New Mods added to the Legendary heroics vendor need changing:
All values appear to be set to a value of 1%. This is an unviable alternative to the standard mods currently available such as weapon crit (3%) and weapon damage (2%) ect.
Advise to increase force electric damage mod from 1% to 2%.
Increase Officer AoE damage mod from 1% to 2%.
Blaster burst/razor Slash damage from 1% to 4%.
Lethal beam damage from 1% to 4% damage. Rework lethal beam damage as it currently does slightly less damage than focus beam and is on a 15s CD with 400 action burn compared to Focus beams 6s cd. Advise to remove the action burn as this is ineffective and increase the base damage on lethal beam so it does more than focus beam.
Additional Commando changes:
Remote detonator is extremely buggy and often cannot be detonated, recommend to change it to explode on 4s delay similar to officers core bomb or have it trigger on proximity like a hx2 mine.
Most of the grenadier expertise line is not viable even for grenadier rifleman spec.
Sweeping fire attack is slightly too weak for rifleman spec.
Rifleman Commando spec overall too weak an alternative to heavy weapons although has higher ease of use.
Rip the bandate off and allow heavy weapons commando to throw grenades without swapping to a rifle - workaround auto cancel auto attack when throwing grenades. This frees up a slot on the toolbar as well.
Devastation chance unlinked from position secured line.
Position secured line provides additional defense to the commando and group. AoE defense moved and added to position secured line.
Fuel cannisters revised - action cost reduction is very poor for a final tier expertise box, should be changed to devastation chance or focus beam/lethal beam damage increase.
Strongarm - grenadier tree allows throwing grenades with a heavy weapon without cancelling the auto attack. Increase range of grenades.
heavy weapon shotguns - less range but higher dps than heavy weapons or same range but single target with higher dps.
New kinetic elemental proc - causes internal bleed DoT or alternative causes concussive root that removes 20% block/parry/evasion/dodge for 3s.
New energy elemental proc - causes additional elemental damage 1 hit.
Devastation chance added to entertainer buff options - Strikethrough not as viable to commando.
Commando run ability - currently the class is unable to break a basic snare and needs kill meter points for a very poor movement boost, advise double time to break basic snares and roots and gives slighly more movement speed.
Jedi Changes:
Force electrical damage can be made into a power up.
Jedi force slicing - allows jedi to slice force specific items such as their lightsabers.
More jedi/sith appearance items - there is currently very little choice for outfits and robes especially headwear - especially for male characters.
Jedi lack of range is their main detriment to the class in large group PvP - advise revison to the range of abilities.
Force shockwave moved to the profession tree - shockwave damage in expertise tree adjusted to either be much higher or move the skill box to earlier in the skill tree.
Force choke should root the target.
Range attacks added to LSJ - telekinesis and force pull.
PvP Changes:
Classes either need improved or added defensive cooldowns and an increase to overall hitpoints. Case in point in a standing duel between 2 DSJ the fight is over even while saber block is still active. So saber block wont even allow you to survive that well in a 1 vs 1 scenario let alone against multiple targets. Probably need significant increase to overall hitpoints by around 5k+ and improvements to all def cd's plus additional def cd's for all classes to make any fights last.
2% isnt enough if normal damage is 3% on exotics then i think this need to be 3% or better 4%. no way its worth 2% for 3 tokens LOL.
You have to take into account Carbine dmg Or weapon dmges is 3% and effects everything but AOEs. this cost 3 legendary tokens unless its 3 or 4% isnt worth it and if you can't Powerup it...its still not worth 3 tokens. this shit takes effort regular mods that give us 3% dont. again all mods need 4% AOE on grenades is to weak to be 2% . Crit mod needs to be 4-5% we can already hit 90% to 94% crit on beyond with all the added buffs
Not sure about buffing DSJ/LSJ more with abilities better off with again a 3rd Support/Healer role.. staff dropped the ball by not adding it with this current update it would of fit perfectly. instead they shafted classes on BM. and made them weaker due to the point cost now.
Also commando on remote detonator bugs only when you use the mine might be a possible fix there? i still vote for making it a 2 ability skill one to place the mine another to detonate any you placed allowing a commando to place multiple over time to blow up.