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Fhrosty

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  1. If it's true that all warzones are same-faction now, then that change was only to appease the complaints about faction imbalance. I'm pretty sure the pvpers would rather have back to back WZs at the expense of immersion versus 1-2 WZs per day because one faction /facerolls the other on a given server. Edit: Just pretend the other team is the enemy faction attempting to disguise themselves as yours.
  2. Actually it sounds less like they are "hiding" the answer from you and more like they just haven't made an official, final decision on it yet.
  3. Gunslingers are out-dpsing commandos right now (at least from everything I've seen and experienced). And if you pvp at all, Gunnery commandos have to be stationary to do any kind of real damage, which is fairly difficult in pvp. Stat for stat I'd say the Gunslinger over the commando, but my love of the commando playstyle outweighs the difference, especially since I don't pvp.
  4. I've had so many threads like this closed... simply because they were considered "troll bait". But on-topic: Love the sci-fi change of pace from my old fantasy MMOs. Love the voice-acting. Love my trooper's playstyle. Love my guild.
  5. There's no fix for faction balance period if there's just a higher percentage of players playing one side over the other. Unless you take the excess imperials and stick them all on one server by themselves, divide them in two, and convince both halves that the other half is Republic in disguise.
  6. There's some poser named Frost running around the fleet on my server. Poor guy can't even spell it right.
  7. What he said, plus HiB doesn't cost that much. In fact, with certain talents/gear, it costs nothing. Granted, I'm not defending all the changes; just clarifying this one point.
  8. You are actually getting some benefit in PVP from these changes, just not a lot, and not the utility that many of us would like to see. The only one that really hurts the PVP game is the major decrease in healing received. The cell-charger change for instance actually kind of screws PVE in favor of PVP. Now you don't have to be stationary (impossible in PVP) to get the full benefit. You get the free ammo while running for your life. In PVE however we can be stationary, and the potential of the current cell charger far outweighs the potential of the new version. Target Lock: That much extra Armor Pen in exchange for 3% accuracy? I can't imagine that not being useful against those pesky merauders. Granted, I can understand the gripes about lack of good pvp utility (even though I don't pvp anymore). I would've at least liked to see a dedicated interrupt come from the changes.
  9. This is how I play (PVE). I usually aim for 3 grav rounds before my first HiB anyway, so this is just a little bonus dmg. But like the logs typically show, HiB falls what, 5th or 6th in the list of sources of our damage? So it's a nominal change, but one I won't gripe about. I have to agree that PVE did get just slightly screwed in favor of PVP by the change of 1 ammo / 6 sec versus the crit-based 3-second version. It's simple math. A 70% crit chance with most of your attacks taking under a second will almost always generate 1 ammo every 3-5 seconds. But in PVP, like others have pointed out, you don't get to just sit there and spam attacks like us PVE yahoos, so PVPrs probably get a slight benefit from this change. Probably. Now I love the Target Lock change in Assault Spec since it's included in my Gunnery spec already. PVE end-game gear is already proving accuracy-heavy, and accuracy over 100% is pretty pointless in PVE.
  10. The respec cost didn't seem horrible to me in the first place, and now it's being reduced. A one-time 200k fee to be able to respec anywhere is by far worth it to me. Granted, I'm lvl 50, and someone pointed out non-50s getting shafted by this. On the other hand, how often do non-50's switch roles? Typically for most classes I see a "leveling build" and a few different "end-game builds". I can't speak for everyone, but I reset my skillpoints maybe three times between 10-49.
  11. Easy there bud. I'm not flaming, trolling, complaining, [insert any other internet mem of aggression here],... I'm thrilled to death they've given info. All I'm saying is that they made a choice to withhold info because they don't trust the community to be able to handle the risk of current info changing. I'd simply like to discourage that belief is all. Granted, it's a reasonable concern given the history of this forum and the internet in general. I just wanted to cast my 2c into the wind and maybe see if the rest of the community might chime in to say, "we're mature enough to handle it if you make the disclaimer REALLY big and pretty". And btw, not once did I complain about the lack of date, or the lack of speed with which they were implementing transfers. Which "you people" am I exactly? Oh I know it wouldn't stop them, but it would be enough for me to stand behind BW when they say, "sorry you already filled out 12 guild applications and got e-married on your hopeful server, but we told you it was subject to change". But that's just me.
  12. It didn't say in the description for 1.3 that assassins/shadows were too hard to kill in PVP; it said they were out-tanking other tanks in general. In fact, it went on to specifically say that their buffs enabled them to match the armor of other tanks exactly, then the self-heals gave them surplus benefit. I know my opinion hardly matters since I'm not a tank (yet), but the logic seems sound as long as they didn't over-nerf.
  13. Personally however I would much prefer they give us the current proposed list and just include a male-body-type-4-sized, bold disclaimer that the list is not set in stone and is subject to change. Who agrees / disagrees? Would you be willing to take changes to the list with a grain of salt if it meant you could know now rather than later if your server is intended to be part of the process?
  14. Thank you! Can't wait to see how the changes to my Commando stack up. As for the complaints about shadows, I'm PVE, and my guild's main healer says he loves shadow tanks. Call me crazy, but I trust Bioware to do the math to make sure a shadow can tank just as well as a guardian... and if they do go too far with the nerf bat, I trust them to acknowledge it (like they just did with Commandos). My next character's either going to be a shadow or assassin tank. I'm eager to see for myself if it works.
  15. Edit: I just realized you said "Voidstar", so it's important to note here that I'm only talking from a PVE experience, while you sound like you're coming from a PVP perspective. I'll give that to you; that is a sick combo. But firstly it depends on cooldowns, and like you said, it's not sustainable. Second, mortar volley is only useful before the mobs have aggro'd or if I can back away from the group without attracting any strong's/elite's (not usually possible if I open with a Sticky). Also, even with Reserve Powercell in there, that's a lot of ammo getting chewed. If there's a champ or boss in the mix, I'd hate to start the fight burning that much ammo. Finally, if I'm in a group with another dps, and we're AoEing a group of mobs down, they'll last about 4 seconds. If I am running with my Smuggler friend, he can have his big AoE going before I'm halfway into the meat of that combo, and the sage being able to drop his Relic and just chain-cast his AoE is a no-contest. All in all though, I'd be a lot happier with just 1 less ammo cost on one or two of those skills, and/or removing the range minimum on Mortar Volley.... and maybe an interrupt that isn't a CC? *puppy-dog eyes* But to the OP (I really meant to say this in my first reply), commandos are still a lot of fun. While I personally don't think we're quite on par with other healers/dps'ers in the PVE game, it's not enough of a margin to make us a crippling handicap to have in a raid.
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