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Coldin

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  1. Look at all those healing operatives, and I'm guessing those are Smash Warriors. Gotta love that class balance. Still pretty amazing that there were no caps at all over 13 rounds.
  2. Finisher would be really nice. Dirty Fighting kind of gets one in that their abilities hit a bit harder on enemies below 30%. What might be nice is if our Shoot First became available to use on enemies below 30%, even while out of stealth.
  3. Nope. I don't use this anymore. Just not worth the two points. Before 2.0, it used to be something I always took simply because it was a decent heal and a good scoundrel should always have pugnacity up. Personally, I really want to see it divorced from Pugnacity and tied to a skill that's part of a more standard rotation. Or make it a passive effect that's always restoring health. Something that will boost our survivability.
  4. Pretty much all conqueror gear isn't really required for PVP. Once you have full partisan, you can go toe to toe with most anyone Augments will make the bigger difference really at that point if you haven't upgraded them. Of course, if you want every edge you can get, and want to prepare for the future, then you should go for every piece of conqueror. Afterall, you are still getting the stat increases.
  5. Basically, I see it like this. If one team has a healer, and the other team does not, it's still a pretty balanced match. The PUG team can focus the enemy healer and still get a win. If one team has two healers however, the balance dramatically shifts. It's much more difficult to take out two healers, since cross healing can be very powerful. It also puts two marks out there, making it more difficult to coordinate attacks in a PUG environment. If it's one healer and one tank, it's a bit like two healers, though slightly easier to deal with. A paired tank/healer will still take a significantly longer time to kill though, potentially giving teammates plenty of time to reinforce. Once you go over that, to two healers and a tank, or worse, two healers each with a dedicated tank, matches become very lopsided. Rarely does anyone on that team die, and most matches do require players to die so objectives can be captured. Even if a healer or two is on the second team, it just means that then no one on either team ever dies. Healing probably needs reduced, or other abilities like guard/taunt. Or a combination of all three. I would not say damage needs to be increased though, as without healers TTK is painfully short.
  6. What I find interesting, is that it didn't sound like their subscription numbers have actually increased since the transition to F2P. They merely stabilized. The profits doubling are more likely to do with cashshop sales, in particular, all those cartel packs. Obviously that's their cashcow. Why else would they be heavily promoting those hypercrates? It's really no surprise profits increased. Afterall, before they had no way of getting money from existing subscribers. Now they do. As someone else said, F2P/Preferred really feels like an unlimited trial, rather than the full-fledged game. Sure, you can unlock a few things, but those things can be pretty costly through Coins. And between weekly passes and the credit caps, it really has a way to make a player feel like a second class citizen. Not to mention all the "SUBSCRIBE NOW" buttons that are littered throughout the UI. I really don't like their F2P model. As I tell everyone interested in playing, go through the starter planet. If you like it well enough, then subscribe. It's just not as much fun leveling up as F2P/Preferred.
  7. I do think the F2P accounts have a reduced chance to crit on crafting missions. I don't think it's a 0% chance, but it was obviously more after upgrading to a subscription.
  8. Coldin

    future of maul?

    We really shouldn't be counting those you know. If one class is doing it 50% of the time, but another is only doing it 1% of the time, there's still something unbalanced about it.
  9. Coldin

    future of maul?

    Hidden Strike might hit at 8k, but I personally haven't seen it yet. A bit over 7k has been my best yet, but usually it's closer to 6k. Backstab will never get that high, though it does seem to consistently crit better than Hidden Strike. I assume with Chain Lighting and Series of Shots, you're adding all the damage up as a whole?
  10. Coldin

    future of maul?

    Interesting how most of those belong to just one class, and the rest are distributed through only specific advanced classes.
  11. Coldin

    future of maul?

    People seemed to ignore the part of my post that says I also don't like Smash. Because Smash is also ridiculous.
  12. Coldin

    future of maul?

    9k crits may be rare, but that doesn't change the fact that they are happening. Shoot First only crits for 6-7k, and can only ever be used from stealth. I firmly believe any ability hitting for 8k+ is not good for the balance of the game. That includes abilities like Smash as well.
  13. Coldin

    future of maul?

    I agree as well, though Shadow's opener could probably deal slightly less damage. Along with other skills like Smash.
  14. Also significantly more expensive trying to get thosee 28 purple augments. I'd say Conqueror is probably not worth it except for the cheaper stuff. The rest you can slowly work towards, but Partisan seems to be good enough so far. Now if you're really serious about it all, and doing ranked, then yeah, you should probably get the best of the best gear. Making sure you have the top tier augments though is going to make the biggest difference though.
  15. Coldin

    future of maul?

    Oh look. It's all the same things that Operatives said when people wanted to nerf them.
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