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Raencloud

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  1. The only legitimate problem you listed is the first part about your tanking getting 1 shot, and the problem isn't the encounter - it's your raid. I assume by "project takes so long" you mean the boulder hurl to remove Toth's Berzerk. If you haven't realized by now, Toth's jump is HP based - and he jumps at 90% and then every 20% following that (i.e. 70%, 50%, 30%, and 10%). Note that this trigger is from either boss's HP, so it happens whenever the first one reaches one of the thresholds. You need to make sure you are balancing your dps so that one isn't significantly lower than the other. If you are still doing too much DPS (which you will, especially if your players are good and as you get better gear), you need to stop DPS to wait for the rock to be thrown. I suggest a 2-3% buffer to make sure DoTs don't tick him over. Second, as for the tank getting 1 shot - even without the berzerk this still does a LOT of damage. This is one of the most dangerous parts of the fight, and generally a good idea for your Zorn tank to have a cooldown ready. Note that Toth's tank will take 0 damage, because Toth jumps away from him to the Zorn tank. The Zorn tank is the one in danger, and he's the one that should pop a cooldown. A Shadow/Assassin can use Force Shroud to block this damage on every jump (and if they don't they will probably be risking death every time). Powertechs and Juggernauts can use their DR cooldowns to reduce the damage. Even though they are on longer cooldowns, you should remember that they only need the cooldown for every other jump (when they are tanking Zorn). One tank will eat 3 jumps, while the other eats 2. If you have an Assassin/Shadow tank, it's probably a good idea to let them start on Zorn so they eat 3 jumps during the fight. Edit- As for melee. There are 2 mechanics to watch for. First, when your melee are fighting Toth they will be eating a significant amount of damage from the Smash. It's not a danger to kill them by any stretch, and they can eat 3-4 without dieing, but it is extra healing required that some range dps may be able to out range. If healing gets tight, your melee can back out if needed. They should, however, definitely back out during the Berzerk phase's Ground Slams on Toth. You can time these and continue dpsing between slams. As soon as you see the global that he's berzerking, run out immediately because he does a Ground Slam a couple seconds in. After that you can DPS for about 10-15 seconds before the next one. The other mechanics is the Toth jump transition. When you're melee are dpsing Zorn, they MUST run away at the transition or the jump will kill them. This isn't really an issue because either you're DPS are swapping (due to Fearful) anyway, or they are running far enough away that they don't get Fearful and thus don't need to swap. Either way they have to run away from Zorn.
  2. These changes completely fail the intent of a Legacy. This feature was pitched to us as a reward for playing the game and creating multiple characters. Not only has the Legacy level meant next to nothing, but the associated credit costs have made it a necessity to spend weeks farming in order to purchase them for each new character you wish to create if you would even like to take advantage of the added perks. I am completely disappointed and feel misled yet again from your development team. Doing repetitive daily quests and farming for credits just to enjoy the game is a time sink, and they are certainly not fun. Please stop adding unnecessary time sinks to your game.
