Jump to content

Merkalto

Members
  • Posts

    14
  • Joined

Reputation

10 Good
  1. +1 for this proposed change. For the high amount of force Leeching Strike consumes, and for its longer cooldown, in my opinion it should always proc TTT ticks. It would likely encourage the ability's usage more often, and would allow players to consistently achieve better damage with the ability, instead of restricting its usage to sub 30% in order to prevent potential damage losses by not getting the TTT proc. Plus, the point of Assassinate is to be the big sub 30% hard hitter, not Leeching Strike. It also means that players will have to be more even more careful with force management in order to weigh in the risk of getting more damage for potentially having to use Saber Strike. Thank you!! This will definitely require some testing, however this may hopefully make Hungering Force more viable of a choice over Maliciousness, especially in PvP with the Quick Escalation tactical, or just generally with the bonus life steal. Now... if you want to make the level 43 tier super competitive choice wise, decreasing the cooldown of Overcharged Saber might help with that. Overcharged Saber isn't the most useful on Hatred, however, the burst heals it provides can be super useful in PvP, however, the long-term sustain that Hungering Force and Maliciousness provides will probably continue to outclass this ability. Decreasing the cooldown of it seems like the best approach, as this was done with Furious Power on Jugg, which made it a more appealing choice to some players. Finally, and I know this is a tall order, can the viability of the Ruin mod for Eradicate be looked into? Currently the bouncing Eradicate only occurs when an enemy or player is killed with Eradicate on them, and the bonus damage that is applied on a primed target is only situationally better than the other two options at that tier. This option is not very good in solo content either, since taking Eradication Ray + Maliciousness is generally the stronger and more enjoyable to use combo. I wonder if giving the mod the ability to make Eradicate give enemies the Assailable debuff would be a good fit, especially since that debuff also increases the damage of Creeping Terror, and would give Hatred a little bit more raid utility (Although it would make IO players cry since they're the primary source of Assailable). Or the mod could be overhauled, etc. Thanks again for the extra Hatred changes and good communication!
  2. Walls of text warning! AP PT changes Pyrotech Changes Both of these nerfs seem pretty unnecessary to me, and I'm curious what the reasoning behind them is. Pryotech damage is about average right now according to one metric (parsely stat bar graph), and nerfing an average spec doesn't sound like a great idea to me. Madness Sorc new tactical Hatred Sin changes Marksman Sniper changes That's all from me for now, thanks for reading!
  3. Just replying to my post with screenshots of me completing the Expac story content: Taking on Toborro https://imgur.com/a/NtCyZEB Facing the Shadow https://imgur.com/a/I3gKN79 KOTFE Chapter XVI Battle of Odessen https://imgur.com/a/J56txuC KOTET Chapter IX The Eternal Throne https://imgur.com/a/5u3Egfh The Race to Refuel https://imgur.com/a/qmd17xD
  4. May as well reply to this post as well and say I also did not receive the Cutting Edge, Strike Team Hero, and Holo Log rewards after doing all of the objectives listed.
  5. Same thing here, I created a customer support ticket, I suggest that you do the same
  6. Just jumping in to say that the Amplifiers codex entry is still given to the player when they first arrive on Onderon. Amplifiers were removed, this codex should probably go as well!
