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SnakeAes

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Everything posted by SnakeAes

  1. It's still unbalanced if they don't register at the same time. Here's an example. Let's say, for the sake of argument, each turret ticks once every 10 seconds, so the server doesn't register damage if it's not capped at that point. Let's assume further, that the West Turret does its first check sooner than the East Turret does. 4 seconds into the game, West Turret does its check. Not capped, no damage. 6 seconds into the game, Republic captures West Turret. 8 seconds into the game, Empire captures East Turret. 10 seconds into the game, East Turret does its check. Capped by Empire. 600 - 595. 14 seconds. West Turret checks. Capped by Republic, 595 - 595. 20 seconds, Empire. 595 - 590. Again, just for the sake of argument, to show you that this is unbiased, let's assume NOBODY ever captures Mid Turret. That would mean that Empire is consistently ahead when dealing damage, meaning at the end of the game, Empire wins. But Republic capped first. Obviously this is a much more minor discrepancy than what we are currently looking at, but if it's true that each turret checks on a different timer, then scenarios like the one described above are possible, and if that's possible it's still unfair. As far as I see it there are only TWO potential fixes for this: - Every turret checks itself at the same time, on the same timer. OR - Every turret keeps its own individual timer, but will always begin firing at a set amount of time after it has been capped. This interval would be the same for every turret.
  2. The DELAY is one thing. I agree it should hit people out of stealth. Once it's cast, it should hit. Period. That DOES need to be fixed. The Voidstar glitch? That needed to be fixed. The Alderaan unbalance regarding turrets needs to be investigated and if it is a glitch, it needs to be fixed. But arguing about how long it takes to hit is what I feel is pointless. As long as the ability is GOING to hit if I cast it, I don't think it matters. If anything, people looking for a fix should ask for Shock to be slowed down and arc to the target, not Project sped up.
  3. I thought it just changed so that it doesn't tick twice per heal. That's what the patch notes say, anyway.
  4. Whether or not something is instant doesn't make it an advantage. Find a tactical use for the delay and use another skill if you want instant damage / interrupt. If you're a Consular you have at least three or four skills capable of doing this. Complaining about something that isn't broken just sets a precedent for bad fixes. If BioWare fixes this, then the community really can get away with anything.
  5. What issue with Project? It's working as intended.
  6. Is it possible to target your target's target? That would help at least a little bit.
  7. Wow, this is ridiculous. I'm a Republic player, and if I ever see this I'm reporting it.
  8. I have been in your exact shoes as a healing Sage. Yes it gets better. Make sure you spec into Conveyance, which grants you the buff whenever you cast Rejuvenate (the instant-cast Heal over Time). Use that along with Healing Trance (which is further up the tree, might have to wait a few levels) and Deliverance. Use Force Armor on yourself if you foresee a fight coming, and pop Rejuvenate (which, with a talent should also give you 10% armor). Virtually everyone will try to focus you down quick rather than wait for your armor to expire, which allows them to waste their cooldowns and do little to no damage to you. As you get further up the Seer talent tree you also get Resplendence, which allows you to get a free Noble Sacrifice when your Healing Trance crits. Use it for free Force regeneration. Even further up you get Salvation, which is a 1.5s cast, AoE heal that, as others have said, basically makes you unkillable one-on-one. It drops a big heal when it starts and continues to heal you over time for 10 secs, during which time you can do other things like continue healing yourself or use Force Armor, etc. --- Don't get me wrong. To stay alive and do your job well, you will need to work hard. Yes, you need to learn to LOS people - when you see blaster fire, put an object between you and the bullets. If a ranged attacker is trying to stay at range, annoy them by dancing back and forth from behind a pillar or a wall. Pop out while they are in long casts and use Project or Weaken Mind, then pop back behind your pillar as their attack is about to fire so that nothing happens to you, but they take damage. Players will call you names. They will say that you're lame, tell you to learn how to play. The thing is, you are playing much smarter than they are. You are actually utilizing a crucial game mechanic. Being a Sage healer, and doing your job well in PvP, is much harder than most people assume. We have a lot of tools, but often not enough time to use them all. It's challenging, but also very rewarding.
