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Drokisannath

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  1. 3% heal every 2 seconds is about 6100+ HPS, its actually quite crazy in both pve and pvp, what you propose with the 5% health per second would translate to 20.500 HPS, that would mean that a guarded sniper is literrally impossible to kill and would finish with higher HPS than healers. It would legit make sniper the best class to stack in any content. And you want the roll heal on top of that ? I don't mean to be rude but this would be the most stupid change since the addition of cut to pieces in the game. However, I'd argue that I'd rather have a lower amount of heal while cover if it meant we can have access to roll heal as a deliberate mean to heal self. Having 100% of survivability baked into staying immobile is not great. On the topic of feedback, Sniper have been asking for their cover barswap since release of 7.0 at least as an option, why is it not here still ?
  2. Yes, it is probably the reasoning, when it was a choice it was fine to have a rotational ability have baked in Knockback, but because the trait is now baseline it's not good if you can screw an encounter because you are doing your rotation normally and it happens to knockback a mob that needs not be. Arguably the solution is to place this effect on another choice in addition to its previous effect, maybe use the opportunity to tentalize toward a currently undesirable talent. But yes, you are right, the VERY obvious way to fix it is to just give cover healing on sniper baseline.
  3. I understand the need for PvE Advandced prototype to have a viable tactical, I don't see how this won't result in a dire PvP state for Swtor as AP is already the most dominant spec in PvP. A 20% increase on everything will lead to degenerate burst(it's already the case) and is going to further the Star Wars : The old Powertech that has been the case for a long time now. Powertech are arguably already the best pve dps as pyro (safest at least), the best pvp class and the best tank class, there are more pressing issues regarding balance than make it's 3rd spec also in the top bracket. The return of health while cover on sniper is welcome and necessary, that kind of was the feedback from 7.0 PTS that is actionned about a year later but better late than never. Annihilation change is very good, having an inconsistent rotation that is dependent on RNG is not fun. Annihilation's identity of a hybrid dps healer is still very weird but I'm guessing such a rework would require resources and development that is not reasonable for now. The arsenal buff is probably not enough still but we'll take it. Lethality nerfs are warranted and not overboard.
  4. Minmaxing mod was marginal, not really comparable to 10 ilvl difference, AND you could farm them in pretty much any content, you could even solo the easier flashpoints in master mode and progressively get closer to minmaxed mods. Now people have a short memory and some entitled attitude but I'd argue that Swtor is not of the caliber of game to justify the treadmill, it might have in the past, but not anymore. And refresh my memory since I was in and out of the game during patches, even when treadmil was there wasnt there multiple raiding options to get the gear ? I genuinely don't know.
  5. Well, except Guild wars 2... and TESO... and Swtor before 7.0... Now it is it true that the majority of the market functions this way, i am a firm believer that the no-treadmill before 7.0 was actually a strength of swtor and the convoluted current system is a weakness. 12 currencies, 8 different merchants, weekly 3 times-caps per character while currency caps are account wide, and all of that nonsense. You tend to forget that most treadmill games have regular updates to justify the acquisition of these new rewards. We are basically now in a 'Here are 4 bosses for the next 2 years. That is very stupid in the context of swtor. They do not release enough content to build a treadmill.
  6. The marauder/sentinel is very weirdly addressed. In PvP, the most prevalent complain is Defel Spliced gene that basically makes killing a marauder impossible because of infinite resets if played correctly. They decided to not touch it. The Fury/Concentration spec has been overperforming by about 1500-2000 but gives up 10k HPS to their watchman/annihilation. And the result is that they decided to remove the aoe damage reduction from marauder altogether. Remember that they are competing for slots where pyro has 30% aoe permanent dr, 30% periodic reduction, heavy armor, rebounder, kotlo, energy shield, Thermal yield, Close and personal healing which is about 3 to 4k personal hps AND the highest dps in the game both in single target and cleave and have some range on every skill. Meanwhile the carnage spec new 'talent' is redundant with first row gore resets and does not fix the fact that no one in their right mind would do any content with a spec with such low burst, low dps and no utility whatsoever unless they intend to grief their teammates. I'm actually hesitant to post this message because I know what will happen, bioware will see the feedback that pyro is too good and will proceed to nerf it instead of meaningfullyy address to underlying problem. Remember what a buff is ? I don't, developpers seem determined to have their players feel less powerful with each patch with nerfs and prunes that make the gameplay less rewarding and more pigeon-holding into meta choices. Remember that most HC prog groups are already taking 4 pyro 2 heal 2 tanks because the game is significantly easier with that comp and some still struggle to reclear after the 7.0 fiasco. Bioware needs to stop nerfing things and revisit their baffling choices at 7.0. (Healing burst ? *** ?)
  7. I don't believe that's a correct way to look at it, not all classes need the exact same proportion of their damage coming from their tactical. Just for argument's sake, imagine that Spec 1 does 30.000 dps, and a tactical adds 1000 dps and spec 2 does 25.000 dps but tactical adds 5000 dps. Spec 2 is still 1000 dps behind Spec 1 while having a tactical that is worth way more dps. If you buff Spec 1 tactical to bring 5000 dps like spec 2 you just created a huge imbalance. Note that none of this is meant to justify uninspired or poorly performing tacticals, just that percentage parity is not a mathematical sound way to correct for it as the baseline is also different. For the case of the merc it doesnt help that the baseline AND the tacticals are terrible :s
  8. It's true that it's pretty funny and depressing that among all the new tacticals, not a single one has any value in any content what so ever.
  9. They don't have to all be numerically equitable, there is value in tactical and legendaries having niches outliers in performances under some situations like Aoe, dual target, short burst, combination of damage and survivability interaction. If the design was 'Every legendary effect must be 5% damage', it would be boring. Sadly we are not far from it in actual function AND some classes have a choice between a terrible and a horrible option.
  10. I'd argue that in any prog context annihilation marauder is SSSS+ tier because of the insane healing he provides while doing 95% of the best dps specs.
  11. Operative/Scoundrel for any content with 5+ ppl like warzones, for arenas i'd say that merc may be slightly better but honestly any healer can manage in 4v4-, and by manage I mean that they will be a mere nuisance for the stealth gods currently dominating ie mara, assassins etc. I would avoid Sorc heal if possible.
  12. Kolto burst very much outbudgets every alternative in the row and arguably any alternative in any class. Multiplying by up to 8 the power of such a core skill is too much. I still believe that this kind of output should actually be the inherent output of every healer, topping up bars is a struggle that is very unsatisfying in SWTOR when you compare it to other games, it's sluggish and unrewarding, having this talent makes it actually bearable even if it feels absolutely broken.
  13. Comparing classes is fine, but you put things in a vacuum. Sentinel/Marauders have access to Rebuke/Cloak, passive self healing and a bunch of damage reductions baked in. I don't like much that AoE damage reduction is so valuable and then yeet it from everyone but the changes are understandable.
  14. Most of this feedback makes way too much sense to be implemented.
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