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General Set Bonuses and Tactical Items


EricMusco

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Some general ideas here. I based my suggestions around what I would consider being interesting mechanics rather than trying to set them in stone. These are all primarily PvP based suggestions and I feel the new tactical slot could be used to great effect as a mechanic to balance power between PvP and PvE

 

Obviously, I'm not suggesting each one gets added, this is more of a suggestion list for Utilities, Discipline Paths, and Tactical Items.

 

UNIVERSAL - UTILITIES AND TACTICALS CAN BE CHANGED DURING THE START OF A PVP MATCH

 

Healing Based

 

 

  • Debuff - X ability now removes a buff each tick
  • Debuff - Next heal gets redirected to player
  • Debuff - All heals received count as damage for X seconds
  • Debuff - Healing decreased by 10% per second for 5 seconds
  • Debuff - Heals are prevented for Xs, all heals apply at the end of this effect
  • Debuff - Heals are received by player in addition to target
  • Buff - Healing is increased by X% when player is at 100%
  • Buff - Cleanse is no longer on the GCD (side note, cleanse now cleanses one effect regardless of type)
  • Buff - Healing is increased by X% when target is under X%
  • Buff - Your healing scales with movement speed (ie. Predation grants 50% more healing)
  • Buff - Damage absorbed by immunity is restored as a heal at the end of it’s duration
  • Healing done by non healing specs is reduced by 30% when used on friendly players

 

Tanking Based

 

 

  • Guard now absorbs X k then needs to be reapplied
  • Taunt now forces all effected players to target the player who taunted
  • The first X k absorbed by guard is reflected
  • The first X k absorbed by guard is reflected, this damage is still taken by guarded target
  • Guard is now linked to defensive stats offering a 5% baseline reduction in damage increasing based on total defensive stat %
  • Taunt is now the main form of damage reduction available for tanks with it’s % being linked to total defensive stat %
  • While taunts are active your damage is reduced by X%
  • Guarded targets in pvp reduces incoming healing by X%
  • With every second of guarding the same target, your damage is being reduced for 1 %. For every second of being incapacitated your damage is increased for 1%. Lasts 10 seconds
  • Debuff - Target cannot be guarded for X seconds
  • Buff - You can now guard 2 targets at the same time (defensive stats split across targets so a total 50% reduction would work as 25% per guarded target)
  • Buff - Guarded targets do X % increased damage / healing
  • Cursed Shield - Guarded targets have X % increased damage AND X % increased damage taken
  • Air Shield - Guarded targets have X % speed increase AND X % increased damage taken
  • Restoration Shield - Guarded targets have X % healing increases and X % speed decrease
  • Kamikaze Shield - Damage is increased to 150% but is reflected back at 100% to guarded player
  • Woven Shield - DCD’s used by the person applying guard also benefit the guarded target with the effect being split 50/50
  • Critical Shield - Every successful critical attack from the guarded player adds X % to the amount of damage transferred via guard
  • Vengeful Shield - When X k has been absorbed by guard, guard is removed and X % of that damage is dealt as an AOE attack
  • Force Push has it’s CD reset if the first push sends player X meters

 

DPS Based

 

 

  • X ability now purges one friendly buff per hit
  • X ability removes guard from target
  • X attack increases the opponents movement speed by X % for X seconds but their movement keys are reversed (ie. W is S)
  • CC breaker is unavailable for X s after being hit by X ability
  • Ranged - Turret is deployed mirroring the abilities cast for X s and landing for X % damage
  • Force Melee Class - An additional lightsaber / saberstaff flies around your character dealing X damage per second to all player caught in it’s range
  • Recall - Rewinds time for the last X seconds removing and damage taken, done, healing etc and player position

 

Operative (Concealment)

 

 

