Jump to content

Spacemanbobr

Members
  • Posts

    23
  • Joined

Reputation

10 Good
  1. Just give certain classes, such as Sentinels, Commandos, Shadows, and Gunslingers (and their empire equivalents) -90% incoming healing skills that last for a duration of nearly 10 seconds on a 2 minute or so cooldown. Another skill on a similar cooldown could remove guard and place a 5 second debuff that prevents tanks from reapplying this skill to that target. This would allow for a period of intense focus fire for coordinated groups to counter the heal/tank stacking combo that is becoming an apparent problem in PvP.
  2. While I agree that it's unfair for a premade to go against single queue, right now they can't implement this because it would hurt WZ queue times way too much. Only if they implement cross-server WZs could I get behind separating single players from grouped players. EDIT: What they could do instead is add rating to normal warzones, so bad players can be put with bad players and good players versus good players. That would help mitigate the problem a little bit without hurting frequency of warzone pops.
  3. I find that Commando healers' just have problems in PvP because we have by far the worst resource management in the game, and if I'm not coordinating heals with another healer on someone, if they get focused by 2-3 DPS (and aren't a tank) they're going to die unless I spam heal them with costly big heals with reckless abandon. Then if they survive, I'm left with no energy to heal someone else unless I have recharge cells up, in which case that person is screwed. Operatives and Sorcs, however, just have to worry about themselves getting focused, and can heal with almost reckless abandon and be fine. That's the main thing that sets us back, and it also just feels like we have much lower raw healing capabilities (such as if I heal 500-600k, which is often, in a WZ, a Scound or Sage will heal ~800k-1mil). PvE though, we're definitely fine, as few things actually have the kind of burst that wouldn't allow you to throw in hammer shots to manage energy while you heal.
  4. Definitely something needs to happen, just because when you compare them to Commando/Merc, Sage/Sorc healers, Op/Scoundrels have, way, waaaay better survivability. A good one can survive 2 good DPSers beating on it for a pretty long time without support; with support and other heals you need 3-4 people focusing it down at the same time. Without support, a Commando simply can't survive 2 DPSers focusing on him if he wants to heal. Even with protection, 3 DPSers will easily kill him. The same pretty much goes for Sorcs/Sages. Even in sheer magnitude of heals, Scoundrels/OPs are much, much better. I have never seen or put out myself over 800k healing. I've seen Sages do it and even get close to 1 mil. Operatives/Scoundrels? I've seen plenty of million+, up to 1.4 million on a really long, 15 minute rounds each of Voidstar. It's simply because of all of their instant healing skills and the fact that they can pretty much spam them since their resource management is crazy. I think all that needs to be done to them is scamper should have a decent, 5-8s CD and their resource management needs to be nerfed (Commando healers used to have much better than what they have now until people cried OP, now it's kinda ridiculous if you wana keep people up who are getting focused without completely ruining your ammo management). Nothing that will break the class, just take them down a slight notch from where they are now.
  5. It's broken and needs to be changed at level 55 (or completely removed, since it is cap after all). It's fine for the two lower brackets though. Right now, you can completely exploit it by using level 54 gear to become, much, much stronger than you are with pvp gear. My damage going from my assault cannon with a 30 barrel increases from about 1600 to 1900 if I put a level 54 purple assault cannon that does about 100 less tool-tip damage (and yes, I'll admit, I take advantage of this because I'm starting to see a lot of people doing it). Besides that, using the endgame raid gear is simply better than using the PvP gear at all, because of how much expertise you get from wearing nothing with expertise. PvP gear should be the best gear to use in PvP, end of story. The entire system for bolster in level 55 warzones should be reworked or bolster just being removed from level 55, and the equivalent of recruit gear from back in the day that has expertise should be bestowed upon you once you reach level 55 so you are competitive.
  6. Title says all. Give us something else to do besides spam grav round or medical probe.
  7. Snipers seem fine, as long as you play it right, you'll probably be putting out the most damage in any match. Commandos and Mercs are the only class that probably needs something right now, and its not damage or survivability either, they just need more utility that they could bring to a group (like giving out group buffs, more CC or an interrupt).
  8. I don't think the DPS itself is what is commando/merc's problem as long as they're running the right assault spec/pyro build, it's definitely utility that they lack. They need some kind of abilities that would make them more valuable to the group, such as skills that increase everyone's damage by 10% for the next 30 seconds or something. They also definitely need a reliable snare so they can kite better.
  9. Awesome video, obviously the same applies to commandos. What mercs/commandos really need is a 2s or 3s cooldown on grav round and tracer missile BUT more damage to all of their other skills (really just full auto, high impact bolt, and demolition round) with shorter cooldowns on each skill (10s for high impact bolt and demo round as opposed to 15).
  10. I'd have to say TOR only with the assumption that as time goes on, they'll add more and more of the story that KOTOR had- the whole Revan and Emperor affair- and it'll be pretty exciting. I definitely agree with you that the 2 KOTORs had a better story and maybe even a better feel than TOR does, but that may be only because I, like you, was playing the first KOTOR when I was 12 and RPGs were still pretty new to me. I definitely think either way the overall story in the KOTORs was better than the first two Acts for your class in this, even though I only have the perspective of the trooper (which was a pretty lame story IMO just because none of the enemies were that epic, nor were their any big twists except with choosing whether you want someone to live or not, and that someone isn't that important of a character anyways) so I don't really know how the force classes' stories are. However, the fact that this is an MMO and you can group is pretty awesome, and I definitely had more fun in Taral V and Maelstrom the first times than I would've just playing a KOTOR 3 all alone. And anyways, we have ME3 to fill in that RPG feel... and hopefully a 3rd dragon age soon as well.
  11. They need to let everyone use reusables or take them out entirely... it's a definite clear-cut advantage that from my understanding, no other crafting profession has. I'm an armormech and can make rakata belts and vambraces, but everyone else can get those through other means too. Why can't I get reuseables? Why does one profession get something that definitely puts it above others? Why the hell should I have to change from the crafting profession that I like and chose when I first started playing the game just to make the game more fair?
  12. Yea, open world PvP imo should be the emphasis, not warzones. I haven't reached Ilum yet but I know from what I've read on these forums and guild chat that it is a disaster... and then there's no point to PvP on other worlds, you get nothing from it. They should definitely allow you to get valor for kills that are ~5 levels above or below you (so we don't get level 50s swarming lower lvl planets).
  13. Maybe this war will destroy everything and put progress back a thousand years, so it'll take another thousand for it to get back to how star wars is in the movies.
  14. I've only found that part of this is true... I don't know what server you're on, but on mine while it's hard to find groups, all you have to do is spend at least 10 or 20 minutes advertising in the republic fleet during prime time (around 7 pm for whichever timezone you're in). I've done every single flash point pretty much on level (athiss I did at 28). Heroics I've done on and off, ended up not doing any on tat... noone bothers to do them really because it's faster XP to just keep solo questing (especially since there are sooo many more quests than what you need to level with). I still see people advertise for them though, and usually I'll join if I have that. My best advice to you now that you're at endgame and want to raid would be to join a good raiding guild, I used to play LOTRO which was much like this where grouping was scarce and you could absolutely not PuG a raid at endgame; being in a good guild fixed that, especially because you'll make a lot of friends if you join the right one (I still play in the same guild that I played in LOTRO with).
  15. It's based upon incentives... adds a bit more motivation to playing through all those ranks so you can get that gear and be unstoppable.
×
×
  • Create New...