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Eldyraen

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  1. They should just add an appropriate number of charges on them and call it good (possibly tweak mats). 20 charges on a stim would be 40h of use and can get an alloy in that easy. Adrenals could have 50 as that is plenty for real "emergency"/priority uses and not give someone a new skill effectively speaking. As acquiring some of rarer mats is supposedly becoming easier wouldn't be too bad and still make them very viable to use. Reusable as it stands with infinite uses is just too easy/powerful ATM but neither do I think they should nerf Biotech too much.
  2. Just to get it out of the way so people know where I'm coming from, I'm a Sharpshooter GS. Individually Sorcs/Sages are variable depending on skill although LoS and healing even if specced DPS is ridiculously easy tactic and more than a little frustrating. That said they are the easiest targets for any GS as long as they aren't sitting on a corner and don't already have full resolve from everyone else trying to stun. Unfortunately how often do any range sit in the open inviting attacks outside of maybe Huttball where the sorc run through most defenses or pull others to do the same? Still, technically they are easiest class for us to kill solo IF we can keep them in range and in sight (thanks in part due to that little talked about "Light Armor"). Thing is in pvp it is rarely 1v1. And what is Sorc's/Sage's biggest advantage? They are the world's best support class. Their AoE heals are insane and the effects stack... Ever try to kill anyone even light armor sages when stacked on their huge healing stacks? More of them there are worse it gets and very rarely are there less than 4 any given match on my server. Premades are just to easy to stack as every healing class is ridiculous even when specced DPS but sage/sorc just takes the cake due to better healing/support without having to spec for it (shield needs to be toned down unless specced for some shield buff IMO--at least then would be more balanced as being able to buff a whole team for that much dmg reduction is insane). As stated I think they are maybe a little strong indivually (mostly due to being interrupted is only minor annoyance as have other heal and tons of other dmg abilities to rotate or can just run and by time it's over CD is back to usable) its just they are ridiculous in groups where nearly all pvp takes place. Even with reduced healing its depressing as they just have so much going for them without speccing to make them even better at whatever they want to do. As a GS if I want to slow I have to spec for it, knockback preplan as have to be in cover and is not instant to do so, our personal defenses are a joke (dodge is nice for a whole 2 GCDs against white dmg), and mobility is nonexistent (Commando is closest to experiencing just how bad it is for us). However I also do NOT want classes to be nerfed to oblivion. Sage/Sorc should be able to keep the possibility of all their skills but some need tweaking (such as shield). As a DPS it's just too easy for healers to LoS or even simply out heal our DPS at times (especially sorc/sage as bubble will eat 1-2 solid hits easy and can throw up same amount of heals in that time period). Being "squishy" is only a weakness when a 1 foot wide pillar can't stop us from hitting although half your body is visible due to poor hitbox design. On a side note--Sorc and Sages can actually LoS using ramps as standing you see over the edge but GS has to crouch and can't--total BS . I say we nerf LoS/hitboxes instead and would be a lot more balanced as a GS (time to LoS sucks compared to cast times).
  3. Let me get OP's biggest bad suggestion out of the way first: Nothing for a loss? Insane and stupid idea especially lower population servers where balance is an issue, you are outnumbered most games and fighting same BM premade of BH/Sorc dmg/healers every time. Ever top 400k dmg and only get 7 kills as whole other team spams heals on each other? Managed to see that once last night for first time (SS GS here too and I don't pad with heavy AoE). Sorc/Sage teams can just spam AoE heal and stand on each other's whole time and shrug just about anything off. BHs are even worse with them due to mitigation. Secondly when you are constantly being put up against a similar premade it is near impossible to win anything regularly if any amount of pugs/bad players are in with you (even regular pvpers being stomped 80% of the time due to group make up and lack of gear as just took forever before with constant losses). This is important as it relates to pre patch Valor and commendation gains. After the patch quality of player's didn't go up or down but the unevenness of gear will end up being moot much faster and more people will actually start to see a point in pvping in level 50 bracket again and not on alts. So in that way it is a very good thing. However I do see the point with medal cap rewards but my lower pop server has people that actually enjoy pvp and don't just farm Valor. We still try our hardest versus the premade even when being face stomped (even when pugging) but at least now when they do manage to win quick we don't end up in some stupid medal farming Zerg warfare and can get a new hopefully better game started quicker. Game still tracks everything so you can see what people accomplished without having to worry about farming from one side or the other. Maybe I'm just lucky with pvpers that try though no matter the odds (for most part--one guy will QQ in chat and tell ppl to let them win every game and then blame others).
