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Quarterly Producer Letter for Q2 2024 ×

AdrianDmitruk

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Posts posted by AdrianDmitruk

  1. I have a Sage so don't tell me I don't understand the class. Quake was OP as hell, even as a healer. As a healer, in fights with adds I'd specifically save my recklessness for Quake to obliterate the adds, it was hilarious, I could do more damage than our DPS unless they were also Sages.

     

    What the previous poster said about Quake being as strong now with the T1 talent taken as it was pre 3.0 is correct, so unless you hated the class from 1.0-3.0 and only enjoyed it from 3.0-3.2, there shouldn't be any issue.

     

    As for the dailies/respec thing, I have never had a group quit on me while waiting for me to respec. And if they did, their spots would be filled instantly anyways because I was the one playing the role nobody else wanted to (heals/tank). So that sounds a bit far fetched to me. Source, someone who queues for probably 10+ hm flashpoints a week.

     

    I was the one that brought up having the group quit on me because I had to spend the time to respec to tank. Yes, it actually happened--but as I mentioned later on my muscle memory for spec swapping is horrible and it takes me at least twice as long as people who are used to it and do it more often. Granted that's the only time I've seen it happen while someone was respeccing, but I have.

     

    I actually think one of the DPS decided to leeroy jenkins it when I was still respeccing before taking the GF shuttle to the flashpoint, which would help to explain it, but as I wasn't in the instance yet, I'm not completely sure what happened other than someone got impatient somehow and next thing I know a healer and a dps quit. Begeren Colony has an exceptionally large population of bads. :D

  2. Hello Jaiyne,

     

    If you have less than 2018 Expertise when you attempt to queue you will not be allowed and a GUI message will appear. However, after you queue or when you get into the match you may change out your gear if you want. We have the problem of players entering the queue that aren't ready to compete stat wise so providing a check prevents them from getting into the queue and potentially having a negative impact on their team (and a 'free kill' for the opponents). We still want players to have the ability to customize and min/max their gear setup so we didn't want to take that away, just provide a check to make sure they are experienced in PvP beforehand. Hope that helps!

     

    I have a follow up question/feedback to this (I just got home from work so haven't had the chance to watch the podcast yet). The 3.0 standardization of set bonuses has greatly benefited some classes (sorc heals getting the old PVE heal bonuses on their PVP gear) and greatly nerfed others (losing 8% heal on intercede for juggs--though granted they can H2F now with Enraged Defense--and 10% more damage after Force Charge, for example).

     

    1. Does the 2018 requirement mean bolster is getting completely removed from ranked? Or would we still be able to bolsterize in group ranked?

     

    2. If I know that a set of gear will bolster to 2018, is it really necessary to enforce a pre-bolster 2018 requirement instead of making it post-bolster? Before 3.0 the sorc heal PVP bonuses were so broken and useless that I used PVE 2-piece, which bolstered to 2012 at the time. I knew what I was doing, I didn't set myself up for the uber squishiness that going into warzones with full raid gear is known for, and I certainly wasn't a troll. If I wanted to PVP on my Juggernaut (who is currently my PVE main), why shouldn't I be able to dust off the old PVP bonuses?

     

    3. Is there any consideration of bringing back some or all of the old set bonuses so we have more ways to customize our gear to match our playstyle? (A "Classic PVP Gear" vendor, a la the level 55 operations tokens vendors on fleet, would be awesome to this end :D ) Or does the development team regard class homogenization via set bonuses a necessary evil to bring balance to the Force?

  3. As I said I do agree that allowing changing spec/gear and even interface that is different depending on role would be a nice QoL, and easier to implement now with the outfit designer code existing. And I agree even, if personally on my sage/sorc is not really an issue, possibly a habit I picked up from the days of ranked warzones and during the period that respecting was allowed. Back then it was always the case that dual roles would respec during the fights depending on the state of the game and it was also taking longer than now with the tree system if you are aware of.

     

    Specifically regarding sages and switching between seer and TK is really dead easy.

     

    Bottom line, although I have no problem at all with respeccing on my sage, I do agree that it would be a nice QoL in general. But, I find absurd having a discussion about balancing abilities with the criteria of time to respec and time to do dailies or "soft" content in general.

