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JasozanLok

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  1. I don't disagree with you there- Sentinels do have quite a lot at their disposal. However, I find what keeps them somewhat balanced is that although they have a lot, they cannot use it all at once- so they need to pick and choose, so it's not -that- bad. I will look into your suggestion, however, as you do have a point. As for DPS scoundrels, I'll check that out as well.
  2. Marauder is the Empire equivalent of Sentinel.
  3. Force Sweep is the equivalent of Smash. The changes in it's damage talents in the trees will decrease this damage that is dealt.
  4. Ah, I believe you are right, this was an oversight on my end, thank you for clearing that up a bit. I'll look into a plausible survivability talent for y'all.
  5. I'm basing it primarily on the skillset of those I fight against/alongside with- however, your suggestion would make for quite an interesting change- I'll contemplate a bit on it, I'll most likely add that to the list as well. Good constructive criticism.
  6. If you have suggestions, I'd be glad to hear them- this thread is not for folks to simply say 'you don't know what you're talking about' and move on, but rather to be respectful and list their own ideas- I'll happily accept them if the point is valid.
  7. If you look closely, you should see that the buffs to PT/VG are only slight in the underpowered trees. Sentinels will still be just as good afterward. PT/VG are only really 'overpowered' when specced into Assault/Pyrotech, as their burst is insane.
  8. I will do my best to attempt this further in the thread. As for Gunslinger nerfs- I play a gunslinger as my main, and I've noticed that although my class's only spec is to deal damage- the amount it deals when specced and played correctly is insane, especially if we go unnoticed. It's only a minor tweak- I wish to change Wounding as it brings players from 100% health down to 40-50% easily(With the bleed effects taken into account). As for crit, I've had the upwards of 5k crits and it simply is too much. The AoE damaged reduction was reduced due to other classes with similar abilities' level in order to promote equality.
  9. Before I begin, I would like to simply state that class balance right know is relatively fine. Most classes can be dealt with without too much trouble. However, it can be made better, and closer to equality than its current state. I would like everyone to review, criticize, and list their suggestions regarding class balance here. This post is quite long, so if you don't have time, I suggest simply looking at another QQ thread and ignoring this. All nerfs are listed in red, and all buffs are listed in green. I will be using republic classes, as those are the ones I am most familiar with. Assume the fixes for these apply to their Empire counterparts as well. Commando: General -Remove the 1.5 seconds it takes to switch cells. -Give Commandos an interrupt. Reasoning: Other classes can switch stances instantly, and other classes have interrupts. Combat Medic -Revert 'Supercharged Cells' and 'Trauma Probe' to their pre-1.2 ability listings, IE Making TP free and SC worth using again. Reasoning: Commando healing is the weakest at the moment and these abilities took major nerfs in 1.2 that were utterly ridiculous. They need a buff, and this will do the trick. Gunnery -Revert the entire tree to its pre-1.2 stages and adjustment will be made accordingly. Reasoning: Gunnery is almost useless for PvP- you're a turret. Might as well help them in the damage department. Assault Specialist -Reduce the overall critical damage bonus from 30% to 20% for the same amount of skillpoints. Reasoning: Other classes have similar abilities up to 30%, but cost 3 skillpoints- while the current one for AS is 2 for the same benefit. Vanguard General -Remove the 1.5 seconds it takes to switch cells. Reasoning: Other classes can switch stances instantly. Shield Specialist -Allow Supercharged Ion Cell to work properly in PvP. -Increase Smoke Grenade's accuracy debuff from 20% to 50%. Reasoning: Speccing into these abilities is almost a waste of skillpoints- they need to be fixed in order to be worth using. Tactics -Allow 'Frontline Offense' to increase the damage dealt by Ion Pulse and Gut from 6% up to 12%. -Have 'Serrated Blades' instead decrease the opponents armor up to 10% for 10 seconds when gut is used. Non-stackable. Reasoning: IP/Gut deals little damage as-is, a 6% boost is enough to make the talent worth speccing into. Gut is useless compared to incendiary round, so the added armor pen will be well enough to make up for it. Assault Specialist -Remove the Auto-Proc ability of Ion Pulse when 'Ionized Ignition' is specced. Instead, have Ion Pulse deal up to 6% more damage to burning targets. -Decrease the critical strike damage bonus from 30% to 20% for the same number of skillpoints. Reasoning: Many players claim VG/PT as 'Overpowered'- however, this tree is the only one that matches this department. The Auto Proc on IP adds an additional 