  • Acid blade causes all incoming damage to count as internal/elemental damage
  • Buff: NO U - All damage received during evasion is reflected back to target at the end of it’s duration at 150% received
  • Backstab now refreshes the duration of Kolto Probe
  • Holo-Reverse - Holotraverse now pulls the targeted player towards you
  • Holo-Inverse - Holotraverse now swaps your position with targeted player
  • Holo-Agress - After using Holotraverse all attacks are guaranteed critical hits for 3s
  • Holo-Restore - After using Holotraverse, healing is increased by X % for X s
  • Holo-Stealth - After using Holotraverse, stealth is granted for 3s
  • Holo-Prode - After using Holotraverse 2 stacks of Kolto Probe are applied to the player
  • Holo-Exchange - Swap positions with the player targets by Holotraverse
  • Holo-Protect - Friendly players targeted by Holotraverse gain 20% damage reduction for 3s
  • Holo-Execute - If Holotraverse is used on an enemy player under 30% health all damage is increased by 50% for 3s
  • Holo-Betrayal - All DOT’s applied to the player targeted by Holotraverse spread to any enemies within 8m
  • Roll With It - For 1s after using roll stealth is granted to player, stealth abilities (ie. Hidden Strike) are usable for 2s
  • Roll With It Alt - After using roll stealth abilities (ie Hidden Strike) are usable for 2 s
  • Roll With the Punches - Roll decreases the CD of Backstab by 1s
  • Overload shot knock back now stacks, 1 stack = same distance, 2 stacks = double distance
  • Healing received by any players affected by Acid Blade is shared at 50%
  • Acid Blade reduces guard and heal effectiveness by X %
  • Holotraverse produces a clone of the player that mirrors their abilities at 50% damage
  • If a target dies that has received damage from you, the CD of Holotraverse is reset
  • When a target dies that has received damage from you, your movement speed is increased by X % for X seconds
  • Operatives now have a 1s GCD (scale accordingly)
  • Vanish now allows you to use abilities for 3 seconds without leaving stealth
  • Hidden Strike - Back in the game, seperate CD from backstab
  • Toxic haze steals hp from targets affected by it 3%-5% per tick
  • Abilities that land on any target affected by your toxic haze are guaranteed critical hits
  • Your first ability from stealth is a guaranteed critical hit
  • 30% Critical Multiplier returns for Backstab / Hidden Strike, Volatile Substance and Lacerate
  • MINE - Buff - Steal a random buff from targeted player, buff stacks with existing buffs
  • Corrosive Dart makes every Shiv / Veiled Strike a guaranteed critical attack
  • Infiltrate can now be used out of stealth and in combat granting stealth to all players in a 10m radius for 3s
  • Acid Blade now deals damage instantly rather than over time and still triggers Volatile Substance
  • Not A Doctor - Your healing abilities now cause damage instead
  • Volatile Substance now detonates on damage taken, regardless of type
  • Stable Substance - Volatile Substance hit for 50% damage but also heals the player for that much damage
  • Remote Substance - Volatile Substance now detonates when the same button is pressed again (off GCD)
  • Corrosive Substance - Volatile Substance now deals its damage as a DOT over 6s, all damage done during this window is increased by X %
  • Bouncing Substance - Upon detonation, all DOTs are spread to enemy players in a 8m radius and are guaranteed critical hits
  • Spreading Substance - Upon successful detonation, Volatile Substance is applied to all players in a 8m radius dealing 50% damage
  • Weakening Substance - Upon detonation, targets damage is reduced by 50% for Xs
  • Cleansing Substance - Upon detonation, 2 friendly buffs are removed from target
  • All Style No Substance - Upon detonation, targeted player is buffed with sparkle powder and forced to dance (breaks on damage) for 3s
  • Weapons Of Mass Distraction - If your distract successfully interrupts a cast, it’s CD is reduced by 8s
  • Distract prevents the target from being guarded for 3s
  • Acid Blade now reduces healing received by 20%
  • Infiltration applies 2 stacks of Kolto Probe to all players in its radius
  • Lacerate critical hits now hit enemies within 5m for 40% damage
  • Smoke Haze - Toxic haze replacement - Standing within smoke haze grants 1 TA per 3s and reduces damage by X % 30s CD
  • Smoke Haze Alt - Standing within smoke haze grants stealth for 1s each 3s, stealth abilities are usable during
  • Feign Death - Once below 25% health the Operative may feign death creating a clone with the player death animation, stealth is granted for 3s
  • Corrosive dart critical hits reduce the cooldown of volatile substance by 1.5 secs
  • No Root-O - Triggered by countermeasures - Player runs with his arms behind his back for 10s, immune to slows, movement speed increased by 30%
  • Obnoxious Knives - Knoxious Knives is now a 360 degree attack and roots players for 1s
  • One true spec - All non concealment operatives within a 30m radius are respecced to concealment
  • Sike You Thought - Assassins / Shadows now have phase walk, not usable if within 100m of an operative
  • Give and Take - Heal an enemy target for X k, after X s the heal is converted to damage
  • Even The Odds - For each player attacking you above 1, damage is reduced by X %
  • Odds are Even - For each player attacking you above 1, damage output is increased by X %
  • Overloaded - Overload shot costs double energy and deals double damage
  • Achilles Heel - Sever tendon now deals greatly increased damage to targets under 25% health
  • Flash Gang Bang - Flash Bang is now an AOE rather than targeted
  • Fabulous Bang - Flash Bang causes targets to dance depleting their resources by X% per second for the duration