  7. Not going to copy over my Assassin feedback, as most of it is pretty redundant after playing around with Shadow/Sin for about 35 hours now. I'm going to go through each of the Serenity Shadow options one by one and concisely as possible: Force Potency: I absolutely love the cooldown reduction on DoT crits. It's a very welcome compensation for losing a charge. Force in Balance and its passives: Force in Balance is perfectly fine. All three passives are pretty decent. Balancing Field aka two charges of FiB is still a bit awkward to use in most situations. Tier 1 passives: Shadow Spike doesn't mention that it also benefits Serenity Strike in its tooltip, otherwise it's good for PvP. Force Wave is still Force Wave, perfectly fine to put at this tier. Force Magnatism is a nice replacement for Mind over Matter. This tier is pretty balanced between its selections. Squelch and its passives: Squelch is perfectly fine now, it previously suffered from relatively low damage in comparison to the other tools in our kit. Destruction Ray is fine, it seems to be a pretty niche passive. It's fun for trash mobs, but it really doesn't provide a lot of killing power in PvP, even though it turns into a burst damage ability. Ensue is by far the best passive out of the three. Free 10% crit for DoTs is incredibly powerful. Smite, after playing with it for a while, is pretty useless in comparison to the other two. 25% increased damage on the initial hit of Squelch, which is already pretty weak isn't anything special. Perhaps instead of priming an enemy for more Squelch damage, causes Squelch to leap to a target if said target dies (similarly to Plamatize on Vanguard). It might be pretty strong, so if that change was made, it could either have diminishing returns on its damage after jumping or just cap how much it can jump targets. Overall 2/3 are good, Smite is not in a good place. Tier 2 passives: I won't go into detail, but this tier is incredibly well done. Battle Readiness, Longing Force, and Hallowing are all very powerful and I found myself jumping between all three. Sever Force: It's good, same old 30m root and decent DoT. Tier 3 passives: Same as Tier 2, all three are pretty balanced. Intangible Spirit is good for PvE, Sturdiness is good for all content since Serenity is super squishy, and Fade is very strong for PvP. Serenity Strike: Same old Serenity Strike, it's in a good place. Tier 4 passives: Kinetic Surge and Lambaste are both helpful as always, they're fine. Force Phase is also fine. Ability Choice: For Serenity, the options of Resilience, Cleaving Cut, and Force Lift are all fine. Serenity actually uses Cleaving Cut as a stronger DoT spread, and with its minor lifesteal buff it has a reason to be chosen over Resilience. Force Lift is almost exclusively used in PvP. With the change to Force Cloak where it cleanses debuffs, it can viable to pick Force Lift over Resilience on certain maps. Tier 5 passives: Stalker's Swiftness and Celerity both make sense being at this tier. However, Cloak of Resilience has almost zero reason to even exist anymore now that Force Cloak cleanses debuffs on its own. I would replace this passive with the old Restorative Shade utility from 6.X or something else that gives a defensive buff. 2/3 passives are good, Cloak of Resilience is almost redundant. The Serenity Shadow specific passives are all pretty balanced. Force Surpession not being merged into Force in Balance from the start is pretty annoying, but if there was nothing else to fill that slot I guess it makes sense to have it be a separate passive. Shadow in general seems to suffer a force-management problem for its first 20-40 levels or so, depending on which spec you play. Just something I noticed while playing a lot. Otherwise Serenity Shadow is looking really good for 7.X!
  8. I played through my fair share of Commando (up to 15), and Shadow + Sage (up to 50). All three seemed alright for the most part. My gripe is with the levels that the spec abilities and passives are granted at. Currently on 6.X, all players regardless if they're F2P, Prefered, or Subbed can get all 4 of their spec's core abilities. However, with the new system, we're back to locking the fourth core spec ability behind a paywall. (Fourth ability is granted at 64!) The old leveling system was frontloaded to encourage players to keep playing. You would snowball early on and get hooked on the power progression. While it's nice that leveling has been slowed down a bit, in a return to pre-3.X fashion, it's really unfortunate that people whose level caps are 60 cannot get one of their most important abilities. If I were to change the system, I would decrease the Spec abilities and passives by 5 levels and swap the previous level 73 ability choice with the level 60 passives choice (Would end up being level 55 for the Ability choice, level 59 for the fourth core spec ability, and level 68 with the passives). It would also make midbies PvP more interesting! Although I'm not concerned about that since there's a rework planned.
  9. I only have one thing to say which is that the rewards have definitely improved, and I'm happy that all levels will have a reward! As much as I like turning in Underworld Info cards for Reputation, it feels like an unnecessary step when the Reputation items could just be mailed directly to the player and/or have the rep items dropped instead of the Underworld info items. I'm interested to see what item we can get via the new Rep track, however, if there was a vendor for them I could not find it. Otherwise, it looks to be in a good spot!
  10. I only have one thing to say which is that the rewards have definitely improved, and I'm happy that all levels will have a reward! As much as I like turning in Underworld Info cards for Reputation, it feels like an unnecessary step when the Reputation items could just be mailed directly to the player and/or have the rep items dropped instead of the Underworld info items. I'm interested to see what item we can get via the new Rep track, however, if there was a vendor for them I could not find it. Otherwise, it looks to be in a good spot! EDIT: Ignore me! This was supposed to go in the feedback thread!
