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Kaeyanya

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  1. Hi, I'm going to start with emphasizing how glad I am that you are listening to some of our concerns and how much I personally appreciate this effort in communication. Balancing has indeed been a major concern recently and it is imperative that something be done about it. I would however address a few points that immediately come to my mind. Note that I only really play Gunnery/Arsenal out of these specs, so I'm not super versed and just working with information given to me by other players. 1. Carnage/Combat: I think these changes will be very nice. Out of all melee classes, atm Carnage performes worst by far, even worse than Innovative Ordnance. It will be nice to hopefully see some more diversity in Marauders. 2. Fury/Concentration: A nerf that is almost as necessary as a boost for Carnage. Couldn't approve more, I really hope that it will be sufficient to take away some of the op damage the class currently has. 3. Rage/Focus: I don't really know anything about the class other than it's relatively high performing, so I'm not mad about the nerf, although I will wait to see if this actually slightly decreases their damage output overall. 4. Arsenal/Gunnery: I really, really hope that this will achieve what it promises and make Gunnery viable for raids again. I really can't play my merc in raids atm, simply because I get kicked as soon as other group members learn about my class, so this change is a very welcome and much needed one. Very excited to see how this will work on the PTS. 5. IO/AS: Again, I'm not super informed about this class but a friend has had the same issues with it that I've had with Gunnery, so I think that these changes will be very welcome and hopefully make the spec usable in raids as well. 6. Virulence/Dirty Fighting: This is the one change where I don't see where you're coming from at all. Virulence is the only ranged class atm to even get something similar to close to the dps output of the melees. Why in the name of everything would you think it is a good idea to nerf the only ranged class that might be considered useful in raids (damage wise). I will get into that a bit more in a minute, just let it be said that I think this is a horrible idea and I really don't see the necessity. And I don't even play a sniper, it might be even worse for those who main that class. 7. Saboteur/Engineering: A class that has been performing slightly worse than Virulence but still better than every other ranged spec (I will include the Parsely statistic I'm referring to below), so I don't think this buff is necessary, but good on them I suppose. 8. Closing notes: In general I really appreciate these changes. I am slightly worried as I am playing Telekinetics Sage/Lightning Sorc as main and these most likely will ensure that instead of my merc I then will not be able to take my main spec which I have been playing since the beginning of the game, but alas. I really hope that 7.2 will not take you as long as 7.1 as I probably will raid much less if my main spec becomes anymore useless than it already is. That being said, I just want to add some final things: I think it is absolutely horrendous and unbearable how much worse literally all ranged specs perform in comparison to melees (Carnage/Combat excluded) at the moment. With said exception the five worst performing specs are all ranges and there are a lot of people playing ranged classes that are considering changing to a melee due to the fact that we often feel we are only taken for a raid because people need a ranged role for some mechanic or other. In comparison to Vengeance Jugger with his ridiculous aoe dps, every other class might as well just do nothing (roundabout 70k in a decently sized add group vs 30k in the same group from a Madness Sorc). It really is just depressing trying to hit that 25k mark during a boss fight while the melee classes are easily hitting 30k and more. I just hope that these changes are a first step to remedying some of these issues, even though I would have preferred other ranged classes to receive a buff first. Okay, my apologies. Rant over, have a lovely day whoever is reading this. source: https://parsely.io/parser/stats/5000//live/1/
  2. Hi, so I... kinda discovered a bug? That isn't supposed to happen? I guess? I was on the DK stronghold and used the Fleet Pass. Only I didn't arrive at the fleet but instead on a plane/platform/thing at the coordinates 0,0 (see pictures taken). My cursor, as I went over the map, was at 4500,4500 or something, so nowhere close to my character. I could not see Vaiken Spacedock, etc., only lots of ships and the planets seen from fleet. When I jumped of the platform I took a quite long fall during which Vaiken Spacedock reappeared and then I died, only to land in the Imperial Museum, probably because that was the nearest Meddroid. But somehow, I landed inside of the platform on which the droid is standing, presumably because players are not supposed to be able to go up there. I glitched around a bit and then managed to get out by using Quick Travel to Vaiken Spacedock, where I landed correctly this time. When I tried the same again a few minutes later, everything worked smoothly. Oh, and by the way, the ships are glitching a bit. If you have ships flying into each other, there should at least be some kind of fun explosion or something. Kind regards Pictures: https://www.directupload.net/file/d/6566/tbp69oj4_jpg.htm https://www.directupload.net/file/d/6566/f7tl8inz_jpg.htm https://www.directupload.net/file/d/6566/dsnqvnjd_jpg.htm https://www.directupload.net/file/d/6566/yyuadi8l_jpg.htm https://www.directupload.net/file/d/6566/l5fke8nn_jpg.htm https://www.directupload.net/file/d/6566/rwtfobu5_jpg.htm
