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Schwarzherz

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  1. Hello there, I noticed that Duplicity does not always proc if I use Maul from Stealth as the first Ability on Deception. I tested it out over the last weeks in PvP, PvE and on the Warzone Dummy. Most of the time it doesn't proc and when it does not proc in the first 10 seconds it procs also not in the 10 seconds after. The tooltip says: "Direct damage attacks grant Duplicity, causing your next Maul to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds." That's for sure not only a visible bug. The Ability does only the normal damage. And on Infiltration Shadow it always works how it should. So seems to be a Deception only issue. I tested it also on the PTS and the issue is still there. Hope for a Fix very soon. Cheers
  2. So I tried out a bit. Double Cloak works for me on every Character that has a Sith-Inquisitor or a Jedi-Consular (Sin/Sorc/Shadow/Sage) as primary Combat Style except I changed the primary Combat Style, but I only changed from Shadow to Sin so far. I guess the problem is that the tactical requires to be a Sith-Inquisitor or a Jedi-Consular. So it doesn't work for me on Sith-Warriors or Jedi-Knights that choose Assassin or Shadow as second Combat Style.
  3. Can confirm. Double Cloak doesn't work on several characters for me.
  4. Gearing from the perspective of a PvP player. There are two sides to gearing through PvP. For players who only play PvP, it may take quite a long time. You do get a gear upgrade for each weekly, and you also get enough of the Thyrsian Production Accelerant through both the weekly and the games you play. But if you want to upgrade a part at the vendor, you also need Aquatic Resource Matrixes. Currently, you can't get them by completing the personal Conquest or the PvP Daily Mission. The Weekly also only gives 2, but you need 20 of them for an upgrade on the first levels and later even 35 per piece. Each Weekly of a Daily Area gives 25 and additionally 3 per quest and each Weekly Heroic Mission gives 20 and also additionally 3 per quest. But if a PvP player has to do a Weekly Heroic Mission or a Weekly Daily Area for every Vendor Upgrade, this is going in the wrong direction. It would be much fairer to PvP players if they could play PvP exclusively, get their gear together in a timely manner, and not have to complete several PvE missions to be able to afford an upgrade. Dozens of PvP weeklies just for a vendor upgrade is too much of a good thing. To solve the problem, reaching the Personal Conquest as well as the Daily PvP Mission should also grant Aquatic Resource Matrixes. In addition, the number of Aquatic Resource Matrixes from the PvP Weekly should be increased. Also, the Aquatic Resource Matrixes cost per upgrade could be lowered. Golden Augments for Tech Fragments will be even harder to get. The CM-1337 component was available for a short time on the fleet for 10,000 Tech Fragments. Although this was probably just a bug as you could also buy the OEM for 10,000 Tech Fragments there and now the RPM and OEM for 10,000 Tech Fragments each, although you can get them for 7,500 Tech Fragments each. One wonders where the point is. But even those 7,500 Tech Fragments will be harder to get now, especially with the removement of Renown. In addition, the Elegant Chest of Loyalty now gives 150 Medals of Commendation instead of the 2800 Tech Fragments. And the CM-1337 component still takes 7 OEM and 14 RPM to craft. That's still over 150,000 Tech Fragments for one augment. I hope that either the Tech Fragment prices for OEM and RPM will be reduced significantly or that new augments will come with the new Operation / Daily Area and this time these will be available to all kind of players. In addition, non-modable gearing also feels very limited. You can play without Accuracy in PvP, but not without Alacrity, because at least two gear pieces have this stat and there is no other option. It would make more sense if every gear piece with a tertiary stat were also offered in all variants (Accuracy, Alacrity and Crit). The players could then decide for themselves how much of one of these stats they would like to have.
  5. I would like to see the 4 Death Knell Set bonus for assassins remain. To play with Force Training on PTS feels really boring for me, even if 3% more melee and force damage is not bad.
  6. On the whole, the changes to the PT don't look too bad. Powerlode finally got the necessary rate limit, but unfortunately only lasts for 10 seconds. This makes it even more vulnerable than it already is. I would like it if Power Yield stayed as it is on the Live Server for AP PT and instead of the Powerlode stack effect from critical hits, Railshot generates an additional Energy Lode for it during Power Yield. I don't really like the passive Advanced Shiedling. By using Energy Shield you can either increase the duration of the next Power Yield by 5 seconds or the next Kolto Overload now heals up to 45%. It feels wrong to me to be "forced" to a certain DCD order. There I would appreciate if Power Yield would always hold 15 seconds through the passive and Kolto Overload would be buffed as well. The heal from Kolto Overload feels very weak at AP and you always have to combine Kolto Overload with another DCD to stay alive now. I expect more from a DCD with a 3 minute CD. In addition, there are no more reasonable single target tacticals for the AP PT due to the elimination of Powerlode and Energized Balde. Playing with Overwhelming Offensive is not too much fun and Lifewarden has too much CD.
