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Stay_On_Target

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  1. Thank you for creating this post for us. I hope the answers provided will help make us better. For the record, this post is based on my experience as a Combat Medic, but I do have a thought later on for all AC trees. 1. How do you think your Commando spec is perceived by other classes? PVE We are perceived to be a weak and inadequate healer. I've seen many LFG posts while playing asking for a healer but specifying no Medics. I've also had group members drop when I've queued for find a flaspoint citing they won't play with a Medic. It makes it a bit hard for us to play the game when no one else wants to play with us. Whether or not those concerns about our class are legitimate, it is unfortunately the reality we are faced with. PVP We are perceived as a very easy target due to lower damage (not really our focus), but more importantly very few utility abilities to deal with incoming threats. 2. How do you perceive your own spec? I think the concept of the Medic is fantastic, but as many others have pointed out, it's incomplete and underwhelming. Since 1.2, our ammo management has been very difficult to heal in groups of 4 or more. I would love to see Trauma Probe go back to being free ammo. I'd also love to see our AMP go back to reducing MP by 2 ammo instead of 1, but I do understand that was part of what created the unlimited ammo pool for us in the first place and therefore might not happen. I'm not a fan of Kolto Bomb as is. I understand that we aren't an area healer like the Sage and I'm ok with making our AoE heal less than them and only to 3 or 4 people. What I would love to see is a smart bomb for the heal (specifically, it lands centrally on who I have selected on my team to heal). The lack of accurate targeting really hurts the bomb placement- especially when we need a group heal and this is our only one. Also, with the latest increase to 4 people being healed, Kolto Bomb actually heals individuals for less as the healing is divided to another person. This makes us have to work extra hard rotating targets between our allies to spread our other heals out, and as a result exhausts our ammo faster. Please bring back the damage mitigation perk you removed for those that we hit with KB prior to 1.2. Not only does it give us a little bit of breathing room in the event we make a placement mistake, but it gives our class more tools and uniqueness to bring to the table. That will help others to see we can bring a valuable AoE heal even though we aren't necessarily the best at it. As mentioned above, some extra ulitilty tools would be great as we really are a stationary turret. This makes PVP really hard. One member mentioned giving us land mines to place around us. This is a fantastic idea. We do have a knockback power already so maybe make it a flashmine and stun. An evesion ability with brief extra speed would be great. For the entire Commando Tree overall (all 3), I notice a lot of bonuses are based of stacking powers - for example grav round. This encourages spamming of a single power and leads other players to believe we're a 1 trick pony or cry nerf bat without understanding this has massive impact on other abilities. What if we made a few changes and had more abilities proc off our basic attack? This would encourage variation and rotation in all AC branches of the Commando class. Now, with that said, it seems like there is a lot of negativity and I really wan tto stress that there are things that I like and are done very well. For the Medic, Bacta Infusion is great - don't change it. Without having played all 3 trees of our AC, I do recognize that each tree plays very differently and has a very different role from each other. I think this is fantastic and give props to making each tree have a distinct flavour. In conclusion, I really enjoy the concept of the Medic being unique as a single target focused healer. Please don't change it. The concern that I have is that other area focuse healers fill our specific role far too easily while we don't have any of their benefits. This is what's fueling the general perception that we are bad healers as a Medic and there is actually some legitimacy to these claims (that said, we are still viable). Please keep us as a tank healer focus, but I would ask (and respectfully on behalf of others who feel the same way as me) provide us with adequate and unique tools that bring distinctiveness to our role that other classes are not able to do as effectively, or at all.
  2. I had your exact same reaction when I finished the story OP, but the more I think about it, the more I really like the ending (bear with me on this). First, a bit of background; I played the Trooper class based on my own ethics and morals which turned out to be fairly high on the light side with a bit of dark mixed in there. Throughout the entire Trooper campaign, I found myself wrestling with many of those shades of gray decisions given to us (save the people/miss the objective etc). Moreover, I found far more of these ethically difficult decisions for the Trooper compared to any other class (I have played all of them btw - and IA is also very good). The ending so long as you were good and let Rakton live forced me into a terrible decision that I hated, or made a mockery of everything I stood for up to this point. Frankly, this set up for my most memorable omg **** you decision in the entire game was perfect given we had many like this (although this was on a larger scale) and I completely applaud Bioware for sticking it to us. Anways that's my two cents. Now, if you played dark side, this post probably won't carry any weight at all, lol.
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