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shyroman

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  1. They're able to get just as high. If anything, the changes were an overall buff because they fixed a bug on established foothold which made it do significantly less damage. That bug fix completely nullified the tactical nerf.
  2. Well they did change level sync so that you are more closely balanced to how it was meant to be at release, at least for operations and flashpoints. I guess it made its way to planets and leveling as well. They still missed the mark quite a bit from what I've seen, but welcome to what leveling difficulty is supposed to be like, you don't have super stats when over leveled like the past several years.
  3. This thread is what happens when people get used to be so incredibly overgeared that they can faceroll everything. Most MM FP's in 5.x were tuned for I think 236 gear even though by the end of the expac, people were in 258's. Now with the gear reset, people are remembering what it's like to not be overgeared, you actually need to know your class and the encounters in order to do more difficult content.
  4. So I've been messing around with a few of the abilities that will be stack based now and I've got some issues with how it feels to play. Right now it's just you get the extra stacks at the beginning of combat and then it's entirely the same as before. I've heard that this is especially detrimental to roll for operatives. I haven't played that yet but based off of my experiences with mara/sniper/pt, I can imagine how bad it feels. When I first heard of the stacking system, I thought each stack would have its own separate cooldown but that only applies to the first stack. For thermal sensor override, lets say I use the first stack, and the 1 minute (halfway) into the cooldown of the first stack, I use the 2nd stack. Now the first stack will still refresh 1 minute after the 2nd TSO which will give you your 3rd TSO activation, but the next TSO stack then starts its cooldown based off the 3rd activation and not the 2nd. So after your 3rd activation, instead of waiting 1 minute between activations like the rest, you then have to wait a full 2 minutes for the 4th and all the future activations. This also felt really horrible on snipers with Laze Target since after your initial 3 activations and the first refresh, you have to wait the full minute for every single laze target which feels a lot worse than the 2 every minute like it is on live. Now I'm not sure exactly what your intentions were with this stacking but I'll assume that the one currently functioning on PTS is your intention. Maybe it will require some number tuning for the way I'd like it to function but using those stacking abilities very frequently feels a lot more satisfying than it going back to the original cooldown after the initial set of activations.
  5. Something that was pointed out to me about the massacre tactical was that the 30% extra crit chance on the next ability after massacre sometimes get utilized. Because the hyper buff is consumed by any ability, including dcd's, ferocity, and berserk, the 30% crit chance will frequently be eaten up by a non-damaging ability. I think the best way to fix this is to just change the hyper stacks to be removed by the next damaging ability instead of any ability.
  6. I mean I think the rotation is significantly better than the rotation on live. On live the rotation is almost completely static and I think spamming massacre 4 times in a row and making sure you do the right amount of massacres to keep your rage at an appropriate level is more satisfying than just alternating massacres and assaults in the same window.
  7. on pts you have significantly lower tertiary stat % than on live, that's why it feels harder since that doesn't get synced down.
  8. While you're working on that, is there any way you could implement a terminal that boosts our legacy as well? We can currently create a legacy by finishing the first planet on any toon (which is how it is on live for new accounts iirc), but when I did that, I realized that every perk that we would want to use in legacy is either required to get manually like the extra stats from completing companion dialogues/class chapters, or requires a specific legacy level which would be impossible to achieve without significant time investment. The extra stats from the companions as well as being able to use all of the class buffs is pretty critical to determining class balance to make sure everyone is parsing/doing content on equal footing. The other legacy perks like being able to unlock ship dummies and field respec isn't as completely necessary since there are ways of getting around that (rishi stronghold for parsing and going to fleet for respec) but the perks make it significantly easier. A terminal that just unlocks everything legacy would make things really convenient.
  9. My Virulence thoughts: The tactical that increases weakening blast damage is just the same virulence we've always been using with slightly increased damage but the damage increase didn't seem as big as what other classes were getting. The tactical that explodes all of the dots but puts weakening blast on a higher cooldown is a great idea but the cooldowns line up horribly. The rotations I was trying were 1: do normal opening with dots>WB>Cull (can use cull still because of weakened dots), and then reapply dots again so that you can use cull again when it's back up and go through the normal virulence rotation. However, with that rotation, when WB comes back up, it's right before the dots will fall off naturally and using WB to explode 1-2 ticks of the dots left feels really unsatisfying. So it's either hit weakening blast for a very weakened explosion or delay WB for another entire Cull block, which also feels horrible. 2: do dots>cull>WB>takedown>dots>cull but it had the same issues. I think the idea of this is great but needs some cooldown timing changes. My ideas for a change are to increase the cooldown of WB by another 6 seconds but increase the duration of weakening blast on the target or you could go the other way and keep the cooldown the same as live (no 6s cooldown increase), but it doesn't add a debuff to the target that deals extra damage per dot tick. I'm not sure how the 2nd change would play but it would play more into the burst aspect of the tactical and making it less of a sustained option. I will try a rotation similar to the 2 Cull rotation where I refresh dots early and see how that feels tonight. The aoe lethal shot tactical is busted AF. Can lethal shot pretty much infinitely with just 3 targets and with lethal shot doing full damage on the splash damage, the aoe rotation becomes dots>lethal shot until dots fall off and then repeat. Super easy and does insane aoe dps. I really want to try it out on 8 targets because even just on the 3 target dummies, its dps was so high.