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-note: I'm playing PvE, no idea whats happening in PvP, and I'm playing on the dark side, so you'll see Empire class/ability names only-

Sorry for my english^^

 

Currently there are only 8 Classes á 3 Specs in SWTOR. Tactical Gear can be used, to support a unique playstyle and make an old class feeling new, while minor balancing can also be achieved. I prefer a more active playstyle with choices!

Let's have an in depth look at some advanced classes/specs:

 

Assassin

+ Force Speed Damage Reduction and Force Shroud carrying anything, Procs, Movement (Phantom Stride/Force Speed)

- Range what's that?, Porting is always a lot of fun...

 

General Tactical Gear:

Force Speed can have an additional Charge (2 total), but now has a recharge time of 40s.

> Another Defensive Ability for Assassin would be worst Case. But Force Speed is also an utility tool for movement. Having two Stacks allows a consecutive use in difficult situations to survive longer or to rush over the battle field. But the much higher recharge rate prevents a frequent use. Choose: I want to use it frequently or I want to have more charges and receive the possibility of reacting much better to different situations at a higher recharge rate.

 

Darkness

+ Defensive Cooldowns, Damage Mitigation

- Damage Output

 

Darkness Tactical Gear:

Dark Ward's charges no longer grant shield chance and consuming them no longer grants shield absorption. Dark Ward's charges now increase the player's damage by 2% per Stack active. Consuming a charge now grants a Buff, stacking 10 times lasting 20s or until Dark Ward is activated again, allowing the player to heal for 2% of damage dealt per stack, but also decreasing armor by 1% per stack.

> Assassins are way too safe while dealing zero damage at the moment (no damage no fun). Without 18% Shield Chance, 10% Shield Absorption, and 10% armor a proper use of defensive CDs and the right abilities should be mandatory to survive. But the damage increase of 30% in total at max. stacks could be worth it. The life leech should be enough to stay alive (with healers of course). Feels like a real Assassin, my life bar is dancing.

 

Deception

+ Single Target Burst, good sustained damage, Crit dependend

- Crit dependend, aoe

 

Deception Tactical Gear:

Discharge can have one more stack (4 total) but doesnt gain more damage, instead discharge releases a much bigger blast, damaging nearby enemies (within 8m, up to 8) for 75% of main target damage. Recklessness and phantom stride still grant 3 Stacks.

> Deception's aoe damage isn't bad but doesn't fit to a character focussing on burst damage. Choose: Single Target 3 Stacks or Multi Target 4 Stacks without further increasing damage. Releasing three Discharges in quick succession is still possible, but not if you want aoe damage. You need to use a filler ability, because your stack abilities only grant 3 stacks in total.

 

Juggernaut

+ Movement, Damage Mitigation (Saber Reflect, Mad Dash), AoE, jack of all Trades

- ...

 

General Tactical Gear: -old but gold-

Ravage deals increased damage and needs to be channeled.

> sorry, i miss it <3

 

Immortal

+ aoe, defensive Cooldowns

- long cooldowns, damage

 

Immortal Tactical Gear:

Using Ravage grants a Buff for Vicious Slash and Sweeping Slash, activating either consumes the buff: Vicious Slash's Damage is increased by 100% and the cooldown of Ravage is reduced by 5s after activating vicious slash. You receive 5% more damage for 15s, stacking up to 10 times. - Sweeping Slash heals you for 5% of maximum health and reduces the cooldown of Saber Ward and Invincible by 5s, also consuming one stack of increased damage taken.

