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auroroavalor

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  1. I'd like to jump in and say that even though the alacrity thresholds themselves felt forced upon you once the community discovered the existence of them I am not looking forward to going into a new expansion in the knowledge I will be losing APM.
  2. So there's a few things I'm curious about with this choice so bear with me. Are you looking at rescaling all old content like this? If so will this include SM/HM/NiM variations of operations? Is the intention of adjusting the scaling of operations like this to make them more accessible to the community? Are there concerns that level scaled content will stop feeling like end game content and more like legacy content? How will this impact players who are not max level but higher level than the content is scaled to? (smaller stat pools and the like.) Obviously there has been significant power/ability/mobility creep how will this be negated? Does this mean the return of EV/KP NiM? Will the down scaling of operations and flashpoints result in less XP and other rewards?
  3. There's a few pieces of information and tools I think are vital to players ability to provide feedback that we're lacking right now. Complete legacies - Access to all companion and class buffs as well as field respec Target DPS so we can get an idea of how classes are performing relative to your expectations Relative power of tacticals/set bonus compared to target DPS Currently there's essentially no content where we can adequately test classes in as operations have been reverted to their launch level. If output/playability/desirability feedback is not what you're looking for could you please clarify what it is you're after. As it stands right now I'm not really sure what you want us to test.
  4. I'd like to start a discussion about Class balance and diversity, in the hope we might see some change to the way classes are balanced in SWTOR. Class balance and diversity is key to a healthy MMO and something I've felt for a long time that SWTOR has lacked. Due in part to design decisions and a reluctance to upset the status quo to the detriment of the majority of DPS specs in the game. I want to outline some issues I see with the the DPS meta as it has evolved over 5.0 and some concerns on how it may continue into 6.0 with little to no change. To begin I'd like to briefly go over the current design philosophy and class meta. It was previously stated that BW balanced classes around a target DPS figure with +/- 5% of this figure depending on whether a class was considered melee/range or burst/sustained. For those unfamiliar with how this was this impacted classes +5% melee sustained, at target DPS melee burst/range sustained, -5% ranged burst There were two exceptions to this rule in Fury Marauders and Virulence Snipers which were +2.5% and -2.5% of target DPS respectively. Bearing in mind this publicly stated class balance goal I'd like to briefly outline the 5.10 DPS meta as I see it from a desirability standpoint as a raider. My intention here is to highlight how this design decision impacted the player meta. Tier List Obviously this is open to interpretation and people are welcome to disagree with me on the placement of certain specs but I think there is a broad consensus that throughout 5.0, especially post 5.10 melee have been incredibly dominant in the meta and this has led to the near complete abandonment of certain classes and specializations. This is further exacerbated by the stagnation of the meta in SWTOR, without going into too much detail around timelines it has been nearly 5 years since either sorcerer specs were considered a meta class. Should classes still be balanced around whether they're melee/ranged or burst/sustained DPS? Here are my thoughts on the matter, I'd love to hear yours. Melee/Ranged Burst/Sustained Personally I'd favour an imbalanced meta that constantly shifted simply because Lightning hasn't been desirable for years yet Annihilation and Advanced Prototype have been defacto specs in every team since 4.0 and it has become stagnant. There's nothing inherently wrong with things being over powered or under powered so long as everything gets its time in the sun.
  5. For the most accurate feedback possible please set all characters created on the PTS up with fully accessible legacies. That means legacy level 50, all classes with story considered progressed to chapter 3, and all available companion bonuses enabled. Class buffs and companion buffs are ever present on live, it makes little sense to test without them.
  6. Any good will I would've had towards the publisher of a gods guide has been completely eroded by everything you've mentioned in this thread other than the links to you lazily narrating your kill videos. If you have an issue with the raiding community in swtor, try do something about it. Taking veiled shots at members or groups and then denying it isn't going to change anything. Maybe if Dulfy was still around she might've approached someone to make a guide for her site. Maybe if my guild wasn't actively involved in the progress of almost every NA guild working on Gods by either being in their raids, chatting with them in discord, backseat gaming from twitch, or just taking the time to respond to their DM's the need would've been more apparent. Who benefits from a Gods NiM guide right now? Would a guide have reduced the time it took for your guild to clear? I doubt it. But hey, what do I know? I'm just another toxic member of the swtor raiding community who's never done anything to help anyone clear any boss in this game right.
