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Class Changes in 6.1 - Feedback


EricMusco

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The gathering strom set bonus in its current form makes TK sage fun to play- the 55% uptime on mental alacrity is dope becuase playing fast is dope (and you guys already nerfed alacrity hard this xpac). If you wanna nerf tk sage why not just reduce the damage on all its attacks by 3.5%. At least that way it will still feel fun and won't have some bizarre consequences (like having to use mental alacrity inside a friggin 2s window to get the set bonus benefit...)
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The gathering strom set bonus in its current form makes TK sage fun to play- the 55% uptime on mental alacrity is dope becuase playing fast is dope (and you guys already nerfed alacrity hard this xpac). If you wanna nerf tk sage why not just reduce the damage on all its attacks by 3.5%. At least that way it will still feel fun and won't have some bizarre consequences (like having to use mental alacrity inside a friggin 2s window to get the set bonus benefit...)

 

they should just nerf the damage on chain lightning if it is performing too well and not nuke the whole set bonus which will affect madness as well and madness is really not doing that great right now.

basically I am ok with them neutaring lightning cleave damage somewhat but don't touch single target dps cause in PvE no one cares about cleave it is a pvp thing.

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All I can say is the sorc nerfs go live with no proper deception/concealment nerfs as well I'll be unsubbing. Between that, grit teeth/embrace the pain whatever the hell it's called still not up three months after launch and all feedback on how awful Kai Zykken works being ignored, and battlefield command/warmonger utility still being broken AFTER ya'll said it was fixed I'll lose the desire to play until any changes are made.

 

This is really just getting ridiculous. This expansion did some things right but it's had some piss-poor touching up of what's wrong with it so far. Getting serious Warlords of Draenor/Battle for Azeroth vibes here.

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First. Thank you to whoever fixed charges, the ability to stack two charges of something then taking it off and keeping the charge was absurdly overpowered.

 

Can anyone check if they fixed the huttball air vents? It might have been a back ended bug fix similar to this one.

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Where are the Assin changes? Do you ever read the threads?

 

No they dont and sadly they are not smart enough to thing it is a bad idea.

 

Eric my feedback to this changes you and your team is totally useless you have no idea about this game and as a community manager you are just useless, we gave our feedback on pts and you supposed to read tthem and pass it to your developers and you didnt and end result was total garbage class balance. There was 3 months time after release and if you and your team thinks this will make classes more b alanced that you all are just stupid who cant even think basic things. I hope after end of this pts there would be some logical and much needed changes real bug fixes but i have no hope from you and your team based on previous experience.

Edited by omeru
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Hey folks,

 

In addition to the Alderaan Stronghold and story update in 6.1, there are also a host of class changes coming. Below you will find a list of the Class changes you will find in our next PTS build that are planned for 6.1 later this week. The list includes changes to classes and any of their items as well.

 

Are these all of the class changes planned for 6.1? Just keeping an eye out for fixes to Carnage Marauder DPS...

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Why are you asking players feedback ? You never take care about this ... Nobody unsterstand your class balances since years. You just bring another proof that you are not playing this game.

 

Sorcer DPS are actually at the bottom, and you decide to nerf again ? Why ?

 

Madness are supposed to have the same dps than sniper virulence, but actually virulence is doing 13% dps more ... so you nerf ... the sorcer. After this nerf, and the lost of around 1k-1.5k dps, both sorcer dps specialisation will be 17 and 18 on 18 classes, according to parsely (But you probably never took a look here), far far away from others. So again why this nerf ?

 

So the nerf is become pvp ? Where are nerf about Skanks who are ruining pvp experience and nerf on sin dps ?

Since 3 years, sorcer dps are not welcome is pve and pvp, forced players to play healer. But now heal is also garbage.

 

You hate so mutch this class that the situation become a meme. Please do us a favor and finish the job by removing sorcer from the game. You will love do it ...

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Secondly, can we get attention to Ionfall/Firefall being affected by superheated fuel? Current game Ionfall is NOT affected while Firefall is. I think this is how it should be (as in not affected by superheated fuel) instead of now on PTS both are affected again.

 

 

 

I mean dude, meteor brawler already nerfed, take away the firefall crit what do we have left ? 5,0 pt who dies in 30 secs..

 

Like seriously reading through this comments, I hope they don't take the feedback from forum about combat. %95 of this thread posts are clueless and have no idea about the combat nor the game....

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Tactics was not the worst performing spec in the game. Will combat get some love?