> Long Cooldowns are a problem for Immortal, damage is a problem too (as for any tank). You can deal much more damage with Vicious Slash and the 1/3 CD reduced Ravage, but you gain much more damage too. Stack up as high as you dare, then use Sweeping Slash to reduce the stacks and heal, while reducing your defensive cooldowns. Or use Sweeping Slash more freequently for more Survivability. Why Sweeping Slash? Because Vicious, Sweeping and Assault are the only abilities without a cooldown - Assault would be stupid with all the rage you gain.

 

Operative

+ aoe, Movement, single Target, Reflect

- Defensive Cooldowns

 

General Tactical Gear:

Shield Probe no longer grants a shield, but places a 180° curved barrier in front of the operative lasting for 10s. All Damage (dealt and taken) is reduced by 40% while behind the barrier (up to 5m), other players gain 10% Buff and Malus while behind the barrier. Shield Probes Cooldown is increased to 50s (45s with utility)

> Operative has a nice Defensive CD, Evasion, but it only works against direct attacks. Shield probe is a weak skill. Replacing it by a stationary skill, which decreases damage taken can be a great tool to avoid spikes of damage, while not being oberpowered because the CD is much higher and damage dealt is also significantly decreased. Utility points (Heal, and increased shield amount) could be like: the operative heals for 1% of maximum life per second while behind the wall / the damage dealt debuff is reduced to 20%, but duration is also reduced by 50%.

There're parallels to sniper (sniper shield), but I think it's kinda different in function.

 

Lethality

+ aoe, single Target, movement

- Defensive Cooldowns

 

Lethality Tactical Gear:

Quickening now also buffs Evasion. The Use of either Kolto Infusion or Evasion consumes the Buff. Evasion absorbs all force/tech hits during the duration and converts them in a DoT over 5s (3 hits) for 75% of damage absorbed.

> The problem for Lethality isn't melee/range damage, but force/tech. Shield Probe is the only pssible defensive cooldown for this kind of damage. Shield probe shields ~15k ... Allowing Evasion to convert hits in a DoT has two effects. First healers have a chance to react, damage is split up in three hits and reduced by 25%, as well as utilizing Lethality's passive Toxic Regulators. (30% reduced DoT Damage). For example: 210k hit > each DoT Tick 52k > Toxic Regulators 37k > total 110k. Second you cant reflect anymore because damage is absorbed - choose: reflecting or surviving. (reflect utility with this tactical gear maybe like: instead reduces the damage taken to 65% of damage absorbed)

 

Concealment

+ single Target, movement, Burst, Defensive Cooldowns

- AoE, sustained damage

 

Concealment Tactical Gear:

Volatile Substance: When exploding on a enemie affected by Toxic Haze, also damages any other enemies affected by your Toxic Haze.

> Toxic Haze is an awesome ability, unless you play concealment. Neither Haze nor Noxious Knives are a good AoE for Concealment identifying as a burst spec. Using Toxic Haze in combination with Volatile Substance allows a nice delayed (2 GcDs until explosion) AoE, while also requiring a well placed Haze.

 

Sniper

+ aoe, Defensive Cooldowns, single Target, utility

- stationary (makes him unique)

 

General Tactical Gear:

Cover Pulse no longer knocks nearby enemies away, instead cover pulse places a drone within 35m range pulling all enemies within 25m around the probe engaged in combat with the sniper to the drone.

> What is the one thing snipers want to do? Exactly, SPAM AOE. To support their different ways of dealing huge amounts of aoe damage, all requiring enemies standing close together, they now have a pull, while giving up their knockback as a defensive or utility tool.

 

Virulence

+ single Target, movement, Defensive Cooldowns, AoE

- DoT spread feels clunky

 

While under the effect of Target Aquired Corrosive Grenade hits all targets within 10m (+5m) of the main target and casting 3 Lethal Shots in a row reduces Target Aquired's CD by 5s.

> Virulence spread feels very clunky. Corrosive Grenade has a range of 5m around the main target, which is pretty bad. A larger radius while under the effect of Target Aquired allows a much better spread and therefore a better energy regeneration. In addition rewarding risky play (casting 3 lethal shots in a row) makes the static spec much more fun.

