Jump to content

DrIzzt-DoUrden

Members
  • Posts

    84
  • Joined

Posts posted by DrIzzt-DoUrden

  1. WOW if you think that the CC is fine in this game then i have a bridge to sell you in brooklen CHEAP.

     

    1. CC should be used only for stopping someone from completeing an objective, and to get away from a player if the fight goes bad. right now the CC in this game is tossed around with out skill like confetti at a parade.

     

    2. CC should not be a means to balance the classes, im sadened to say this but if the CC wasnt as bad as it is now then the glow sticks would be twice as anoying as they are now.

     

    3. CC should not be used to hold an entire team at bay or used to troll other players in a WZ. See video this proves this point to a T.

    No players should be able to toss all kinds of CC not just sorc bubbles but the AOE stuns and blinds and not have a reasonable Resolve system to counter this and a CC break that is not a joke. CC should not make the player its the team meeting the objectives that should.......

     

    LMAO at that video oh man that was good stuff. Working as intended though gotta love it.

     

    But seriously guys there is nothing game breaking about the "newer" resolve system its just that CC's accross the board need a SLIGHT boost in the amount of resolve they produce.

     

    The "older" resolve system was really good its just that not everybody knew what they were doing. One random newbie tosses two CC's on a ballcarrier and hes full resolve walking it into the end zone and there's nothing you can do about it. That was not fun

     

    The new resolve system is better in my opinion. We definitely need to slightly increase the amount of resolve each CC produces for obvious reasons.

     

    Someone mentioned adding 2-4 seconds of total CC immunity after using your CC breaker. I'm down with that I don't think its too much to ask for. It doesn't sound game breaking.

  2. game winners

     

    its all tied up in huttball and you use takedown on the ball carrier with 2seconds on the clock to kill him. ball goes to you, and your team wins as time expires.

  3. If u actually read my post which I doubt any of u did you'd see it wouldn't be hard to balance at all. Problem is u guys hear stealth and u automatically think of op operatives running around. If you'd actually look at specifically what I suggested you'd see it's anything but what current stealth is all about.

     

    So ... snipers should have stealth and operatives are op

  4. I can't believe all of you defending this nonsense.

     

    If a team has a bubble spec sorc/sage on their team everybody on that team essentially has an extra cc that auto aoe stuns when the bubble is destroyed.

     

    What if the other team doesn't have a bubble spec sorc/sage? is this not a huge unfair advantage?

     

    I've got a 50 sorc & I can tell you that this cc needs to change. Give it to the sorc & the sage but no one else should have it. Sure you can run around and put bubbles on everyone but you shouldn't be able to give every member of your team an extra cc. No other class can do this. Justify this by giving some equivalent to Mercenarys & Operatives or get rid of it.

     

    What about this resolve? 300 resolve for this? really? so not only do sorcerers & sages give out free aoe stuns to their entire team, but when it actually stuns people their resolve only goes up by 300?

     

    Remove the stun from sorcs & sages teamates. Or give Mercenarys & Operatives an equivalent.

     

    Edit: I understand the need for this stun if you're a dps sorc or sage but understand that you're only hybrid spec'ing to abuse that extra cc you give out to your entire team knowing if the other team doesn't have a hybrid like you, it is simply not fair.

  5. Valid point Verfallin

    Except for "Actually sniper pay for that total immunity to interrupt by a big lack of mobility, something the current suggestion would actually make a merc a mobile weapon platform you can't do crap about."

     

    If changes were made to Power Barrier so that it would provide immunity to interrupts for the duration (15 seconds) then you would need to cast Power Shot or Tracer Missile 3 times to achieve this. During that brief period of time where a Mercenary is vulnerable to interrupts a melee or even a ranged class could interrupt Power Shot or Tracer Missile preventing the stacking of Power Barrier.

     

    A sniper on the other hand needs to enter cover and immunity to interrupts and pushback is granted.

    I suppose your argument is that "well gosh darn it, Snipers don't have all the defensive cooldowns that a Merc has or Heavy flippin Armor or TRACER MISSILES"

     

    I guess you're hoping I'll spare you the list of resources a Sniper has at his disposal and I'm going to do just that. Because ya see I don't think you're a moron so I'll try and not treat you like one. Your argument is that you simply want minor changes to the Mercenary/Commando to put them on even ground with the rest of the AC's in this game instead of a huge buff that makes them "FOTM" and I agree with you on that.

