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aslater

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  1. REJOICE! (crosses fingers it works) patch notes 6.1.3 The Sith Juggernaut’s Force Charger Cooldown reduction from the “Warmonger” utility is now working correctly.
  2. This is ridiculous I'm in awe that this original post was made/acknowledged approximately 8 months ago without even an attempt by developers to address the situation. THE DEVS designed the defensives of an entire melee spec around the brawn/robust mechanic and left the primary utility broke for 9 MONTHS!! This dev team could have addressed the issue by fixing the broken utility, or by making brawn/robust last 6 seconds, or by making the base cooldown on charge 9-10 seconds (it wouldn't make immortal/rage any more OP, specifically immortal since rage is already a dumpster spec)..But no, the devs decided to do NOTHING. The game should die, the devs are lazy.
  3. It's really disappointing that this is still an issue. I'd just like to add, this bug is much more than just a mobility hit, Veng/Vigilance has been in the dumpster in any sort of competitive/ranked PVP, largely because they just get stunned/molested right after brawn/Robust wears off and have to maniacally pop DCD's to survive any coordinated focus. This utility is crucial for survivability and stun avoidance. As it stands now (assuming 1.4 gcd via alacrity) Jugg's have to withstand about 10 seconds of brawn downtime before charge refreshes (w/o a push reset). This utility at maximum effect reduces that time to around 5 seconds. I mean,c'mon this is a BIG DEAL! Please fix!
  4. hey how yall livin? figured i'd swing by again and make my monthly, or is it.....quarterly, bump. Sorta wish the devs would just tell us to 'F*** off it ain't being fixed', rather than the same bs "thanks we're on it!" line.
  5. Don't hold your breath on this being fixed or even recognized by dev team. Jugg/guardian forums have been bumping/posting on this issue since january without a reply.
  6. Guess i'll make a monthly bump. seriously tho, can we atleast get a moderator to give us a token response like "thanks for reporting, we passed this onto the dev team."?
  7. aslater

    nerf ap pt

    prum i agree with you AP PT needs some tuning, specifically the powerlode tact needs an icd, maybe some slight % adjustment on abilities, or a 4-8 sec CD on energy burst, but why bother with the screenshots? That reg match is worthless, anecdotal at best, manipulative at worst, looks like an 8 man circle(jerk) parse on VC.
  8. I've just got my PT to 75 (had full set /tactical waiting) and WZ Parses can vary to a huge degree (the most of any spec imo) depending on the amount ur tunneled vs the support you receive. IF you have heals and/or tank support and get tunneled you pretty much become a machine gun spitting out supercrit, max lodes, energy bursts during poweryield, it can get sorta ridiculous. Without support, the initial burst of AP is still great (probably still tops overall) but you can't take full advantage of the powerlode tact Unlike before the set bonus of MB is nice, but not as mandatory, relative to just tactical.....it might be worth trying out a more defensive set (right price, possibly even emergency power idk)
  9. Wouldnt be surprised if this broke lord of pain. I mean Warmonger is still busted ever since they introduced the charge system. This set is so '/facepalm' Devs don't get it. Why make a niche set that 99.9 % of the class population won't care about, yet everyone has to live with the consequences of this garbage set even existing.....ridiculous.
  10. bumping for justice! fix warmonger plz!
  11. I Still had a friend playing who quickly helped me get to 306,...Then showed me how to generate 2k+ tech frags an hour. Involved solo farming red reaper (max renown/exp boosts, ~15 min runs, + about 15-20 treasure hunting loot boxes per run , needed 5 max lvl companions). Got 5 characters with their full primary set with some lucky conquest crates. (still took me about 2 months lol, could only stand so much red reaper. But with some serious red reaper dedication its a complete set in like 10-15 hours) Generally, I'm not sure that seeking out early deaths would help with objectives. Maybe hypergate in delaying/stalling point capture, but your also just feeding the other team points. In any case, players from both teams have that option available, could make for some interesting/fun matches . Also, the main purpose of the suggestion is to try and reduce the amount of total pub-stomps (it won't prevent it, I know), and the subsequent /afk'ers which exacerbates the problem even worse. WZ like those are unfun/boring for either side. So ya, a change like this, isn't trying to address fairness, or competitive balance. In fact, It does the opposite, it provides a crutch for a weaker side but, in doing so, hopefully improves the experience for both sides. Sarcasm? If you're still dying multiple times before that cooldown would normally refresh, unfortunately this idea wouldn't be strong enough to support you, since ya know, you're still dying...
  12. I've recently came back to swtor after a few years and I actually enjoy the unranked PVP scene on SS. Personally, I find the most enjoyable games are ones that are somewhat close, either on the scoreboard (k/d's) or in terms of objectives, (doesn't have to be both). Win or lose, close games are better than steamrolls (winning or losing), I imagine I'm not alone feeling this way. Some obvious culprits being group ques/matchmaking (unfortunately these may always be an issue), but imho, also due to punishing game design in terms of "reviving" / re-entering the map/arena staggered (without teammates) but more significantly, without all of your offensive and defensive CD's available (medpack/adrenal included). Would it be too gamebreaking if all CD's were reset (exclusion to life warden/maybe some others IDK) on death, similarly to how arena deathmatches work? It would be a small, but impactful boost, for the team/player that just lost the opening skirmish, since their opponents CD's may not be up in time for the next encounter, while theirs' would.. Ideally, this would promote a more back-and-forth match and reduce the amount of games, where players just quit after they, and/or their team gets wiped in the opening minutes and cement their teams doom. I admit, this suggestion may not be 'fair' for the winning side, but eh w/e, hopefully more WZ matches would be close/competitive and therefore more enjoyable for everyone, that's the point of unranked, right? Also, this change wouldn't be too strong for maps like novare coast, but i think would help out voidstar/odessan and obviously, it only really affects CD's of 2-3 minutes. Has anything like this been tried/discussed and ruled out previously (pts, previous patches etc) ? Overall its a pretty minor change, but i think it could help. Cheers.
  13. but if the mob does 4% less damage to everyone thats a ton of damage over a boss fight. Helps your tanks survivability and reduces stress on healers. If so, that should be mandatory.
  14. Been looking around trying to find an answer to these questions but havent so far. 1) Should a pve dps pyrotech incorporate combust in their build? does the MT benefit from having combust on the mob? or does the target only hit the powertech for 4% less damage. 2) do talents like superheated rail and puncture stack additively or multiplicately? thanks!
  15. IMO, its probably a dps increase to go 3/7/31 instead of what you linked. Picking up concealed attacks and surgical strikes in concealment. I have 39% base crit and 4pc columi. Giving my Backstab a 70% crit chance. Since my dots crit often especially when there are multiple targets, i find myself having plenty of energy to back stab or use overload. precision instruments just isnt worth it imo. http://www.torhead.com/skill-calc#4010cZG0MZhrbkrrhdGo.1
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