 

 

Sorry for the long post! Sorry for my english! PLEASE bring tactical gear with influence on gameplay ingame, not just passives like "2% increased damage done"! Have a nice day :b

Edited by BlackMeau
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You will not need unassembled components in 6.0, feel free to spend them. Most likely they will be converted to credits with Onslaught's launch.

What about the decorations on Ossus that were added with Hive of the Mountain Queen? Some of them cost unassembled components, will they be changed to credits?

I am curious about this too - including the decorations with costs of masterwork and monumental crystals, that's three different currencies that apply to these items, all of which seem like they will go away. Decorations are important to me, so this answer will dictate a lot of the content I play until the expansion's release. I hope they might be available for credits instead, but I hope most of all that they will continue to be available in some way or other.

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Tactical item to be given when going to Quesh. It gives a small to moderate resistance to poisons. Fun bonus: Quesh will poison and stun/root/imobilize your character without it. It would be nice to have a console or brief conversation from a doctor to get it if you want to bypass the planet mission and don't want to drop it.

 

Actual gear for when you get the cold weather equipment that you never receive (why has it always been only a stim, and one that expires on death?). Set bonus of small to moderate resistance to all elemental damage. I would say Hoth has a similar effect as Quesh would, but the WBs and the Dreadseed and Macrobinocular missions there make that not as possible.

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Please make a tactical item for tanks that cuts the players defense chance % in half and grants the same amount of defense % removed as an increase to Force/Tech Resistance %. As it stands now, defense is not a very good tanking stat in both pve and pvp since many bosses and most player abilities ignore defense chance. This causes players to seek endurance or dps items instead of defense rating and simultaneously discourages the use of accuracy in pvp since most player abilities hit without the possibility of missing. Increasing resistance at the expense of defense chance would better balance out the stat and encourage tanks to seek and use items that require defense rating.
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OK ... let me take a shot at this. I'm not as good at the techno-bable as some of you are ... but I can give my honest opinion of stuff that might help.

 

First of all a few observations:

As someone else has pointed out, a part of the changes that folks are asking for might (or may not) be available but frankly are so covered up with other aspects of the game that the requests are not viable. ( I had / have similar issues from time to time since my return). Please also note that I kept up my sub for the most part during that absence... just hated how some things were going. It could be that some of the information / abilities around gear and builds needs some streamlining. Obtaining gear is a BIG issue (particularly for PvP folk) .

 

One of the more complicated items that is falling by the way side is the unassembled gear components ... That is a good thing. Just make sure that the new system that takes its place is more user friendly. Obtaining said gear is also as important as the gear itself. Too easy and noone appreciates it (and some will complain) too complicated or too hard to get to and that creates other issues. Again PvE gear and obtaining it is considerably different than PvP. I've read a number of those who have made some sound suggetions regardsing PvP ... I'm sure you have long since read them as well.

 

Legacy Tactical .... Just a couple of quick points here:

1. Make sure we have plenty of storage for Legacy stuff. I have a warehouse full of stuff. Some good ... some I need to sell : except I can't because no vendor wants it !

2. What level ? I have TONS of stuff that is usless because of the level of application. Some at level 55 (I think that's right)... So PLEASE make sure we can update that item so that it's revelant later on in the game. If the new "Legacy gear" is not designed to be updated with our highest charactor level then the whole Legacy Tactical item is not of much use. So PLEASE make sure that the ITEM IS one that we can use Mods with. IMO that would be the easiest solution. That way we can customize it to what we need for a given charactor. I hope this makes sense.

 

ALSO: Legacy Tactical would be even more interesting if we could add auguments to it! Now THAT would add a really interesting varriable to the pot !

 

Bonus gear stuff:

Complete sets : OK... I get that. As long we can keep using the current set up to keep our "custom" look appearances ( that in game emersion thing ).

Those buffs?? just make sure that they compliment either travel (mounts) or frequently used skill tree items to give a little added "boost".

 

Another observation since we are looking at overhauling gear... How about the skill tree. Sometimes I think all we are doing is watching a lot of interesting graphics (the ones on the left) that may (or may not) help to determine a better selection of combat proficiencies. Please help make them both a little more relavant in directing selections of said skill sets.

 

I have a lot going on the next few days ... but I will check back in from time to time to see what shakes out.