     

    This class needs something. I think being immune to interrupts would help us in a big way I just think we should be careful how we go about giving that immunity to Mercenary's. Power Barrier is a legit way of doing it because until you reach 5 stacks of Power Barrier (three global cooldowns) then you're still just the same old Mercenary you were before the Power Barrier buff. Seems fair to me.

     

    People would have to adapt and focus that Mercenary before he becomes immune or simply LoS when he is immune until that 15 seconds of immunity wears off. (btw ... if they change Power Barrier they most certainly could reduce its duration from 15 seconds to 10 or something)

     

    It is not unbelievable omg FOTM time rofl/facespam bambam GOBAMA 4 MORE YEARS over the top like you seem to believe.

     

    Snipers are limited in regards to their mobility (from a certain point of view) because they're required to enter cover to gain immunity to pushback & interrupts and to use some of their abilities.

     

    But when a melee class of any kind jumps on my Sniper, I don't scream at the ceiling and smash my head into my KB begging baby jesus to smite them and save me .. I simply pop plasma probe / orb strike and proceed to rip them apart until they run away or die. Sometimes I win sometimes I don't. Seems fair to me, in fact I wouldn't have it any other way.

     

    Mercenary's are limited in regards to their mobility (from every point of view) because they are stationary cast heavy targets who rely on .... oh fiddlesticks what was the wording he uses ... lemme make sure I get Mr. Peckenpaugh's lingo correct, what was it?

    "I think it's fair to say that Mercenaries and Commandos have escape issues. Admittedly, they can be very hard to catch when used correctly to hug corners, but a lot of that "escapability" falls aside when attacked by multiple melee enemies, at which point they just aren't quite tough enough to sustain without further escapes."

     

    OH YEAH

    Walls, We rely on walls.

     

    Apparently that "escapability" falls short according to Mr. Peckenpaugh's analysis when multiple melee enemies focus 1 target. Go figure

  6. I don't deny it.

     

    But I look around the PvP forum and this, and the "request" of mercs/commando to "fix" this current situation are plain ridiculous.

     

    -Shields

    -tons of roots

    -insta-cast on a crapload of abilities (which btw, would mess up dps bad)

    -total immunity to interrupt with 5 stack of power barrier (which means total immunity point)

    -Add a sprint with that will you? thx!

     

     

    you can have different way to deal with melee. I'll admit I think the modification to rocket punch/shockstrike was very dumb. Unload to be uninterruptible? Definitely, linked to a barrage proc, I have no issue with that.

     

    But being ABLE to kite, doesnt mean having an EASY TIME kiting. I got played by the corner very well today, in the underground under civil war's mid objectives. He (or she) did it WELL. By the time I got to him, I was under 50% health, and he still had a few abilities ready for me.

     

    But mostly, since the issue seems fighting melee (Mostly I suppose, marauder and assassins) very little tweaks might be very efficients. If you get surprised and the melee ran to you (therefore still has leap availaible), it SHOULD be a bad start for you. Kiting should not be an easy 1-hit button, and your best kb should be kept for a moment they won't be countered right away by the melee class.

     

    Ex. use jet boost after assassin blows force speed, or a marauder/jug blows leap.

     

    A commando got me very well there today. He saw me coming, as soon as I leaped at him, he used his concussion charge. I REALLY had to either walk there, not even sure force charge's damage landed.

     

    Hence my comment. Its rather desespearing that Bioware even listen to most of the stuff there. People ask themselves "what would make my class awesome" and not "what would make my class balanced"

     

    Shields?

    Tons of Roots?

    -total immunity to interrupt with 5 stack of power barrier (which means total immunity point) Oh snap, You don't mean total immunity like those pesky Snipers do ya? Oh holy huttballs please no.

     

    I imagine it must be a living hell for you to approach a ranged squishy class only to realize upon reaching that golden 4meter range that your interrupt is completely useless. I can imagine that being so devastating for you having to trade blows with someone rather than just pound on them relentlessly while they try to "kite"

    I can imagine these things because I've got a 50 Sniper, Marauder, Sorcerer, Mercenary and soon to be Operative.