600-1000 damage per hit, which is unreasonable. Again- other classes have similar abilities to the strike damage bonus for more points than the current 2. Guardian General -No changes. Defense -No changes. Vigilance -Reduce the damage reduction of 'Unremitting' from 20% to 10%. -Remove 'Improved Sundering Strike''s application of another stack of sunder armor and replace it with a 6% damage boost to Sundering Strike. Reasoning: This is a DPS spec. 20% flat damage reduction should be reserved for tanks, not killing machines. As for Sundering Strike- at the current rate it is far to easy to reach the max stack. Focus -Decrease the amount of damage force sweep deals in 'Singularity' from 12.5% to 6%, and allow it to stack 3 times. -Reduce the armor pen of Shii-Cho Mastery from 10% to 7.5% per skillpoint. Reasoning: While this may be a DPS spec- Allowing an AoE move to crit for the upwards of 5k is simply not reasonable, while other classes lack the same types of abilities. Sentinel General -Remove the ability to be healed while 'Guarded by the Force' is active. -Reduce the amount of focus generated by 'Zealous Strike' from 6 focus to 4 focus. Reasoning: This is the one thing that makes Sentinels/Marauders slightly overpowered- they essentially gain a second life when healed during GBTF/UR. Watchman -Reduce the overall healing of 'Merciless Zeal' from 2% to 1%. Reasoning: This is a dps spec- 2% health is too much when numerous crits are expected. Combat -Reduce the overall armor penetration of 'Precision Slash' from 100% to 70%. -Increase the proc-chance of Ataru form from 20% to 35%. Reasoning: Sentinel is the only class to my knowledge with 100% armor pen- that is unreasonable. Ataru's proc chance is increase to promote use of this spec for it's now enhanced damage dealing capabilities. Focus -Decrease the amount of damage force sweep deals in 'Singularity' from 12.5% to 6%, and allow it to stack 3 times. -Reduce the armor pen of Shii-Cho Mastery from 10% to 7.5% per skillpoint. Reasoning: See above Guardian nerf. Gunslinger General -Increase the damage absorbed by Defense Screen by approximately 20%. Reasoning: Currently, Defense Screen goes away within 1 second after hitting it-not much absorbed damage. Sharpshooter -Reduce the overall AoE Damaged Reduction from 60% to 40% Reasoning: Other classes have similar abilities, this is to put them more in other's range. Sabotage -Decrease the critical strike damage bonus of 'Arsonist' from 30% to 20%. Reasoning: Other classes have similar abilities, this is to put them more in other's range. Dirty Fighting -Reduce the overall damage of 'Wounding Shots' by approximately 10-15%. Reasoning: This single move is the key to knocking out anyone who comes your way- it is simply the ultimate damage dealer there is. Since GS only has DPS as an option however, only 10-15% damage should be knocked off. Scoundrel General -Increase the damage absorbed by Defense Screen by approximately 20%. Reasoning: See GS buff. Sawbones -No changes. Scrapper -No changes. Dirty Fighting Change 'Wounding Shots' to a channeled ability like the Gunslinger counterpart and usable at up to 20m away. Reasoning: The way it is now, WS is not an easy ability to use and mange due to the use of upperhand- at least if it were GS style it would be more appealing. Sage General -No changes. Seer Clairvoyance now adds 5% damage mitigation when Force Armor is broken for 10 seconds. Reasoning: In PvP, healers need to be able to save some to defend themselves, too. Telekinetics -No changes. Balance -No changes. Shadow General -No changes. Kinetic Combat -Decrease the overall force regeneration of 'One with the Force' from 30% to 20%. -Make Combat Technique a talent in the tree to ensure it's defensive bonuses are limited to tanks. Reasoning: These abilities make Shadow far to easy to win in 1v1 and even 2v1 when played correctly, and allow their force management to outweigh the management of several other classes. However- dps users in tank stance become drastically harder to beat, so tank stance ought to be a talent in the three to avoid that. Infiltration -No changes. Balance -No changes. These changes are suggested due to my own PvP experience and those of others on my server. These changes are with PvP in mind, so the PvE effects may be different, and I would like some input on this area. With these adjustments, I would hope to eliminate a 'favoured' spec for PvP and increase the variety of specs used and the possible hybridization capabilities. These take both 1v1 fights and overall group utility fights into account. I would like more suggestions and possible fixes to my own from the forum. I do not wish for any 'L2P' comments- although I am sure I will get some, and I hope that although some users would realize their own class may receive a nerf- they realize that their own skill would be enough to make up for it and try not to ask that the nerf be removed. I hope the thread will encourage the Devs to look more into class balance. Let the criticism and suggestions begin.
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