     

    PS: Tbh I never had anyone leaving while I asked to respec, maybe cause it takes me seconds and because I do it within the environment (after travel) and not before. Buy the field respec and try that.

     

    Eh, I wasn't trying to say "let's balance classes around respeccing on a whim," I was trying to say "Stop trolling the OP over complaining that he was collateral damage over the TK-intended FS nerf, when his needs would be addressed by dual spec, and advocate for dual spec instead." There's a difference.

     

    FS for corruption didn't need to take it up the shorts like that--it was far more imbalanced for the DPS spec--and corruption took heavy collateral damage from the nerf to the point it has hardly any teeth for OW PVE at all.

  4. Although yes it would be a QoL to be able to change gear/spec in a click of 1-2 buttons, and now it is easier to implement given that the outfit code can form the basis, but,

     

    for sages:

    - Time to respec: 20s (no need to even bother changing gear for dailies), 30-40s with gear changing (this is still less than the time it typically takes to get out of a loading screen)

    - Time to do a daily, let's say BH is under 10mins, ie. 600s

    - So basically the time to respect is about 3% of the time to do a BH daily... if there are more than one dailies the this time is less than 1% of the time spent.

    - Clicking an auto-button is let's say 5s. Improvement would be in the magnitude of less than 1%.

     

    Don't get me wrong I would welcome such QoL, but mostly for the tank/dps classes... Sages sorcs really have no issue with that, unless the player has no clue about the other trees in which I can't see how a one-button respec is going to make a difference.

     

    Discussing whether the balance of an ability should be based on time to do dailies and time to respect is like a discussion whether to walk or drive to the corner shop next to your house, and then complaining that the car should be a Veyron cause a Golf is just not good enough.

     

    You overestimate the patience of waiting pugs, see one post above ;)

     

    Also. 1) I did mention this change would benefit everyone, not just sages (and to an extent you are right--sages don't need to worry as much about gear swapping), and that is why it should be implemented with that much more urgency, and 2) clicking an autobutton would be 1.5s, not 5s, just saying (unless Bioware decided on adding an artificial cast time in addition to out-of-combat requirement).

     

    Also, for players who are intensively specialized into 1 spec and seldom switch, it can take far longer than 20s to switch even if they know the rotation of the new spec. For a player who seldom switches specs (like me on my healer), just because I have an idea of what I'm doing doesn't mean the muscle memory is there to do it in 20.

  5. To me this just says your too lazy to use 30 secs to rearange a few abilities tbh.

     

    LOL. Nice ad hominem.

     

    You further overestimate the impatience of others.

     

    A couple nights ago, I queued on my main PVE toon (a jugg) for HM GF FP, as DPS. I don't enjoy tanking (and I won't tank ops at all), but after sitting in queue for a while it became clear I would have to in order to force the damn queue to pop. So I requeued in dual role and about 10 minutes later I popped as a tank.

     

    I inform the group that I will have to respec, change my gear, and redo my bars before I take the shuttle to the FP destination. I do so but of course by the time I load in (after having informed the group I was doing this), two of them left including the healer. Which meant going BACK to DPS to do my solo stuff while I waited for ANOTHER queue pop, then going BACK to tank...oh and inevitably I forget to put the old smash back on my bars because vengeful slam replaces it for that toon's DPS spec--which tends to make the first pull a bit messier than it should be and I am duly reminded.

     

    That whole situation could have been prevented with dual spec. The impatient nubs would have been none the wiser and I would have gotten my **** done that much sooner.

     

    Dual spec isn't about laziness. It's about making it more enjoyable to play support roles (tanking or healing) in groups by taking the tedium out of switching into said roles when need be.

     

    I also have a corruption healer. It's my main toon for PVP, but I won't touch it with solo PVE. Why? Corruption is **** for solo content. It's slow as ****, and the FS nerf removed what little corruption had going for it in terms of killing OW mobs without it causing the player to fall asleep. Even before the FS nerf the OP is QQing about, I had other characters I enjoy doing OW PVE on far more. The only time I use my corruption sorc for PVE at all is when a healer leaves an operation I'm DPSing in, and I offer to switch to prevent the op from disbanding.