     

    Oh you poor little Jawa snatch you. You got cornered in the civil war map in the underground? they hit u with a Concussion Charge? Blasted little zugzugs. You must have been snared for at least 4 seconds whatever did you do?

     

    Ex. use jet boost after assassin blows force speed, or a marauder/jug blows leap. CLUCK YEAH! that's EXACTLY what we was missing man thank you holy huttballs again thank u thank u thank u!

     

    this whole time I thought our class was imbalanced and we never stood a chance but this whole time we're just missing COMMON SENSE? THANK YOU!

  7. You want Fusion Missile to be the same epic AOE grenade it is right now but have no cast time and the cost of an Explosive Dart?

     

    Wutwut?

     

    I don't see a problem here. Maybe keep the heat generated by the ability at 33 but reducing the activation time to make it an Instant cast ability doesn't seem overpowered to me.

     

    that new missile blast is absurdly OP

     

    Agreed, It was a bad idea.

     

    My theory with Missile Blast was to make it more like the Frag Grenade ability Imperial Agents get, but that ability does about half the damage to up to 5 targets in an 8 meter range. It also has a 6 second cooldown (3 second if talented)

     

    In order to do this the whole Missile Blast ability would have to be redesigned and just simply doesn't seem necessary.

     

    I tend to never knock anyone for positive ideas for Merc, our damage isn't the problem. Merc suvivability IS the problem. If missle blast kept its current stats BUT added to Tracer Missle lock, Power barrier and the rail shot thing, then that would be awesome. Its heat means it can't be spammed BUT it means it can be used for kiting to set up for HSM and Rail shot while moving, adding in some much needed mobility without adding damage and making it unbalanced for pve.

     

    Also the Power Barrier idea is great. when we actually plant our feet and pop our CDs we should be able to unload a huge amount of damage so people know it was a bad idea to corner a merc =)

     

    The Power Barrier thing to me seems like the only legit idea.

    After reconsideration the entire post seems like a waste of time but I still like my Power Barrier idea.

  8. The old Power Barrier

     

    Power Barrier

    Power Shot and Tracer Missile have a [50 / 100]% chance to generate a Power Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times.

     

    The new Power Barrier

     

    Power Barrier

    Power Shot and Tracer Missile have a [50 / 100]% chance to generate a Power Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times. Additionally, At 5 stacks you're immune to interrupts for the duration.

     

    The old Fusion Missile

     

    Fusion Missile

    Activation: 1.5 secs

    Heat: 33

    Cooldown: 30s

    Range: 30 m

    Fires a fusion missile that detonates on contact, dealing 1314 - 1773 kinetic damage to up to 3 targets within 5 meters and searing all targets with radiation burns that deal 1944 additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

     

    The new Fusion Missile

     

    Fusion Missile

    Instant

    Heat: 33

    Cooldown: 30s

    Range: 30 m

    Fires a fusion missile that detonates on contact, dealing 1314 - 1773 kinetic damage to up to 3 targets within 5 meters and searing all targets with radiation burns that deal 1944 additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.

     

     

     

    The old Muzzle Fluting

     

    Muzzle Fluting

    Reduces the activation time of Power Shot and Tracer Missile by 0.5 seconds.

     

    The new Muzzle Fluting

     

    Muzzle Fluting

    Reduces the activation time of Power Shot, Concussion Missile and Tracer Missile by 0.5 seconds.

     

    EDIT: Removed my Missile Blast idea, it was absurd. restored the Heat Generated by Fusion Missile back to 33 up from 16

  9. Rage / Focus does not need a nerf.

    Smash / Force Sweep needs a nerf.

     

    If you reduce the damage of a single ability you might not break anything.

    If you tinker with an entire skill tree you might break something.

     

    Just reduce the damage smash & force sweep do by lets say 20-30% and leave the skill tree alone.

  10. Unbound

    Force Camouflage has a 100% chance to break all movement-impairing effects. Additionally increases the movement speed bonus of Predation by 30%

     

    Fade

    Reduces the cooldown of Blackout by 15 seconds and Force Cloak by 30 seconds. Additionally reduces the damage taken from area effects by 30%

  11. So what you're saying Hexdoll is that the resolve system that's in place is the problem and having a CC breaker on a 1 minute cooldown rather than 2 minutes would not help at all??

     

    So Bioware needs to just scrap the resolve system that they just tweaked and start fresh? maybe roll back to the old resolve system and reopen old wounds.

