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Chandraa

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  1. in my opinion the gearing system is not consistant as an enjoyable experience. it entirely ignores old content, and forces people to funnel into one specific raid repeatedly. this will cause severe gatekeeping until such time main raid groups complete their gearing process. at least reward players with one token of VM gear at the end of a story mode R4 (a primary or secondary weapon token). this way they can at least have something for even bothering with the operation itself. the amount of content provided will satiate veteran players for maybe a week or two. maybe a month. but at the end of the day, the amount of content is too little too late. this should have been released back when 7.0 was announced. instead, we as players have had to put up with the illogical and many times regressive combat styles system which has nerfed some classes into the 'never play this in a raid' category, while making others wildly more powerful to the point where they are almost exclusively used in any raid. your own metrics should show that i am right if you look at the most common raid group compositions, and then filter by damage per second. in order for a raid and raid gearing to be successful, there needs to be a variety of raids and gear to gain. one single raid will not be enough to keep the playerbase running for the next 8 months much less past 1 year from now. my recommendation is to focus on raid content, and adjusting the worst hit specializations from 7.0. i'm glad you're fixing arsenal spec. but there's absolutely no talk of marksman spec in any way other than 'let's fix their pvp avoidance skill'. some people want to RAID with marksman, but it's damage per second is almost half of a marauder. this is a severe power difference that causes most marksman snipers to be relegated to 'only if we are extremely desperate for a dps' category. In the end 7.0 as it was on release should never have been given the green light. if it were up to me, i'd revert 'combat styles' back to the old system and then just implement the ability to switch classes on the fly. it would have made for a far better set-up than what we have currently. i do not mean this to denegrate the effort and time it took to make this, but you also need to remember this is a 10+ year old game that has already had 2 separate and complete changes to it's skill trees for all classes. the revamp to the previous class skill tree required a LOT of patching, adjusting, tweaking and development (it took about 6 months for it to have been perfected to a playable degree from what i remember). all of these adjustment are still programmed into the game. which means for every class, there's 2 separate skill trees that it had to anounce and then recognize that one was the priority. now we have 3. big changes like this, while a great idea.. should have been kept as simple as humanly possible to prevent future headaches. because of the new combat style system. several classes have been severely hindered to the point of unplayability. if bioware and the developers are trying to make the game accessable to all classes and playstyles... i'd first work on revamping the 'combat style system' for marksmanship, as it was the worst designed out of them all, and focused heavily on nerfing damage while also minimizing utility.
  2. My experience is this. At this time, i am a half-ok marksman sniper. at this time, at 326 gearscore, a barely coherent marauder with 320 gear can do 5k dps more than me when i'm doing my absolute best to hit numbers. so far my top-end damage is 12k while working my hardest to hone my rotation. mind you that's also me forgetting to put out my one DoT because tbh, for the energy cost, it's really not that great. secondly, marksman has too many utility options to select from. would like these to be replaced with skills that either increase damage, reduce cast time of skills, or at the very least give us more than 'hit ambush as often as possible'. In my honest opinion, marksman snipers could do with losing the accuracy tertiary stat. my argument is this. As it stands the best marksmanship parse is 25k, whereas most melee builds can hit 35k+ dps, and a relatively average melee dps can hit 18k without much effort, while marksman has to be perfect in their timing and execution to even hit 15k in a raid. if marksmanship was given 110% accuracy like how tank specs are, it won't affect PVP at all, and allow marksman to focus more into crit and alacrity. boosting their damage by at least 20% overall. if this occurs, only PVE marksman will benefit, while also putting us on-par with all other melee builds. tbh, i don't know the coding of swtor, but i'd imagine doing this one big change, and adjusting our gearing now... would fix most peoples gripes about marksmanship
  3. It'd be nice to have craftable higher ranked color crystals for artifice. we've had the same level crystals since vanilla, it's time for a upgrade. why has there never been updates to it? i do not know, however it's one of the few craftables that's never really been brought up to current standards. the ones in the shop can stay the same stats as they are purely cosmetic only, but baseline crystals should be given some love and brought to 330 item rating at least, because that'd give people more reason other than being in certain flashpoints to have artifice.
  4. you realise when WoW came out they completely re-worked the whole combat system and class system to what it is known by today right? many games have issues in their first year regardless of time money or company, get used to it, if you are going to guild wars then shut it and go dont burn forums of a community you no longer want a part of
  5. well... you reap what you sow, if you went to a rp-pvp server you should have expected it to go dead after a while, rp servers in general usually drop about 50-70% of the people on them after a few months of launch historically, mainly because its focused on rp and not so much the PVE or PVP. granted mine ceased to be RP about 3 months ago lol. vrook lamar needs more people bad so hopefully you can xfer to our server though its not a pvp server you can still flag for it and go about your business as usual
  6. now here is my thinking upon this situation, the main error that Bioware has neglected to recognise is the fact that most people who complain about how much damage another class has over another is in fact a very minimal amount of players, those who dont actually have the best PVP gear vs those who have it, those who do have well over a 10-15% bonus to damage and damage reduction, those who dont have the gear end up getting swept under the rug as if they dont exist. to help balance this situation anyone who has battlemaster (also known as Rank 60) should be placed in a bracket all their own, just simply because should the entire team on the other side have all battlemaster geared groups and the other side doesnt, the game is roughly a complete loss to those who dont have the gear in the first place, i for one consider this the most logical fix however, it wont happen simply because there wouldnt be enough people to pvp at that point. therefore what i propose is this, a nerf to the expertise gear so that there is a noticable difference but not so much as that people who dont have the super high end expertise gear have no chance at defending themselves, when a consular can hit you for 3k crits with a rock throw and then follow up with their slow effect that ticks for 3k with a chance to stun you or vice verse, there is an obvious impossibility of recovering, especially if there are two of them doing it to you. also instead of nerfing (for those who dont know a nerf is a visible if not drastic reduction to a class characters abilities, a negative and usually destructive issue) classes you should be balancing them, balancing doesnt necissarily constitute a reduction of damage like most people seem to think, instead what i propose is this, fix the break free ability to make all classes immune to being re-controlled for 4 seconds, this should fix many issues pertaining to CC-locks and preventing certain people from being stun-locked/controlled for longer than 5 seconds at a time, another thing is the fact that most melee dps have a major issue in pve maintaining damage. in this situation there are many fixes to accomodate characters who like to be up-front in battle, you can either increase the average damage they do, or you can provide a means to alleviate their necessity to be super close range and instead allow them to be 10 meters away from the mob in question(or provide additional skills) to provide more consistant damage, both means will provide melee dps in pve and pvp a way to actually have a fighting chance against ranged players and give them more time to get away from not only game mechanics, but also provide a more stable dps range for their respective classes. for ranged dps, they are right where they need to be, for smuggler and agent classes they need a significant revamping of multiple trees, concealment does effective spike damage, which is their class in general. however they lack the energy to provide stable dps and end up slacking midway through a fight, this also goes for most any of the agent trees, since i have no smuggler i cannot say yes or no about it. healing operatives need either a major boost to energy regeneration or a skill that provides a 15% reduction to all healing skills energy requirements. they are by far the weakest healing class in the game and need major amounts of gear in order to compensate for it since after 4-5 healing spells they are at 50% energy and due to diminishing energy regens they begin to falter after big hits in peoples health. if any bioware employees read this please review and submit to devs perhaps these suggestions can make your game better overall and provide community satisfaction across the board.
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