     

    Yes, I can see why the OP brings up dual spec as a potential solution. If my sorc could seamlessly hotswap spec from DPS to healer when out of combat, it might not feel so useless and superceded by my juggernaut for PVE content and I'd actually bother to do some PVE on it. MMOs have traditionally had the problem of the roles most in demand for group content absolutely sucking in solo content. which is a major reason why dual spec even exists in other games. While dual spec won't be enough to address support role shortages by itself, it just might result in a few more tanks/healers in queue for group content.

  6. Dual spec would solve the OP's problem without upsetting balance, and has been requested since launch. It'd allow the OP to quickly toggle between heals for group content and DPS for solo without having to deal with the hassle of changing gear and/or quickbars that presently acts as a deterrent, i.e. "don't tell me to change my spec" and such.

     

    I don't even bother doing solo PVE on my corruption sorc, because of the lack of dual spec. The nerf to FS was necessary for other specs but slightly overkill (IMO they should have left its duration alone but made the other changes) but it's really a red herring to distract from a solution to the OP's complaint--"don't force me to jump through so many hoops to change my spec for solo/group"--that would benefit everyone. Hell the OP even includes dual spec as one of the proposed solutions--"give healers access to DPS spec"--and we should be coalescing around supporting that rather than trolling for complaining about the FS nerf.

     

    If dual spec was in game OP could easily swap to something with more punch for running dailies and back to heals for group content.

  7. IMO we would still need to keep the bind timer grace period, even if we moved to an individual loot system.

     

    I played LotRO for a while, and that game had individualized loot. My guildies helped me run an instance about 1200 times to (try to) help me get a specific loot drop that had approximately a 1% drop per player chance. I had to watch the same guildies win the same item that I wanted 6 or 7 times over, and I never did win that item even though everyone else had it--the individual loot always assigned it to someone else even when I was literally the only player in the instance who wasn't already in possession of the item.

     

    Under need/greed, I would have gotten the item after about 3-400 runs, after everyone else in my guild had it. I still would have been the last to loot it, but would not have been prevented from obtaining the item entirely by redundant bound loot assignments. In this case I had a guild literally dropping everything to try to help me get an item but "individual loot" meant it was all for naught even as they won redundant copies of it. :/

     

    Eventually I gave up and quit the game. FWIW, that wasn't the only place in the game that had terribad RNG--I had similar issues trying to gain more than three legacies on my offhand. Imagine a system where mainhands and offhands have 6 mod slots instead of 3, you can put any mod into the first 3 slots, but the second set of three you must roll, with each slot a separate roll, to determine if you will be able to use purple mods or those last 3 slots will be limited to green mods only (I refer to major and minor legacies, respectively, if anyone has played the game). Needless to say I got stuck grinding through about 15 useless, 3-minor legacy (i.e. green) offhands before that--a total of 45 rolls and not ONE major legacy slot, i.e. 4th purple slot to continue my analogy--along with the situation described above, drove me from the game.

     

    I can see the (potential) merits of individual loot but it must continue to allow for the option to trade loot within the flashpoint to smooth out bad RNG when one player wins an item they don't need, and are willing to trade to another player who clearly needs it. That would probably be a bit much to expect from GF pugs, but would be useful in guild runs (isn't master looter only enabled in ops groups?).

  8. Here is a sugestion on how to get rid of RMT ( Real Money Transfer ) sellers. You start by monitoring players income, any player that suddenly gets a huge amout of credits that is not transfered from a character on their own account is buying credits from a RMT seller.

     

    Then you delete all the credits in that players account for all toons on that account including the the items purchased with the credits putting them into a negative ballance making the character nearly unplayable. After doing this enough times then the players will no longer want to deal with RMT sellers thus removing the RMT sellers and the players that buy credits from them (not to worry these people are not worth keeping in the game anyway). This has been done quite sucessfully in another game, EvE Online and it works very well.

     

    This would completely kill the Cartel Market. It's not gonna happen.

     

    Credit spammers sell in blocks of 1 million. This last week I sold Satele Shan's Tunic for 15M. OMG I'm a credit buyer! :rolleyes:

     

    Naw, what really happened was that I bought a bunch of the stronghold packs to get into the new decorations and such as it was the first Cartel Market content I'd ever been interested in, and I vaulted everything else until it became worth selling.

