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Akam

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Posts posted by Akam

  1. Hey folks,

     

    I checked with the team, and they are aiming to address the Floor Vents VFX in 3.2.1. We are also aiming to address Roaming Mend occasionally bouncing to a console instead of a player.

     

    -Tait

     

    Planning to fix other class heals occasionally bouncing to a console instead of players as well? It's not just Roaming Mend that suffers from this.

  2. Storymode is not hard

     

    We just full cleared 16m SM (both ToS & Ravagers) with 2 tanks, 2 healers, one of which is barely 186 comm geared and never plays his healer, and 12 DPS, most of which were random pugs and only a few were fresh 60s. We did this to gear up the 186 comm geared healer. We full cleared in a little under 1.5 hours.

     

    I think the OP is confusing casual with bad.

     

    I will agree with 16mans being FPS killers, although I can't think of a game that has much larger raid sizes that doesn't kill FPS.

  3. I would like to float a concept of an Idea that is not exactly new to MMOs but something SWTOR has not yet approached. Taking a page from World of Warcraft and specifically ICC, there was an NPC that would increase the raids power (Health, Damage and Healing afaik) by X% when interacted with. This "buff" was only introduced after a period of time and the value was increased multiplicatively per week. Most importantly, this "buff" was completely optional.

     

    This buff accomplished a few things;

     

    Before Buff

    1) Allowed top tier guilds access to difficult content without fear of nerfs from the dev team. The game even recognizes the guilds achievement by rewarding you with "cutting edge". Everyone likes bragging rights, right?

     

    After Buff

    2) Allowed other very skilled, but not quite top tier guilds access to difficult content and "help" if they were stuck on a particular mechanic

    3) After enough time, allowed the rest of the raiding community to clear the content

     

    I feel like this is what "Nightmare Power" was supposed to accomplish and it's only failure was being automatically removed after a certain period of time. Rather than being auto removed, it should be a guild's choice to turn it on or off.

  4. Last of all with the increased difficulty those that are 8/10 or 8/10 are you enjoying raiding? Would you rather have HM be similar to HM DF/DP or does Revan only being killed by five guilds give you something to chase?

     

    Thanks

     

    This is just my personal opinion

     

    I rather enjoy the new difficulty. This new tier of content closely resembles actual raids based off my own 10+ years of MMO experience and I believe it's a step in the right direction. I certainly prefer it to previous HM raids where you would zone in, faceroll everything and be bored for the next several months while waiting for Nightmare to release.

     

    I understand that ALOT of guilds got "screwed" but I wonder if that's really such a bad thing? Is it a travesty that you're no longer able to just zone in and collect loot? I say no. It's better as far as an operation's longevity is concerned that an operation's difficulty mode last as long as possible. This accomplishes two things:

     

    1) Gives guilds more content to work on

    2) Gives Bioware more time to develop Nightmare Mode

     

    TBH...I think it's too early to be asking if Bioware's experiment has succeeded or failed. The absolute earliest time to ask that question is when Nightmare is released. In all probability, and take this with a grain of salt, I suspect Bioware is waiting to release Nightmare until more than a handful of guilds are 10/10.

     

    Furthermore, HM will probably see some nerfs to allow more guilds to see the content but as of right now, at least 9/10 does not need to be touched as it is perfectly doable with enough skill, dedicated and effort.

  5. Question for Tealik or anyone who knows, my guild will be starting progression this week, do we need to post SM kills to be on the leaderboard or can we skip to HM when we kill HM bosses?

     

    Thanks :)

     

    The rules of this thread are set up In such a way that "-" means a boss is undefeated or not posted. That being said, you are allowed to not post your SM kills and skip straight to HM if you wish. However it does mean that whatever boss you don't kill in HM will be left with "-" until you clear it on HM and you get a cool green box ^_^

  6. Hopefully this is not working as intended. Overall, I personally like the way the expansion is heading in regards to HM flashpoint / Operation difficulty. It's a VERY welcome change and something I've been wanting to see since...launch. Only a few op bosses and flashpoints have scratched that itch...

     

    While the difficulty of these BONUS bosses is outstanding, there is no incentive to do them...which is a crying shame. Whether working as intended or not, FIX IT!

  7. Good stuff.

     

    Id rather see the heat cost for bodyguard be attached to the move itself instead of emergency scan. If used on ranged, it's an escape so it shouldn't be free. Or maybe scrap emergency scan all together and replace it with bodyguard that heals for the same ammount as the current emergency scan and has the same cd but cost 15-25 heat. Would be interesting to see how this affected pve. Just my opinions/ thoughts though.

     

    The easiest way to make the above change work for both pve and pvp would be to move around the skill tree so that the change to emergency scan would be optional.

     

    Thanks for the brainstorming!