  4. My whole guild has almost all decided to skip crafting all but essentials (stims for raiding mainly) till the Big patch as most seem to be getting a heavy overhaul regarding orange augment slots, new schems, etc. If its not something someone can't really do without you are probably better off hoarding mats until changes are known as who's to say just how big of change it might make both stat and value wise. Thing is with new FP and OPs it's also possible that new mats will be introduced so may need to farm some fresh--it's just a huge unknown. Still I plan on saving all my mats so guild can be decked out in different looking gear finally. Can't wait till I'm less of a super cowboy and more of a spacer/smuggler again.
  5. None I believe but I'm just making an assumption based on REing Tionese/Columni/pvp gear that says you can but is just a lost cause when you try (granted can't craft those). I probably would not waste time trying for time being.
  6. Yes and color is only difference between every set type (pvp and PvE both, tionese/columi/rakata/etc) so it feels and looks pretty stale IMO. It's rather annoying and can't wait to mod out orange gear with set bonuses. Only reason it isn't more noticeable is smugglers are so rare compared to others.
  7. 50 GS here and Valor rank 56 (been slacking for past month--too many raids). My scoundrel is only level 28 though so can't really compare 2 from personal experience. That out of the way, I love my sharpshooter GS (mainhand and relics are only pvp gear I wear ATM--all Rakata but Columi head/chest) and I'm almost always top dmg for my side (PuG against same Emp premade most of the time on my light work week hours to standard on weekends server) and now make up about half of team killing blows in 90% of my games. The thing is we are the most gear dependant class in the game as our survability is low, the CDs only affect small skill sets/dmg (our defense screen only affects white dmg and not even a full crit ability one), and mitigation on our non Tree based rotations is a huge killjoy. However we are a beast once geared even without expertise. You just have to invest more time and effort to get on par with most classes. Gearing up won't be so bad with medal/valor changes though as can get cent/champ faster and more reliably. Can easily keep you geared till can run some HMs and ops if you also enjoy PvE. Regarding our mobility, it is low compared to everyone but once you find your flow can become highly mobile even as a SS (least mobile spec). You just have to learn to pop shots and during GCD move between them or not stay at max range whole time (and watch for enemy Los possibilities and take that into consideration). I'm usually pretty close to front lines (15-20m ideal for me as can keep in range with a runner) and using root and stuns to pen down ppl while focusing others for dmg. Just it is very twitchy at times if you go all out but if you manage to nuke a healer or two it's well worth being a little closer and more visible. Class is just very hard to master and playing turret only gets you so far.
  8. What I wouldn't give to have Force Speed on my Gunslinger for pvp--but oh well hopefully they have been listening and in 1.2 one of the class changes/buffs for us is a sprinting ability. Also--can anyone say Trooper with Fly By and Mortar both? Totally balanced for leveling and farming mobs
  9. Schematics from Fleet: You can buy all the way up to Rakata gear on Fleet which is neutral area as both pvp/PvE centric (Vendors for both and daily hub quests). Plus running Underworld Trading can give schematics which is a Mission skill and only relies on Credit use for everyone--get credits from pvp too so viable either way. Granted most schematics that require the PvE required items are only obtainable by PvE but not all. PvE centric stats on gear--doesn't hold up till level 50 now as well. Also they plan on adding craft able expertise gear according to summit and recent interviews. Just because you can PvE everything and in other games crafting is PvE centeric does not mean it should always be so. Until Rakata recipe everything is just as viable option to obtain mats by running missions and/or purchasing mats of all types with credits rewarded by pvp alone (although more time/cash is required). The "PvE bop mats should remain PvE only" is a sad excuse as "progression" is not PvE only anymore in games. As long as there is no way that farming them easily/quick becomes an issue market will still not be flooded and PvE only players have nothing to complain about. It's when they become boe and non crafters start taking mats to sell that they can complain as that is much more annoying in long run if you group for mats and then get screwed by someone as had to pug for one reason or another (usually not an issue if guilded but HM FPs are still very puggable as is normal ops or even most HM bosses).