     

    Not every large transaction ingame is RMT. It's one thing to monitor large credit transfers, it's quite another to blanket ban anyone who is active on GTN or has a big sale of in-game items because OMG they made credits too quickly. (And yes, I'd expect Bioware can tell the difference.)

     

    And it's not like Bioware couldn't throw some QoL improvements into reporting spam our way. They just don't care.

  9. Personally for me I couldn't sit with myself if I bought the Wings of Architect and Sat on fleet like I earned them.

     

    I think this kind of thing appeals more to people who either a) have way more credits than they know what to do with, and would rather spend the credits legit than sell them to a RMT broker, b) are in a guild for social purposes but wish to engage in other activities that are beyond the guild's capabilities, or c) both.

     

    For example, I'm in a very small guild on BC. We mostly PVP, and we have fun. But I do like to do ops on the side. However, HM ops pugs simply don't happen on my server, unless they're for obsolete ops, so I've only been able to do the 55 and 60 ops on SM. I hear Harby has more HM ops, but I don't want to leave my guild on BC. Moreover, I work two jobs, so my schedule won't allow me to commit to a set raid schedule on a prog team even if I go out of guild.

     

    I probably could clear HM content if my schedule allowed it, and if my guild had the organizational capabilities and will to do so...however much I enjoy my guildies, they're more into PVP partly because the barriers to entry (esp. scheduling) are lower. I have done raid content when current before, but the last chance I really had to do that was about 1.5. Moreover, I'm big into strongholds, but I won't purchase a decoration that drops from content that I haven't cleared, so some of the really nice NiM centerpieces are out for me.

     

    So for people like me who would like to raid but can't really schedule for it, the idea of paying a progression guild to work around you/your schedule can be appealing. My guild already knows I'm saving up for some "space tourism," as I've called it, of this nature. As for the feeling of getting carried and such...well let's just say that 1) I usually get whispered upon login asking if I can come dps(! aren't we a dime a dozen?) a GF op at least once a week now,, sometimes filling the last spot in what would otherwise be some other guild's run, so at least I know I'm not a total derp, and 2) I'll have starparse open during the ops-for-hire so I can measure just how hard I'm being carried by the guild I'd be hiring.

     

    To those who don't get why people would pay for this kind of thing instead of joining a raiding guild, it basically lets you stick your foot into the water to say "I've done/experienced this" without forcing you to abandon your guild/friends in game who have other priorities.

     

    Oh, and for those of us who can't commit to set schedules, and historically have unlucky loot rolls, being able to pay someone else for giving the finger to RNGesus is an extra bonus. :D

  10. Bioware has said on numerous occasions that they believe that fastest queue pops > quality of matches.

     

    We can't filter the queue because doing so would increase queue times. When Bioware foisted arenas on us, they even said they weren't going to split the queue between arena/wz because they wanted more queue pops and splitting the queue would divide the population and make it take too long to form matches. (Editorial: They also wanted to shove arenas down our throats; this is also why they removed 8v8 ranked.)

     

    This is also why we can't have nice things like hidden MMR in regs--it'd be nice to make the bads play in their own bracket, but it might lengthen queue times. :rolleyes:

  11. I would like to bookmark this thread for future reference.

     

    As I must perform a server transfer, I intend to perform some bulk purchases when I have sufficient credits for my space tourist vacation. (I also intend to transfer back, so "space tourist vacation" won't be far from the truth and I'll probably plan it as such.)

     

    I'll have some bulk business for ya, probably about a month or so out. I intend to come with more than 100M :D

  12. There is none.

     

    /thread.

     

    None of your points cover the fact that credit spammers don't hurt anyone and that blocking them is sufficient to the amount present.

     

    The ignore lists of all my main toons are full, with 95% of the ignored being credit spammers.

     

    It used to be that when I placed an actual player on ignore, I knew why even a month or two later. Now, the trolls I ignore blend right in with the spammers. Pruning my ignore lists risks unignoring players who should be on there and exposing me to their trolling/loot ninjaing/other shenanigans that caused me to ignore them in the first place. That also means I can ignore fewer trolls because the spammers take up so much real estate on my ignore list. And that means I must spend time managing ignore lists instead of playing the game.

