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Juggernaut suggestions for our Representative

STAR WARS: The Old Republic > English > Classes > Guardian / Juggernaut
Juggernaut suggestions for our Representative

UncleOst's Avatar


UncleOst
08.04.2013 , 01:29 AM | #81
Quote: Originally Posted by Marb View Post
Ok so now that we have all pretty much discussed solutions to these issues I think we can all agree what our questions should be about. Now number 3 is the only tank question I could think off, because we are in a very good place at present. Now because each AC will get to rotate, we will effectively be given the opportunity to ask 6 questions, so It would be a good Idea to coordinate with the Guard rep to ensure we don't double up on questions.

Hold on Marb, while I personally commend you for stepping up and continuing the movement, I feel there is still much to be settled. I do agree that we should co-ordinate with the guardian counterparts, that is an excellent idea.

  • PvE) Vengeance lives and dies by its rampage proc. The dps difference between a good proc streak and a bad one seems to vary significantly, with vengeance dps only topping out with some very good luck. We recognize that the proc makes our spec more dynamic and fun to play, but we would all prefer a little more consistency in our parses. Would you guys consider making some changes in order to make vengeance less reliant on pure luck?

    You are on the right track, but your question lacks specifics. I'd personally condense it and provide a link to our eventual "improved Rampage" proposal. We need to remember that these changes should be for both pvp and pve.

  • PvP) Enraged Defense is an awkward cooldown when comparing its rage cost to its defensive benefits. In pvp, juggs feel that its not as effective as it should be when used as a defensive tool considering its very heavy rage cost (and pve juggs feel the threat drop component is not worth the rage cost to use it exclusively for that purpose). What is the intent behind the rage cost of Enraged Defense, and are there any plans to revisit its design? I tried to re-frame this question to be about pvp specifically to better fit the format that Bioware would prefer for the questions.


    Once again, I'd condense it and deliver specific links to our "Base Enraged Defense" version and the three updated versions of how "Enraged Defense" could work better for juggernaut pvp/pve gameplay, within each spec respectively.


  • General) Juggernaut tanks are the only tank class that has to spend resources and a global cooldown to apply an aoe snare in the form of a separate ability; chilling scream. Many jugg tanks feel that applying an aoe snare is too costly when taking into account our melee range restrictions. We can spec to reduce its rage cost, but that still leaves the issue of its GCD. Is this design intentional? Would you guys consider re-thinking this in order to make chilling scream a more attractive ability for Immortal Juggernauts?


    Do we really want the Juggernaut dynamic to revolve around a request such as this? Sure, we could ask for 100 changes, but with no disrespect, "Chilling Scream" revamps are not a priority. We need to leave the third question open for more debate and worthwhile suggestions, otherwise rely on our Jedi counterparts.

Once again Marb, I apologize, for I mean no offence towards your efforts thus far. Once we can all come to a mutual agreement on RAMPAGE SPECIFICS, ENRAGED DEFENSE SPECIFICS, (enter a third topic), we must then create a new Finalized version of these in a clear and concise New thread, which our representative must create.


Edit:...sigh, I'm not sure if it was all even worth the effort. I think there was too little involvement, and perhaps the effort is all-for-not. Typically, we could ask 3 questions and have all three shutdown lol. This a deep and delicate topic in my eyes, which is why I tried to stay involved as much as I could the last few days. We should create that finalized "three question thread"....and soon.

Marb's Avatar


Marb
08.04.2013 , 01:58 AM | #82
The questions have to be general. I think you are misunderstanding. We are not supposed to be suggesting solutions to our issues. You want to specify how enraged defense should function, instead of explaining our concerns with its current implementation as it is in the game. I doubt armchair game design is what the goal of the class rep program is.

We can ask 1 PvE question, 1 PvP question and a general question. If you can think of a better general question, go for it.
Harbinger

UncleOst's Avatar


UncleOst
08.04.2013 , 02:06 AM | #83
Quote: Originally Posted by Marb View Post
The questions have to be general. I think you are misunderstanding. We are not supposed to be suggesting solutions to our issues. You want to specify how enraged defense should function, instead of explaining our concerns with its current implementation as it is in the game. I doubt armchair game design is what the goal of the class rep program is.