     

    We all know that is not going to happen anytime soon.

  12. Even with the resolve system changes, it's very much possible to be chain-stunned, or close enough to make no difference.

     

    DAoC did it right. Get mezzed or stunned? Can't be mezzed/stunned again for 30 seconds. PERIOD. How hard is that for BW to understand? Hell they OWN Mythic, don't they? lol.

     

    I'm going to agree with you completely. I liked the way DAOC & AoC provided temporary immunity. These systems required a player to check an opponents buffs to see which CC's will have an effect and which CC's will be simply wasted if used at the wrong time on the wrong person.

     

    The current resolve system is built around teamwork, if a experienced group of players communicate properly they can effectively lock inexperienced players out of a fight entirely while focus firing others or just simply getting beaten to death while stunned. Hell even good players vs other good players experience this.

     

    Most players probably don't even use their CC break anymore unless its a life or death situation and that's probably how it should be but inexperienced players don't know how to judge these situations properly.

     

    I could give u 2 dozen examples or more of people using a 2 minute cooldown on a 2 or 3 second stun that ultimately lead to death anyway and because they just wasted that 2 minute cooldown they're now even more vulnerable, and smart players know how to take advantage of these situations.

     

    I think reducing the cooldown of all CC breaks by 1 minute might make life easier for a lot of the inexperienced players in this game

  13. I know there are a lot of skill tree's that allow you to reduce the cooldown of your CC break by 30 seconds so reducing the cooldown by a full minute might require these skills trees to reduce the cooldown of your CC break by 15 instead of 30.

     

    So your CC break could be on a 1 minute cooldown and if you spec for it you could have it on a 45 second cooldown.

     

    Would this break the game? I see a lot of complaints about the resolve system in this game.

     

    I think it would be easier to reduce the cooldown and change the talents in some of the skill trees to help balance a reduced cooldown on all CC breaks rather than roll back to the old resolve system or tweak this current resolve system.

     

    Would this help the new resolve system or make it worse?

     

    Is this a dumb idea all together? Is the problem the resolve system or are our CC breaks being on a 2 minute cooldown the problem?

  14. Actually the fix for this is to change the PvP weekly from winning 9 Warzones to playing a certain number of Warzones.

     

    That way you don't have kids join up and take a quick glance and peoples HP's and go "OMG CANT WIN WITH THIS TEAM /QUIT"

     

    When you leave a Flashpoint after joining up using the Group Finder you'll get locked out of using the Group Finder for a little while. Why do we not use this very same thing for PvP queues?

  15. so many hacks/exploits that it is impossible to win or for that fact play, tonight I seen 3 troopers mind you 3 of them fly all the way clean across the screen in huttball to get us at are spawn:

     

    Battlefield Training: Increases movement speed by 15% while high energy cell is active. This is a passive Vanguard ability in the third tier of the Tactics tree

     

    Hold the Line: Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. This is a ability Vanguards get in the 5th tier of their Tactics tree

     

    Transcendence: Requires and converts 30 stacks of Centering to issue Transcendence to you and your group, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds. This is a ability Sentinels get at level 22.

     

    When you stack all three of these together that's +95% movement speed for the duration.

     

    Now when you say they were flying ... are you talking about superman flying? neo from the matrix? or BEEPBEEP roadrunner flying because movement speed increases have been peppered all over this game.

  16. Madness (Sorcerer)

    *

    Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness's periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.

     

    LOL

  17. Snipers are fine against geared players. You can't expect to win every fight. In a 1v1, I probably win 60% of the time when my target picks me. I probably win 95%% of the time when I pick my target. Can't really complain about that.

     

     

     

    I'm honestly getting pretty sick of hearing about how gimp MM is "because it has to go through every defensive check in the game". Do any of you whiners ever stop to consider that one or more of the following may be true?

     

    1.) MM damage is balanced around the expectation that it will have to go through more defensive checks than say tracer missile or force lighting would.

     

    2.) Having every defense check in the game is part of the point of being a damn tank and they are SUPPOSED to be harder to kill.

     

    3.) Tanks have to take a DPS loss -- by using a shield instead of focus/generator and/or using tank gear for defense, shielding, and absorption rating instead of DPS gear -- against EVERY class in order to have a decent defensive advantage against 2 classes?