     

    When I'm looking for an ops group, the credit spammers scroll off information in general chat that might be relevant to my interests. Reporting them doesn't remove the spam that's already there.

     

    After reporting them, I have to deal with a gameplay-interrupting popup. If I'm in combat, it'll probably cause me to miss a GCD. If I'm in a PVP match or in an ops, that can be really bad.

     

    In short, credit spammers are a detriment to the QoL of this game and they do harm players. Granted Bioware could do more to ameliorate this harm by improving various aspects of the spam reporting tools. Some players might be more annoyed than others, but ultimately we all log into this game to play it, not get spammed.

  13. Hey Papazmurf,

     

    This is a great question. One of the things that we will often deal with is credit sellers. As you referenced, we took down a very large ring that was using a very specific method of credit farming and selling. As part of the "on-going battle" between us and the credit sellers, they will constantly change their tactics to avoid our detection and action.

     

    We are aware of the issues going on right now and the new methods they are using to contact folks. I can't go into specifics as I don't want to tip our hand on anything, but we are working on stopping this as we speak. We know that the spam can be frustrating. We thank all of you for your patience as we work through it and for your continued reports to help us get them.

     

    -eric

     

    How about some long-awaited quality of life improvements to spam reporting, Eric?

  14. That is all well and good, but let me throw something out there for you - EVE Online requires not only an email account upon registration, but email verification before allowing you to log in. SWTOR, on the other hand, requires nothing of the kind, which is the basis of this thread. When coupled with these initial verification steps, yes, the report and ignore features can be very powerful, after they have taken the time to create those email accounts and verify them.

     

    The whole idea is to make them waste enough time that it isn't worth their time to continue.

     

    You can have all of the recaptchas in the world; gold farmers will simply pay someone a buck an hour to register 40 F2P accounts in an hour (assuming it takes 90 seconds to spoof an email and answer a captcha). Making registration more difficult, by itself, won't fix the problem.

     

    We need more effective ways of dealing with the spammers who come through as well. EVE's verification requirements and its player-based anti-spam tools form a very powerful synergy; yet before they implemented the player-based anti-spam tools, RMT spam was a problem there as well. Really, the problem should be attacked from both ends, making it as difficult as possible for bots to mass-register, and making spam reporting as painless (and, to some extent--i.e. immediate client-side removal of spam--rewarding) as possible to catch what does slip through.

     

    Spamming is pointless in EVE precisely because, even if you make it through initial registration, hundreds of people will ignore/report you within a few seconds if there are enough players in local, because reporting spam is so unobtrusive to the gameplay experience. Here, reporting spam is quite invasive to gameplay, so spammers have more room to thrive as fewer people will bother to report hem.

     

    (I started playing EVE about two months before they patched in their present tools.)

  15. Spammers are a problem because Bioware (or perhaps more accurately EA) won't invest in a QOL patch to streamline the tools that we the community do have to deal with spammers, let alone give us more effective tools. Some of this is really basic stuff.

     

    "Report spam and ignore"--one click. Literally the simplest thing they could do.

     

    Allow for a toon to be ignored across an entire legacy. I recognize there are privacy issues involved in being able to ignore someone else's entire account including all their alts, but being able to ignore a single toon across all of your characters is no privacy violation at all. It simply automates the act of writing down the spammer's name and logging in all of your toons and ignoring from what you wrote down. No functional privacy issue, huge QoL buff. No more logging into an alt and thinking, "sigh, I ignored that same spammer five minutes ago on my main and ten minutes ago on my slicer alt..."

     

    Allow us to set notes for our ignore list like we can our friends list. That way we can easily differentiate people we ignore for antisocial conduct (loot ninjas, trolling, harrassment, etc.) from the gold spammers--the latter are so numerous we're likely to not enter separate notes for them. That makes it easier to purge ignore lists when they fill up because we don't have to worry about accidentally unignoring someone we ignored for something far more serious than spamming.

     

    Similarly (though this might be slightly more difficult), add a button to purge ignore lists of accounts that no longer exist.

