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LShaaDe

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  1. We all enjoyed having HK-55 as a companion, and I think Bioware's idea to have a separate bonus chapter for subscribers where we can play as HK-55 is fantastic. I suggest that subscribers who complete the HK-55 bonus chapter receive a set of player-wearable bind on legacy HK-55 armor set as reward at the end of the chapter. This would make for an amazing reward, and also would allow us to continue play HK-55's adventures in a galaxy far far away. What do you all think?
  2. I have to disagree. The OP is not asking something reasonable. Look at the equivalent of his request from PvP perspective: "I only PvP, and I would like to be able obtain Wings of the Architect (that can currently be obtained only via operations) through PvP. Please add that Wings of the Architect as PvP reward because it is unfair to force me to do PvE content." Do you see how ridiculous that sounds? Bioware's intention is to gently nudge players who normally would not try PvP to give it a shot, and separately as a small reward for people who do PvP. It is not a great sacrifice, and it really applies for people who want ALL companions, and who likely have a lot of time on their hands. Think that 99% of the companions are obtained by doing PvE content who folks who do only PvP do not necessarily want to do. Same goes for the Gree event and so on.
  3. I can only agree. These guys totally deserve an award. Their arduous quest for finding a worthy enemy made them transfer from a PvP server to a RP one, and once arrived to make a guild on the dominant/republic side. Finally, now, with all these odds stacked against them, they manage game after game to beat on those random imperial pugs who just hit their 65, thus proving their skill, dedication, and talent. It's been a long journey, but it was worth it. Now only if we can come up with a proper name for that award..... Anyone, any suggestions?
  4. The bottom line is that all other classes got an increase in mobility while we got nerfed. We LOST mobility with 4.0. The increased cd to Force Speed is a serious nerf to the assassin/shadow mobility in PVP even if you count the introduction of Phantom Stride. You are forced to spend three utility points in order to get a poor man's version of what we used to have for two. If you dont think so, go fight a sniper or sorcerer. The only advantage of the new setup is that you can move vertically if you are not rooted, which is useful only in Huttball. If I would have the option, I would gladly give away Phantom Stride completely for a 15 sec cd on Force Speed. If it was the developer intention to nerf assassin mobility in PvP, I will not be happy with it, but I will live with it. I would like though to see a developer stating so, because I suspect they think this was a mobility increase for us.
  5. My two cents from PvP perspective: I have to agree with KeyboardNinja, this increased CD to Force Speed is a disaster. I also would want to point out that this drop in mobility is actually even higher than it appears, at least in PvP, due to the very poor synergy with the utility options we have. Instead of 15s cooldown and root removal on Force Speed after two utility points spent (one utility point spent in Avoidance/Celerity to reduce the cd by 5 sec and one in Emersion/Egress to remove roots), now we have to spend THREE points (one extra in Phasing Phantasm/One with the Shadows) in order to obtain a mobility equivalent to what we used to have (one root remover every 15 sec). Silly me, back in the day I thought two utility points was excessive, and now we have to spend three. I would really want to know who thought forcing us to spend three utility points instead of two to get same result is a mobility improvement? Here are couple of options how to fix this: - Give Assassins/Shadows back Force Speed the way it was (20s base cd dropping to 15s with Avoidance/Celerity), and increase that Phantom Stride cd to 1 minute, or at least - Combine Emersion and Phasing Phantasm in one utility/skill, so we dont need to spend three utility points just to have some base mobility in PvP.
  6. Posting solely from a PvP perspective: 2-Piece: Wither or Slow Time increases damage reduction by 2% for 3 seconds. The two piece bonus is ok but needs to be brought in line with the other tank set bonuses. Because you do not use Wither on CD if a Shock procc-ed (otherwise you delay building the charges for Depredating Volts) the uptime for this drops under the 30% expected from the 10 sec CD for Wither. Even if we would use Wither on CD it would still make for a less uptime than the other tank bonuses, if I understand correctly, so perhaps that is something it should be looked at. 4-Piece: Wither or Slow Time reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds per activation. This is helpful about 50% of the time in PvP, when you are fighting in a big group and have other folks around you to protect. As we are the preferred node guards, we do encounter a lot of 1v1 or 1v2-3 situations in which this bonus is useless. I would rather take a bonus that is useful all the time and not in select situations. 6-Piece: Dark Ward's or Kinetic Ward's duration is increased by 3 seconds and charges are increased by 3. It is very difficult to keep track of Dark Ward in PvP and I believe that most of assassins use it in PvP as soon the Cd is up to compensate for all the CCs that can hit you and the chance that it would drop. As a result, this bonus is practically useless in PvP. Perhaps we can change this 6 piece bonus to a 5 sec CD decrease for Spike and bring Spike to a 15 sec CD in PvP. Just a thought. I currently use the old PvP set armoring for the old 2 and 4 piece bonuses (reduced Spike Cd and 5% damage boost if guarding) and the new 2 piece set (belt/bracers) . Without this reduced CD Spike is the poor cousin of Low Slash, to the point that when this set bonus will be removed or the armorings get completely outdated I will probably be forced to switch to dps. While Spike was fine on a 20 sec Cd back at lvl 50-55, this is certainly not the case anymore at 60. As a general view on the current state of the assassin PvP tanking, I believe that we are the victim of the success of the assassin PvE tanking. Not saying this is the result of totally unremarkable set bonuses for PvP, there is more at play than that. Best way to see how well are we doing in PvP is to look around in a Warzone and see how many of us are around compared to other tank classes. If you dont see us most of the time it means we might have problems. In closing, I am not sure how the set bonuses work for PvE, and I would certainly not want to ruin the fun of those of us who enjoy that aspect of the game. I am very happy that we have one area where we shine. Perhaps we should consider having PvP and PvE set bonuses as separate so each can address issues in their own areas.
  7. Nice video and nice work. Thank you for posting it!
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