  7. I would not expect the operation in patch 6.0, I think SM and HM are much more likely to launch with 6.1 or 6.2 with NiM atleast 6 months away.
  8. This isn't Nightmare Power, stop pretending it is to justify something exclusive for yourself. I can't see BW randomly removing a title from the op just to stroke our collective ego's and why should they? Should they correct our achievement dates? Absolutely. Should they "nerf" God's and remove rewards? Absolutely not. We're how deep into farm on this content now? It's not our content any more, it hasn't been for 6 months. Let the rest of the game enjoy it now and in 6.0. You want Nightmare Power style titles? Give some feedback on PTS when Dxun is available saying why it's a good thing and I'll be right there with you.
  9. I'm hopeful the number of teams to kill Izax will almost double in the next month or so. To my knowledge there are three teams on Satele Shan currently working on Izax. I would hate to see thier hard work rewarded with only an achievement. That being said, difficult content is rewarding content. So long as content isn't driving players away from the game because it feels unkillable I don't think a nerf is required. A rebalancing is likely to happen in 6.0 and with the addition of Tacticals to a players arsenal I'm not sure a nerf is needed.
  10. Well currently I could use PW offensively on every single Nightmare Boss in the game if it did damage. Would I ever use it offensively in Solo or Team Ranked? As a healer? No, but then again. Healer DPS is significantly less relevant in PVP. P.S Snip your quotes. Cause conceptual feedback is irrelevant right?
  11. Here's a quick rundown of my thoughts on the relevant Sorcerer/Corruption Tactical Items. Incredibly niche, this might be useful on fights like Hateful Entity, Dread Council, Nefra, and Draxus. Even then, I simply don't see a reason for use. This would have to be a sizable heal to be desirable, it may have a place in Ranked PVP alongside the Extrication Damage Reduction Utility. A free resurgence is interesting, attached to Extrication, less so. Appealing in PVP, more so than other options? Unlikely. This could be fun, I can see this getting some use when others are not necessary, especially as a form of healer DPS. Will depend on the damage dealt. Given the setup requirement, cooldown on phasewalk, and the opportunity cost of forgoing other Tactical Items. Dark Return would need to deal significant damage to be useful even when only looked at as a method of healer DPS. Ballpark 258 ilvl gear at level 70, atleast 15k from a non critical hit. Now for Corruption specific Tactical's. Lacklustre, uninspired. Single Target healing buff, Area of Effect healing buff. Likely BiS barring some incredible number changes on All For One and One For All or something truly inspired with Healing Volts. This has the most potential of all the Sorcerer Tactical's to change the way you play, but there are a few things that will impact its usability and desirability. Firstly, this needs to be a smart heal. No ifs, buts, or maybes about it. A proximity heal will be lead to unnecessary over healing or ineffective target healing. Secondly, it needs to be force neutral if not force positive. Sorcerer Healers struggle with force management during periods of sustained DPS and are the only healer who has to heal to effectively DPS without a reasonable 0 cost spammable DPS GCD. Thirdly, the heal needs to be relevant. Between using Static Barrier when optimal, Resurgence on CD, Roaming Med on CD and Innervate on CD there is simply little time or reason to use Dark Infusion or Dark Heal when you could be DPS'ing or recovering force. Healing Volts has the potential to return Sorcerer healers to an engaging state. I implore you not to waste it. Not to put to fine a point on it but, this seems dull, almost lazy. Why balance sorcs to be an effective AOE healing class, lets just throw some additional power at them when needed and leave them lacking at other times. Also, will require Revivification to be reworked to a charged/stacked based heal. This needs testing ASAP because I suspect it won't function properly as no description of how this will work has been provided. Again, not overly interesting. Will this mean that Revivification is now a higher priority single or two target heal than Roaming Mend with Extra Mend? if not, will never see any use. Just my thoughts. Testing needs to start sooner rather than later, honestly. Play the way you want is looking a lot more like just play the same again.
  12. As much as I'd love these back in the game so I can get to 100% ops achievements I don't think reworking them in anyway would be a great use of dev time. If they wanted to just reopen them at level 50 that'd be cool.
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