 

On the nerf parts seems right but it's missing nerfs to deception assassin/shadow. The tank spec also does way too much damage for a tanking spec. If you are nerfing the brawler set for powertech tanks in pvp you should lower the damage of the other tank specs in damage gear as well.

 

Finally ruffian scoundrels/operatives self heals are through the roof. It needs some nerfs. They are nigh invincible atm. The damage of a dps and the heals of a healer.

 

Hopefully all these get adressed.

Edited by Nemmar
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I'm tested today on PTS this nerfed GS - it's incredible idiotic change to use Polarity Shift/Mental Alacrity ONLY when FS active for extra 5 seconds. After this changes, when sorcs/sages not playable in all specs delete please this class, it will not be so cruel as what you do with this update.
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I honestly think that if you guys took the time to modify DPS for pvp instances vs pve then you would save yourselves a lot of time and complaints from the community in the long run. There are so many PVP-exclusive issues that end up drastically impacting PVE when they get addressed and its kind of unfortunate how clear the priority is.

 

And again- instead of impacting playstyle (and undoing some of the great things that came out of this xpac) by going nuclear on set bonuses or passives, why not just alter ability damage? It would be so much easier to balance things that way. Like for tactics vg and combat sent- just increase damage outright til you get to the right numbers for burst/sustained time splits.Same thing in the opposite direction for tk, scoundrel, and slinger.

 

Also, why not look at mitigation? We're taking way more damage than we were in 5.0, so maybe some of the DPS nerfs you're proposing could be nullified a bit by simply restoring our normal mitigation.

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Hey devs, pls explain to me how stuff like this is ok:

 

81k shock trooper. My character is full 306 gear.

 

https://imgur.com/a/1s4Umv2

 

Can you please balance your game? This is out of control. I know theres assassins that do even more than that.

 

I know theres a nerf to it coming, but heck. Its not cool to melt like that. You have to reign back all the heavy hitters. Not just this.

Edited by Nemmar
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Hey devs, pls explain to me how stuff like this is ok:

 

81k shock trooper. My character is full 306 gear.

 

https://imgur.com/a/1s4Umv2

 

Can you please balance your game? This is out of control. I know theres assassins that do even more than that.

 

I think you got lucky it might hit over 100k but i can understand what you want to say and yet it is retarded thinking 100k+ aoe hit is ok and wont be a problem in pvp. Sadly BW devs are not thinking when acting since they are in constant rush to deliver content with a below average talented dev team. But worst part is they think they are doing good since there is a useless middleman called Musco who supposed to deliver this kind of stuff to devs.

Edited by omeru
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Hah weak. PTs can hit for 120 k.

And that was when I quit pvp forever. *sad healer noises*

 

Sadly BW developers are not the smartest one when it comes to understand how mmos work, 8 years and they learned nothing.With starwars name all the star wars films and movies this game should add more servers not close but bad management costs them lots of players and revenue.

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The sorc changes are half-baked; more adjustments need to be made to prevent the class from getting neutered to a ridiculous extent. I agree that current Polarity Shift uptime is excessive for PvP, mainly because it provides massive boosts to kiting, burst, and interrupt prevention. But keep in mind that 6.0 Sorc DPS is actually pretty low without Polarity Shift--especially in PvE--and the Gathering Storm set bonus helps players compensate for this issue. Plus, Madness is currently under-performing even with the overpowered Polarity Shifts.

 

If the developers are going to (rightfully) nerf Gathering Storm, then they need to compensate by buffing certain abilities and passives; otherwise, both specs will struggle to hit 22k dps while all other ranged DPS specs are eclipsing 23k. I suggest the following changes, in addition to the set bonus nerf, to help balance things properly:

 

Sorcerer:

(1) Increase the damage of Affliction by 20 percent. (This will negate about half of the dps loss from the Gathering Storm nerf, while also giving healers a much-needed boost to their off-DPS in PvE.)

 

Lightning:

(1) Decrease the damage of Chain Lightning by 10 percent. (Thanks to Elemental Convection, Lightning Sorcs have insane output during cleave situations in PvP; this nerf will help take the edge off. Chain Lightning will still be more damaging than a Lightning Bolt, so the rotation will be unaffected.)

(2) Chain Lightning's root and snare effects can only occur once every 9 seconds. (The root spam caused by Elemental Convection is an absolute killer for melee at the moment.)

(3) Increase the Shock bonus perk to 85 percent, up from 35 percent. (This will compensate for the nerfs to Gathering Storm and Chain Lightning. When paired with Recklessness, Shock will complement Thundering Blast nicely. Plus, the move isn't reliant on the RNG nature of Forked Lightning procs, which is part of what makes Polarity Shift so strong for Lightning in the first place.)

