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Mercenary Feedback Thread

First BioWare Post First BioWare Post

Kri-gal's Avatar


Kri-gal
11.26.2021 , 04:47 PM | #81
Quote: Originally Posted by TheVoyant View Post
Currently only seen PTs pull more consistent DPS vs. a perfectly spec'd Apex build in PvE. Viru comes close, but with zeal and inherit alacrity 3% allowing 1.3 gcds at 514 stat gives too much free stats to move into crit.
514 Alacrity will not give you 1.3 GCD. You need 664 to give you 1.4 GCD.

I have 2 Mercs, one with CF (1.4 GCD) and the other with Apex (1.3 GCD). Honestly, I don't see more than 4-500 difference in parsing between the 2. And, I've never seen a 25k parse on a Merc. Who does that? Is that with the new 300 Augs?

I'm not good with my Jug and I can outparse my Merc with my Jug. I know, sounds like I'm not good with my Merc either, but I am. I run Arsenal with 265 Augs, my high dummy parse is 21.5k with my Apex 1.3. Even the parses I've seen posted aren't 25k, about 23k was the highest, and most were in the low to mid 22k range. (to be fair I haven't looked since the new Augs).

ralphieceaser's Avatar


ralphieceaser
11.26.2021 , 05:05 PM | #82
Reminder that if you are arguing about PVP specifically, dummy parsing is irrelevant because that is now how pvp works.

However's Avatar


However
11.28.2021 , 10:51 AM | #83
Streamlining is a great idea when you have many abilities. To streamline, you do three things:
1. Combine current skills.
2. Make some existing active skills into passive skills.
3. Allow players to have some options on which skills to have active and which to have passive.
What you have done is nerfing. Taking away skills through forced choices is not streamlining; it is only annoying. You will drive away people from the current player base. For example, my two favorite classes are Merc and Sorc. I will not play either anymore, but will try to adjust to other classes (all of which I have at max level). New players should not be affected.
I strongly suggest that you keep the current skill-tree system until you can revamp your attempt in a positive direction.
My comments come after watching many videos of people on the PTS. The PTS is still downloading for me.

bogbogbog's Avatar


bogbogbog
12.13.2021 , 07:43 PM | #84
PVE perspective
IO
Does the current combat rotation make this experience feel like you are playing a Mercenary? Why or why not?
Since thermal sensor override was merged with vent heat mercenary need jet boost give 2 stacks of supercharge (passive or mod), it was very heat positive (getting stacks faster and lowering heat after poping supercharged gas) and even made like part of rotation which is currently missing. Now without it and tso you its became so easy to overheat fast since "good" vent heat with additional 15 is now part of choice.
Incendiary Ignition and Volatile Cinders mods for single target potential - both feels quite underwhelming. First one dont do significant damage buff to overall picture and last one is not even part of partical io rotations. Very questionable to pick them instead of aoe mod.
Do all your abilities feel like they’re working together?
Sticky Dart choice is pointless since it doesnt even spread dots - literally 0 reasons to pick it. U can replace it with 2 stacks on jet boost.
Removing passive 30% AOE defence is also might be quite painful with mechanics of heavy aoe damage. Mercenary dont have any compensation or situational AOE dr abilities like jugg or other class. It will just melt under damage if aoe mechanics happen consistently and u cant reduce damage other than Energy Shield. More than half of nim fights hard require it. So far there is nothing. Put it as choice on same line with reflect ability(since u cant use reflect aoe damage and its gonna be good choice - reflect or 30% aoe dr and wont make anyone unhappy.


Arsenal
Does the current combat rotation make this experience feel like you are playing a Mercenary? Why or why not?
Not having Apex Predator Set bonus as Legendary making heat managment harder with merging thermal sensor override and vent heat. It looks like it lacking some attention.
Thermonuclear Fusion mod lacking some damage. You are not often can spread fusion to many targets in most fights and having this mode with only (1/4 damage) for 1 or 2 fights per game when u can spread it to EIGHT targets looks pointless. Usually its like 2 or 3 targets if u LUCKY and u dealing 1/4 of heatseeker missile damage to them. Tiny. Make it hit less targets but do more damage (even 1/2 is fine)

