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verfolne

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Everything posted by verfolne

  1. Nobody is going to force you to buy this. I would like the option myself, I'd probably open it to anyone tbh. It would make the game a whole lot more accessible for new or returning casuals like me.
  2. Given how toxic and rage filled the pvp community in this game is, I think trolls are both to be expected (making people rage is what makes trolls tick) and to some degree deserved. I've met far too many people in this game who seem to think it's their right and duty to harass players they deem less skilled than themselves.
  3. I'd rather they take the GW2 route - everyone gets the same stat budgets and you can customize how you spend yours within certain parameters. Your rewards are cosmetics and glory, nothing else. Or, if you insist on having gear progression, have it minimal - say 5% difference between top end and entry level.
  4. Immortal isnt really lacking for AOE. As long as you have aegis up your crushing blow will be (a smallish) AOE + knockdown. Leveled as immortal up to 50s with dps companion, was about the same speed as going dps + heal companion or slightly slower.
  5. verfolne

    My Selma...

    We're not people, we're bloodthirsty incarnations of war and destruction. That said, I want a mailbox too.
  6. Major League Huttball. Make it happen bioware.
  7. While I agree the balance between 55-59s and the rest is pretty bad, I think it's almost as much about expectations as anything else. I've been playing my jugg since lvl 30 (now 46) in pvp as often as the queue allows, and still having fun. I just stick with the necessary, but less glamorous jobs like guarding nodes, being a taunt/guardbot, peeling/cc or harassing healers. I don't expect to kill much or do a lot of damage, but I can still be somewhat useful and have fun while doing it. Fixing the bolster weirdness would probably be the best solution to providing a balance between a level playing field and reasonably fast queues.
  8. I haven't seen any of these on my operative? Care to point them out for me?
  9. Arena might be fun, but I still think huttball is going to be the most competitive and fun pvp minigame in swtor. Especially if they restrict the team setup to one of each AC to avoid stacking FoTM classes.
  10. Depends on WZ really. For huttball tanks of all flavours and sorcs/sages are leaps and bounds above the rest, operatives/scoundrels being the worst (but by no means useless). For voidstar sorcs/sages and mercs/commandos are great due to their aoes on the usual cluster****s, as are the stealth classes for ninjaing against incompetent teams. For alderaan pretty much any class have a useful role to play.
  11. Random thought: Give operatives/scoundrels one (or both) of the following: a) An ability, only useable from stealth, that steals the ball from the opposing ball carrier and resets it. On a longish cooldown, 1-2 mins. b) An ability that swaps your position with that of an enemy player, also on a longish cd. Would give the AC some much needed utility in huttball, and a) would be a good counter to tank + 3 healers premades.
  12. It's an area denial tool in pvp, not primarily damage one. It has lots and lots of uses for a creative agent.
  13. Should just restrict rated teams to 1 of each AC. Problem solved.
  14. I swear playing tracer missile spec damages your brain. I'm a decent pvp'er with most classes, but playing my arsenal merc lowbie alt makes me do stupid **** constantly.
  15. It's usually a good indicator true, mostly because there's usually some truth behind the forum whining. FTFY.
  16. I predict the following nerfs: 1. Operative/scoundrel healers. Probably by making instant heal cost energy. 2. Juggernaut tanking. Just awesome overall, so everything gets nerfed except mobility. 3. Mercenary healers. Probably by making their AoE heals less good. 4. Sorc dispel. Making it cost 1 more force. 5. Snipers. Range reduced to 25m.
  17. Exaggerated, but crit/surge/power is better, true. Misunderstanding. Having the option to do more HPS is a good thing, not bad. You can always use the spare time to reposition, throw some minor damage or type "noobs" in ops chat. It's just that you gain more HPS AND HPE from having crit/surge/power instead, so you shouldnt go for alacrity until DRs get really bad if at all.
  18. Mostly because your medium-long term healing ability is resource limited, not gcd limited. People use "useless" and "awful" too liberally.
  19. It reduces GCD for casted abilities only, try chaining 1.5sec casts with alacrity relic/other buffs up.
  20. Reduces cast time and GCD for your channeled abilities. Not completely useless, but clearly the least useful stat for dps and only accuracy is worse for healers. If it gave meaningful cast time reductions, increased energy regen and/or made dots/hots tick faster it might have been decent.
  21. Given a generous 50% crit rate, you lost approximately Old damage: 0.5 + 0.5*1.847 = 1.423 New damage: 0.5 + 0.5*1.751 = 1.376 Damage loss: 1.423 - 1.376 = 0.047, or 0.047/1.423 = 0.033. = 3.3%. I'd hardly call 3.3% dps loss a massive nerf. Worst case, you lose ~10% off maximum crits with ~900 surge.
  22. That is bs. You only go into lower regen if you don't know what you are doing. Nothing stopping you from casting/using free skills if you're about to go low. The problem is 1) it does not affect hots/dots/gcd and 2) you could have been getting crit/surge/power instead. Alacrity by itself is never a bad thing, unless you are truely awful.
  23. op/scoundrel is pretty much all tech attacks too, fyi.
  24. Hard to play and MMOs don't go well together. It's not rocket science, kids. Watching procs/dots and such can be mildly challenging for a short while, but the real challenge in MMOs is teamwork, both in PvE and PvP. Playing any class to 90-95% of capacity isn't hard, and that's about as far as most players will ever get. That said, balance shadow isn't hard (by MMO standards) just tedious and mildly annoying.
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