionally, your movement speed cannot be reduced below 70% of his normal rate. Combat - Precise Mind: Precision triggers Precise Mind, granting immunity to interrupts and all controlling effects for 6 seconds, this effect cannot occur more than once every 30 seconds. Additionally, your movement speed cannot be reduced below 70% of his normal rate. Concentration - gravitational acceleration: Gravity vortex increase your speed by 35% during his duration, additionally your movement speed cannot be reduced below 70% of his normal rate. Control and Anti-Control tier, goal here is to propose different option to allow a better control of your enemies and offer anti-control options. LVL 80 -DPS 3 tier Common - Force Clarity: Consumes all the ability charges of Force Clarity and applies Force Clarity stacks to you. Each stack increases your next direct single-target melee attack by 25% and it’s consumed whenever you deal damage with these attacks. Recharges 1 ability charges every 30 seconds. Watchman – Detonation: Merciless Slash detonate your Force Melt and Cauterize-Force Lash, inflicting their ticks damage. If the target has 1-2-3 stack of Overload Saber, consume all stack to inflict the remaining damage at once, generate 1-2-3 focus depending of the number of stack detonate and reduce the cooldown of Overload Saber by 33%-66%-100%. This effect cannot occur more than once every 20 seconds. Watchman - Furnace: Merciless Slash refresh the duration of your Cauterize-Force Lash effect and ticks its damage. The burn damage bonus of Smoldering Burns is increased from 5 to 10% and its duration is increased from 4.5 seconds to 9 seconds. Combat - Swiftness: Spending Focus increases your damage by 2%, your speed by 5% and your crit chance by 5%. Lasts for 10 seconds and stacks up to 5 times. Combat – Quickness: Critically hitting with Blade Rush reduces the cooldown of Lance, Precision, Clashing Blast and Hand of Justice by 1 second. This effect can only occur once every second. During Zen your Lance inflicted a critical strike, this effect cannot occur more than once every 4 seconds. Concentration - Focus Strike: if Concentrated Slice is used on a target afflicted by a damage over time, damages are increased by 35%. Concentration - Focusing Slices: During Zen, Concentrated Slice inflicted a critical strike and consume up to 5 more focus, each focus consumed add 10% damage. Another floor about damage, Force Clarity offer a general damage boost, other options for Watchman offer more burst or sustained damage with dot, Combat a faster cycle or more speed to synergize with other abilities, and Concentration more damage depending of conditions. With all, Sentinel can have up to a maximum of 28 Abilities in his action bar: Watchman: 25 to 28 Combat: 23 to 26 Concentration: 25 to 28 Which correspond to a little more than two actions bars, that is in the same range as other classes. If you made it this far congratulation! Feel free to tell me what you think about it, are some aspect or concepts too weak? to strong? no interesting? As I said earlier, if it is constructive feedback, I am open to any suggestion.
  9. With the PTS up one again, did somebody see any changes in the sentinel Build ?
  10. The " obscene amount of damage " is just the current pts state, everyone like big number, but from a gameplay perspective you can't have one class who make too much damage in coparaison to other, because what will be the point to play an underperforming class while you can have it easy with a sentinel ? so the number will be tune in the same range as everyone, minus the missing abilities who will make a sentinel unplayable in pvp content. 100 % crit is fun i agree, but that means it will be taken into account when the dps ballance will be done, making the class underperforming in short fight and fight when he can loose his crit stacks. With the cost of Lance and zen requiered, you need a full focus bar to pin down a target, which make the setup predictable and that can be easily countered ( bump and stun have entered the holochannel ). Electronet is still better by far on many point : If CC the commando/mercenary electronet is still on your face while hindering last only 1.5sec. If you make any other action than Lance the hinded target can move away, electronet don't have this weekness once cast Electronet last 10 sec with no setup, you can only keep hinded target on the target for 5-6 sec WITH setup before you need to fill in the focus bar if the sentinel is out of range no more lance. Etc. PvP player are not target dummies (for the most part), don't expect them to stand still. That was already the case some year agot, and Concentration was changed since, i don't expect them to make the same mistake twice. Every class still have some form of cc available, sentinel can't be the only one who don't have any, just from a balance perspective.
  11. Do you really expect any other classes who still have acces to a stun to not use it or to range classes to nicely let us stay in their mele range...
  12. So it is intended for Sentinel to no longer have any form of CC in the future ?
  13. Number won't mean anything, and in the current state there is only two options : It stay that way : and welcome to Star Wars : Galaxy of Sentinel/Maurauder, because what will be the point to have any other classes in PVE/PVP while you can "cheese" anything with multiple Sentinel/Maurauder. It is tune down : the scale down will take into account the insane burst at full stack and the full stack and Sentinel/Maurauder will have a hard time when they have to regain all their stack or keep it, and the squishiness will nt help at all. Operative desync during Exfiltrate is already a pain, and it is probably not intended to be able to move this fast, also the balancing with the speed movement / damage scalling utility will be a nightmare to balance. Unfortunatly we can't be sure about any of that, we don't have the stat for lvl 80 and we are missing half of the classes on the pts, also there was no extended test period for pvp or operation, so we are not out of the cantina on this one
  14. Just tested the last PTS, not a big fan but it is still WIP, quick return about current state: Some powers are still missing Force Statis : hope it has been forgotten and not gone for good. Awe : same as Force Stasis, also missing. Pacify : also missing, well it was a very situational tool, maybe too powerfull in 1v1, but Pacify missing mean we have no option to deal with force/techno damage ( Zealous Judgment utility ). Ability Tree: I have two main concerns with the current tree: When we switch between abilities, the new one is not place where the previous one was, fixing this could be a good quality of live change. We are force to choose between different type op utility on the same level (mobility / defence / offence / control), I think this is not a good approach, this mean we will be able to make build who are too strong in dps, too tanky or to mobile and it will make thing impossible to balance, a better way might be to keep the types of ability together on the same level. If I have the time I will probably make a full list in the near future
  15. What abilities make the Sentinel unique to you? Dual welding, the use of centering, fast movement speed with transcendence, force camouflage to go in and out of combat, pacify. Do these ability paths feel effective against enemies? Well it’s hard to say, in PVE with random enemies and a heal to keep you alive everything die, and the dps cycle for the 3 discipline is still the same, but I doubt it will be the same in PVP, the missing of Force stasis, Awe, transcendence and force camouflage who are conditional, guard by the force and other, as well as no more option to root, it(s going to be a nightmare to stick in melee. If you have feedback on the different disciplines and loadouts, please note your feedback accordingly so we can track it. There are good idea, like the customisation of lance ( more like this please), but the rest of is not fun at all, you are mixing dps choice with defensive choice and utility choice, and this is not what we want. If a choice had to be made, it should be between the same type (make the choice between 3 different types of defensive, 3 dps upgrade, 3 utility upgrades, etc.), that way we can customise our gameplay, and it’s not going to be a nightmare to balance, at the moment, when I switch between loadouts I felt like I playing a more fragile Guardian more than a sentinel, like it is always missing something and it is very very frustrating
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