DougTheNoob's Avatar


DougTheNoob
12.14.2021 , 01:44 AM | #85
Quote: Originally Posted by bogbogbog View Post
PVE perspective
IO
Does the current combat rotation make this experience feel like you are playing a Mercenary? Why or why not?
Since thermal sensor override was merged with vent heat mercenary need jet boost give 2 stacks of supercharge (passive or mod), it was very heat positive (getting stacks faster and lowering heat after poping supercharged gas) and even made like part of rotation which is currently missing. Now without it and tso you its became so easy to overheat fast since "good" vent heat with additional 15 is now part of choice.
Incendiary Ignition and Volatile Cinders mods for single target potential - both feels quite underwhelming. First one dont do significant damage buff to overall picture and last one is not even part of partical io rotations. Very questionable to pick them instead of aoe mod.
Do all your abilities feel like they’re working together?
Sticky Dart choice is pointless since it doesnt even spread dots - literally 0 reasons to pick it. U can replace it with 2 stacks on jet boost.
Removing passive 30% AOE defence is also might be quite painful with mechanics of heavy aoe damage. Mercenary dont have any compensation or situational AOE dr abilities like jugg or other class. It will just melt under damage if aoe mechanics happen consistently and u cant reduce damage other than Energy Shield. More than half of nim fights hard require it. So far there is nothing. Put it as choice on same line with reflect ability(since u cant use reflect aoe damage and its gonna be good choice - reflect or 30% aoe dr and wont make anyone unhappy.


Arsenal
Does the current combat rotation make this experience feel like you are playing a Mercenary? Why or why not?
Not having Apex Predator Set bonus as Legendary making heat managment harder with merging thermal sensor override and vent heat. It looks like it lacking some attention.
Thermonuclear Fusion mod lacking some damage. You are not often can spread fusion to many targets in most fights and having this mode with only (1/4 damage) for 1 or 2 fights per game when u can spread it to EIGHT targets looks pointless. Usually its like 2 or 3 targets if u LUCKY and u dealing 1/4 of heatseeker missile damage to them. Tiny. Make it hit less targets but do more damage (even 1/2 is fine)
Let's be honest here...they are screwing with pve mercs,making the class even less viable than it is right now, which says a lot. And thats one of the reasons I dislike pve. They basicaly always forcing u to choose 3 classes (PT,sorc and sniper) for dps. If u like any other classes, then u going to struggle to do the harder pve content and keep up with the dmg.
7.0 patch will be a mess. I feel like swtor going to lose a good part of its players base if they keep that stupid "pruning" that looks more like a nerf. A pruning would be more like merging fusion missile with the dart, since both do almost the same thing for IO spec,for example.

When it comes to pvp,good luck trying to survive when ppl start focusing u,since mercs going to lose mobility and 2 dcds that helped a lot when they get focused,which happens frequently in ranked. In regs it's kinda easier cos ppl tend to not know how mercs dcds work and just keep brainlessly hitting it.In a game where melees have so many gap fillers and most of em have no dificult to get close to a range often,movement is imperative to ranged. Or at least our stuns,but they making us lose that too. Sorcs have a lot of mobility and snipers have immunity to jumps,tele,and stuns most of the time,to make up for their lack of mobility. What mercs have? Dcds that only works against direct dmg,and the worst dmg output of all the 3 ranged classes. So we need our movement to stay the same.

Suggestion to devs :
If u taking away our hydraulic, at least make our rocket out purge any imparing movement. And fix the glitch where u get back to the same spot sometimes after using it.Am I the only one getting it often lately?It sux when u fighting against a heavy hitter melee. Also make us able to use unload while moving.
Mercs are the only ranged without phase, and although our dcds are good,they are pretty easy to counter,and will be even more next patch. Losing movement and rocket boost as a rotation skill gonna make mercs easy targets for most classes especially stealthers. Also losing stealth scan makes the fight against them even harder.

I really hope the u devs rethink about all the stupid changes u doing to not just mercs, but most of other classes too. For the sake of both pve and pvp. I see very few positive feedback,and I really can't believe u going to make all the changes go live with so many ppl disliking em. Its like a death wish.

Imo,the only things devs need to nerf in pvp are :
Stuns
Merc's net (making it trigger immunity bar like stuns do,avoiding multiple nets in a row)
Immortal juggs dps ( a tank shouldnt do so much dmg while being a tank)
Concealment operatives as a whole( a spec cant have everything like concealment does,but instead of nerfing its dmg or survivability,u nerfing the stealth of the whole class, making it harder for medicine and lethality)

What they should boost:
Rage juggs and madness sorcs (the former is unviable for both pvp and pve which makes it a dead spec.The later is underwhelming in pvp,only farming numbers)

So my feedback to all the changes u doing is : stop with this madness unless u want to lose more players than u already lost.

Jeyyboi's Avatar


Jeyyboi
12.18.2021 , 05:33 AM | #86
To be fair. I feel as if tech classes fair better than force classes. These mercenary changes are just below average in my opinion. Many of the DCD nerfs are warranted in my opinion(yes sorry don't be Mando players).

Stariessaber's Avatar


Stariessaber
12.18.2021 , 06:52 AM | #87
Created trooper using a Mercenary combat style, Character has just hit level 16
At the moment using a fresh new legacy on PTS.

