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LonelyWookiee

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  1. First, thank you for asking for our input and let me say how excited I am at the prospect of customizing our classes more than ever before! I main an Operative exclusively, am proficient in all its disciplines, and have completed all my best achievements with this class (Revanchist, HM Coratanni, NiM Dread Council, etc.) along with regularly playing Ranked/Unranked PVP, Flashpoints, Uprisings, Events, etc. Along with post here I've also shared my thoughts in the other Operative Set Bonus & Tactical Items discipline threads. I've made suggestions based on my experience with this class and with both PVE/PVP in mind. I've started by listing the challenges that I face with each discipline as a guiding factor for my suggestions but I also targeted abilities that I don't often use. Thank you for reading! Discipline Challenges: Melee (position/movement/range) Lethality: [Tactical] Corrosive Assault's range is increased by 20 meters. All Disciplines: [set Bonus] Increases the max stack limit of Tactical Advantage by 1 (stacks with other increases). [Tactical] Countermeasures now increases movement speed by 50% (stacks with other movement boosts). [Tactical] Adrenaline Probe's cooldown is reduced. [Tactical] Stim Boost now additionally restores x energy over the duration. [Tactical] Using Kolto Probe now automatically applies 2 stacks of Kolto Probe. [Tactical] Revive (General ability) cannot be interrupted for 10 seconds after exiting Stealth. [Tactical] Overload Shot now applies a Damage Over Time effect and reduces the target's healing received. [Tactical] Overload Shot now places all of the target's abilities on cooldown for 1 GCD (except abilities not on the GCD) but has an increased energy cost (similar to the Uppercut unarmed combat legacy ability). [Tactical] Infiltration can now be used in combat and out of stealth and provides a damage reduction bonus to all group members within 10 meters.
  2. First, thank you for asking for our input and let me say how excited I am at the prospect of customizing our classes more than ever before! I main an Operative exclusively, am proficient in all its disciplines, and have completed all my best achievements with this class (Revanchist, HM Coratanni, NiM Dread Council, etc.) along with regularly playing Ranked/Unranked PVP, Flashpoints, Uprisings, Events, etc. Along with post here I've also shared my thoughts in the other Operative Set Bonus & Tactical Items discipline threads. I've made suggestions based on my experience with this class and with both PVE/PVP in mind. I've started by listing the challenges that I face with each discipline as a guiding factor for my suggestions but I also targeted abilities that I don't often use. Thank you for reading! Discipline Challenges: Burst Healing, Healing on the Move, Energy Medicine: [set Bonus] Diagnostic Scan's healing and energy regeneration are doubled. [set Bonus] Kolto Injection's energy cost is reduced. [set Bonus] Medical Engineering's (Passive) chance to grant Tactical Advantage is doubled. [set Bonus] Kolto Infusion's energy cost is reduced. [Tactical] Toxin Scan can be used twice before going on cooldown. [Tactical] Kolto Waves can be cast while moving. [Tactical] Recuperative Nanotech refreshes Kolto Probes (if there are 2 stacks of Kolto Probes). [Tactical] Toxin Scan additionally grants a Healing Over Time effect. [Tactical] Kolto Injection/Kolto Infusion can be cast while moving. All Disciplines: [set Bonus] Increases the max stack limit of Tactical Advantage by 1 (stacks with other increases). [Tactical] Countermeasures now increases movement speed by 50% (stacks with other movement boosts). [Tactical] Adrenaline Probe's cooldown is reduced. [Tactical] Stim Boost now additionally restores x energy over the duration. [Tactical] Using Kolto Probe now automatically applies 2 stacks of Kolto Probe. [Tactical] Revive (General ability) cannot be interrupted for 10 seconds after exiting Stealth. [Tactical] Overload Shot now applies a Damage Over Time effect and reduces the target's healing received. [Tactical] Overload Shot now places all of the target's abilities on cooldown for 1 GCD (except abilities not on the GCD) but has an increased energy cost (similar to the Uppercut unarmed combat legacy ability). [Tactical] Infiltration can now be used in combat and out of stealth and provides a damage reduction bonus to all group members within 10 meters.