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going back to current currency becoming obsolete......

 

Here's a radical idea:

 

Why not make new content just a little harder than current - since people have been gearing up since last Autumn, they can surely cope with a small uptick in difficulty?

 

Upping the level cap and creating a whole new system of gearing up seems to be a lot of effort just to tick a lot of people off.

 

Add a tactical item that boosts out-of-combat speed, deeper stealth, faster regen or whatever... But more playable content will interest people a lot more than a level cap increase and a whole new gear grind.

 

Didn't they have a currency purge some years ago? - The game certainly doesn't need any new currencies.

Edited by Storm-Cutter
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There are a lot of amazing (and weird!) suggestions and ideas in this thread, it's a blast to think about all the possibilities for my favorite classes.

 

I'm also very excited about the changes to the legacy gearing system - I rely on it for EVERY toon I have, and it's very clunky and alt / cross-faction unfriendly right now, so changes, as vague as they currently seem, are something I really look forward to.

 

That said...

 

There are some fundamental QoL additions that I would really like to see, and I know I'm not alone as they've been a recurring theme throughout the life of this game.

 

I hope the gearing revamp gives the dev team an opportunity to see the value in these suggestions.

 

1) Utility configuration save - we should be able to save utility configurations and recall them just like quickbar layouts and keybindings.

 

2) Discipline quickbar save - we should be able to save our quickbar slots WITH CONTENTS so that field respecialization is actually an option in an group setting. For instance, swapping from Operative heal to Operative DPS tosses the skill salad so hard it requires moving almost every single skill to consistently re-organize between respecs. It's just a giant bummer to tell 16 or 30 people to wait... wait... just a little longer... while I play scrabble with my skillbars.

 

3) New tactical item configuration in the Outfit Designer as a dedicated page - would store and select tactical items, instead of taking up more inventory space, and allow convenient, out of combat reselection.

 

4) Multiple 'active armour' pages in Outfit Designer, for those of us with toons that tank / dps or heal / dps. Would free up inventory space and give players another convenient speedup for field respecialization.

 

 

Thanks!

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Upping the level cap and creating a whole new system of gearing up seems to be a lot of effort just to tick a lot of people off.

 

I for one will be very angry if they keep 258 gear as the max and the current method of obtaining it remains. I think locking it behind Ossus was a stupidly obvious, if seemingly successful, attempt to get players to grind Ossus whether or not they wanted to because it was fun. I've bashed this point so many times I'm leaving it at that.

 

That said, I have little reason to trust BW to come up with something better. I'm guessing I'm going to need a gear set for every spec I play, rather than one for every role per class. Which sounds very annoying.

 

These tactical items sound like a balancing nightmare, and more gear to chase sounds more annoying than fun.

 

Didn't they have a currency purge some years ago? - The game certainly doesn't need any new currencies.

 

Yes with... 5.0 I think? They got rid of the crystals and added in the original 100% random GC. Then they added MDC because apparently adding futless grinds is fun and keeps people playing.

 

Also, Mr Musco, the fact these threads, and all the ideas they have generated, receive no commentary a mere 4 months before release tells me you have already decided what you are going to do, and as per usual, this was a pathetic attempt to garner brownie points by pretending to listen. This also tells me I should fully expect to be bitterly disappointed and rather angry come September.

 

Having a mutual discussion takes time, requires time to test and implement any changes based on that feedback, and based on BWs previous release rates, this very ambitious expansion should have taken significant amounts of time to develop, and thus, any decisions are most likely already beyond the point of reversibility. Major expansion don't go from nowhere to live in 6 months, at least not at BW.

 

Please prove me wrong...

Edited by KendraP
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For melee-centric classes/roles, I would truly appreciate a tactical item that grants an additional 4-6m range on melee abilities so that IF an encounter requires a lot of movement or requires the players to drop aoes away from the focus target, the amount of dps loss is mitigated due to not losing 95% of our damage dealing skills from a required encounter mechanic.
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A tactical item that allows you to summon multiple companions (up to 3 total) to sit/hold/plant them in certain locations within a flashpoint so that all heroic 4 instances are soloable to some extent. Edited by olagatonjedi
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I for one will be very angry if they keep 258 gear as the max and the current method of obtaining it remains. I think locking it behind Ossus was a stupidly obvious, if seemingly successful, attempt to get players to grind Ossus whether or not they wanted to because it was fun. I've bashed this point so many times I'm leaving it at that.