So far leveling feels ok (am using the boost received from quests)

Do see an issue with Rail shot (which you receive at level 15) not being able to be trigger. As the only other abilities you have are: Rapid shots, Missile Blast, Kolto shot. As Rail shot requires the target to be either incapacitated or suffering from periodic damage none of these other alibies are able to do this except missile blast on standard or week targets knocks them to the ground. Which even for this is not triggering.

If you could either or adjust it so that knocking the target to the ground counts as an incapacitated or add a passive periodic damage to either Missile blast and or Power shot. Another option could be to remove the trigger. As at the moment the ability is unfortunately useless.

Kasuaner's Avatar


Kasuaner
12.20.2021 , 12:18 PM | #88
  • Does the current combat rotation make this experience feel like you are playing a Mercenary? Why or why not?

Depends on what exactly you want us to understand as "Mercenary"? If you mean how the current 3 disciplines feel, then there is a straight-forward answer, but if you are asking from a thematic experience, then this is going to take a while.

My assumption is that you do mean thematic-wise, in which case the answer has always been no, but now even more glaringly so than before. A Mercenary in the thematic sense, given what we know about Star Wars, is someone who is the definition of "prepared for everything and so good at it they don't do it for free". Neither the feel of being prepared for any situation is there nor that you are good enough to warrant people's confidence. Mercenaries suffer arguably the most on a thematic perspective from the Ability pruning and the choice-restrictions, because now they no longer feel like they are ready for anything, but that they are so broke they are forced to choose what NOT to be prepared for. And if that isn't the MO of a horrible merc who's not worth a single credit, I don't know what is. Currently, Mercenaries just feel like Gunslingers but with a little more flashyness. Just a little.
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  • If you have feedback on the different discipline, please note your feedback accordingly so we can track it.

Bodyguard Mercenary is probably the only one who doesn't need reparatory compensation of some sort.

Innovative Ordnance right now is suffering extremely. Vent Heat and Thermal Sensor Override being fused hurts because you have a lot less control over your heat now, which in turn makes overheating a lot easier. One way of getting around that was being able to hard spam Supercharged Gas, but that too has been considerably lowered with the removal of Jet Rebounder. As it stands right now, Innovative Ordnance has such a ressource management issue that I see it become the least played discipline very, very quickly. There are 2 ways I would fix the heat issues. 1) Critical Damage over Time effects reduce your heat by 1 while Supercharged Gas is active. 2) just reduce the flat costs for Serrated Shot and Incendiary Missile by 5 each.

Arsenal mainly suffers in its peak damage because Apex Predator's bonus is not available as a Legendary, but it has offered an alternative, if one can call it that, by making Tracer Missile a lot more spammable with a choice for 0.2s reduced cast time and -2 heat cost. The difference is still there, and still noticeable, but I doubt that it will warrant any additions to compensate on the damage loss. Arsenal feels the same as it did before, but it is no longer as bursty with parsing as it is in its current live version.
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  • As you’re beginning from level 1, do you feel you have enough abilities that keep gameplay interesting?

Leveling, at least for me, hasn't changed enough to warrant any detailed notifications on changes, so my answer is yes, I feel there are enough Abilities for an interesting leveling.
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  • Are you able to defeat enemies at a reasonable rate?

Only if I play Arsenal. As Innovative Ordnance, depending on what mechanics your enemy has, you overheat so fast and so frequently you can't even take down a single Elite NPC without the use of every defensive cooldown and a healer ally/companion. Bodyguard mercs are heals so the answer is obviously no for that one.
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  • Do all your abilities feel like they’re working together?

Since I mainly play Arsenal, yes. The synergy between all Abilities that are relevant is present. I will say that the biggest positive change is that they do so even more than before, mainly due to how Heatseeker missiles (If that choice was made) inflicts a debuff that makes Tracer Missiles deal 5% more damage, making Tracer an even better filler Ability for when all your rotational Abilities are on cooldown.

Dark-Zero's Avatar


Dark-Zero
12.28.2021 , 02:26 PM | #89
Having done some extensive testing with mercenary healer, i'm genuinely concerned about some of the limitations its going to find in play

There are some key items that need to be reviewed
two of the skills that are commonly used in the builds today are not available for selection choices

these are:
Jet rebounder from masterful (cd when hit and small aoe heal, plus heat management properties)
Stabilized Armor from Heroic (30% dmg reduction while stunned and 30% reduction from all aoe's) Which in particular is going to hurt any pvp prospect for mercenary healer

klizilii's Avatar


klizilii
12.28.2021 , 02:53 PM | #90
Not sure if this is the feedback you're looking for but 2 thoughts on Arsenal changes:
1) The extra cleave options are really fun for lower level content and I love using those choices
2) The class still is clunky with how low the DPS is without using a very specific rotation around primed ignition tactical.
SWTOR content @ youtube.com/draemn