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Nulli

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  1. In my experience Healers were putting about 20% bigger numbers than DPS in most WZs pre 2.7 and the boost in DPS is likely to reduce that gap and make healers less powerful. Also it seems intentional that people die more, and die more often. I tended to attribute that gap to Defensives and armor mitigation (heals aren't getting mitigated or 'avoided') and didn't pay it much mind, but like I said it's entirely possible BW just wants to see faster more frequent fatalities.
  2. Didn't get a chance to play Dirty Fighting yesterday but the changes to Sawbones + the overall boost in DPS across the board make healing a LOT harder, and Diagnostic Scan WAY more critical as part of a heal rotation to keep energy up. Also gotta keep the HoTs up to proc Upper Hand or Emergency Medpak just won't be available, sometimes hate using a GCD for a HoT in a pressure situation but if you don't pepper them then you lose your teammate because you have no upper hand. Overall once you get used to it Sawbones healing really isn't much changed outside of requiring more energy management but that may also be simply because of the DPS boost. Used to be healing would pull some 20% better numbers than DPS in WZs the numbers aren't like that anymore. Also feels like Sages are outhealing me handily. Lack of Roll spam makes me sad but it was most useful in Scrapper spec which I never played (energy cost reduction made it not much of an energy hog, in Sawbones/DF it used a lot more energy). Lost a lot of map mobility but I can understand the change. Really looking forward to playing in DF spec tonight to see what it's like..
  3. Try using C2-N2 instead of Corso, Corso is better for 'slingers. C2-N2 is heals only (although he will take a swing at stuff occasionally he doesn't do much damage).
  4. Gear is a nonissue folks, expect it to be remedied by player craftable mods and stuff. DPS nerfs on us is a huge issue when other classes have more utility/cc etc and they hit as hard. Energy is a tremendous issue when fighting well geared well played adversaries (healers in particular).
  5. I think DF needs some adjustment. I think making the shared tree a DoT tree for most classes was an easy solution but with a few tweaks I think DF can be viable. Instead of it being a DoT tree, having most DoTs cleansable, it should be a Debuff tree. For example it could have a heal debuff, a DPS debuff, an armor debuff, and voila, done. Debuffs seem more inline with 'Dirty Fighting' to me anyway.
  6. DONT BE IDIOTS I WANT QUITTERS TO QUIT. 9 out of 10 times quitters weren't pulling their weight anyway, and their spot gets filled with someone committed and competent and we turn around the game and win. DONT FORCE ME TO STAY GROUPED WITH LAMERS WHO ARE AFRAID TO QUIT CAUSE OF PENALTIES.
  7. Nulli

    Is SWTOR dying?

    You guys are idiots. I never understood the point of whining, I play the game cause I enjoy it. My opinion though is that while dailies do encourage participation in certain aspects of the game they also disincentivise from doing anything more. Even I sometimes feel its pointless to wz past the daily quest req of 3 wins, and noticed a lot of folks won't play past the daily quest allotment.
  8. The dot change means the team with dps-gear>the team with tactics. Disappointing. It will further benefit built characters over freshly minted ones. I don't alt but when in WZs versus new 50s the slaughter is brutal. Also think the valor change is bad too, unless they make higher ranks more meaningful. It isn't so hard getting bm as it is, why dilute it? And of course although I like WZs I doubt anyone will go Ilum anymore, such a shame. I dislike all the changes.
  9. I'm a scoundrel but here is my thoughts: Huttball makes me want to /delete. Sure I can kill folks and do good DPS but I cannot contribute in any other way, one knockback and there is no way to stop the carrier since it takes so long to get back up. I have no problem closing in most other situations short of Ilum large fights where I heal and use my spammable attack. What would make me ecstatic is some kind of "take cover" adjustment which would let me get back up onto the platforms. That said it's so annoying in huttball I am rolling a Shadow
  10. Yes. Great pvp friendly game without insane pve time sinks to grind through just to keep up with the Joneses. I got a day job and a family already, and TOR suits me fine.
  11. Too many/few servers at release is a consistent problem of MMOs. No one wants a queue and folks love to moan about it - whether it's to log into their server, or it's because there aren't enough folks to play against.
  12. yeah let's keep it real, when you die in pvp your chracter should get /deleted too
  13. Empire shuts down a spaceport, Republic prolly won't respond
  14. Actually, Ilum smaller would be pure benefit to the overpop faction. It's already hard enough to snag a solo fight while roaming, most times when I try I get caught by the next 5 guys also heading along the same path. Also, more folks on my underpopulated side would spend more time in Ilum if the bonuses were better. While Empire controls the entire map, we get 20 valor per kill and frankly I'd rather go to a WZ. We cap a point and Empire zergs it and takes it back too fast.
  15. As BW adjusts the game to the playerbase we should be prepared to lobby for changes beneficial to our class. With the recent changes to our skills and the future change to Surge, we should consider what kinds of changes we may or may not want to lobby for to make our class remain viable. A couple of things I think we should consider: -Looking for higher powered gear to off FASTER ENERGY REGENERATION. This can be key as it does not effect how big our numbers but it does effect our ability to output damage/healing. -Looking into getting Diagnostic Scan buffed so it's a more efficient ability so we can better manage our energy (considering we don't need faster heals if we are just gonna go to low regen faster). Perhaps even changing it so it becomes a castable bubble on CD. -Looking for higher powered gear to offer a LARGER ENERGY POOL (already in game, but the 5 energy we get from the sets could easily be increased to 10 or more). -Looking for higher powered gear to simply REDUCE ENERGY CONSUMPTION. The adjustment to Surge means we need to output more damage/heals which means we consume more energy. I already have to briefly pause between heals since simple spammage runs me into no-regen zone, and if Cool Head isn't up I'm in trouble. I prefer changes to be made that promote player skill over player gear, so most times in most situations I'm not a proponent of bigger numbers specifically, but these are things we should be thinking about.
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