  11. I completed the 322+ IR Gearing track for Conquests. My main takeaway was how abundant Medals of Commendation were in comparison to the Aquatic tokens. Completing one conquest gets you enough medals to buy a full set of 320 gear, completing two gives you enough for the 322 gear, etc. In contrast, you need 840 Aquatic tokens to upgrade all of your gear. This isn't terrible, however, it's boring to run the same heroics and dailies, especially since each daily and heroic grants you 3 tokens. While the weekly solo content missions grant a good amount of Aquatic tokens, there's no point in running off-cycle content (e.g. CZ-198 when the Activities panel wants you to do Black Hole). I assume that's intended, but playing through it doesn't feel great. The PvP gearing track also feels rather slow for the same reason. PvP currency is pretty abundant, however, you still have to play solo content for the Aquatic tokens. The weekly heroic mission for unranked grants you 2 (or 3) Aquatic tokens. I know that gearing should take time, however, Aquatic tokens are just scarce for this process to be satisfying. I suggest increasing how many Aquatic tokens are distributed through all content. I also want to bring up Tech Fragments, as they've also become very scarce in this new gearing system. I really like that they've been reduced to only being seriously used for Kai Zykken's shop, the tacticals, and the old cosmetic gear. However, they just drop too slowly! I played a mix of Vet Flashpoints via Group Finder, unranked PvP, and solo content for about 2-3 hours, only to receive around 250 Tech Fragments, while almost everything costs between 1.5K and 3.5K tech fragments. I also suggest increasing how many Tech Fragments are distributed through all content. Otherwise, I enjoyed the Conquest (and some of the PvP) gearing tracks. It seems to be in an alright spot.
  12. I'm primarily a Serenity Shadow player, and I was very surprised at the level of changes made to this spec! I won't go over passives that I have no comments about. The passives I don't have a comment about are in my opinion perfectly fine as is. The Death Field utilities are really interesting as one rewrites our whole base rotation as Serenity. One is pretty adequate, and one is overshadowed. Two charges on Force in Balance/Death Field is a good idea on paper, and might be an even better idea in practice, especially for mobbing and single-player content. Being able to reset its cooldown via a kill or using Potency/Recklessness is really fun, and allows a massive shake-up of our base rotation (DoT 1, 3 GCDs of filler, DoT2, 7 GCDs of filler, repeat) a lot. It also has potential to be used on main boss-encounters. Penetrating Death seems to be overshadowed a lot by the other two passives. Yes it's a pretty substantial damage increase, but so is two stacks of Death Field/Force in Balance. It's a good passive for aoe cleaving, but it lacks the massive burst that two Death Field/Force in Balance (especially sub 30%) has. I don't have any specific suggestions on how to make it a more-worth while choice, however it needs some adjustments to really stand on its own. Before I get to Eradication Ray, I want to briefly mention Ruin. It's probably fine, but it seems a bit underwhelming in PvE. I'm sure it'll be more useful for cleaving in PvP... however. Eradication Ray is kind of ridiculous. This passive when I first read it made me think that it would be a proper trade-off to Squelch/Eradicate. Where it deals all off its damage in 2 ticks (1 initial hit, 1 DoT tick), and would only consume one Supression/Deathmark stack so it would be more burst damage, but less damage overall. However that isn't the case, and it is instead almost a direct upgrade passive that feels really out of place. The only time it directly hinders you is when A, you aren't generating bonus force over 6 seconds, and B you're always going to deal -5% less damage and healing with Serenity/Leeching Strike due to its passive. It's fun, don't get me wrong, it just feels out of place to me as someone who's spent a couple of years playing this spec. This passive should have a proper tradeoff in my opinion. I don't have any issues with the level 35 passives, in fact I actually want to praise this decision. BR/Overcharged Saber was always more useful on Deception compared to Hatred, however the extra bonus hits that BR grants Hatred is pretty strong, and being able to offset that with either a recreated Death Knell set bonus or higher critical chance and removing our need to use Saber Strike every 12-14 GCDs is really nice. You're choosing now between big self heal burst, higher melee and Squelch/Eradicate damage, and stronger DoT crits and a smoother rotation. It's very well done. The level 70 passive choices are fine. Cleaving Cut/Severing Slash was always the most useful on Serenity/Hatred, so it stings a bit for both PvP and PvE, however it's nothing to get upset about, and makes for some pretty interesting builds. Overall yes, this still feels like the Serenity/Hatred I'm used to playing since 5.X. Yes this is a good direction for the spec in my opinion. Unrelated, thank you for turning the spec-specific level 1 passives into the stance changes. It makes it easier for newer players to identify what the specs do, which is good!
