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LimitPrime

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Everything posted by LimitPrime

  1. Windows 7 64bit i7 950 GeForce GTX 460 Low Quality Settings In-game 100+ people in fleet - 45+ FPS Warzones - 30-50+ Ilum 60+ players (total) fighting - 5-15 FPS Rather disappointing for my system, but I can live with it in hopes it gets better...
  2. I want to explicitly know what this *********** means before I quit my sub. Otherwise, there's no more point lying/blowing hot air up our asses with this colossal mistake.
  3. No. If you read the OP you would see that I mention that 4 DPS were focused on one person. It was not a 2 on 3. More like 5 on 3. Our 4DPS 1 healer vs 2 healer 1 tank on an arbitrary side of voidstar. But I can see now there's going to be a lot of "Go QQ yourself a river" posts. I understand this. I'm sure there's a lot of composition issues with my team that I can't account for. But like I said, this scenario has happened to me at least 10 times. I've waited until now to say anything. I was just trying to guage if anyone else saw this scenario and had the same experience, you know... to get the ball rolling on any possible imbalances in a new game (because I'm sure this game is perfectly balanced by now). One last point of thought... For a full heal spec sage... Can anyone tell me the exact amount of damage absorption for force armor? Or is "a Force shield that absorbs a high amount of damage" clear enough to everyone? -PTL
  4. Also, I'd like to ask were they 3-4 level 50 healers? That I would say is impossible.. It's all about the amount of abilities, not the amount of healers. And my issue stems from the efficiency of healing based on the energy cost and cooldowns. -PTL
  5. Like I said, I don't have combat logs to present, because they aren't accessible. However, I assure you that we were chaining interrupts. We would get him down to 1/5 hp but the other healer would save him or the juggernauts would re-guard or they would get a new shield from the inquisitors. The other team had a pre-made where 2 of the people were the healers in question, so I know they were organized. I don't know know what else to say without the logs or without other people sharing the same experience. -PTL
  6. Me and a guy I was queuing with were using interrupts on the same person. And I did 370k dmg that game of voidstar. I play a mixed template Sage DPS build. It was not an issue with understanding game mechanics. -PTL
  7. Ok. So, I've been a 50 for about a week now and wanted to give it time before I made this post. But, it's become quite evident to me at this point that healer classes have a much higher ratio of healing vs energy cost (and output) than dps classes and damage vs energy cost (and output). I'm sorry that I don't have any hard evidence of this, other than anecdotal, due mainly to the fact that there are no combat logs readily available (to my knowledge). However, I've played well into 150+ warzones at this point. I am rank 43 valor and I've noticed that there are 3 possible scenarios with team composition, as far as healing goes: 0-1 Healers: Not enough healing & too much DPS, but if the other team also has the same composition, teams are equal. 2 Healers: Perfect healing to DPS ratio. One healer can easily keep up 3 teammates with an unfocused enemy, that is... an enemy that is uncoordinated and not attacking the same target. 3+ Healers: Too much healing, not enough DPS. This scenario is bad because although the 3 healers can normally keep each other up and the rest of the team, there is normally not enough DPS out of the remaining 5 players to kill anyone unless they are ALL focused on the same target (which is really difficult with 4 man queues and dare I say impossible with PUGs). My issue with healing is in the scenario with 2 healers. My team was focusing on healers and switching targets from the one to the other and could not focus either down, because of the combination of the tank guard skill + force armor + the fact that the healer being focused, as well as the healer not being focused were healing whichever target our team chose to attack. We were fairly coordinated in focusing a specific player, yet at least 4 DPS players were not able to kill one person, whilst all the enemy team's DPS players focused us down. We had only 1 healer, so they had an easy time taking us down one by one. Is this system as intended, or is there an issue with the amount of healing vs cost vs cooldown in this game? It's not very gratifying if 2 players on the other team can keep their team up, no matter what the other team does. I'm sorry for the rant and the QQ, but I've seen this in roughly 10 or so games that I've played, and it's becoming quite clear that it's the "I win" button in this game. -PTL
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