  3. Since the end of beta through patch 1.2 I have been increasingly disappointed in how this game turned out. Starting in beta when features I thoroughly enjoyed were redesigned or scrapped entirely (i.e. fully customizable mods, the crafting system overhaul, and color matching) before release, to 1.2 when many great ideas were implemented so poorly (i.e. extremely limited RE system, set bonus extraction, WZ pvp rewards, etc). The common theme, however, was always that I could tell the devs had were listening to the right people and had good ideas - the implementation just felt lacking. Well this patch has jumped the shark for me. I don't know what game you all are playing, because I have no idea how you came to the conclusion that Assassin tanking was taking too little damage. The maximum amount of armor an assassin can currently attain in light armor is 2613 (base - pre dark charge). This is with all 7 armor pieces level 61 mods (475 on chest, pants, helm / 297 on gloves, belt, boots, bracers). With Dark Charge and Eye of the Storm (+20% armor on DC) we gain +175.8% additional armor - Dark Charge is currently bugged and grants a base 155.8% armor despite the tooltip stating +150%. This gives us a max armor of 7207 (rounded up) in the best possible gear. Compare this to Jugg and Powertech tanks that wear heavy armor. The maximum amount of armor from heavy armor is 4935 (base from gear). Again this is with all level 61 mod gear (897 on chest, pants, helm / 561 on gloves, belt, boots, bracers). A juggernaut gains +60% armor from Soresu form while tanking yielding 7896 armor. A powertech also gains +60% armor from Ion Gas Cylinder, and an additional 16% from armor from the talent Rebraced Armor yielding 8686 armor (rounded up, and assuming Rebraced Armor is additive with Ion Gas Cylinder). Both Juggernauts and Powertechs have significantly higher armor, even with a bugged DC giving us more armor than intended. Next we consider %DR, which adds in with armors effect. A full tank spec Assassin gets just 2% DR from the Sith Defiance talent. Assassins can also apply a -5% damage debuff to targets with Wither. Comparatively, a Juggernaut receives 6% damage reduction from Soresu form, while a Powertech receives 7% DR - 5% from Ion Gas Cylinder and an additional 2% from Power Armor. Again, Assassins are significantly lower here as well; wither partially evens this out, but -5% enemy damage results in more damage taken than a +5% DR buff (i.e. with 42% DR on a mob dealing 10000 damage the player takes 5800 damage per swing. Adding +5% DR gives 47% DR, which reduces the damage per swing to 5300. Applying a -5% damage debuff, however, reduces the base damage from 10000 to 9500, and then applying the 42% DR results in a swing of 5510 damage, which would be roughly the equivalent of just under 3% DR). Keep in mind, this is raw damage taken, and I therefore I am purposely neglecting defense, shield, and absorption chances. It is entirely possible that Assassins "may" be taking less average damage than other tanks due to defense and shielding, but if that is the case, nerfing armor is the absolute wrong way to go about solving the problem. Evasion tanking is not a legitimate tanking path, and tbqh this is something you, as game developers, should know already by looking at previous games. Evasion tanks don't work because taking multiple hits back to back without "evading" results in death. This happened with the Rogue tank in Rift and the DK in Cataclysm. It's ALREADY happening in this game on fights like Kephess where I have been 2 shot on hard mode, and now you want to exacerbate the problem further by decreasing Assassins armor by ~1000 and lowering our DR even further when we are already worse than both other tanks? We don't even have a DR cooldown... You need to strongly consider reverting this change, if not buffing DC even more to 160%. I suspect this is a change brewed from the pvp strength of Darkness, but it is frankly shocking that such a change would pass through without someone involved in PVE jumping up and down in opposition. If you push this change through, Assassin tanks will be thoroughly outclasses by both other tanks by a significant margin. P.S. The threat change is very disappointing. I was very glad to see threat was having an impact in this game coming from WoW where it's been bastardized into irrelevancy. Please don't make threat irrelevant in this game as well.
  4. You're guidance, while accurate, is pretty irrelevant since there is no choice in current itemization between shield and absorb/defense. Absorb and Defense are the primary ratings (i.e. they come on mods and the lower rating stat on enhancements) while shield is a secondary rating, like accuracy, that only comes on enhancements and is always the highest stat.
  5. The main benefit of Creeping Terror is the 2 second immobilize that is not affected by Resolve. With a 30 yard range on the ability, you can use it to close distance or stop players in the fire or from getting away.
  6. I play a lot of warzones as madness during the weekdays so I don't have to do so much respeccing for operations. Burst is not as high as Deception, but sustained damage is much much higher, you have more utility, survivability (self healing) and a ranged aoe internal damage attack (very useful for interrupt cappers) and damaging heavy armor classes.
  7. Other games put in artificial barriers to prevent progression, such as WoW's arena points being awarded weekly and not per match. You work to get the highest rating possible to get the most reward points, but it takes many months to get a full set because you are limited by how many points you can get per week by their system. The difference is that there is no time requirement in such a system. The best team could theoretically play 10 hours a week and dominate all their games, earning the best ranking, and getting the most points. Other players may play 40 or 50 hours a week to try and get the best ranking. The time requirement on the individual is not part of the reward. In SWTOR, progression is primarily based on how much time you spend playing and secondarily on doing well. Someone who plays and wins every game but plays 10 hours a week will get less reward than someone who plays and loses every game but plays 40 hours a week. That's fine, and I prefer the latter TBH because I believe players that have more time to invest should be rewarded, but the rewards still have to be reasonable and balanced around an average player.