  13. Aside from the missing abilities (root breaker, interrupt, freezing force (lol), etc.) I like the idea of being able to choose DCDs over passives and vice versa. I don't main and Guardian class, but I play enough of it to know how each spec works, and the ability count and rotation I created felt pretty natural from a casual standpoint. However, I do not know how to feel about locking damaging/filler abilities behind the same "mods" system, especially if that will be the case for classes that have few little filler abilities at max level (Serenity Shadow, Tactics Vanguard, etc.). I understand reducing the overall abilities or swapping in-between them will help out new/returning players who might get overwhelmed at all of the abilities that certain classes may have, however as I've read from the others in this thread, its pretty jarring to have certain abilities become mutually exclusive with each other and have that system not clearly explained in-game. (This is a PTS, so obviously I'm not expecting anything to be explained in-game with detail, and I'm sure the new combat proficiency tab whenever its opened up again will remedy that). Regardless, I trust that the team will careful with locking certain filler abilities that flow smoothly with rotations in 6.X. As for the questions: Does this feel like a Jedi Guardian? Please explain why or why not. PTS Guardian does feel like a Jedi Guardian, just not the Guardian we are used to: Vigilance Guardian is very similar to how it functions in 6.X, which feels like a "I'm going to bombrush these mobs and defeat them with my crazy Force and Melee abilities" spec. Focus Guardian has always felt a bit too bloated to me, as its rotation tends to now flow as smoothly (or deal nearly enough damage) especially compared to its sister spec Concentration Sentinel. This spec has never really felt like a Jedi Guardian, and more of a "I'm just a normal Jedi Knight" spec. I did enjoy the spec feeling a bit more tanky overall compared to 6.X with the Zealous Leap absorb shield and DR bonus, which helped to make my toon feel like more of a Hybrid Defense Guardian. Defense Guardian without Blade Blitz and Saber Reflect hurts a lot, but this isn't the first time this spec has been without those two abilities. Compared to 6.X being less mobile as a tank isn't great, however you still feel like a Tank. Is there anything that feels missing or out of place in the combat rotation? The lack of Dispatch for Focus and Defense removes a decent amount of "Killing Power" those spec had. While Vigilance Guardian is still mopping the floor with enemies, Focus doesn't seem to match in power even with autocrit bursts. Defense Guardian DCDs were mentioned above, but they're not essential to a standard rotation. What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies? I answered this one in the above question to an extent, however DPS Guardian still kills trash mobs fast and gets the job done. Focus is on the weaker side, Vigilance is pretty solid. Defense Guardian is a tank, and a;ll tanks will not perform as well as the DPS specs when it comes to trash mobbing. How are you enjoying or not enjoying this class? The added passives that we can pick from are really interesting and I like them a lot! Especially the Blade Storm cone AOE passive that we can pick up with the Vigilance and Focus "B" spec. I enjoy the DCD "mods" system, I do not enjoy filler abilities being potentially locked behind the same system. (I miss using Saber Throw at the start of each fight, it feels iconic to the Guardian class). I'm sure I will enjoy the more of the specs as I get to know them better and as the options are opened up more to us in the coming months. If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it. Alright I'll do a TLDR: 1) Please be careful with locking filler/damaging abilities behind the "mods" system. While decreasing ability bloat is a good thing for the most part, having enough abilities to cycle through during a fight keeps fights interesting and keeps rotations flowing smoothly. 2) The new passives via the "mods" system are fun and I'm hoping most if not all of the new passives follow this format. I'm looking forward to seeing all of the new passives as they are rolled out! 3) Maybe... just maybe give Defense Guardian a little bit more mobility to compensate for how harshly the "mods" system hurts this spec. Otherwise no, I have nothing else to share currently, I hope as the "mods" system is developed more it becomes better and better! Thank you for showcasing what the team has put together, we all appreciate it (even if we all don't show it sometimes ).
×
×
  • Create New...