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HomelessJoe

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  1. yeah, might as well charge for anything we can beyond the monthly fee....
  2. I didn't, really, since I qualified it with "as long as things haven't changed", which they have. I guess since I'm in CO atm, I end up with the same ping for east and west coasts. Alas, I guess there is no hope for the RP servers
  3. Anyone else not get this? Because if he is saying that the RP-PvP and RP-PvE servers are not real RP servers because they also mention PvP and PvE in their titles, I'd like to know what a real RP server would be. Would it be a server where there was open world pvp or not? Would we all be required to only RP and not do pve or pvp? Cuz those designations just denote whether or not there is open world pvp or not, and I'm not sure how that makes them somehow less RPish.
  4. I'm beginning to suspect that they are limiting transfers to between server type and region because they might not be able to make em work otherwise atm. Personally, I don't see much difference at all between, at least, the pvp and pve servers and their rp cousins. It's the same damn sandbox with a different sign. What is the point of segregating the two? I could see that it might allow for more like minded individuals to congregate, but isn't it more important to have people to play with? not like we rp in warzones (or hardly anywhere else for that matter, with a few exceptions). Not like we can't rp in any of the other servers, they are both the same game structure, afterall. The whole timezone thing is ridiculous. People play at all different times regardless of the timezone, by merging two timezones, we can only hope to have a more consistent population level. And the people talking about ping, as long as things haven't changed (and i don't think they have since i just logged into a west coast and an east coast to check) the servers are all in the same place this means that you will have the same ping, no matter what server you choose, east or west coast. I guess they want to stagger things, but how hard is it to say we are offering free transfers (ideally from any server) to these 5 or w/e servers. You might have to wait a couple days depending on queue volume, if you want to transfer somewhere else, then you need to pay a small fee. population problem solved, getting all your toons one server solved, getting to play with your friends and family who are currently scattered on different servers solved. They could at least give us a heads up on what servers are going to be able to transfer where at the end of the process, even if they are staggering it, so we can plan ahead. Seriously, seeing how they handled this makes me wonder *** is going on over there and why does my fiancee insist on playing this poorly managed, developed, and still buggy game (some bugs are still here from beta...)
  5. because pvp is lame? seriously though, i've wondered the same thing, basically, as it stood before the patch, the weekly was kind of like a bonus for doing 3 dailies. So, buy three get one free? max of once per week? Now it is a bit different since you have to win compared to just playing for the daily, but yeah, having the weekly reward the same as the daily seems odd.
  6. I may just be obtuse, but I'm having trouble understanding your point. Are you saying that any increase in, say, power over crit, is always good because crit and power are equally beneficial (because, honestly, that seems like nonsense)? Or are you saying that I can buy more gear and switch out mods (if that's the case, while it might suck, I guess some people might want power over crit...I'm just trying to find out why so I can decide for myself which is better)?
  7. I could see how people would be ok with -44 crit rating, but medics are losing about 193, not 44. I could see where a 20% crit rate might not mean much, (wet noodle 8 v 2 hammer) but I'm approaching 50% with buffs and that's more like wet noodle, hammer, wet noodle, hammer. I think one of the problems is that people are approaching this in different ways. The first looks at charts, sustained healing, healing overall, healing done per wz. In this case, it would probably make sense to stack power past a certain point. The second way to look at it, and the way I look at it, is maximizing each individual heal as much as possible. In pvp situations, you don't always know how many heals you will be getting off, especially if you get FF. In that case, it seems like you should make the heals you do get off as good as possible. By stacking crit over power, you have a better chance of criting and thereby healing for more on that individual heal.
  8. Why should the rarity on gear matter? And why, in pvp situations where you need to burst heal, and criting is the most effective and efficient form of healing, are we trading power for crit? It could be that past a certain point, statistically, you will end up healing more overall if you go for power rather than crit (say after 450 crit rating) but that does mean that you will be criting less often, and when it is a matter of life and death, saying that you healed more overall but wasn't able to keep someone up because you didn't crit when you needed to doesn't seem to right.
  9. Thanks Easpeak, but I was looking for a bit more of a discussion concerning why we would want to trade 193 crit rating for 221 power.