  9. I know how Resolve works, but even on Resolve 0 targets (like if I'm one-on-one and my opponent doesn't interrupt my cast of Force Lift), I feel like it hasn't worked. Regardless, I'll test Force Lift again later on today when I have a chance to play. Any input on the other two skills?
  10. Does it? I have tried and tried and I swear it feels like every time I use it, nothing happens. Eventually I stopped trying because the time it takes to cast is better allocated to doing other things, lol. Maybe too much damage was being done to my opponents in that time so it automatically broke the Force Lift.
  11. As far as I know, neither of the three abilities mentioned above work properly in PvP. I have a feeling that BioWare will say this is working as intended, but I'm not sure it's necessary to remove these skills from PvP altogether. If added, they could add an extra layer of complexity to Sage (and Consular) play without unbalancing anything. If any of these skills actually is usable in PvP, please let me know. I have tried to no end to use these against other players to no avail. In PvP, the abilities could do the following things: Force Lift: PvP Effect: Lift and Mezz the target for ~8 secs. The mezz will be broken by damage taken. Why it's useful: Gives Sages and Consulars another utility to assist teams, particularly in capping objectives in Warzones. Why it's balanced: Force Lift already has a very long cast time, so anyone who didn't see this coming or didn't interrupt it deserves whatever happens when they get hit by it. Additionally, the mez effect will be broken by damage, so anyone who so much as taps the Lifted player will break the stun anyway. Tumult: PvP Effect: In PvE, Tumult does more damage to normal NPCs than it does to Strong NPCs. In PvP it would treat other players as Strong NPCs to do a moderate amount of damage. Why it's useful: Gives Consulars a melee attack that is actually capable of doing some damage. Why it's balanced: In order to use this ability, the Consular has to do three things. They have to get in melee range (which is dangerous), they have to stun the target or find a currently stunned target (which would require using Force Stun and blowing its cooldown), and they have to use this ability which itself has a pretty hefty cooldown. Cloud Mind: PvP Effect: In PvE, this lowers the amount of threat and can cause the affected mob to target another player. In PvP, it would cause the affected enemy to untarget the Sage. No effect if the enemy is not currently targeting the sage who casts Cloud Mind. Increases Resolve by ~30 for affected player regardless if it causes an untarget. Why it's useful: Gives Sages a method of buying a little time (even just a little bit) to give them a bit of breathing room. Yes, they can re-target you, but in the middle of a heavy battle they might target someone else, or in the time it takes for them to re-target you, maybe you can fire off a heal, a CC, or Force Speed that could save your life. Why it's balanced: Currently (as far as I'm aware at least), there is no way to see your target's target. You have no confirmation that your targeted enemy is actually targeting you unless you see them attacking. Affected targets can just as easily re-target the Sage via tab-targeting or clicking if it happens as it causes no stun effect. Additionally, it will increase the target's Resolve so that it cannot be overused. --- Comments / feedback more than welcome.
  12. I'm pretty sure what happened is that the story is supposed to go a particular way, and there is no filler for the rest of the story if you deviate from it. I haven't hit this problem yet because I'm going 100% Light, but I know other people who have, and yeah, it sucks. Lack of attention to detail on BioWare's part I think.
  13. Yeah, I noticed that about the female Consular as well. Fortunately, she does a pretty solid Imperial (British) English accent in the storyline when impersonating a Sith (because I guess all Imperials talk the same way?), so I forgive the voice actress.
  14. I oppose the dungeon finder system unless it's restricted to your server only. The nice thing about having no interaction with other servers is that people's reputation on their own server actually means something. With a dungeon finder there is nothing to reasonably prevent a person from being obnoxious, needing on things they don't actually need, and then quitting after. The likelihood you'd see that person again in a cross-server LFG is pretty slim. However, in a server you can actually spread the word (good or bad). Maybe someone is an amazing tank or an incredible healer. They deserve the recognition for their effort. Or, on the other end of the spectrum, maybe someone is a troll who won't listen to instructions, rolls Need on everything, and flames people. Other players deserve to know, so that they can avoid this player. The argument that people don't want to wait around staring at a wall in the Fleet while waiting for people to respond is just ridiculous. It's as if those people can't tolerate doing something while waiting for something else. Run Crew Skills, warzones, or actually help people in chat who have questions. Here's the thing -- yes, it always starts slow. But if you're a respectful, honest player who makes running dungeons a fun experience for other players, eventually they WILL start to remember you. Add people to your friends lists. Contact them. Gradually, you'll find that manual dungeon finding gets easier. People have gotten so spoiled by other recent MMOs that they've forgotten how to do it the old-fashioned way. Many changes in games are improvements; in terms of the social experience, a dungeon finder is not.