     

    And lastly, my dream, the Holy Grail of spam reporting. Reporting someone for spam goes back through your chat window(s) and removes any messages sent by that reported spammer from your client. We'd actually be able to see fleet chat again.

     

    I remember the day that EVE Online implemented only the first and the last suggestion above, together with a single patch. Players basically declared war on the spammers and mass reported them--because by doing so they could immediately cleanse the spam from their own clients even if it took CCP staff hours or days to act upon all the reports. Spam fell by orders of magnitude until I could play the game for months on end without ever seeing a credit spammer. Yes, RMTing did endure, but buyers had to go through unofficial channels to find their currency suppliers. Spammers could never advertise in game without literally everyone in the local chat where they were spamming mass-ignoring and reporting them almost instantly (clicking "Report ISK spammer" took maybe a quarter-second in that game and completely removed the problem for the reporter). Regular players scarcely had to suffer at all, and it got to the point where new players didn't even know what "Report ISK spammer" actually did. :D

     

    And this is before we even get to setting up content-based spam filters, you know the kind that spammers love to change a single character or add a single space to work around, or allowing players to do the same.

     

    I hate to say it but Bioware can do much more to improve anti-spam QoL. They (and/or their EA overlords) just don't care.

  16. You can already disable Gen chat. Not sure about whispers though.

     

    But this is MMO so it's a bit weird thing to do.

     

    I don't mean disabling Gen chat. Gen chat is useful for other MMO activities.

     

    I mean giving us the ability to create custom filters to deal with the gold spammers, without having to sacrifice the availability of LFG ops, occasional interesting discussions, trade and queue pop status (i.e. for ranked PVP) that some people post in general instead of their respective channels, other legitimate MMO stuff, and so on.

     

    I can tell my e-mail that I don't want to receive messages with "Instant Delivery" or "1000'K" in the title, for example, without having to completely shut out my e-mail from the outside world.

     

    If Bioware cannot or will not act to clean up the spam in a timely manner, they should give us the tools to do that ourselves (I do NOT mean the ability to mete out punishment as that is very clearly their purview, I mean the ability to filter and remove their spam from our clients so we can play the game without being interrupted by their bantha dung).

  17. There's already script monitoring everything typed to chat. Problem is that spam bots adapt to changes made to script too fast.

     

    Then it might be time for Bioware to add a new pane in preferences to let us set our own chat filters, like we can filter our emails?

     

    The credit spammers might think they can outsmart Bioware's nonexistent filters, but outsmarting the filters of each individual player is quite another matter.

  18. I disagree if by 'again' you mean that before the incident they were communicating...

     

    They weren't communicating well enough. On that I agree. But there was certainly more communication before the incident than there is now. They were actively soliciting feedback on proposed changes, and some of those changes (like...the complete destruction of certain healing classes) were reverted based upon said feedback.

     

    Now that is not to say they were responsive to the entire community, as their responsiveness has been...uneven at best. But they were certainly more responsive (and slowly improving) before the incident than they are or are likely to be now.

     

    ...or that the community wasn't toxic. It has been toxic for a long time now and a big part of the blame lies on BW for allowing that kind of behavior as well as those bad community members who jump on the bandwagon to be 'cool' or 'internet tuff'. I'm not just talking about the extreme of death threats etc but just not following their own polices of letting community members fight in threads or posting useless rude comments to eachother. BW's been asleep on that job as far as I can remember.

     

    That was the point I was trying to make. The community was toxic. The community management was so lax in moderation that it allowed the toxicity to brew. Not a good combination. I believe that Bioware should be moderating the community far more heavily right now; yet the community team (and I refer specifically to the ones who get paid for this sort of thing, not the devs who have a different job description) is nowhere to be seen.

     

    If Bioware won't moderate the community to a more civil standard, there is no hope that the present situation will ever be resolved. The terms of service, by prohibiting naming and shaming, pretty much preclude community self-policing.

  19. There were some dev posts a while back about how difficult the starships are to modify without breaking them or something else. The people who programmed them didn't expect them to be modded at all, and when the game flopped shortly after launch, those devs were laid off or fired. So in order for the currently employed devs to make starships more customizable, they'd have to find and clean out some SERIOUS code bunnies.