     

    Good idea for heat cost on "Bodyguard" instead of on next-emergency scan. CHANGED

     

    I don't think emergency scan should be scrapped. I just felt like "Bodyguard" would be an interesting addition to the line up. I'm sure we've all been there where Emergency scan was used in response to a very low HP friendly and it fell short. "Bodyguard" should help alleviate that lolwut feeling you get during a situation like that

     

    I can also see how it would be used as an escape rather than it's actual purpose. Perhaps adding an HP threshold requirement would fix that or should an escape be the cool hidden bonus to go along with it?

  8. A few things I would like to see added/changed that in my opinion would greatly help bodyguard mercenaries in PvE;

     

    New abilities

     

    • Dual Life Support [Heat cost???] - Place a DLS on a friendly target for X amount of seconds. While affected, the target will benefit from X% of your heals casted on other friendly targets. [Cooldown ???]
       
    • Bodyguard [Heat cost???] - Use your jetpack to jump to a friendly target to immediately reset the cooldown of Emergency Scan. In addition, if the target is below 30% HP the next Emergency Scan has a 100% chance to critically hit and it's critical magnitude increased by 5% [Cooldown???]

     

    Changed abilities

     

    • Power surge - In addition to current effect, you may now move while continuing to cast healing/damaging abilities for X amount of seconds.
       
    • Kolto Residue - Increase the radius by a small amount or allow the effect to "stick" to all affected targets. Currently, it's too easy to accidentally move out of the area of effect during "movement heavy" fights.

  9. Allied Imperial guilds The Imperial Order and Forge teamed up and completed back-to-back one-shots of The Dreadful Entity secret boss this week on The Shadowlands.

     

    Thank you to everyone in our guilds who took the time to complete these runs.

     

    Gratz on the kills guys!!!

     

     

    Grats y'all.

     

    If I'm reading this correctly, a merc healer still has yet to do it. Guess that leaves some meat on the bone.

     

     

    If you look real close, you'll see a bodyguard merc from 6 months ago throwing down kolto missiles ALL DAY =)

  10. I would also like to point out that A LOT of guilds disagree with how progression threads are managed, what constitutes a kill, if credit should be given and if so, how much. Do I even need to bring up the "Dreadguard Commanders" incident?

     

    The point is, if an official armory or third party website was able to pull and track data and give everyone one clear & consistent set of rules to play by as far as progression is concerned...the PvE community would be a lot better off.

  11. Great input. I would tend to agree that Nim shouldn't be the alpha and omega of every patch, but BW does have some competition in the near future. Keeping the community in the dark about future nightmare content could possibly spell disaster for what's left of the progression guilds.

     

    Nonsense!!! What we need is another year of HM DF/DP while subs aggressively drop and then another new planet with 5 more levels to pass off as an expansion before we'll get a revamped HM DF/DP for the NEW max level. Only after 3 more months have passed since the launch of said new expansion will nightmare be released on the PTS, which we'll spend 1-2 months testing and only then...will we get nightmare modes for the now current operations =)

  12. Also,

     

    Stop making us spend 3 useless points just to buff kolto shell

     

    Change Supercharged Gas. Who cares if we can use unload and power shot for free? we're supposed to be healing. Make it increase the crit chance and/or bonus of heals for the duration.

     

    The other suggested ideas here in this thread are brilliant

     

    I would hardly call the 3 points in "Bodyguard" useless. Tell me, how is + 15% healing on Kolto Shell, 3 extra charges and a reduced rate limit useless? Kolto Shell is so much better now than it was pre 2.0.

     

    While unload and power shot is situational, and while I can agree that this effect would be better served fully buffing our arsenal of heals instead of 50/50, The current nightmare modes require healers to do a little bit of DPS (especially if your guild or raid is just starting out in either of the two instances) and having that talent allows us to throw buffed heals and do free DPS at the same time.

     

    Also, SCG already buffs the bonus to our healing by 5% for the entire duration....not sure how you missed that.

  13. I don't see much of an issue with any of these suggestions. Certain abilities or effects might have to be balanced so as to prevent this class from becoming impossibly overpowered, but these suggestions are of good quality. I will also suggest, as I did a while back on another merc heals thread, that we be given a passive somewhat similar to the operative's, to help with our heat issues:

     

     

    That, or:

     

    While I've never agreed with Mercenary/Commando healers needing help with heat management as our heat dissipation is fine when played right...it's a valid argument to suggest some kind of passive like you did that helps with our dissipation when OTHER players screw up. We should not be resource starved for a mistake that is effectively out of our control.

  14. Kolto pods should heal for A LOT more when used on less people.

     

    Rapid scan shouldn't cost 25 HEAT! 21 or 20 would make more sense.

     

    There's nothing wrong with SGC.