  7. More additional feedback from me especially for PvP. On the PTS at my playing times unfortunately only 4vs4 matches went up. But at least only pure dd games. In these Sin still feels quite good. But based on such games, you can not really conclude the class balance. In general, I would wish for Sin if abilities like Ball Lightning or Discharge would be moved more into the foreground. The damage of Discharge feels a bit too low relative to Reaping Strike and Maul, especially since they can now also benefit from Recklessness. Discharge should be the key ability of the Deception Assassin and feel like it. Similar to the AP PT, it would be a good idea to include an autocrit on Discharge. Be it as a Legendary Item or through a passive Ability. You would only have to see if Phantomstride shouldn't be converted back to a pure Mobilty ability to avoid too much burst damage from double Discharges. Shroud to me is one of the Abilities that sets the Assasssin apart from other classes. So I would be happy if Shroud would be a baseline Ability for all specs. The possibility of a permanent increase for Shroud is unfortunately also no longer possible. For Shroud, Force Slow could be included as a Choice and alternatively swap places with Overload then.
  8. Thank you for the Update. It would also be nice if you could add the Poweryield Discription for Advanced Prototype on Level 10. Is also missing on the PTS.
  9. Hello everyone, briefly about me: I have been playing Deception Assassin for almost 10 years now and mostly in PvP. My feedback will be mainly about Deception Assassin. The passive abilities all seem to have been merged into the nine remaining passive abilities. The 20% surge of Discharge and Ball Lightning for example is not listed in the tooltips, but should be there due to the damage difference of non critical hits and critical hits, which would be smaller for both abilities without the additional 20% surge. Let us look into the new Skill tree: Level 15 Options for Reaping Strike: Option 1: Passive - Increases the armor penetration and critical hit chance of Reaping Strike by 20%. Option 2: Passive - Killing an enemy within 3 seconds of dealing damage with Reaping Strike resets the cooldown of all damaging abilities and increases your critical hit chance by 40% for 6 seconds. Option 3: Passive - Critically hitting with force attacks resets the cooldown of Reaping Strike. Reaping Strike costs 10 additional Force. Option 2 seems pretty useless for PvP. While we don't know what the time to kill will be in 7.0, I think even with all the reductions in Defensive Cooldowns, Stuns, Crowd Control, Movement, the time to kill will be too high to make this option worthwhile. Option 1 and 3 are both a good damage boost. Since the reset to Repeating Strike occurs very often (it should be changed that only critically direct force attacks can reset the cooldown of Reaping Strike instead off all critically force attacks), I would rate option 3 higher in potential than option 1, even if the force management will be more demanding due to the increased consumption by 10 per use. Level 20 Option 1: Overload Option 2: Passive - Dealing Damage with Shadow Strike/Maul from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down. Option 3: Passive - Force Cloak increases movement speed by 50% while active and slows all enemies within 5 meters by 75% for 2.5 seconds when activated. Option 3 seems not useful compared to Option 1 and Option 2. Option 1 (Overload) is very useful in Regs especially if you want to clear the Enzone in Huttball from enemies, to avoid passes, for knocking people down, to hind people to support team mates that they can take a node, cap someting or get less pressure. I can understand spike is pruned for the dd specs, because the ability is not very useful in some PvE content and only usable as an opener from stealth. To merge it too an ability like Maul is a good choice in my opinion. But to let us choose between Overload and Maul Spike is really hard for PvP especially if you had both skills nearly 10 years. I would more like if you replace Overload with Force Slow. Sure it's also an ability since 1.0 but with far less use for me in PvP. If I need a slow I could also pick Severing Slash or Voltaic Slash with the passive. Level 30 Options for Voltaic Slash Option 1: Passive - Dealing damage with Voltaic Slash reduces the cooldown of Recklessness by 2 seconds. Option 2: Passive - Voltage stacks by Voltaic Slash increases your critical hit chance by 10% per stack, Option 3: Passive - Voltage stacks by Voltaic Slash increases your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 30% for 6 seconds. All three options are not bad. But in PvP Voltaic Slash will not be used so much often that option 1 would be good. Option 2 is really strong with the 20% critical chance increase for all abilities. If you need a slow or better damage reduction Option 3 would be the choice. Level 35 Option 1: Passive - Critically hitting with Voltaic Slash or a direct Force attack generates 10 Force and heals you by 1% of your max health. This effect cannot occur more than once per second. Option 2: Passive - Force spending melee attacks now benefit from Recklessness and consume its stacks. You deal additional elemental damage to targets critically hit with melee attacks. This effect cannot happen more than once every 3 seconds. Option 3: - Overcharge Saber Option 1 seems really good especially if you choose Energized Blade for Reaping Strike to compensate the higher force costs and Voltaic Engine for the overall 20% crit increase. You will also get 1% health quite often. Option 2 makes our high damage melee abilities like Reaping Strike or Maul to hit harder for better burst and also buff the sustain damage through the additional elemental damage. Because of