We can ask 1 PvE question, 1 PvP question and a general question. If you can think of a better general question, go for it.
Fair enough. Like I said, I've tried to assist as much as I could, and I see that even from my opening statement, the flow of the thread went fairly true to course.

My third topic would be also for the Vengeance tree's "Seething Hatred". It would include a request for this ability to be re-evaluated and to perhaps include a dps related change, or a synergy with an existing ability. But even then does it matter lol. I've spent enough time away from game with this endevour and it has been great fun. Cheers to what the future brings. I'll be on my jug

Marb's Avatar


Marb
08.04.2013 , 02:09 AM | #84
Quote: Originally Posted by UncleOst View Post
Fair enough. Like I said, I've tried to assist as much as I could, and I see that even from my opening statement, the flow of the thread went fairly true to course.

My third topic would be also for the Vengeance tree's "Seething Hatred". It would include a request for this ability to be re-evaluated and to perhaps include a dps related change, or a synergy with an existing ability.
On a per skill basis, I would also like to see dead weight talents like this be given some attention. All three of our trees are littered with them.

EDIT: I agree that a suggestion about tanks and chilling scream is trivial. I'm having trouble thinking of an issue for tanks that is pressing enough to ask about, but as a tank I honestly can't think of one.

It may cross over into the enraged defense question, but I would like to see focus get some more defensive utility, and I wouldn't be in opposition to making the aoe pressure rage can apply more difficult to execute. Rage doesn't have an issue with applying too much aoe damage, it has an issue with how easy it is to play.

But... perhaps this isn't even an issue at all, and Rage is actually quite well balanced in the current implementation. They are simple to play, and can apply spectacular aoe pressure and burst, but have no staying power and poor defensive tools, requiring team support to be effective.
Harbinger

Shadowhispers's Avatar


Shadowhispers
08.04.2013 , 03:30 AM | #85
Quote: Originally Posted by GalenMourne View Post
Going to lay out a small experiment/math lesson showing potential numbers over a 6 minute fight.

Juggernaut with 36,000 HP
Assassin with 37,000 HP

Juggernaut sonic barrier: effective healing every 12 sec = 1400-1500(will go with 1450). Over 6 minutes with 30 uses= 43,500
Enraged defense: for this experiment we will use 9% as an average. Over 6 minute fight with 8 uses = 25,920
Total = 69,420

Assassin force lightning heal of 8% used roughly every 15 seconds over a 6 minute fight with 24 uses = 71,040

Difference 71, 040-6,9420 = 1,620

If you add in endure pain every other enraged defense with 36000 HP the juggs number goes up by 3888

If you don't see a problem with the self healing, lower armor tank only healing 1,620 HP more once a immortal tank gets unrestricted use of enraged defense than you you have no sense at all. Especially when enrage is on the same 45 second cool down and is largely unneeded now to maintain rage. The use of one Assault gives you the 7 rage necessary to heal that 9% every 45 seconds. Just removing the threat reduction and leaving enraged defense as is will lead to this very outcome.

P.S. this isn't possible now with the number of taunt switches on the most difficult bosses in the game. The threat dump prevents it from happening. I'm all for giving the class a real threat dump, but enraged defense needs to be redesigned and given a long cool down for immortal if it is done.
Sorry to put a massive dent in your argument, but for starters i proposed to to increase the base CD on enraged defense to 90sec, which already cuts the heals in half, putting assassin ahead.

And on top of that, you seemed to have glossed over the fact that assassins also heal 15% using overcharge saber, (2min CD) thats already another 16650heals, AND on top of that dark charge? i just logged my Sin to get the number, and its 50% change to heal 358 every 4.5secs. thats potentially another 28640 over a 6min fight so....

thats 116,330-healing for the Sin
Vs
69,420-healing for the jug
thats 46,910 healing difference with enraged defense staying the same CD. 59,870 difference if u double the CD
TOFN - Juggernaut - Aír 55, Sorceror -Celestíros 55, Mercenary - Celestiros 55, Operative - Mr-blue 55, Powertech - Airiaso 55, Assassin- Darkspell 55, Sniper - Yulya 55, Guardian - Celestíra 55

Icebergy's Avatar


Icebergy
08.04.2013 , 11:24 AM | #86
Personally my only issue with Jugg tanking at present is that we need some form of knockback protection. I think in every other area we are in a very good place.