  10. So I tried the single target carnage tacticals and here are my thoughts: The always 50% ferocity tactical feels different, I like that there's a different potential playstyle with this change but it feels pretty weak. Its burst is neutered with the reduced ferocity, but its sustained really isn't increased at all. I got a parse where I was able to hit everything on cooldown and major abilities rarely overlapped but it just felt weak, I think the best course of action for this would just be to increase the overall dps for this tactical and make it the sustained tactical that removes burst. The bleed on Gore is just the same as regular carnage with slightly more dps but the overall dps was about the same as the 50% ferocity tactical. The devastating blast being affected by the new ability had the same feeling to it, no rotation change but still roughly the same dps as the other 2. I'm not on my pc that has the combat logs right now but I think I was doing around 16-16.5k dps for all of these tacticals. The massacre ferocity feels great. It took me quite a bit of time creating a spreadsheet of the potential rotation and a couple hours of actually trying that rotation to get it down well but it makes the spec flow a bit differently while still keeping the identity of carnage the same. I could repeatedly get 3-4 massacres in a row while still keeping the rotation. My idea is to get back to back berserk'd ferocities with some frequency and it seemed to work pretty well, that combined with the significantly increased amount of massacres I used. On a dummy I can get 3 berserk'd ferocities for every 5 ferocities but in a boss fight where I'd be gaining a lot of extra fury, I'd likely be able to get that frequency even higher. On a dummy it does require a 2 gcd delay in ferocity whenever I'm getting the 2nd ferocity in a back to back berserk'd ferocity to gain more fury (those 2 gcd's are 2 massacres that are gaining 1 rage each), but in a boss fight where I'm gaining more fury, those gcd's could be removed and no delay for ferocity would be needed. I think I was getting up to 18k dps for this tactical, though I will update this post once I can look back at my combat logs. I think this tactical has great design, it's hard to tell exact number balances though with not every spec out and people still working out rotations but I expect that that is meant for future pts phases. For all of my testing, I was using the berserker set bonus (increased power) to keep things consistent and as far as raw dps, that one is most definitely the best.
  11. It's going to function differently now, if you managed to test out sorcs when pts was live, it will function like their new ability. Instead of activating it once every minute and getting 2 stacks, you will be able to activate it 3 times every 45 seconds and every time you activate it, you will only get 1 stack. So starting at 3 charges, you activate it once, you get 1 stack of laze target on your buff bar to be consumed and you will drop to 2 charges. The charge you just activated will have it's own 45 sec cooldown independent of the other 2. So theoretically you could activate laze target every 15 seconds forever but will only be getting 1 stack each time.
  12. Yeah I believe it, considering most of the damage for regular carnage is super bunched up in ferocity windows. I just haven't been able to try it personally. I'll definitely share what I'm able to come up with for Hyper. It might take a couple weeks of testing since the preliminary rotation I have in my head is janky af. It might not even work how I want it to but I'll keep trying everything I can to make it work.
  13. Just a quick note on this tactical which I think makes this one not too bad. I tried a tweaked rotation where I did the normal basic static rotation (the one the refreshes dots a couple gcd's early) and instead of doing FL > LS > FL > clipped FL > demolish, I used a hard cast LS right after the first LS and used the 2nd FL right after. So it would go FL > LS > hard cast LS > FL > demolish. It really smooths out the rotation since you no longer need to clip a force lightning and a non-wrathed LS will average out more damage with the 100% proc chance than the slightly more damaging clipped FL and only 10% proc chance. It actually makes the rotation feel not so clunky, madness might still need some number tweaks since it's hard to accurately parse most specs with the cooldown text bug and only half the classes being testable but functionally I think this tactical is perfect.
  14. I haven't been able to do any real testing on these yet because the cooldown text bug really messes with these but for the 50% ferocity one, that significantly changes the rotation to where the overall damage output might end up higher than normal. Pretty much hit everything on cooldown and make sure to have the rage to do so. Being able to use ravage, DB, and Gore so much more frequently I think will make up for the lack of extra armor pen. For the massacre tactical, I've got an idea for a new rotation that I'll work on once I can effectively test it that would allow for the use of several massacres in a row. With all the extra rage and fury that this tactical will provide, there could be some interesting rotation possibilities.
  15. Not yet. I'm guessing mirroring all that over takes a bit more time and they want to get it out and tested as quickly as possible.
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