  3. First, thank you for asking for our input and let me say how excited I am at the prospect of customizing our classes more than ever before! I main an Operative exclusively, am proficient in all its disciplines, and have completed all my best achievements with this class (Revanchist, HM Coratanni, NiM Dread Council, etc.) along with regularly playing Ranked/Unranked PVP, Flashpoints, Uprisings, Events, etc. Along with post here I've also shared my thoughts in the other Operative Set Bonus & Tactical Items discipline threads. I've made suggestions based on my experience with this class and with both PVE/PVP in mind. I've started by listing the challenges that I face with each discipline as a guiding factor for my suggestions but I also targeted abilities that I don't often use. Thank you for reading! Discipline Challenges: AOE, Melee (position/movement/range), Energy Concealment: [set Bonus] The energy cost of Veiled Strike is reduced. [Tactical] Toxic Haze now spreads (and activates) Volatile Substance (so long as one target has Volatile Substance). [Tactical] Backstab can now be used face-to-face. All Disciplines: [set Bonus] Increases the max stack limit of Tactical Advantage by 1 (stacks with other increases). [Tactical] Countermeasures now increases movement speed by 50% (stacks with other movement boosts). [Tactical] Adrenaline Probe's cooldown is reduced. [Tactical] Stim Boost now additionally restores x energy over the duration. [Tactical] Using Kolto Probe now automatically applies 2 stacks of Kolto Probe. [Tactical] Revive (General ability) cannot be interrupted for 10 seconds after exiting Stealth. [Tactical] Overload Shot now applies a Damage Over Time effect and reduces the target's healing received. [Tactical] Overload Shot now places all of the target's abilities on cooldown for 1 GCD (except abilities not on the GCD) but has an increased energy cost (similar to the Uppercut unarmed combat legacy ability). [Tactical] Infiltration can now be used in combat and out of stealth and provides a damage reduction bonus to all group members within 10 meters.
  4. Keith, Eric, I respectfully ask for a response and for the combat team to re-evaluate the nerf to Concealment. I love the class, my single remaining character in the game is an Operative, and I have a Top 3 parse for Concealment/Scrapper. Concealment Current Top Parse (not mine): 10,361.95 Total Damage: 2,501,292 TTK: 241.392 Balance Changes: Acid Blade Reduction 27.78%, Collateral Strike Reduction 27.68% Acid Blade Damage (From Parse): 160,731 x .2778 = 44,615.07 Collateral Strike Damage (From Parse): 226,336 x .2768 = 62,649.80 Adjusted Total Damage: 2,501,292 - (44,615.07 + 62,649.80) = 2,394,027.13 / 241.392 Adjusted Top Parse: 9,917.59 DPS Change: -444.36 DPS Melee Burst/Ranged Sustained Group Numbers posted are the current top parses for the specs without regard to faction. Concealment uses the projected top parse number shown above and I'm not certain how Carnage will turn out. 10,589.22 - Deception Assassin (No Changes Announced) 10,226.71 - Rage Juggernaut (No Changes Announced) 10,207.54 - Innovative Ordnance (Received Changes) 10,191.08 - Advanced Prototype Powertech (No Changes Announced) 10,134.34 - Engineering Sniper (Received Changes) 9,917.59 - Concealment Operative (Received Changes) 9,704.19 - Madness Sorcerer (Received Changes) 0 - Carnage Marauder (TBD) Range: 885.03 DPS Justification First, let me say that I appreciate that the nerf wasn't greater and that when all is said and done all the specs (with the exception of Deception and Madness) are more or less in the same grouping. The issue that I have with the nerf is that it moves Concealment to the bottom two in the group even though it is: a) a melee class which is a disadvantage, and b) has few defensive abilities to mitigate damage. In other words, within its own grouping, it should easily be in the top two or three positions to keep it balanced in it's target DPS group and desirable for operations. I propose these changes instead (using the same top parse at the beginning of this post). Acid Blade's damage reduced by 10.28% Collateral Strike's damage reduced by 7.30% This should bring the DPS to around 10,225.
  5. I tried really hard to like the Manaan stronghold but, I'm sorry, you guys seriously dropped the ball. Likes: - Modern Look - Fish & Underwater Viewing Dislikes: - No Manaan Music - Too Small - A ton of hooks available but all in the WRONG places and of the WRONG types. Like, for real, did no one QC the hook types and locations? The rooms are not flexible and I'm being forced into certain designs because of lack of options.
