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verydanger

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Everything posted by verydanger

  1. I have been very disappointed and frustrated with all three iterations of the quickslot animations so far. The current version is clunky in the same way as the original (launch) was - the GCD indicator is far too dominant. The launch version more or less blacked out all icons when a GCD was in effect, and the current version instead makes all icons a grey/blue blur under the same circumstances. The GCD indicator is supposed to be a very faint color layer upon the icons. It's just there to indicate the "flow" of input, when the system is ready to receive a new command - nothing more. The MAIN purpose of quickslot animation is to indicate the cooldowns/requirements for abilities. There needs to be a easy to tell difference between a ability that is ready for use and one that isnt - at all times. Brightly lit up icon? It's ready for use. Significantly tinted icon? It's not ready for use. The GCD indication should in no way obscure this information, ever.
  2. I also find the new quickslot cooldown/GCD indicator very confusing and unhelpful. The problem, this time around, seems to be that the GCD indicator is *WAY* too dominating. The GCD indicator should merely be a very faint and subtle tint that scans the icons - not something that makes available abilities and abilities on cooldown look all the same for 1.5 seconds. In combat I am constantly "inside" a GCD, and I need to be able to tell what abilities are ready for use in the next GCD. There is no time to let the GCD indicator "play out" and then throw an eye on my quickslots to see what is available. I need to be able to clearly distinguish available abilities from abilities on cooldown, at all times. For this to be possible, the GCD indicator must be far more subtle. I want to suggest the following "icon states", that would accomplish what I'm talking about: State 1: No color layer. Ability is available and there is no GCD in effect. State 2: Very faint layer. Ability is available but GCD is in effect. State 3: Significantly dark layer. Ability is on cooldown. This is pretty much how all other MMORPG's I've played function, and I believe there is a good reason for that.
  3. This game has some amazing features, mostly the storydriven leveling, but also things like interesting classes, fun warzones (especially Huttball!), the companion system, and other things. I've had great fun!
  4. Orbitals stations make sense, but having to make 3 "zonings" to enter your ship from there is horrendous. Why not be able to enter you class hangar directly/seamlessly, like you can on the Fleet?
  5. I see only two valid complaints in the thread: 1. A 1.5s knockdown/stun should NOT fill up the resolve bar. If that is to be the case, any good Op will simply not spec into Jarring. 2. Ops do indeed not have any potentially gamechanging utility for Huttball (push/pull/leap/sprint/etc). They do have stealth though, which is a great tactical advantage for the other two warzones. These changes might also be a unwarranted nerf for PvE, but without combat logs it's all speculation at this point.
  6. Possibly mentioned already, but disabling skill activation on key press DOWN (however it's phrased in the options) made instant, off the GCD abilities work a lot better. Before this change, they simply would not activate before my current GCD was over. And no, this is not because I have a habit of holding the keys down for extended durations (so that the GCD expires). I am playing a Sentinel, with lots of non-GCD spells, and I also have ability queue set to 1.0 seconds.
  7. Warzones are not much fun for Sentinels. You will normally be up against an enemy team consisting of 6 to 8 ranged classes - so there's very little you can do besides hoping to catch a straying enemy - your other choice is to leap into that pack of 5 sorcs and nudge someone's absorb shield before you are killed in a stunlock. Okey, slight exaggeration, but not a huge one.
  8. Watchman is by far the best option for solo play (leveling). Pick up all talents that give you Centering, and enjoy the 18% of max HP heal every time Zen is ready (quite often). I levelled as Combat up to 35, and once I went Watchman I was amazed at how rarely I needed to rest after fights, or even use heal pots. My ability to take down tough encounters also improved significantly.
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