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mickym

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  1. Oh my lord. I just remembered why I stopped looking at the forums. No wonder BioWare don't balance things correctly when they have to read stuff like this... Operatives doing 19k in a reg with lethality literally means nothing, it's an AoE spread spec. They don't have much immunity with this because the dodge roll comes from concealment which does about 7-10k dps in comparison depending on the player. If ur dying in 5 hits as a sorc healer ur doing something wrong. Juggs in vengeance with a good stack are going to do 15mill damage in regs because it's another AoE cleave spec. Yet it's pretty easy to burn through all of their dcd's since juggs are generally just on the weak side compared to every other class in the game. Mercs have heals to full yes and is generally the easiest class to hit dcd's on, but sorcs literally have 2 escapes, a phasewalk and a barrier (which can both be used while stunned) not to mention stun bubble, DR and DR while in stun. You are right about the fact there's a lot of issues but these ain't it chief.
  2. Wait... Posting on the forums because you pulled 8.7k dps on a decep sin when the damage has been doubled this patch? Thank you for the confirmation that deception should be nerfed because you hit the occasional 70k in regs and pulled 8.7k dps. Copy and pasting some of this from another thread btw; First of all, the cloaks don't even work at the moment as they don't recharge properly after round ends, but it's clear that you've spent more time on the forums than actually playing the game so we'll move past that. Deception IS squishier than it was before, we have an extra cloak which doesn't work other than in 1 round. We went from having 60% DR on force speed to 25% which is a massive decrease. Deflection sucks, Shroud and cloak are both good and I'm sure two cloaks will be good when it works. Compare that to a Mara who can stealth out more than sins or operatives can at the moment, undying rage, obfuscate, cloak of pain, saber ward and on top of all that do great dps. It's quite easy to die through life warden when it first goes off, if 2 or more people catch you in a hardstun and you got no breaker left, you're done. It doesn't heal that fast. However, this should definitely be fixed so that mid round you can't switch tacticals when they actually manage to fix how cloak recharges. We are simply a glass-cannon now, which isn't a bad thing at all. But some people are really overrating how sins are and some people even underrating how sins were before. TLDR; sin is a glass-cannon, our defence is worse this patch than it was and that was already on the lower side. There are other classes with much better cooldowns and still pull sick dps. Getting sick of seeing these threads by ill-informed people who clearly spend 90% of their time on the forums rather than playing the actual game and clearly never understood how sin works PRE-6.0 or in 6.0.
  3. Wrong. When you vanish as a sin it always has to be timed right against mercs. if you stealth as soon as net is on you the net is going to take you out after 5 seconds because shroud doesn't remove the DoT from net, never has. It's also quite easy to die through life warden when it first goes off, if 2 or more people catch you in a hardstun and you got no breaker left, you're done. It doesn't heal that fast. (keep in mind you are going to usually be using it late round) However, this should be fixed so that mid round you can't switch tacticals when they actually manage to fix how cloak recharges. Also, some of the posts I've seen in this thread are so ill-informed. To go back to the OP, mara and sniper both have great damage with great DCD's and mara has a lot of stealth's now. Mara's can actually stealth more than Sins or ops can right now. Getting out of combat on force cloak was never a guarantee because of how the game works. You can stealth out sure, but sometimes you will still be kept in combat even while stealthed. Mara's may not be able to get out of combat on stealth, but you generally see Mara's able to get away and heal up when they aren't chased. (which is often in solos) the amount of stealth's they have now is just going to make that easier for them to do. We have worse defence than we did before now with force speed down to 25% DR, 2 cloaks barely works because the recharge system is broken. Deflection just sucks, always has. We're just a glass-cannon now. Which I don't mind at all, its strong but it's not OP when you look at the strengths of other classes too. Makes sense OP is a reroller.