 

That said, I have little reason to trust BW to come up with something better. I'm guessing I'm going to need a gear set for every spec I play, rather than one for every role per class. Which sounds very annoying.

 

These tactical items sound like a balancing nightmare, and more gear to chase sounds more annoying than fun.

 

 

 

Yes with... 5.0 I think? They got rid of the crystals and added in the original 100% random GC. Then they added MDC because apparently adding futless grinds is fun and keeps people playing.

 

Also, Mr Musco, the fact these threads, and all the ideas they have generated, receive no commentary a mere 4 months before release tells me you have already decided what you are going to do, and as per usual, this was a pathetic attempt to garner brownie points by pretending to listen. This also tells me I should fully expect to be bitterly disappointed and rather angry come September.

 

Having a mutual discussion takes time, requires time to test and implement any changes based on that feedback, and based on BWs previous release rates, this very ambitious expansion should have taken significant amounts of time to develop, and thus, any decisions are most likely already beyond the point of reversibility. Major expansion don't go from nowhere to live in 6 months, at least not at BW.

 

Please prove me wrong...

 

You're an old wolf now and you already know.... ;)

 

3 sets of gear / class..... and no one on these forums seems to be bothered even if it's gear grind taken to another level. But we've been angry about Ossus... Just wait until we see get this new system.

 

Oh and... these tactical items sound good on paper but the odds that they will break some classes are quite there.. ;)

Edited by DavidAtkinson
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Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions

 

GENERAL

Tactical Suggestions:

  • Mass Rez for healers while operations combat is inactive
  • Combat Clarity
    • For 12 seconds, a key ability has no resource cost or cooldown, and your movement speed is increased by 100%
    • Not usable in instanced PvP or Operations

     

    [*]Roll the dice (for fun)

    • Grants a random [offensive or defensive] ability at 0 cost from the other advanced specs of your class
    • Not usable in instanced PvP or Operations

 

 

Set Bonus:

  • Mob slayer/Rampage
    • 2-set Killing mobs gives you 20% movement speed for 5 seconds (stacks to 3)
    • 4-set Killing mobs heals you for 10% max HP
    • 6-set 5% increased damage dealt (stacks to 3) for 5 seconds

     

    [*]Social life (4 player group not ops group)

    • 3-set Increased endurance from being in a group
    • 5-set Increased CXP gained from being in a group (non-pack)

     

    [*]Speed Demon

    • Sprint now works in combat
    • Killing mobs gives 20% movement speed
    • Increase sprint movement speed to +50%

     

    [*]Gathering

    • 50% increased movement speed from mounts
    • Greatly increased protection from being dismounted/knocked off
    • Increases materials dropped from gathering nodes

 

Don't care for the stuff, and WE should be able to use skills like we did back in launch. Our Vangards should be able to use more Ranged attacks with Tactical like we do in the Military.

 

Assassins should be able to use more Ranged Lightning and would like my Juggs be able to use Lightning like they can in Star Wars lore, and it should be added as a ranged attack, while we can maybe lose a skill or 2 for close range.

 

I have made articles about it already how our Classes should be.

 

Also, our Sorcs and their mirrors should be able to use more Lightsaber damaging skill, at the cost of ones we already have.

Edited by MandFlurry
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I posted this in another thread, but an idea for a purely cosmetic tactical item; how about a tactical item that when equipped would change your abilities/icons to that of your mirror class? So, for example, a Light Side Sorcerer could now use Sage abilities, and vice versa. I suppose this could (or may have to) also switch up their stance as well - e.g. A Juggernaut would now have two hands on their lightsaber.

 

This would be easy enough for the Force using classes, as all of their mirrors use the same weapons. It may be trickier for non Force users unless you don't mind Mercenaries running around with assault cannons or Gunslingers with sniper rifles (personally I think that would be awesome).