  10. Personally I don't see the big deal making any crafting material attainable multiple ways. Some pvpers still enjoy crafting and not like an extra way to get them would break the game as long as difficulty achieving them is about the same. For example blue mats are HM flashpoint main bosses and op bosses. Would not be too difficult to add a "pvp crew skills vendor" where they cost similar to a Champ bag (or more especially after 1.15 pvp patch makes medals easier) as time invested is usually longer to get that then finish most HMs or kill first several op bosses. Or better yet make them purchasable by champion tokens (about 50) as then must choose between crafting an item or purchasing a pvp piece. Would at least leave an option for pvpers to get them reliably if time consuming outside of PvE. By that same token the epic crafting mat could be purchased using say a full 1000/1000 merc/warzone tokens as well as BM token trade-ins of a particular number. Nothing game breaking allowing another possibility as long as a corresponding investment is given to balance it. We also need to take into consideration that crafting as it stands doesn't even require PvE or pvp either one until level 50--at which point some mats are only attainable by HMs and ops. A pvper could just as easily purchase mats or run missions to get a skill to 400 and only then does he realize he is denied access to some of his recipes (rakata--other similar schematics though require some PvE to obtain from WB to HM and ops). As an avid raider and pvper both I don't see why some people oppose such a possibility so vehemently especually since crafting till Rakata recipes have no PvE only obtainable mats.
  11. I've never managed to get the medal--but I have seen a 5020 and 5200+ dmg pop up (only dmg I do is visible) so know the dmg is possible. Was on a badly geared sorc though that probably just dinged as I'm not a biotech, adrenal junkie or exp pot carrier. I really do hate bugs sometimes as not getting credit on those was disappointing.
  12. Wish I had as nice of experience--lost Rakata hat due to drop issues with master loot in HM OPs not dropping mats for some stupid reason. We sent in a bug report and all I've ever got back was an auto response that basically says "watch your rolls" and a closed ticket. Maybe if they fixed the game first wouldn't be an issue--plus we all had auto loot off due to it being known issue (guy that got it all died in acid, had to run back as can't run out and then we looted when he got back). He didn't get kill credit for quest for some reason either but still managed to autoloot with it off (not a pug btw--we all double or triple check every time before even fighting/looting). His ticket is still open and he has the Unassembled item in bank. My reply said "we can't move a bound item from different players" (not verbatim). Just very inconsistent CS as have had other ppl with similar experiences get things resolved...
  13. Yeah that's probably what I meant. I don't really care about being top dmg like some "pure" DPS ACs but it does get old hearing Commandos doing so much dmg rather consistently the more there are of them. Our dmg just can't hit for the same consistently (granted individually seems "close" so not totally OP until you get multiple Commandos). It's just we can't get the same armor penetration which hurts our total DPS as a SS and I've never cared for DF although internal does help with mitigation issues as Internal and not Kinetic. We're definitely not useless but sometimes I am a little bit lacklustered when raiding with Commando heavy group. For an example--highest hit I've done so far is 9999 but only on Droid boss in HM KP when debuffed on fire. Second highest about 7.3k just yesterday on Hoth WB while farming for crystal schematics (huge debuffs on him and hit all CDs/relics). Before that maybe a few 5-5.2k on very rare occasion but almost all other big hits are 4-4.5k regularly (all examples being crits of course).
  14. However you spell it . Tired and can't think straight at work when working with kids (nap time is best time of the day). Their armor debuff specced talent stacks for other Commandos as well as themselves I think-- anyways as I said I'm not on my A game mentally ATM so can't remember exactly what the skill is. But it is defiantly game changing and makes them OP in raids once you have 2+ in a group.
  15. Personally I think they need to fix it asap but until they do it's fair game (for Commandos--for everyone else it's just broke as hearing 8-9k crits when I'm a Gunslinger and have to keep a full rotation and my big hits often hit for half that usually. It gets annoying even though I'm equally or better geared than most the commandos doing it--half rakata/Columi with 1830 or so cunning buffed/stimmed as still need to take time for matrix cube and most datacons). They should better balance some things though as difference in just 1-2 extra Commandos makes huge difference due to the bug (and if they say its by design than they better buff other DPS). However another commando should not be ostracized from raids due to Dev not fixing a known issue. If they fixed some of the bugs that have been around since launch or even a month wouldn't be an issue. On a side note, my guild has been short on Trooper DPS until recently and it's just pathetic how lesser geared classes can do equal and greater dmg and can make such a huge difference in HM ops due to their stacking debuff spams. I still love my GS though and definitely feel I'm pulling my own weight but I can't carry the team the same way Commando groups can on boss fights. Edit: removed "n" for spelling police
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