the long cooldown of Overcharge Saber I would say that Option 1 and 2 will outperform it. Level 50 Option 1: Passive - As Darkness, reduces all damage taken while stunned by 30%. As Deception and Hatred, reduces the damage taken from area attacks by 30%. Option 2: Passive - Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds. Option 3: Passive - Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating. Option 1 is only good when you want to cleave in PvP. Option 2 and 3 are pretty good and what you choose will matter on your own personal preference. Level 60 Option 1: Passive - Force Speed and Phantom Stride grants Force Phase, removing all movement-impairing effects and granting immunity to them for 2 seconds. Option 2: Passive - Activating Shock, Ball Lightning, or Eradicate increases all your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds. Option 3: Passive - Increases the damage dealt by Lacerate by 25%. Option 3 is only useful for cleave situations. Option 1 and 2 will give you a lot more mobilty. But removing movement-impairing effects and granting a two seconds imunity will be more useful. Level 70 Option 1: Severing Slash Option2: Whirlwind Option 3: Force Shroud I don't know what the idea was to implement Severing Slash a the new ability for Assassins in 6.0. That ability is only really useful for Deception in the combination with the Tactical if you want to farm numbers in PvP. To choose between Whirldwind and Force Shroud is really hard. Force Shroud is our Defensive Cooldown against tech and force damage and our imunity to avoid to get a for example a stun, a cc, knock or to get pulled. Whirldwind is really good for playing objectives in regs to take a node, to the cc someone in the endzone of huttball to avoid the pass, to cc the healer to get a kill, to cc the tank if not in guard range and for a lot more things. It would be better when we get a similar choice as operatives on Level 70. Let us choose between Severing Slash, Whirldwind and Phantom Stride. Phantom Stride is useful as a gap closer and to get 3 charges of Discharge, but I would more prefer to get Whirldwind and Force Shroud instead of to choose between Whirldwind and Force Shroud objectivly wise. The best solution for us Assassin players would be if you give us Phasewalk back as a choice. Phasewalk was removed from us in 5.0, because we had too much mobility us a stealth class. But you didn't ask us, the players, which ability we would prefer more to keep. Now with the new skill tree it would be the chance for you to let us choose which one we would prefer. Let us choose then between Severing Slash, Phantom Stride and Phasewalk. Level 80 Option 1: Passive - Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reapers Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset. Option 2: Passive - Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds. Option 3: Passive - Activating Force Cloak grants 2 seconds of Force Shroud. Option 1 is not really usefull in PvP if you don't get enough fast kills. Option 2 and 3 are must picks int the current disciplines for PvP. The problem what I am see here is that Force Cloak is not really useful in PvP without Shroud of Madness. You have to choose Shroud on Level 70 so that you can use it in combination with Force Cloak or you have to choose Shroud of Madness on Level 80, because many Disciplines have at least one ability that deals damage over time and if you don't have Shroud or Shroud of Madness the damage over time will hit you out of stealth when you Force Cloak. It would be better when Shroud of Madness get merged into Force Cloak. Same for Operatives with Evasion and Cloaking Screen. You could replace Shroud of Madness then with Obfuscation for example that increases our movement speed by 15% and our effective stealth level by 10. I would like to see more changes for the abilities we get through the Discipline we choose. Each class only gets three passives for the first two abilities we get from our Discipline. So why no passives for Low Slash to make it more useful in PvE like Operations and for Ball Lightning? Since 5.0 I have the feeling that for Deception Assassin the melee abilities get more and more important while the key abilities like Discharge and Ball Lightning do less damage. Some years ago Discharge was a really high damage ability and now you hit round about 20k non crit on the Live Servers and the soft autocrit with Discharge also doens’t hit really hard. It’s a bad feeling when you build 3 stacks and then it hits so less. The identity of the spec should be to get 3 stacks so fast as you can that you can use an ability that hits hard. For that, Discharge should be an autocrit or getting more buffed through passives. And also Reaping Strike as a filler has not the best synergy to the spec. It would work better if Reaping Strike has no cooldown and you can use it only from stealth or within 18 seconds after a critically hit and that the effect can occur only 18 seconds. So that you can decide when you want to use Reaping Strike within the 18 seconds and that would mean a better synergy to the spec like Maul has. Cheers
  10. Thank you for your answer TrixxieTriss. Through the Map Rotation the chance of getting a Hypergate, a Voidstar, one of the Huttballs or one of the Captures Maps should be the same and between 20% and 25% in my opinion, because the chance to get an Odessen Proving Grounds is very low and Arenas should not popping when enough Players are in queue. But over the last months I have the feeling that mostly Hypergates and Voidstars are popping and that several times in a row. But the chance of getting one of the other maps seems to be higher than it is now. Voidstar and Hypergates are both great Maps, but playing them over and over with not really much variety is not fun in my opinion.