     

    I play MM as my primary spec because I prefer the play style over lethality. Once you get good at it, I actually feel like MM has better mobility due to the effectiveness of instant cast snipe and follow through. My damage is almost exclusively single target, so the meter padding is almost nonexistent. It is very rare for me to not be #1 in damage done, total kills, and killing blows in most war zones.

     

    And before anyone suggests that numbers don't mean anything and I'm just farming medals instead of playing to win, guess what? Snipers best contribution to the success of a team is making other people get dead. You cannot cap a door in Voidstar or a turret in Alderaan while enemy players (that aren't idiots) are alive. You cannot consistently get the ball from neutral in Huttball while enemy players are running around freely in mid. High damage output as a sniper IS playing to win because that is our job.

     

    I'm also getting tired of hearing about how lethality is gimped because smart players can dispel. Honestly, I'm pretty sure 90% of the time enemy players notice that they need to dispel my DoTs when it's too late to matter. Just like how 90% of the time I only notice that my DoTs have been dispelled once it's too late. Let's face it, the UI in this game does not currently support players being "smart" about dispels. The only time people are likely to have a good sense of awareness that they need to dispel is when you are fighting 1v1 and they know you are lethality specced.

     

    Also, just like I mentioned for MM, have you ever considered that maybe cull's high damage is balanced around the fact that it is also vulnerable to dispels?

     

     

     

    Cover is not nearly as bad as it was before they removed the delay that it had occasionally. If they fix the "unknown effect result" on ledges and let you crouch in place while rooted, I will be extremely happy with cover. Some of the benefits it provides are very much worth the trade-offs of having to stay in one place.

     

     

     

    You mean the other 2? Sorcerers are fine. If any ranged class is a joke it's the mercenary. One interrupted tracer missile and they fall so far behind in the DPS race that they are just going to get rocked 1v1 against most classes. If anything, they are on par with us for pressuring healers in group vs. group combat but are much weaker than us 1v1.

     

     

     

    This is to be expected. Almost everything in any game is fun the first time you try it. Assassins are honestly the only class that I think is considerably OP at the moment so pretty much anything you do with that character is going to be exciting. Marauders are also pretty strong (about on the same level as a sniper IMO) but you have to be right up in the middle of everything to be effective so you can expect to take a lot more of a beating. It's a totally different play style from a sniper and there's no reason you shouldn't be enjoying yourself while trying out something completely new.

     

     

     

    You didn't have any better (or worse) reason to come here and complain than anyone else. It's just a QQ post and either sniper isn't the right class for you or you need to learn to play. And before you ask, my sniper is my main and is valor rank 57 atm. I don't have another class higher than 27 yet.

     

    ^^^Well said.

     

    Completely immune to interrupt / charge / pushback while in cover + added defensive bonuses while in cover + a 20second cc immunity on a 45 second cooldown ....

  18. Who designed it? Um...primitive man developed the Bow and Arrow because they were tired of getting slaughtered by the mammoths and sabertooth cats while wielding their melee stone daggers. I think the whole point was so that they can attack from afar so as to keep themselves out of harm's way. Not sure about that though.

     

    Then in the Middle Ages, back when Knights were awesome, people got tired of getting slashed with swords so they started using Long bows. They could've stabbed the knights with their arrows but they weren't as cool as Legolas. Then when man discovered gun powder, they started using it to fire metal balls at the enemy. Then they started making them smaller and smaller until it can fit in the palm of your hand so you can turn it sideways and look all gangsta. Then, in a galaxy far far away, they pew pewed with lazors.

     

    I think they were trying to make it so your enemy can't get in your space and **** your **** up with their swords. Not really clear on that though.

     

    ^^^This LOL

  19. Start tracking statistics on each and every player in warzones if you aren't doing this already. Let us see these statistics in-game by right clicking each others portraits.

     

    Provide us with a honor system or whatever you want to call it. Like valor rank but for accountability purposes.

     

    Give us a system that will reward us with a rare hard to get title or equipment

    (much harder to obtain than farming valor rank in ilum)

     

    If you're a experienced player that knows what he/she is doing and you have great stats you should be rewarded for this.

     

    If you're a bad player that quits warzones / goes afk / sabotages their team and overall just doesn't do much to contribute then you will be punished with a debuff.