I don't know who's idea it was that they thought it was fun for tanks to get CCed for 10+seconds during trash pulls in FPs and Ops, but it is not fun. It is the opposite of fun. I do not want to be a pinball, I want to tank. I can't do my job when I am flying through the air for the entire fight.

Oh and I would also love it if they made Enraged Defense useful for tanking. Maybe make it so it does not drop threat in Soresu form?
Unsubscribed due to no new Operations.
I am happy that there will be a renewed focus on story, I love story, its why I picked this MMO. But I picked an MMO, not an episodic single player RPG that I have to pay a subscription to receive the episodes.

UncleOst's Avatar


UncleOst
08.04.2013 , 12:12 PM | #87
Can we get our guard and jug reps to collaborate? We need to start a new official "3 concerns list" in a new thread.




Edit:

I've thrown our two big concerns over to the guardian thread.

Topic 1... Rampage revamp
Topic 2... Enraged defense revamp for each tree.

Topic 3, I had left that open for possible synergies with guards, for the general quality of life improvements will of course benefit us all. Please post ideas for topic 3 with them as well, for the time to collaborate is NOW. Thanks.

SkiaTheShade's Avatar


SkiaTheShade
08.04.2013 , 02:25 PM | #88
I just want to see something happen with 1 of 2 things:

1. Enraged Defense gets changed somehow, right now it's entirely useless unless specced vengeance.

2. Give us a slow that's physical, maybe that should just be in Rage spec. Marauder's in Rage have a slow on Charge and Obliterate passively. They also have a ranged slow on Duel Saber Throw, and a melee slow (I forgot the name of the ability). Only healers can cleanse this (if not I'm mistaken). We as Juggernauts get Chilling Scream. Great, they have to be in melee, I can't get the ability off if I get knocked back the second I charge (happens 50% of the time), and it can be cleansed by DPS. Perhaps adding a slow to Saber Throw? I know Chilling Scream is AOE and no CD so it is QUITE good in a lot of uses. But I feel like Marauders get the better deal here. I think adding a 50% 6 sec slow on Saber Throw would be amazing. 30 CD so it can't be spammed. That gives us something to do when we get knocked back and kited forever.

That's my thoughts. If anyone has a constructive rebuttal I'm all ears!
The Skia Legacy

- Main - Juggernaut: Sotiras

arkitip's Avatar


arkitip
08.04.2013 , 03:22 PM | #89
Quote: Originally Posted by Marb View Post
The questions have to be general. I think you are misunderstanding. We are not supposed to be suggesting solutions to our issues. You want to specify how enraged defense should function, instead of explaining our concerns with its current implementation as it is in the game. I doubt armchair game design is what the goal of the class rep program is.

We can ask 1 PvE question, 1 PvP question and a general question. If you can think of a better general question, go for it.
This is the point I was trying to make earlier, and the questions you've formed are along the lines of what I was thinking.

The only thing I could add to the Vengeance question is that not only is the spec reliant on the Rampage proc, it also doesn't have a spammable ability that procs it like Mercs and PTs do with Barrage and PPA while maintaining a lower proc rate than either of those abilities as well.

UncleOst's Avatar


UncleOst
08.04.2013 , 04:07 PM | #90
Quote: Originally Posted by arkitip View Post
This is the point I was trying to make earlier, and the questions you've formed are along the lines of what I was thinking.

The only thing I could add to the Vengeance question is that not only is the spec reliant on the Rampage proc, it also doesn't have a spammable ability that procs it like Mercs and PTs do with Barrage and PPA while maintaining a lower proc rate than either of those abilities as well.
Well as many have stated, the specifics are trivial, for we must simply provide "targets" for the developers. Took me awhile, lol, but I finally accepted that fact.

Once again, my idea for the new Rampage, would look like this:

Rampage, lowers the cooldown of Ravage by 3 seconds per point, and includes a 30% chance to proc " Rampage" , which additionally grants (insert amount [9% ?]) melee crit boost, exhausted on the next successful melee strike.