  6. The only time I really play GSF is when I'm leveling because it has great XP. Tonight though, I ended up playing a bit of GSF with some friends because I thought it would be a good idea to refresh my memory before posting. In fact, I'm in a match right now but tabbed over writing this post because it can be so frustrating. That said, I do have a lot of hours logged in GSF and I have mastered both Imperial and Republic scouts. So here it is real time... Reasons I Do Play GSF - Great XP - It's a change of pace. - My scout looks awesome and I want to show it off. Reasons I Don't Play GSF - Defensive abilities suck and players die too fast. - The rewards aren't worth the time it takes. - Only two types of matches and the objective match is the same every time. - I'm sick and tired of getting one-shotted by gunships. - Matches are rarely head to head, you're either on a team that's good or not and "comebacks" are highly unlikely. I think that's another reason the matches feel soooo long. Be on a losing team and you know you're not going to make a comeback and have to sit there forever waiting for the match to just end. I'm not one to quit mind you, so I keep fighting, and I have seen some comebacks, but that's not to say these are my thoughts while waiting. Observations - Gunships are overpowered and in swarms it's hard to get close enough to kill them which is why 9/10 times the match will dissolve into gunship battles/nests on both sides. - Why is blaster power even a thing? Not only are we dying so fast but now when we're alive we can't even shoot?! - While I admire the skill of superior pilots the disparity between the average pilot in GSF and those that are "good" is too great. In PVP the difference can be the same but you don't die instantly and at least you feel like you have a fighting chance. - The NPC/commander voice that says something along the lines of "you have to turn the tide of battle" when you're score is some super low number and the enemy is at 40/50 kills is really annoying. I hate it. Tell me when it's more like a difference of 5 between the teams and we have a chance to turn things around. But saying it when they're just about to win it's like a slap in the face and I'm thinking, "gee how am I supposed to turn the tide - whatever we're doing it hasn't worked thus far and it's highly unlikely we're coming back at this point." - The only time I've ever seen hacking in this game has been in GSF matches. I PVP almost every day and I don't think I've ever seen anything there but I've seen ships use there evade ability twice back to back, missiles that fire instantly, and ships move in peculiar ways skipping around and preventing target locks. - I don't really feel "connected" with my ship the way I do with my character. There is a wide range of abilities on my character and I get to choose which one would work best for a given situation. In GSF, death comes too quick and I only have four abilities to use. I know there is some strategy to playing but its just a bit too simple for my tastes. I would like to do more than turn in circles, try for target locks, get shot down by gunships in 1-2 shots, and occasionally use a special ability. I would like to feel more connected to the team too, as we do in operations with everyone having a role.
  7. I would rather see a Selkath species added...
  8. As the previous poster has already stated, I am using the armor set in my outfits. As for the XP set bonus armorings - I don't care if they come with the armor or not as I'm simply interested in the armor itself and not what's inside it. That said, only those who have all the pieces of the set would have it unlocked in collections (if eventually added to collections). If they have the set already then they have the armorings and the only thing they gain by being able to claim more sets of the armorings is a quality of life change by not having to legacy over leveling gear. It's really not an issue.
  9. I love the Victorious Pioneer's armor set and it's awesome gold, legacy quality border. I like my companion and I to match so I use my set on her while I have it on myself through outfit designer. I would like to be able to claim more sets so I can place my heal/dps gear into them and equip them for use. Please add this armor set to collections so that those of us who have it unlocked can claim additional copies of it. It already has the gold cartel coin designation on it too. Favorable consideration for this suggestion would be highly appreciated, thank you.
  10. Dear Friendly Neighborhood Combat Team, I know a lot of people are upset that Merc defense isn't being nerfed more (sure, I'm one) but I also understand, (because you explained it so well) that the changes are currently focused on bringing their DPS in line with their assigned category. I trust the defense adjustments will come later. I think these changes are good, on target, and I will be very happy not to be on the receiving end of anymore excessively high critical demo rounds. - LW P.S. Wipe the slate clean and give every adv. class a unique healing, DPS, and tank spec. I wanna Operative tank!
  11. My preference would be Option 2 where the bosses drop Unassembled Components (UCs). I like this idea because it gives players who prefer not to dabble in PVP (I like PVP) a way to get UCs. Additionally, gearing will be more flexible since UCs can also be traded in for any piece. I would only hope they drop in sufficient quantities. Thanks for asking for our feedback!
  12. Then why would you call for a nerf to Operative defense? You should understand what it's like being squishy (and for the record sages/sorcs are far more difficult to shut down than Operatives). It's their mobility in combination with the ability to control a target that allow Operatives to survive in the face of their mediocre defensive abilities. Just because you don't know how to properly counter an Operative doesn't mean they need a nerf.
  13. You've obviously never played an Operative. They have the lowest survivabiltiy of all the classes. Come under focus fire and you'll see what it's like. Yes, they have some cunning moves but can easily be shut down. Buff Operative DPS and defensives.
  14. It's nice that Operative DPS is finally viable in PVE, however, they're definitely lacking when it comes to survivability. Most all of the utility points have to be placed into defensive selections (regardless if healing or dpsing) rather than offensive just to stay alive and this really hampers their total damage output and usefulness. Additionally, it would be nice to see them inflict the Sundered, rather than Assailable, debuff.
  15. Hello! Thank you for the reply and information about your group. I'm looking for NiM and HM Revan/Rav level raiding but I'll look you up in game to see if you have any teams running that content. Thanks!
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