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iEarl_ololo

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  1. About force regen: resurgense - reduce cost -5/-10 (total 40/35) roaming mend - reduce cost -3/-5 (total 50/48) Even if you select the minimum option, the regen will become acceptable, and the flow is almost zero and you can review the 6 set bonus. About tacticals: 1. One for all + All for one - summarize these two tacticals and you get something useful. 2. A healing hand - i hope you had a lot of fun when you created this (15k hps & 50+sec cd). 3. Healing Volts - the worst I've seen, Volt Rush - the cost is too high, the damage is too low. 4. Extra Mend - great option, but so far I have not been able to find and test. If it seems to you that I am biased to judge, compare the tactics of the operative.
  2. Dear developers! Your attempt to make useful sets for sorc/sage healers is again inappropriate. In order for all the sets to be equally useful and / or among them you can choose, you finally need to make the "Reduces cooldown of Innervate or Healing Trance by 1.5sec" a passive ability of the heal class. Seriously think about it, since you did not think about starting the sixth patch before receiving a new set bonus. In addition, I remind you once again about the main problem of the class - negative force recovery, with the removal of the bonus set to an additional force, as well as a change in the new set, the situation has become even worse than before. No need to do sage/sorc healers OP as at the start of the fourth patch, just make it possible to keep the force count under control. Also, an offer to consider, remove both tacticals on the AoE heal and make one that simply reinforces the most expensive and most "useless" AoE heal in the game, which, I recall, uses the same stacks for regeneration force to speed up use. As always, I remind you, my posts are aimed at leveling sorc/sage healers compared to other heals in the game for passing PvE/PvP content.
  3. Developers think about adding a second Force Speed stack &\or adding protective effects like Merc or Oper.
  4. Only for sorcerer healer. Dont forget to add some sort of passive ability "Reduces cooldown of Innervate or Healing Trance by 1.5sec". Without it the rotation really looks stupid, not to mention about force management.
  5. What about Sorcerer healer. Where developers have lost CD Innervate from bonus set - 1.5sec??? And what about force regen set bonus, management has become worse even in the new set i think, not to mention that this is currently the only actual set. And I'm not screaming that the sorcs are weak (its just first wave of PTS). Just want to understand, the developers have forgotten about the CD of the main rotational ability or they are trying to impose a new rotation?
  6. I would very much like to see these crystals, especially for a new robe.
  7. As I said in patch 4.x, the work of the calculation system as described by me above. Your calculation is clear to me, but if you go the way it worked. As you already established, the Alacrity ratio is equal to 0.8667. And according to your calculations, everything seems to be correct, but let's look at the calculation that worked earlier. Remove the bonus set completely, without affecting alacrity. Healing trance is 9 sec, multiplying by 0.8667 is 7.8 sec and adding a bonus set minus 1.5 sec, we get what was before patch 5.0, the value is 6.3 sec. We take the same calculation of the original CD and only then we take away the value of passive abilities and / or the bonus set. Deliverance CD 2 sec (old version of the action Rejuvenate) multiply by 0.8667 get 1.7334 minus 0.5 equal to 1.2334 seconds, (new version) 2 * 0.8667 - 0.25 = 1.4834 seconds. That's what I wrote about right after the transition to the current patch 5.x, the calculation system was based on: the standard CD * value of Alacrity - passive ability and / or bonus set. And in fact the value of the set bonus and / or passive ability is constant and must be subtracted from the already calculated value of the CD ability, otherwise it leads to false calculations there. Hence we conclude that in a particular case the passive capacity and / or set bonus ceased to have a constant value, which apparently led to this CD calculation when switching to patch 5.x. I gave an example of the calculation that was, you gave an example of how it is considered now. I wrote about this at the beginning of the topic. It is important for developers to understand that the system has changed, to determine whether it is right and to give an answer. After all, even if the system of priorities for settlements changes, this should be reported to the players. Well, in the end without mathematics, it does not seem strange to you that -1.5 is written, and at the output -1.3. p.s. And thank you for not being too lazy to count.
  8. This topic is not for discussion or debate. Theme is to correct mistakes, which are already time-consuming, before conducting nerfs. So starting with patch 4.x, I play the Sage seer and enjoy the correct cooldowns of abilities, if I add the experience of the game to other healers, we get a good pve & pvp healer. Then there is a transition to patch 5.0, where the developers say about the power nerfs, etc., but not a word about changing the cooldown of skills, not all, but most important in rotation. Further details. Rejuvenate - the ability that has cd 5 seconds, gets 5.2. A trifle, however a very unpleasant little thing, if you read the following ability. Healing trance - the ability that has a 6 bonus set with a CD of 6.3 seconds, gets 6.5. If I have not found Rejuvenate reasons, then Healing trance gets its answer to the bonus set, it gives a reduction of not 1.5 seconds, but 1.3. What can also be considered a small thing, but it is important to understand that this excess can not be removed by augmentation in Alakriti. Well, finally, Deliverance - the ability to nerf having cast time with alacrity 1600+ 1.7 seconds, under Rejuvenate gets cast 1.3, but the ability of Conveyance gives us - 0.5, and we get activation time of 1.2 seconds. And now we add 1.2 + 0.25 we get 1.45, and not 1.51, that is, the activation time on the castbar will be 1.4 seconds, not 1.5. After registration of the bug reports almost 6 months passed. And then there is information about the rebalance. And I begin to believe that now all the shortcomings will be fixed. However, I get an inadequate nerf and !!! absolutely no correction of the above problems. Which are supplemented by Soothing protection, which after the end of the buff does not heal. Small errors, but the whole life, especially just a computer game, consists of small things. Before carrying out tests in simulators, you need to be sure that everything is working properly, so dear developers, please first fix it, then you broke it at the start of 5.0, then test your nerf on the corrected one, and then roll back abilities and strengthen them on excessively cut 5-15%. And perhaps the most important thing, give us your right users and subscribers the opportunity to play on the characters we want, not you or weak players, thanks to which you suddenly decided that Swtor is a pvp game. Thank you for your attention and try to make sure that experienced or new players do not see your mistakes for a long long time.
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