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Trephination

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Everything posted by Trephination

  1. Awesome vid Kaleesi! Impressive editing with those cinematic clips.
  2. I think the OP's concerns are more far-reaching than BW seems to realize. The current "luck-based" PvP reward system is fundamentally flawed, because even in average to optimal conditions the 25% chance to receive a commendation leaves the player upset far more often than not. Is nobody at Bioware familiar with Loss Aversion? This means that even if we doubled the rate at which people received commendations from bags (25% to 50%), the player will--overall--feel worse off over time because every disappointment-filled bag hits us harder than the comm-filled ones can make up for, relatively speaking. The solution is simple: each bag contains 1 commendation, and each piece of gear costs 4 times as many comms. This change would keep players consistently happy because they will never feel like they're being cheated relative to their fellow players. The fact that this change has not already been implemented is quickly approaching ridiculous. I've had full BM for a long time, but BW's lack of attention to such a simple problem is still incredibly frustrating.
  3. Can you substantiate this? It's been a long time since I've tested the two types of adrenals, but it's been my experience that the PvP adrenal is actually significantly more worthwhile once you have a decent expertise base. Not only does the 15% expertise bonus adrenal last 10 seconds longer than the Rakata power adrenal, expertise also gives you extra mitigation. Are you saying that the damage bonus from ~500 power significantly outweighs this? Edit: just dueled a friend and the PvP adrenal appears to add a flat 15% to your current expertise bonus, effectively taking you from 10 to 25% PvP damage bonus while it's active (or from 0 to 15% if you are in PvE gear). I'd obviously need to do more than one test to be sure, but I think the PvP adrenal might be better in the long run. Nice vid as usual, by the way.
  4. The only classes that can reliably counter cloak and saber ward are shadow and operative (and their respective counterparts), because they can vanish after saber ward is popped and wait out its duration, effectively removing both cooldowns from the marauder and resetting the fight in the stealth user's favor. Because of this, a properly played kinetic shadow can reliably out-duel a marauder if he has vanish available when the fight starts and saves it for the right moment. Operatives and DPS-specialized shadows can use this strategy too, but the duel can still go either way with theses classes because their damage to survivability ratio is much lower than the tank-specialized shadow. That's been my experience with it, anyway. Dueling a well-played kinetic shadow can really change your opinion on what the class is capable of. I don't think it's as easy as it sounds to counter Marauder cooldowns if you can't vanish, though.
  5. You can do this as a Marauder, but it will often require the use of your 20 minute ability. I do it daily with my healing companion (Quinn). You can get there without a repair bill by simply removing your gear before making the run past the trash. Here is a recording of the fight, I hope it helps: http://www.youtube.com/watch?v=IFz7c1xj578
  6. We're seeing a different bug tonight. Destroying the pyramids during the platform-jumping phase does not remove any of Soa's orb stacks, forcing us to take 3-5 blasts at the start of phase 2 and 3. This ensures that whoever gets tossed around the room automatically dies since you get blasted while mid-air, and it makes healing through simultaneous blasts + orb ticks incredibly taxing. Not a good sign. Bugs like these pretty much indicate that the changes were not tested at all.
  7. I can appreciate why this change was made, but it is simply awful in practice. A practiced player only glances at the action bar for a split second at a time. The addition of the bright white flashing lights and the constant fade to black after each key press obscures vision and causes unnecessary distraction. Please let those of us who do not like this change disable it through the interface options.
  8. He's talking about the former. Republic and Empire coordinate the mass trading of kills for quick valor for hours on end, and have been doing so since the Ilum changes without consequence. I haven't set foot in Ilum since the changes because it is absolutely no fun on my server. I am not really bothered by others getting fast ranks because most of them are still easy targets in warzones, but I can understand being upset by it.
  9. Arsenal and Pyro both have their own advantages. I find that Arsenal is more effective when I'm running with a healer. It puts out more DPS and has more consistent mitigation than Pyro, but requires you to set up each burst volley with a minimum of 2-3 tracers -- up to 4.5 secs of being stationary before you can burst. It is a miserable spec against good marauders / LoS-using sorcs because of its reliance on tracer. Arsenal has slightly better tools for peeling off a healer teammate due to jet boost and rocket punch. Pyro is more maneuverable, allowing you to fair better against melee and LoS-exploiting ranged. It is less powerful in straight-up ranged duels where you're able to turret while uninterrupted, but more versatile as a result of its mobility. I like Pyro best at the moment, but I would never dismiss Arsenal and have played a lot of both.
  10. Nice vid. I remember matching against you and Glory pretty often when you played Rift. WoD landed on Black Vulkars, but maybe we'll run into you if BW ever adds server clusters.
  11. The two biggest issues for me: There should be a 3-5 second CC-immunity period after using your respective CC/break free ability. When you use a breakout ability with a 2 minute cooldown, it should be effective and reliable. This change would punish players for spamming CC on a recently broken-out target and encourage more strategic use of CC break abilities. When using ranged abilities with travel times, if the target moves 5+ meters out of range while the projectile is still midair, the ability will often deal 0 damage. This is a very frustrating penalty to the ranged DPS classes that have cast times.
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