  3. So, it's been more than three months and, partly as expected, there has been absolutely no reaction from the devs regarding this matter. I have been doing the fps several more times by now and I feel fairly confident that the rrs just don't drop. Maybe it was a typo in the patch notes, maybe they were trolling. At this point I'm just really annoyed because although this may seem like a very small matter it is just symbolic of how the communication between devs and players has been during the past months. So, between horrible communication, non-caring devs, non-existing balancing and most of my chars being useless for raiding rn since I prefer ranged to melees and there is no decently performing ranged class atm, I, like so many others, am seriously considering cancelling my subscription. I will stick around until 7.1, but if things don't get any better, I doubt I will in any way try raiding/ any group content again anytime soon.
  4. Hi everyone, has anyone already run the Korriban or Tython Flashpoints and had the Recovered Relics drop? Several friends and I have done both several times already (three times vet each, four times solo) and no drop so far. Does "Recovered Relics have been rediscovered in the Assault on Tython and Korriban Incursion Flashpoints." (source: https://www.swtor.com/patchnotes) mean they are back but with a miniscule drop chance or are they just available in MM? Or maybe just if you do the FPs via the story? Some clarification from the dev team would be great here so players do not waste time trying to get loot that either does not have any or a virtually non-existing chance to drop (@JackieKo). Kind regards
  5. Did anyone see the stunbreaker, interrupt, combat focus and force clarity abilities? I seriously hope they do not plan on removing those for specific classes, because then I would be seriously upset. Besides, I'm also missing dispatch, which is an essential part of my rota and saber throw as my filler. Also, the decision between blade blitz, enure and saber reflect is really hard. I did write ridiculous at first, until I realized that instead of the cds we now have a lot of new passives, that would give the guardion a major damage reduction boost. However, knowing when to use which cooldown, how to use them as offensive cds and so on is a major part of learning how to tank efficiently. Taking that away makes tanking much less challenging and is also kind of taking away almost everything that makes a good tank. You can learn how to build your gear, set your utilities and create your opener and prios from a guide. Knowing when to use which cooldown and how to maintain aggro are the two things that can not be learned from a guide and need to be actually experienced. So if we take that away, what difference will there be between a good tank and an amazing one? Why not instead remove some of the abilities that are actually not needed (e.g. cyclone slash for defense) instead to make it a bit simpler. Though I do not exactly understand why it is so important to make it simpler still... Considering how relatively easy learning the basics of each spec already is (if your're willing to put some work into it that is, and if you're not, don't play high-end content), making it even simpler will only take away from the class and reduce any difficulty that is also responsible for most of the fun in the game. Additionally, do we really need to up the level cap and presumably the i-rating again? The only thing that will achieve is making low level content like veteran flashpoints even easier (and, sooner or later, making it possible for everyone to run vet fps solo, rendering the entire group concept useless), as well as making it even harder for low level chars to find a group that will actually take them. I mean, people already get kicked out of groups because they're too "low-level", do you honestly want to split the community even further and make any group content kind of an elitist thing that only advanced players (and subscribers, since f2p can only reach lvl 60) can take part in? If that is the plan, good luck getting anyone new to want to play the game... I would not have stuck around if it wasn't for the group content, as would many others. If new players are completely cut off from experiencing that, I doubt they will stick with the game. This was a very long rant to basically say: Do not keep increasing level and i-rating, because that sucks. And please reconsider taking away all the difficulty from each class, because honestly? Improving myself in a specific class is a goal that keeps me playing. It keeps me spending hours in fps and ops to get the right gear and standing in front of a combat dummy to get my rotation down perfectly. If anyone can now master any class in a matter of a few days, why should we stick around? What goal is there to work towards?
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