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wepeel

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  1. They can when facing a single melee opponent, e.g. they handle juggs and marauders well, and PTs better than some classes. Put 2+ opponents on them though, or even one ranged, and their ability to keep themselves alive drops very quickly. Under any kind of serious focus they really struggle to do more than slightly delay their demise. On top of that, since they need to be stationary for such a big part of their damage output they're very vulnerable to being los:ed.
  2. Maybe the most simple, but probably more logical like OP implies to change how premades work, e.g. if you queue as a group you'll only be matched against other groups and if you solo queue you'll only be matched against other solos. Most "skilled premade" players aren't all that hard to overcome when you place them with randoms. Don't really have to do much more.
  3. What. There's pretty much no way a sniper can handle an op 1v1 given similar skill. There's no way for the sniper to keep the op in combat, or counteract self heal as long as there's something to los behind. Keep in mind the dps and survivability of a sniper both drop drastically if they're forced to leave cover and run around. They also have a fair bit less mobility than an op any way you look at it, and nowadays no self heal save for the passive regen while in cover, so it's easy for both ops and sins to chip them down.
  4. No mention of deception assassins and operatives? They're both pretty much impossible for any other class to handle 1v1 given similar skill levels, and even with the game being as old as it is there's no effective counter for stealth and/or the ability to dip in and out of combat at will, which leads to a lot of consequences in what those classes are capable of doing. If any classes are in need of a rebalancing for PvP, those are the ones.
  5. I don't know, conquest has been nearly essential for amassing encryptions if you run solo guilds and still want to expand your flagships. That has always been the main draw for me, at least. Every other reward has either been pretty easy to get through other means or never really needed in significant quantities. With this change, unlocking a full flagship (nevermind one for each faction) for people who are just now starting up solo guilds will seemingly be a fair bit more challenging.
  6. wepeel

    10 year suggestion

    It wouldn't really make any sense lorewise. If it were a serious battleground it would mean the Empire had managed to launch and sustain a continued assault on the Republic capital world and as such were close to finishing the war. If it were a testing/training facility kind of like OPG it would mean the Republic had decided to invite various sith lords and dark council members to come practice on Coruscant, which would seem stranger still.
  7. A poncho. A bit like the base tempest warden one, but without the backpack and imperial pauldron. A good role model would be the classical gunslinger one worn by the man with no name in the Dollar trilogy. Ideally this would come in two versions for the chestpiece; one worn regularly and one with the front flap thrown back over one shoulder to expose the sidearm. The rest of the set other than the chestpiece is of less importance, similarly themed with cowboy boots (preferably with spurs) and thin/half-finger, discrete gloves would be good.
  8. Honest, but also not surprising. Mercs obviously tend towards feeling net is fine, and operatives (aside from being the singlemost overpowered pvp class for a very long time) have a decent chance compared to certain other classes to survive a net. Heck, against an operative it can almost be considered a fair counter.
  9. Well, first off an arsenal merc has very respectable burst and dps. Perhaps not as good as some specs, but not bad. On the other hand, they're also more capable than many other classes in getting their burst/damage off. Unlike a lightning sorc where you can shut down their biggest damage ability by staying on them, an arsenal merc leads with only instant casts. Secondly, I 'pretend not to see it' because it's a much smaller problem: it's not like you see a lot of players coming on here to complain that a PT or lightning sorc killed someone 5% faster than they did; the complaints follow very similar patterns of people either getting locked down a lot or feeling that certain classes or specs are extremely hard to pin down or kill in spite of getting focused. Concealment ops obviously top this list, but mercs justifiably have a place on it, and that is what I meant by pretending to see in my case: even though this point is very well known, some people react with almost surprise or outrage that it keeps getting brought up.
  10. It kind of depends. In much of PVE the challenge level isn't greater than that you can play whichever way you enjoy the most. Still, my considerations: Skillful tier: ballistic dampers (especially) and imperial efficiency are good choices, great for almost all situations. Snap shot is the weakest of the three and doesn't really provide a dps increase since with instant snipe you still have to wait for the global cooldown. I'd consider taking vital regulators (significant amount of self healing is useful in a lot of situations) or calculated pursuit (provides a fair bit of mobility without a great dps loss) instead. Masterful tier: hold your ground is a good choice, the other two are pretty mediocre. I'd recommend seek cover and reestablish range instead for snare breakers and increased mobility. Heroic tier: siege bunker is great, almost a must-have for pve above story mode. Defensive safeguards is also a strong choice, with deployed shields being a decent alternative to it depending on if you expect opponents to be close to you. As a third option to these two, tactical retreat is a good choice too, providing a decent self heal and more use from what is already a solid defensive cooldown. Executioner on the other hand is next to useless in comparison, minimal dps increase that can be hard to fit into your rotation. I'd recommend switching it out for pillbox sniper considering the strength of entrench, synergy with siege bunker, seek cover and the established foothold set bonus. So in short: siege bunker, pillbox sniper and one of defensive safeguards, deployed shields and tactical retreat.
  11. Agree that this would be useful. It's not even about gearing or leveling up again as both of those processes are currently very quick; even raising crew influence isn't too much of a hassle. It's things like grinding valor, getting certain titles and mounts back and rediscovering all codex entries that are the real time/effort sinks. What I do after a hiatus when this feeling hits, as others have pointed out, is usually to start a new character and imagine it as my main character reminiscing and reliving their adventures. That way I can play the new character without obsessing about having to unlock everything on them (since they're essentially just a memory). Then when they've completed or reached far enough through their story, I just store or delete them, and switch back to my main. It's not exactly the same, but works fairly well.
  12. Kind of a simplified response. When you have some DCDs that defend against damage but also leave you immovable or unable to attack; and some that defend against damage while letting you move freely, unload damage on others with impunity and other advantages to boot, then people will obviously complain about the second kind. Pretending not to see this is unlikely to help.
  13. As you have noticed, there's a certain disconnect between the overall picture and the perspective of each planetary questline. In general, if you play as a Republic class, each planet is threatened by the Empire and/or its allies, the Republic is mostly useless at stopping them, and everyone depends on you to solve every problem. If you're an Empire class it's the exact opposite, and then you go through the planets sorting everything out. This can often be seen/felt when you explore planets, e.g. Alderaan having two separate Organa castles: one full of guard mobs to serve as a base for Republic players, and one full of regular mobs that Empire players can invade. Three planets stand out a bit from this: - Taris, where the Republic arrives first and tries to save it, and the Empire arrives later in act 2 and wrecks it. - Balmorra, where it's the opposite. Empire arrives and takes over, Republic arrives later in act 2 and liberates. - Corellia, where the outcome is established canon. For all the other planets, the outcome is more unclear, with each player getting to feel they won the day for their faction, if that's what they wanted to do. Trying to unify two such perspectives isn't really practical.
  14. If you run a guild, build a flagship or contribute to conquests there's also a lot of crafting involved: war assets, invasion forces, dark projects, etc. You just don't craft a whole lot of equippable gear any longer.
  15. It's actually quite a well-rounded class now. Not completely out of whack like operatives, but also not with glaring holes in it like (dps) sorcerers. The sniper has tools for pretty much every situation and is pretty good at soloing tough encounters in spite of not being able to heal or tank.
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