  8. 65 commendations for this win, +5 for 5 mvp votes (I defused a bomb) The fun is gone when I am winning games and it would still take over 21 hours of play just to purchase a middle tier armor piece (2000 ranked comms for gloves). Even the cheapest piece - bracers at 1250 ranked comms, would take over 13 hours to purchase. This is assuming I win every game and play 4 games an hour.
  9. Getting top healing doesn't necessarily mean it's meaningful heals. You are capable of healing while getting objective points such as interrupting someone capping a door or capping a door yourself. Any of those would have given you at least a third and many more medals.
  10. I've won more than 80% of my games since the patch, in solo queue. Not only that, but I stripped the mods from my BM gear and put them into my Rakata gear before the patch and used 4p Rakata to pvp with. I am still using 4p Rakata and even a PVE main hand weapon leaving me with only 537 expertise this patch. Gear is not why you are *always* losing. Much of what I do to "win" games, especially in huttball, doesn't even involve combating players at all.
  11. Very insightful article IMO, hitting many of the same points I wrote about earlier tonight. He articulates it much better than I did though.
  12. Background: I play a Sith Assassin, Sane, on Rakata Mind Prison. I played 25 games over the last 2 nights (I know this to 100% certainty because the Blacken the Ice weekly was at 0 when starting and is now at 75/150). From those 25 games I have 21 wins, 657 players killed, 365 medals earned, and 30 MVP votes. All 25 games were done with solo queue. I played 5 games as 7/3/31 Madness (winning 3 of the 5), and then the last 20 as 27/0/14 Darkness hybrid (winning 18 of the 20). I had stripped mods from my gear prior to the patch for my PVE set, so my expertise is much lower than a full BM, despite having the full set. I PVP'd using my Rakata MH weapon, 4 pieces of Rakata set (not boots), a Campaign Relic of Dark Radiance, an Augmented Rakata Relic of Boundless Ages, and the rest BM stalker's pieces. My stats, including legacy and no buffs, were 140 strength, 1535 endurance, 1387 willpower, 1224 force power, 479 power, 255 accuracy rating, 238 critical rating, 249 surge rating, and 537 expertise. This results in 669.1 bonus force damage, 415.6 bonus melee damage, 99.09% accuracy, 25.56% crit chance, 74.54% crit multiplier, 11.88% pvp damage boost, 10.62% pvp damage reduction, and 6.47% pvp healing boost. Thoughts: In the large scope of things I find the PVP to be generally fine. Healing is still very powerful, but I no longer feel like the team with more healers automatically wins. Sorcerer healers are a bit underpowered. I haven't played with many merc healers, but of the few in on my team I believe they are in a good spot. Operative healers feel a too powerful to me because of Surgical Probe and Surgical Precision. Most of the issues with games, IMO, is a result of a large influx of players that previously had quit and/or taken a break. Many of these players are coming back as DPS, and as a result in the majority of my games not only did my team tend to have 0 or 1 healer, but so did the opposition. Compared to before where it was rare to have more than 5 pure dps, it was common to see 6 or more DPS during this stretch. There has been a huge influx of assassins and marauders, in particular, to the extent of getting in several games with no healers and 5-6 marauders/assassins on each team. Issues: First and foremost, the reward system is completely bonkers. I have yet to figure out how to maximize my rewards, as I have won in any and all fashions from completely dominating 6-0 huttball/voidstars and 100% to 0% novarres/civil wars to super close ties resulting in a tiebreaker, 3-1 huttballs, 4-2 voidstars, 4%-0% Novarres (on both sides here... /cry), quick matches, long matches, etc. In every match I have had 11 or more medals at the end of the game, yet there has been no consistency in the reward. On Friday it seemed I was getting 100 comms every win (13 games - 11 wins), but on Saturday (12 games - 10 wins) only 1 win resulted in 100 comms. Most wins granted between 61 and 88 comms, many of these I had 300k+ damage, 10k+ objective points, and 15+ medals. Second, the change of making the warzone medkit and adrenal commendations cost 20 warzone commendations a piece, especially