     

    Not sure I agree with Kolto Pods healing for more. It's already super good regardless of 8 or 16 mans, although the zero cap limit makes it superior in 16 vs 8 mans. However, I think all mercenary/commandos can agree that the current Nightmare mode mechanics require ALOT of movement, making the current radius on kolto residue...painfully obvious

     

    I would suggest increasing the radius so we can worry less (not completely) about someone moving out of the area of effect and still be smart about where we place it to begin with.

     

    I believe the heat cost of rapid scan is fine in combination with Healing Scan.

     

    Agreed. Nothing wrong with SGC. I used to hate the fact that SGC had offensive abilities tied in with it. However, new nightmare modes makes me glad it does.

  15. With Game Update 2.4 coming soon, I think it's about time Mercenary/Commando's receive some attention in both PvE & PvP. For the longest time, we have had the overall worst representation as healers and that is just sad, considering we have the most unique play style. Sure, Game update 2.0 was a great start to our overall healing capability, but it's a far cry from the potential we SHOULD be able to achieve. Even played at the highest skill level and gear set up, we far short as compared to the other 2 healer classes with skill that could be defined as average and even worse gear.

     

    I propose the following suggestions to bring this class/role more in line with the other 2 classes as well as explain why I think they should be included. The names are universal and I'll leave it to yours and the imagination of the game designers to come up with names based on mercenary/commando faction respectively.

     

    • Dual Life Support - Places a DLS on a targeted friendly player for X amount of seconds. While affected by Dual life Support, this target will also benefit from 50% of any heal received by another group/raid member. Costs: 25 heat Cooldown: 3 minutes

    This ability functions much like the Paladins ability "Beacon of Light" in World of Warcraft. Since the staple of Mercenary/Commando healing is single target healing, despite Kolto Missile/Bomb is our strongest heal, it makes sense to add this ability to further enhance that aspect of our play style

     

     

    • Bodyguard - Jumps to a friendly target, immediately resetting the cool down on Emergency Scan but increases the heat cost by X. In addition, if the Target is below 30% HP, the chance to critically hit on Emergency Scan is increased by 100%.

    How many times have you felt like Emergency scan was an absolute amazing ability but sometimes felt lack luster? How many times have you been in a position where a group/raid member was about to die and you wanted to try and save them but the time it would take to get a heal off didn't line up with the amount of time they were going to die and emergency scan was already used? You want to save them but you don't have that "OH*****" button.

     

    • Power Surge (redesigned) - In addition to it's current effect, for X seconds after the charged is consumed, you may freely move and cast abilities that would otherwise require you to be stationary.

     

    Nobody is asking the Mercenary/Commando to play like an operative/scoundrel but movement is one of our core issues, and is a reason whey ops/scoundrel overly excel in movement heavy fights which is to say....all nightmare modes LOL We need some help in that regard in order to be effective as a healer.

     

    That's it for now. At a later time, I will be going over our talent tree and offer suggestions as to what I think should be changed, what's good and should be kept. Please feel free to comment on the above mentioned suggestions and or add your own list to the pile. Let's bring this issue to the developers and let them know (if they don't already) that we love this class and just want to see it perform well as a healer!

  16. During the Commuinity Cantina in Dallas, the QA BioWare said "Big PvP patch was coming soon, it should make us happy."

     

    They have talked about "PvP systems for experienced players".

     

    Is this patch 2.2 or a later one? Seems PvP havent gotten much love lately. They said on different Cantina meeting that a PvP patch was gonna come shortly after 2.0.

     

    What do you ppl think?

     

    When asked if Arena will come to SWTOR they answered;

     

    Damion Schubert: He couldn’t answer directly, but said that a big PvP patch was coming soon that should make us happy.

     

    Source: Ootinicast

    http://ootinicast.com/2013/05/correspondents-report-community-cantina-dallas/

     

    Yes Arena. Yes. YE$$$$

  17. As much as it would be nice to see something for the 1%, it's a waste of time and resources to make a fight that so few will see, take the original naxx from WoW, barely 1% of guilds even saw anything past patchwerk (I'm sort of making up a number but from what I remember barely 5% of guilds saw past the first bosses in naxx), all that time, money and development wasted because barely anyone saw the whole thing, how would you feel as a developer to put so much work into a fight, hell an ENTIRE RAID, and barely anyone sees it? I don't know about others but I would feel like putting all that time and effort into a fight would have been wasted.

     

    I see where your coming from. However, I feel that if the difficulty in this game was increased (substantially) via NiM modes and NiM mode only bosses, ALOT of the players who left the game due to the lack of difficulty will hopefully resubscribe for the challenege. I don't see the counter argument being true, the one where people will leave due to increased difficulty. Increased difficulty across the board & NiM exclusive content can only be a good thing. The way things are going now, and I hope it's false, I only see people leaving again.

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