  4. Been advocating for this for a long time but it seems most the forum warriors don't want it because it allows you to get killed by actual players in pvp. (imagine that!) To the argument that people will just be bringing their healer mates instead to heal them instead of a companion: then that's good? That encourages more world pvp because other groups end up trying to kill them, that's how it used to be and you run into a lot of instances where you are simply 1v1. in conclusion, if people grouped up for wpvp it would be great, if people simply went around ganking that would also be great. I'd rather have a 1v1 and end up getting 2v1'd occasionally rather than having to kill a companion every time before actually attacking a player in PLAYER VERSUS PLAYER. Either freeze comps or remove them for pvp instances and if people wanna grind they could easily do it by switching instance to a non-pvp one.
  5. The reason the gearing system is completely awful is because there is an 18 tier grind to get to the top tier of gear. While you can still fail on mainhands and offhands when trying to max out. For some reason they have you go through item levels in 2's, which is absolutely ridiculous. EIGHTEEN TIERS OF GEAR TO GET TO THE TOP. Not even counting getting the set bonus which is 21k in fragments. I tested this and I swear to god I spent about 70k in fragments just trying top get to the top of the gear system, simply just trying to get to 306. I don't understand why they feel the need to change the gearing system to something completely new when they had completely solid gearing systems in the past, when the split pve and pvp gear and allowed us to buy pvp gear on its own with warzone comms allowed us to transfer comms through legacy banks. This was a much better system and works better than any of the systems they've come out with.
  6. It's not a PvP thing either... Most of these set bonuses, tact items just seem so clueless and random.
  7. To start off with, the set bonus' for deception sins are useless. Using phantom stride in stealth to get a crit ultimately makes spike useless. As if you want a crit, there are plenty of other abilities which do more damage than spike to actually get a decent crit off. As for the new ability, it is absolutely pointless. It does less damage than lacerate which also does damage all around you, rather than in a cone and you can spec into slow on it if you want to. You also do more damage and have a higher time on slow with force slow, so I really don't understand the point of this ability. It felt like the berserker set bonus helped a lot with the damage of deception while trading off being a glass cannon but it's been nerfed to the ground. I think that the best tactical item is 100% the reaping strike one as it gives a good amount of crits every 12 or so secs. I think this is a good change but a lot of the set bonus' and other tactical items seem pretty useless for deception, If there was a change I was going to make, it would be to make severing slash a better ability overall (for example; like the operative root which doesn't allow you to turn around.) It just has no real usefulness in it's current form unless it's to proc something else (only if you are using that tact item) I also didn't see myself using severing slash at all as deception on the pts, seeing no dps increase when using it, in fact all I see is a decrease. Please rework severing slash and the set bonuses tailored towards deception.
  8. I agree that spike may not be used as much as other abilities, but I wouldn't call it useless. (So please don't remove it lol) There are times where it can come in useful ex: (In a ranked game you can use it to get a kill on a player which is low HP when you have no stuns left using it to be able to damage through CD's like evasion and get the kill). However, It would definitely be good if the game encouraged you to open with spike more with lets say a 20% damage reduction buff for 6 secs. I was about to say stun immunity, but having more stun immunity's in the game would just be more annoying and considering you can avoid some stuns with shroud, it may be too much. In regards to the set bonus I'd be happy if you centred it around force damage for the recklessness discharge and ball lightning crits, to be honest I already like the set bonus in the game at the moment mainly because of the auto-crit on maul makes for a really good high burst opener. little bit offtopic: (Since you're adding more depth to the game bring back crushing darkness for deception)
  9. Are you forgetting about the PvP gearing in 3.0? It was based around getting WZ comms for the first set of gear and using that first set of gear to get the second set of gear, and in 3.3 they even added legacy Warzone comms making it much easier to gear alts. 10x simpler and better overall than this unneeded gearing system. Which doesn't force you to do endgame content that you don't want to do. Aye lets give BioWare a pass on their bollocks since you only need to do 6 hours a week of content that you might not actually don't like or want to do in order to get gear. Lmfao oh dear. I can't be arsed to even... 6.0 coming soon™?
  10. Fair enough, agree to disagree EDIT: Just to clarify I also agree with
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