 

Madness:

(1) Increase the damage of Force Leech and Force Lightning by 10 percent. (This will help to further negate the Gathering Storm nerfs while also giving Madness a much-needed boost to its single-target DPS.)

 

Changes like these will help Sorcs absorb the massive DPS loss caused by the changes to Gathering Storm, while also mitigating the excessive cleave of Lightning and buffing the lackluster single target DPS of madness.

 

Yes, +1

I agree with the proposition of Hoppin,

Especially this : "adjustments need to be made to prevent the class from getting neutered to a ridiculous extent"

 

Mazar, sith sorcerer,

Leviathan server.

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Empire

Inquisitor

Sorcerer

  • Enduring Bastion (after Force Barrier) now absorbs roughly 18% less damage
  • Update to the Gathering Force 6pc set bonus: Using Force Speed now reduces the active cooldown of Polarity Shift by 5 seconds (down from 10 seconds). The duration of Polarity Shift is now increased by 5 seconds (down from 10 seconds) and requires Polarity Shift to be used while Force Speed is active.

 

That's brilliant. Now please make a decent specific set for Madness so that doesn't get nerfed into oblivion while taking out the viability of Lightning.

 

Also which part of Sins / Shadows dominating PvP haven't BioWare noticed? :confused:

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Gotta say if these changes go through i'm not sure any people will take them seriously, most of the changes seems to be kneejerk reactions.

 

The sorc changes seem to be all aimed at lightning which i can kinda get they are in a amazing place right now but as it has been noted their are spec well and truely beating them but it seems that sorcs are again the whipping boy of the game and while lightning will be in a worse state they will still be decent for play where as poor madness will be just that madness for anyone trying to truely play it because the moment people see you trying to play it you will get kicked from everything, and the healing changes are just pathetic if that is what they truely think will bring them up to par with the others they are well and truely delusional.

 

For the powertech the meteor nerf if well and truely a PvP change and honestly it is a massive nerf why they can't just nerf it's damage on player i don't know but i can tell you that for PvE it will be a big nerf i don't see meny powertechs around as it is and this change is going to scare off most of the people lvling one as they are more then likely lvling one because they heard of the amazing power of the meteor set. As for the Veteran Ranger set just rework that thing already no one is going to use it other then for meme rocket builds.

 

The Operative changes again i have to ask why are you doing these changes, the Acid Lash is Conceals main tachial and you are nerfing it by 40% alright then are you going to nerf Deceptions Awakened Flame because that does way more damage then Acid Lash and Deception is in nearly the same spot as Concealment.

 

About the only change i can agree with is the fixes to gunslingers to bring them in line with the snipers and even then it isn't that big a change really.

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Healers need a greater buff .

Many Fps and OPs Fights you cant compensate any more . A healer with full 306 Equip in Veteran Mode Fp and you need to use the Kolto Station ? Or some Boss-Fights buggy ?

Healing Skills Level 70 to Level 75 -> 10 k to 13 k with 306 Equip

Better sample : Level 70 136 k Hp // Level 75 260 k Hp

Lifepool doubled and Healing increased at 30% !!!

 

PVE or PVP : i dont like to play a healer at this time , because its my main role in the game , but its unplayable without any fun

 

I dont like to use the 30 sec Battlerezz , i want to heal and anyone live at the end of the fight !

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First of all, sorry for my bad english.

 

second WHAT THE **** YOU ARE DOING??? After Years lightning is playable again ( in PVE HC and NIm) and in the first patch it get's castrated. Well thank you for that. And thank your for killing madness btw, because with these changes it is no longer an option to play.

 

I mean, if the developper don't want anyone playing Sorcerer as a dd, no problem, do three diffrent heal specs. But every time the sorc has a chance as a dd in pve it gets killed in the first patch. Is there a rule or something, if Sorcerer dds do HC operations the class is to strong and must be nerfed?

 

Sorry but i don't understand it, there are many classes which are more or less the same level (ok pt is broken) but the rest was nearly the same, some do a little more dps, the others have better defs and better armor. But the balancing was okay.

 

Personaly, I think the developper would do a better job if they do nothing and stop to act asap if one pvp player moans about a class.

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So Musco you got your feedbacks so are you gonna ignore them all like you always do or actually do something and fix stupid things you dded in 6.0? Yeah you also asked feedback that time and also ignored them all what a legend.
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