     

    I suspect that was one of the reasons why Bioware gave us player housing (strongholds) after resisting it for years. It was probably literally easier to program strongholds from the ground up than it would have been to add that customization to our starships.

  20. Someone missed my point.

     

    I've been astounded at the lax moderation in this game for some time. If trolls know they can get away with ****, they'll push it further, and eventually to the point of doxxing/IRL threats/other malicious acts that fall under criminal jurisdiction.

     

    Eric made that post, people whined about having communication cut off even after people pointed out that EA has a legal duty to protect their employees. And yes, withdrawing engagement from the community that bites your hand off is a reasonable method of doing that, at least in the short term when everyone is still in shock over it and the criminals haven't been prosecuted yet.

     

    That thread with all the whining would have been a perfect opportunity for some moderation to clean some of the toxic trolls out, with a long-term aim of making the community more civil. We might even get some of that communication restored that way, once the trolls are removed and the rules enforced enough that the trolling cannot reach that point in the future. I was simply noting my disappointment that such moderation seemingly never occurred, thereby sending the wrong message of permissiveness to those types of trolls.

     

    It really does seem the Community Manager has no long or even medium term plan to manage the community. :(

     

    EDIT: I say this as one who has a history of engaging the devs with constructive criticism re sorc healing in the aftermath of H2F. When 3.0 released, I saw many, many reflections of my suggestions and feedback in the changes to corruption. So for the devs to feel compelled to withdraw like this is especially painful for me, because it means that I won't be able to offer that kind of constructive feedback and actually have it considered in the future.

  21. Pretty much this.

    There are privacy issues involved in letting you ignore an entire Legacy.

    Letting you ignore one character on YOUR Legacy is fine.

     

    I'd like to see the friends list work the same way so that I can add one character to the friends list of all of MY characters.

    That's nothing but an extension of the way it works now.

     

    People don't seem to realize that the concept of a blind ignore would work around this.

     

    Say you were to click a hypothetical Ignore Legacy. You can't see who you're ignoring, except the toon originally ignored. The game does not show you the other toons on that same legacy, only the one you specifically clicked to ignore. But the entire legacy is ignored nonetheless (and only takes up 1 spot against the ignore limit).

     

    This would work not only against spammers, but against loot ninjas as well (if you ignored one loot ninja so GF didn't match him with you, you probably don't want to run across the ninja's alts as well...doesn't mean the game would have to tell you who the alts are if you could ignore the ninja's entire legacy).

     

    OFC then you'd also need Unignore Legacy, but meh.

  22. inb4 guarded w/ crossheals

     

    (I despise Sorc/sage healers because of their skill-optional status, but situations like this don't happen with geared players. 3 mediocre DPS in 162s will put a healer down solo.)

     

    Also consider that sage/sorc heals weren't always like this.

     

    Those of us who stuck through corruption healing through the dark days of h2f, l2p, make them pay and got good at it while the class was at its weakest look like gods now that the class was actually given access to the mobility and CC needed to play defensively/make them pay.

     

    There are some situations, with some utility setups, that are worth standing your ground instead of running for a time (probably up to about a minute assuming the sorc's CCs are properly rotated). These mostly come up in objective play, and the sorc might have been trying to hold you 3 dps in one spot for as long as he could while the ball went the other direction. The really good sorcs know when to run...and when not to, because few know what to do with a sorc who stands his ground and doesn't melt.

     

    I suspect the sorc you were going against probably had the 30% damage reduction while stunned utility in the heroic tier, as that in combination with some CC options makes a blind, uncoordinated, stun-n-gun that much more difficult.

     

    The skill level of some sorc healers (I'm talking about the ones who stuck it out through the worst, mostly, not the FOTMs) might be higher than some DPSers are comfortable with. 3.0 raised the skill ceiling of what the best sorc healers can do at least to the point of where operative healers were in their glory days, when they were the only viable PVP healer.

  23. I have resisted, for the longest, and have not posted to this thread, since freakin' forever ago.... But why in helletron are people still talking about this? The new topic to hate on is Ziost! Get with the program, people!

     

    The slot machine is....forever.

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