  15. I was level 28 when I beat him. I brought my level 42 companion (aka guildmate) with me. Sucker didn't stand a chance! Sorry I can't be more helpful. If I had to redo the fight I'd use Qyzen for sure, and make sure he's geared out in appropriate level gear with +Aim.
  16. Yeah, I'm super OP healing all day and doing no damage. Also, pretty sure that facerolling heals can't be done. (Can't be done well, anyway.)
  17. I agree, I don't think Noble Sacrifice should affect (or be affected by) the global cooldown.
  18. From a story point of view (disregarding the difference in technology when the movies were filmed), I don't see the problem with the Luke vs. Vader fight(s). Vader has probably not been in a legitimate lightsaber duel for a long time before he fights Luke. Who would he fight? Virtually every Jedi is dead after Order 66, and the few remaining tend to get killed by the Emperor's Hands rather than by Vader himself. Not to mention, he's now decades older than he was back then, and he has all kinds of bulky prosthetic limbs and attachments that he needs in order to just keep himself alive. He can't even breathe without help from the machines, and you expect him to be in top physical dueling form? Come on. Not to mention, if we go strictly from a midichlorian standpoint (bear with me here, I don't like the midichlorian explanation either), Anakin gets pretty messed up in his fight on Mustafar. If I recall, he loses two legs around the knees, and loses an arm. If midichlorians are in your blood (and we don't know if they can be regenerated... I've never heard or read of anything that claims this), he now has a much lower midichlorian count post-Mustafar than he did pre-Mustafar. This is just a fact: if you lost three limbs, you'd have a lower overall blood cell count than you did before. Luke on the other hand is still young when he fights Vader, and has just recently trained (albeit incomplete training). He is also not trying to kill Vader, he's trying to convert Vader back to the light, as Vader is trying to coerce his son to the Dark Side. Neither is legitimately trying to kill anyone. That's why there's so much tension in these fights because the duels are more of an emotional battlefield than a physical one.
  19. Problem is, in PvE, Tumult does less damage against Strong mobs and cannot be used period on Elites or higher. I would consider a typical player in PvP to be somewhere around Elite level (with good PvPers somewhere between Elite and Champion), which is why I have concerns about whether or not it works on players.
  20. Last I checked, it no longer works for you to just heal yourself via damage you sacrificed. Maybe I was doing something wrong but I tested it on myself yesterday. Sacrificed, crit on a heal for more than 2.5k, and received no medal. I don't know if it still counts towards 75k overall healing though. Secondly, any healer who is doing this rather than helping their team is contributing to their team's loss, and if their team wins by some chance, they did nothing to deserve it. Unfortunately it's just part of the game and we'll just have to deal with it. Or run premades.
  21. I'd rather keep healing and win (which grants more commendations), than switch from healing to do damage in an attempt to earn commendations and lose. Granted it's not usually that cut-and-dry, but that's just how I see it.
  22. My point is, Guard is working as intended. I just don't see a reason to balance something that doesn't work simply because players don't know how to work around it.
  23. This seems incredibly unwise. If this were the case, I would go OUT of my way to look for the player who is being guarded, because I am now doing more net damage. Guarded player takes 25% less damage = I deal 75% damage. Guarding player takes 50% damage = I deal 50% damage. So for any ability targeting the guarded player, I am netting 125% damage. If I deal 1000 damage normally, I deal 750 to the guarded player, 500 to the guarding player, right? 1250. What happens when I AoE and am hitting the guarding player for normal amount while still hitting the guarded player? Bad idea.
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