in combination with the lower medals on average per game (even for a win) has made using consumables too expensive. Often times the cost of my consumables exceeds the amount of commendations I earn, even in a win. Over 25 games, and 21 wins, I expected to bank an additional ~760 ranked warzone commendations, less 30-50 for consumable purchases, but I only got a bit over half of that, in large part because I had a stock from prior to the patch and towards the end I stopped using / purchasing consumables. Third, War Hero gear is too expensive, expecially with the rewards coming out right now. Even if every win rewarded 100 warzone commendations, the conversion is still too steep (it was too steep before with BM gear too). Reduce the conversion to a 2:1 ratio (20 warzone for 10 ranked) and it will be more reasonable. If the rewards were normalized to 100 comms per win, 20 wins (approximately 5 hours of play and no losses) would result in 1000 ranked warzone comms. Fourth, please remove pointless conversions from the vendor. What is the purpose of allowing 10 ranked warzones to be traded in for 10 warzone comms? You just spent 30 warzone commendations to get those 10 ranked warzone comms, so why would anyone want to just throw away 20 warzone commendation. There's no need for a penalty in going back; just allow a 10 ranked to 30 regular conversion both ways. In addition, get rid of the consumables for ranked warzone commendations. No reasonable person is going to spend 10 (or 20 currently...) ranked warzone commendations for a consumable when it's the equivalent of 60 regular warzone commendations, especially when that's all we're getting for a win right now anyway. Finally, and this should be applied in general for pvp and pve, please consider separating mods and their shells, and creating a separate mod for set bonuses. There are pros and cons to both tieing set bonuses to armor shells and the armoring mod. In the former, you are forced to use a particular armor style to get a set bonus, but in the latter you are stuck with the particular armoring that the set bonus is tied to. As a min/max player, I prefer the former of the two because at least then I can pick the stats I would like, and I'll just deal with using the armor style you give me, but it would work better for everyone if the set bonus was it's own entity that you can move. This would allow us to use whatever armor style we want, as well as whatever armoring we would like as well. The other reason is that we are already running into hard DR caps, even in the first sets of raid or pvp gear. I'm all far spending more time to min/max and swap out my heavy endurance mods/enhancements to push out more dps, but that's not exactly what's happening. Instead I'm swapping mods to get rid of stats that are providing miniscule to no actual benefit to my character, and I am forced to purchase the base piece and then another piece to get the correct mods just so the piece isn't a downgrade. It would be a very welcome change if we could purchase the armor shells and pick the mods we'd like to use from the get go. Thank you for reading. I hope you will address some of these issues.
  13. Novare Coast 4%-0%, 79 comms -- 10 medals, I joined this one in progress.
  14. Yesterday, it seemed pretty straight forward. When I won I got 100 commendations, every time. Today I have played 5 and won 5 games in a row. The results are as follows: Huttball 6-2, 95 commendations Voidstar 6-0 (we attacked round 1, finished with ~30 seconds to go), 81 commendations Novare Coast 100%-0%, 89 comms Voidstar 4-2 (we attacked first, time expired), 65 commendations Huttball 3-1 (time expired), 86 commendations In each of these warzones I was there or the full duration, had a minimum of 11 medals, and as many at 17 medals. In every game but Novare Coast I had the highest number of objective points. In both Voidstars and Novare I had over 300k damage done, anywhere from 25k to 60k protection, and between 30-50k healing done. How the hell does this stuff work?
  15. I would just like to inform you that a Sorcerer healer successfully healed the new hard mode flashpoint, with an assassin tank, and 2 merc dps. This was followed by a Juggernaut and Assassin duo tank with dual sorc healers clearing through the new operation on 8 man. TLDR; You're bad.
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