  11. Thank you for your answer foxmob. Sure some players will spend their time in Ranked Arenas now, but overall I would say that with the new Patch the total amount of players who are playing Warzones has been increased cause the new daily and weekly missions through Galactic Seasons. But this doesn't really affect getting a Huttball, except that more Warzones open up due to a higher player pool.
  12. Hello everyone, since the patch, I have the feeling that I get fewer Huttballs. Quesh Huttball and Vandin Huttball were added to the map rotation, but the chance of getting a Huttball should still be the same. This does not seem to be the case now. Since the patch, I have only received one Vandin Huttball. Just as many Odessen Proving Grounds in that time. Before the patch I got at least one Huttball every day, sometimes even several in a row. It seems that the chance of getting a Huttball has been lowered. However, this was not mentioned in the patch notes. Some players on Star Forge share this opinion. Let me know what you think about this.
  13. Meiner Meinung nach ist Raketeneinschlag(die Rakete am Anfang) ebenfalls ziemlich nutzlos,setze den kaum ein und hab überlegt den aus der Leiste zu verwefen, oder sieht das jemand anders?? Fand den nämlich sowohl bei meinem Arsenal Söldner als auch bei meinem Pyro Powertech, dass sie mit die schlechteste Fähigkeit was Kosten/Nutzen Verhältnis angeht und habe sie weder im PVP noch PVE je wirklich gebraucht oder eingesetzt, wenn man die ersten level auf dem Startplanet auslässt. Sieht jemand das anders oder gibts jemanden der einen sinnvolle Verwendungszweck sieht??
  14. Lass mal überlegen...*grübel*... was ich erwartet habe? Das Leute zugeben, dass sie falsch lagen? Nein, dem Mensch steht sein Stolz im Weg... Das ich Leute mit meiner Aussage bekehre.... Nein, Leute ändern sich NIE, auch wenn's manche glauben wollen... Das sich Leute rechtfertigen? Nein, das endet nur in persönlichen Kleinkriegen, da jeder denkt er wäre im Recht. Nein wollte nur Frust abbauen, wenn's jemand stört einfach nicht drauf eingehen. Aber dieser Pessimismus, jeden Tag Weltuntergangsstimmung und dann werden die armen Mitarbeiter von Bioware angegangen,, aber jeder hat ja das Recht dazu weil er 13€ bezahlt, nur komisch dann sind die Leute aufeinmal nurnoch da wegen den gratis Tagen , schön nutzen zum weiter rum flamen, und dann? Ach, war nicht so schlimm, komm dann spiel ich mal weiter. Ist jetzt nicht auf dich bezogen,weiß nicht in wie weit du dich da wiederfindest, aber dieser Ton und das Verhalten mancher Personen im deutschen und im englischen Forum... Naja vllt hatte mein Bruder recht und ich hätte den Teilen mit den ungelegten Eiern weg lassen sollen:p,egal, zu spät, werde die Diskussion nicht weiter führen, da man eh auf keinen gemeinsamen Nenner kommen wird, Forum lass ich Forum sein und hoff auf gemeinsamen Spaß im Spiel . Mfg Schwarzherz
  15. Schön für dich das du dir so viel mühe gemacht hast:rolleyes:. Wenn jedi Tower und T3M4 unterschiedliche Kapazität haben sollten, entschuldige, jedoch solange du deine Aussage mit keiner Quelle belegst ist das lediglich eine Spekulation deiner seits, lasse mich aber gern eines besseren belehren. Zudem lässt sich schwer sagen, welcher jetzt voller ist, da ja wohl nicht jeder indem moment spielt indem man eine Zählung vornimmt, dass kann wohl nur Bioware anhand der aktiven Abos feststellen. Jedoch laut Server Populationsthread besitzten die auf T3M4 zusammengelegten Server sicherlich das Potenzial mehr Spieler zu haben als TJT. Aber auf ein "Mein Server ist voller als deiner" wollte ich ja gar nicht hinaus! Vielmehr Bezog sich meine Aussage ja wohl vorrangig darauf, dass einige Spieler meinten, dass T3M4 bzw. der zweite PVE Server zu "leer" wäre um ein angemessenes MMO Feeling zu haben, dem ist aber NICHT SO! AUßerdem besitzt TJT den Vorteil, dass der Servertransfer dort schon länger im Gange ist und der von T3M4 erst vorgestern anfing, weshalb vllt schon mehr den Transfer vollzogen haben, dass aber nur Spekulation meinerseits. MFg Schwarzherz
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