  10. I did a quick search of the forums and didn't see a discussion about this. This may be the case with other AC / specs, but I found the stats on the Commando medic gear to be almost nonsensical for pvp. First, we lose aim upgrading from bm to wh. We get a primary stat loss when "upgrading". Second, we lose large amounts of crit in exchange from power. I don't recal the exact amount of lose, but when I looked at the items I didn't have (I had the chest and I think gloves at the time) I would take an overall ~205 crit rating lose switching all my bm gear for wh gear. I would gain some power, but I didn't figure exactly how much. The problem with losing crit in exchange for power is that crit should be your primary stat for pvp. Power definitely increase your base healing power, and is great for sustained healing, like pve. But in situations where you are getting FF and really should not be getting off sustained healing, you want to hit for as hard as you can as fast as you can, i.e., you want to crit as often as possible. So while in game I compared the BM to WH pieces. Focusing on Crit, Aim, Power, and Alacrity, I found that you lose 193 Crit, 24 Aim while gaining 221 Power and 65 Alacrity I'm I the only one who sees a problem with losing crit and aim on "upgrade" pieces? Power, Hp, and expertise are all nice, expertise especially for doing dmg, but what I really need to heal is aim and crit. I can see a marginal upgrade from BM, but this is a reversal of stat priority on gear, any ideas why? tl;dr why do we lose aim and crit, when "upgrading" to WH from BM?
  11. how do you get the same amount of crit? with 6 reflex augments you get a net gain of 84 aim. Is that enough to make up for the loss of 193 crit rating? it's not right? The minimal upgrades on some stats is nice, my problem is trying to understand why we lose so much crit in exchange for power when crit should have priority over power for pvp. Hell, doesn't power have diminishing returns on it as well? so stacking straight power past a certain point doesn't even make sense. And, I'll have to double check, but there is not crit relic either, is there? Why the hell are we losing aim (forcing people to get augmented gear to compensate) and crit when upgrading even though they are our main stats for pvp? *** are people thinking? It's like they didn't think medics were nerfed enough, let's have them lose essential stats if they upgrade to the new armor....
  12. you said this includes the implants and ear piece, does it include main hand and off hand weapons as well? i think you lose crit on both of those. in any case, I'm curious what everyone thinks about the exchange of crit for power on pvp gear So while in game I compared the BM to WH pieces. Focusing on Crit, Aim, Power, and Alacrity, I found that you lose 193 Crit, 24 Aim while gaining 221 Power and 65 Alacrity I'm I the only one who sees a problem with losing crit and aim on "upgrade" pieces? Power, Hp, and expertise are all nice, expertise especially for doing dmg, but what I really need to heal is aim and crit. I can see a marginal upgrade from BM, but this is a reversal of stat priority on gear, any ideas why?
  13. I'm going to try the saving the BM mods, but even if that works, I don't think it will leave me with any sort of upgrade afterwards, and it wont work for sure with implants and earpieces. The augment slots do help, but I don't think they will overcome the loss of crit rating and I'm kind of curious what other people think about it and why they would design the set like this.
  14. yeah, marginal improvement seems to have been the norm, but now we get a reversal in stats that, imo, isn't for the better
  15. I did a quick search of the forums and didn't see a discussion about this. This may be the case with other AC / specs, but I found the stats on the Commando medic gear to be almost nonsensical for pvp. First, we lose aim upgrading from bm to wh. We get a primary stat loss when "upgrading". Second, we lose large amounts of crit in exchange from power. I don't recal the exact amount of lose, but when I looked at the items I didn't have (I had the chest and I think gloves at the time) I would take an overall ~205 crit rating lose switching all my bm gear for wh gear. I would gain some power, but I didn't figure exactly how much. The problem with losing crit in exchange for power is that crit should be your primary stat for pvp. Power definitely increase your base healing power, and is great for sustained healing, like pve. But in situations where you are getting FF and really should not be getting off sustained healing, you want to hit for as hard as you can as fast as you can, i.e., you want to crit as often as possible. This leads into the third problem, loss of alacrity. Third, I'm not entirely sure (please let me know if this is not the case) but it seems like we lose alacrity going from bm to wh. I know a lot of people don't really like alacrity (decreases ammo regeneration when spamming heals), but I found when used correctly (in conjunction with HS to mitigate the decreased rates of ammo regeneration) alacrity is a key stat for pvp. Basically, as I mentioned before, in intense situations you want to get off as many heals as fast as you can, that is, you want to crit and be able to cast before you get interrupted. By having a lot of alacrity, you may not regenerate ammo as quickly, but this is because you are healing more often. The way I see it, getting a heal off is better than not. So, why do we lose aim, crit, and (probably) alacrity when "upgrading" to WH from BM?
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