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Cainhawk

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Everything posted by Cainhawk

  1. For myself I usually play enough games where I complete the daily regardless of whatever it requires but its frusterating to be on a team that gives up if its vs a premade or down by a good amount of points and thats where the people who are actually pvping not for valor or dailys or gear but for fun lose out. There will always be a few people now and then that dont try but by rewarding participation in the game and not just for queing for a game it might help.
  2. I think the change would have been more successful using something like medals by taking the average players medals gained and multiplying it by however many games would fit the reward. By doing this it achieves the same goal but requires at least some effort by the player. Using 10 medals as an example and 60 medals as the goal a better player could possibly achieve the daily in 3-4 games (win or lose), average player 6 games and a slacker or newer player 10 games. You also need to finish the game to recieve credit for the medals so leaving games early would not benifit you while sticking out an already started game still would. I cant think of any way this wouldnt be a superior method. Send on a cell phone sorry about any errors.
  3. Things like this make a game more personal, I don't need a new pet or speeder or special anything for star wars day I prob wouldn't even use whatever they gave out. The cheaper purchase price sounds like what a 65 year old business man considers cool, to celebrate we can all buy more of your product? give me a break. The rakghoul plague outbreak is a great example, who needed a green light saber? No one its the same as any other lightsaber but I know that my server was a lot more lively when it was going on. I think even a codex entry for logging in would have been good enough, how much effort would that really take?
  4. Nothing special for star wars day in game? LAME! Well May the 4th be with you all!
  5. I can't recall any problems in pvp outside of having dots on your character but while leveling I did notice sometimes if my crew member was not put on passive before vanishing mobs would sometimes still maintain agro on them keeping me in combat even with the crew member vanishing with me.
  6. It also wouldn't be 9% extra dmg to your attacks it would be -9% of the dmg mitigated by that targets armor (not much on low armor targets), you really can't say without a way to test it which is better but force attacks not being effected by armor, an extra chain shocks dmg vs a small amount of dmg increase per attack would likely not be a huge difference especially in pvp where you might be fighting a low armor target one min and a higher armor target the next. I would assume ops bosses would have high armor where %9 of their mitigation from armor might give you more of an advantage exp when using relics and adrenals since you wont be relying on procs for the extra dmg. Also no auto attacks would play a part in armor pens importance.
  7. Thrash procs energize so unless your not taking that talent for some reason you should thrash
  8. I for the most part only used khem partly because he was my best geared member an I found having talos out was safer but alot slower for me. Any elite mobs with khem (turn his aoe off) cc one and just trade taunts using your defensive cds when you are tanking stuns when he is, just watch his taunt cd or use it manually. Anything harder than that you have your 20min cd or vs extremely hard mobs turn off his taunt and either kite them with slow, ranged moves and taunt and let your crew slowly kill them or if not slowable/ranged just use the same method only los them around anything close by. I didn't find many things that I couldn't kill doing this. Also if the enemy has high burst los kiting while talos heals you back up can also work really well.
  9. You can also get 6 sec of increased regen from dark embrace (force cloak), so basically 2 cds to get you back to full energy if you were starting to struggle. I've never had a problem, its also nice to have those extra regen effects to ensure you have extra energy to blow when popping relics and adrenals.
  10. Im not using madness atm but when I did the force master champion head an gloves have crit /surge instead of alclarity which is nice till you can swap the mods or keep as is
  11. I made a post in the suggestion forums about a week ago about limiting movements like that when holding the huttball, same with warriors being able to jump to the endlessly spawning people at the goal line. If they did change this in all fairness it should prob include sprints as well. Look up 6 cap speed runs in huttball on youtube. It really just makes the warzone so it can never become competitive since it can be done so easily the better comp will always win and not the better players. If they do make rated wz play it would almost have to be changed even if for only rated play.
  12. http://www.youtube.com/watch?v=wA2DiSIfFR8 feels like almost every game im in. The only way i can see this being fair is that both teams technically could do it but then why even play at all it might as well be pong.