 

Just a thought as I do find it kind of immersion breaking when I have a light side Sorc constantly throwing around lightning, and I've always wanted a dark Jedi Knight that could use Force Choke. :)

Edited by Emperor_Cain
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I posted this in another thread, but an idea for a purely cosmetic tactical item; how about a tactical item that when equipped would change your abilities/icons to that of your mirror class? So, for example, a Light Side Sorcerer could now use Sage abilities, and vice versa. I suppose this could (or may have to) also switch up their stance as well - e.g. A Juggernaut would now have two hands on their lightsaber.

 

This would be easy enough for the Force using classes, as all of their mirrors use the same weapons. It may be trickier for non Force users unless you don't mind Mercenaries running around with assault cannons or Gunslingers with sniper rifles (personally I think that would be awesome).

 

Just a thought as I do find it kind of immersion breaking when I have a light side Sorc constantly throwing around lightning, and I've always wanted a dark Jedi Knight that could use Force Choke. :)

 

This stuff could actually be cool. :)

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Another idea for a purely cosmetic tactical item, this time for Sage/Sorcerers.

 

Telekinetic Combat

 

So the lightsaber has always been kind of useless for a Sage/Sorc. This tactical would change that while not really adding any new abilities, just changing the animations of a few old ones.

 

  • For starters when you draw your lightsaber the weapon will now hover close by instead of being held. It could still spin occasionally or slowly orbit the player when they're stationary, and just follow behind when they move. Whatever works best.
     
  • (Saber Strike): I imagine the animation would be mostly the same, just the lightsaber moving on its own without the player swinging it.
     
  • (Telekinetic Throw/Force Lightning): The animation for these abilites would be replaced by sending the lightsaber out to the target and having it spin around them rapidly over the course of the channel. The twirling barrage from the lightsaber would also slow them for the duration. So, same attack just a different look.
     
  • (Disturbance/Lightning Strike): The animation here would involve charging the lighsaber floating in front of the sorc/sage with energy during the channeling part (I imagine lightning building on the blade for a sorc and a glowing effect for a sage), then the saber being flung at the target for the attack.

 

Hopefully these are the sorts of things tactical items will even be able to do. Guess we'll see. :D

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Musco/Devs,

 

Regarding Pvp, will players be able to change out Set Bonus, Tac, Amps during the match when out of combat?

If so, what's stopping you from allowing us to change spec and utilities during a match (but out of combat)?

 

Personally, I think you should lock in everyone's gear once they join the match. There are ways to manipulate match-making otherwise.

Edited by Rion_Starkiller
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Musco/Devs,

 

Will players be able to change out Set Bonus, Tac, Amps during the match when out of combat?

If so, what's stopping you from allowing us to change spec and utilities during a match (but out of combat)?

 

Personally, I think you should lock in everyone's gear once they join the match. There are ways to manipulate match-making otherwise.

 

Well, there was a time when this was possible and you could get voidstar games with 8 heals during defence and them instantly switching when on the attacking side. so it was an almost guaranteed win or lose when on the other side.

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Thirdly, an even wilder idea. Something that lets you use a move from another class. I know that I would love to have Force Choke on my sorcerer. (Even more so if it hits 3 or more targets at once, but that's totally beyond the realm of plausibility, I'm sure, except as a warrior-specific tac item, I'm sure.)

 

Yeah, yeah, I know that last idea is totally crazy. I told you it was wild, and even if it was somehow accepted by the devs it would likely only be allowable in non-PvP, non-group content.

 

I love this idea. I've often wanted to mesh scoundrel and vanguard abilities or give vanguards dcds from.commandos.

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  • 2 weeks later...
  • 5 weeks later...

Seeing some of the set bonuses on the PTS, I believe some of them are a bit lackluster. In case the devs don't have this info, here are some set bonuses from 1.0 and 2.0.

 

1.0 https://ootinicast.com/2013/02/pve-and-pvp-set-bonuses-1-0/

 

2.0 https://ootinicast.com/2013/05/pve-and-pvp-set-bonuses-2-0/

 

Some of these are redundant now with class changes over the years, but I think some of them would be useful in 6.0.

Edited by Rion_Starkiller
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Class buffs no longer have a duration, they last until "clicked-off" by the player or the player is defeated/killed.

 

That should just be added period. Not as a set bonus or other bonus just as a fact of game play. There is zero point to having it be a cast ability other than to buff people that have not yet opened up all 4 buffs though game play. It should be combined into a single buff Icon and just be left there.

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