     

     

    If you quit a warzone you lose honor and get a debuff which dramatically decreases the amount of valor/commendations/experience/credits you get for completing future warzones. This debuff should only last for 1 game unless you quit 2 in a row then it should last for 2. Eye for an eye policy.

     

    If you go AFK in a warzone and you do not contribute you get the debuff.

     

    Base the honor system on stats from warzones. Objectives should count for 70% of honor gained while the remaining 30% relates to damage / healing / protection

     

    If you do good then your honor goes up. If you get enough honor you level up in honor. If you level up high enough in honor you get rewarded with special treatment like a buff that adds more valor/experience/credits/commendations

     

    Eventually if you level up high enough in honor you will be rewarded with the privilege of shopping at a special honor vendor that sells all sorts of stuff you can't get anywhere else.

     

    Keep in mind if you do not keep up the good work in warzones (quitting / afk / overall bad play) then you will lose honor. This means you will get rolled back and lose honor rank.

     

    You might be thinking that this only caters to experienced players but it does not do that at all if you base 70% of honor gained of objectives. Of course you would have to clean up the existing warzones objectives a little bit and tailor them to fit this system.

     

    healing a ball carrier / protecting a ball carrier / do a certain amount of damage to a ball carrier and or kill the ball carrier

     

    Capturing a objective in The Civil War / Defending that objective

     

    Opening a door or lowering the bridge in Voidstar / Defending the doors / bridge by interrupting players who try to open them.

     

    Good players & bad would both thrive in this environment because it would give everyone the extra added incentive to focus on winning and not padding stats.

     

    Going AFK in a warzone or sabotaging your team or quitting will only get you rolled back in honor and a debuff that decreases rewards for finishing future warzones as stated above.

     

    You have to play the game and focus on objectives to win and right now there just isn't any incentive on doing that when all you have to do is collect enough commendations / daily & weekly wins to get those special champion / battlemaster bags you want so bad.

     

    This honor system thing builds on that

     

    The current system in place rewards bad behavior like people going AFK in warzones. People who sabotage their team like grab a huttball and take it to your own endzone then throw it to the enemy only to make the game end sooner. <--- These people reap benefits like valor/comms/credits/experience

     

    The honor system could prevent this from happening because the only reason people do these things is because there is no penalty.

     

    I understand this may not be such a hot idea for the casual player who doesn't do much but even the simplest of people know what the objective is to win these warzones and how to contribute. They know enough about their class they could easily benefit from their 30% damage/healing/protection honor gains without ever getting a debuff rather ... instead gaining valor at a steady (slow but steady) pace and eventually rank up just like everyone else.

  20. Back when I was leveling up I noticed a lot of players that would queue up for a warzone / go hide / go afk / reap the benefits (exp/comms/valor/credits) and they don't even have to re-queue because that box is checked by default. I've reported almost a dozen of these cases to Bioware and now that I'm rolling an alt I can't help but notice more and more of them.

     

    These idiots are everywhere and I really shouldn't call them idiots because they're just taking advantage of a flawed system. Bioware has created this Warzone design so that once u get to level 10 you almost literally could get to level 50 and never actually fight anybody. Bot farming

     

    What you're suggesting is that if Bioware implements a penalty for players who quit Warzones ... people won't quit but they will intentionally sabotage their team. This already happens and those people hopefully get reported. And even if they do get reported is anything ever done about it? does Bioware roll them back? suspend them? ban them? we'll never know.

     

    Something has to be done

     

    Bioware needs to do a better job of responding and disciplining players who abuse the Warzone system. Whether its sabotaging their team / going afk / quitting / all of it.

  21. Anytime I get a negative debuff applied to my character, I just right-click it. Working as intended right?

     

    Actually you can't.

     

    But you could with the water.

     

    But even better, they removed the heal medals from using medpacks in warzones. Water still gives non-healing classes healing medals. Must be working as intended. I don't know about everyone else, but I hate having to use situational awareness. Waiting those horrid 15 seconds or so to regen fully after a fight. It's like, what gives? Does Bioware really expect us to have the mental capacity for something this difficult?

     

    People use to get medals for using medpacs? I've been playing since launch and have never got a medal for using a medpac.

     

    I did not know about this. That totally bursts my bubble about how they should look into making warzone / rakata medpacs provide players with medals then.

×
×
  • Create New...