  13. I was thinking something like keeping the weekly 150 kills/boxes and rotating the daily randomly between ilum and the tattooine arena and make box spawns in the place where the daily is. Im sure there's prob a future plan for that area but right now its completely unused and the size of it would put everyone in one spot to battle it out. The only thing that wouldn't work is the fact that there's same faction pvp in that zone and if it stayed that way people would most defiantly trade kills with their friends. I was also thinking something like the faction that controls ilum could have additional boxes spawn infront of the enemy base. So say imperial runs ilum which is most likely due to imbalance the boxes for imperial pickup only would spawn in front of the republic base. The reasoning although it seems unfair would be it puts people in a position to be ganked infront of the enemy base since they could spawn there and also if you have 25 imperials vs 7-8 republic it gets those imperials their daily finished and likely leaving g the zone or spread between 2 areas hopefully eavening the numbers out a little.
  14. Yes I did consider the fact that the ball can be thrown but it is alot harder to make a pass, 1 its slow you can throw the ball and almost out run it and it also has to land on a team mate who is likely moving or getting cc'd pulled knocked away or slowed and you can not throw the ball when stunned, and a bad pass can be intercepted so it is alot more difficult to make a pass than be pulled or jump to a specific location.
  15. I like to think of myself as a team player im currently playing a tank class at 50 and leveling a healing class if anything I want the games to be more reliant on that type of play as id take a 2-1 or 1-1 ending game that was close the whole time over a 6-0 4min game any day. Also I wouldn't even consider it a nerf as it would really only need to effect the person holding the ball.
  16. Im not sure is the last post was in agreement as this would make tank and healing specs even less useful, there is no need to heal or guard when the ball carrier flys from the ball spawn to the goal line with out being hit. I do agree that its annoying being knocked back off bridges and cliffs all the time, aoe knockback is just a really bad mechanic especially when mixed with bridges it really should just be changed to single target or a short duration aoe slow mixed with a sprint if its for caster survivability (just off the top of my head) but that's a whole different story. Have you ever been in a game where your stomping the other team in fights but still lose because they can cap with little resistance? It just doesn't seem right.
  17. The way things currently are with very little coordination and the right classe it takes a few secs to score, making it nearly impossible to solo win vs even small groups. Moves like extrication, force charge, intercede all can move the ball large distances for chain caps. Id like to suggest a debuff that would be gained when you hold the huttball, something like the weight of the ball limits you from using types of abilities like this. Being fair even moves like sprinting can net extremely fast scores by sprinting to the lower area and throwing to your team waiting by the goal. I wouldn't see any issue with this if the map was larger but that obviously can't change. It should be about protecting or attacking and ccing the ball carriers not 2 people chaining a super leap to the endzone. I'm sure this wouldn't be a popular change but it can never really be competitive when gimmicky wins can be achieved by any one regardless of gear or skill who wants to play cheap.
  18. Its really not that big of a deal. I've been Biochem since day one because it was clearly the most useful choice seeing as crafted gear in any game will never be better than the highest tier gear except maybe the first few months of an expansion and pvp being the only gear I personally would care about. Its likely that the rakata will end up equal to exotech but reusable as 8 of a stat is so trivial to make it an issue with people. Adrenal being reusable is alot bigger of an advantage as it costs alot more to use those every cd than a few stim buffs for a raid. Rakata implants would be nice if they were trying to balance all professions although i still feel lucky to have my free 24/7 (extra relic) adrenal buffs, and medpacs. If they don't add any other perk it really makes the only advantage to the profession saving yourself credits where you could just take another profitable profession, get its perks and use the money you make on stims and adrenals. Its overall just poorly planned im not sure how no one caught it would be overpowered as it is large amounts of permanent extra stats, it might have well just been this games first aid and added another profession in its place. I will likely stick with Biochem since it does what I want, gives me extra stats in warzones at no cost or effort on my part. Its really more of a fix than a nerf it just needs to be a balanced fix and not make the skill useless.
  19. Its sad that people need others to tell them something is popular so they can decide if they like it or not. I personally like the game alot as does everyone else that i play with, its not perfect and never will be, it will always be improving as any ongoing game does. If you don't like the game why not just quit and not waste any more of your time. If you do like it and have issues use your brain to make an educated suggestion on how you would like it to be fixed, think about how your suggestion would change the game in a positive and negative way, most peoples suggestions never go any where because they arnt very well thought out. Being really stoned at 3am saying lighting need more dmg stealth broken isn't gonna change anything Tldr : I play because I like the game not because 13million people do you should quit for the same reason
  20. Its true you must complete the flashpoint to get credit for the light/dark side points. Id assume its the same if you pick the wrong choice during a conversation as well where you can just hit esc and restart the conversation if you dont fully complete it.
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