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Quarterly Producer Letter for Q2 2024 ×

axelgrease

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Posts posted by axelgrease

  1. This fix is a godsend to healers. I play a full fledged 33 point healer sage. I get maybe 4 medals healing my *** off. 2.5k heal 76k healing 300k healing and maybe a defense point if i'm lucky. I can spam dots to try to get damage medals but i'm not going to get 2.5k damage because as a fully speced and geared healer my crits are lke 1800 range not 2.5k. my commando can defend attack heal and racks up 2-3 times more medals and is much more rewarding to play. Part of the problem is we have one guild with 8 battlemasters fully geared out. named the red lightsaber district. I call them bowel movement brigade because they are all bm's they form as 2 groups and always end up together and always against alliance so sometimes the 3 win thing takes me 12 hours in one day to achieve. we usually only have 1 republic team running at once and 3-4 emperials but one of the current problems is if you join as a group it gives you priority queueing so you'll end up being the group that faces off against republic. During most of the day we have maybe 2 republic who are fully geared out. The red lightsaber district not only uses kill trading in ilum on shadow hand and does so for several hours every day so they are already at over 75 valor but when the ilum fix was made there were nivolved in rez camping for the whole day and many of them gained 20 or so levels as a result Bioware felt since they already obtained the levels and gear associated with it that they shouldnt be punished and even after constant reports of the kill trading and picture and video proof of them using cheats and hacks has not punished a single one. This leads me to believe that bioware has no intentions of punishing anyone involved in behavior outside the intended purpose and tha they do not back up their elua agreement by punishing those who have use exploits and hacks to get ahead. Tro another member of their group who is in another guild has also used speed hacks to win wz's as far as i know no one on our side has used hacks in pvp play but there's probably someone on shadowhand i just havent run into yet. due to this I believe that the cheating and hacks will continue because swift bans of at least 3 days should have been the first response to deal with this situation along with stripping any benifits gear and valor alike that was acquired by unintended means.
  2. Honestly exp should be the same for both winning and losing given you participate. If you did no damage or healing in a game you shouldnt get exp at all. but with the new kick system for afkers that might fix this. exp should be doubled for winners matched for losers and comms and valor be the only things penalized for losing. thats a big penalty for losing by itself. I've got 2 50's and aside from story quests i should not be forced to do this crap all over again. anyone who enjoys leveling alts to watch them grow in power over the course of leveling needs that alternative way to level besides doing quests and it should be just as fast as questing. I do agree that it should be rolled into the legacy system. say at rank 25 you get 4x pvp experience/money and at 30-35 you get triple comms/valor. 30 does take awhile to achieve I know i just hit 30 and i play 18 hours a day since dec 13th.
  3. My opinion as it is is thus.

     

    1 they need to make valor gains up to 50 a lot easier and faster honestly 10-20 hours of pvp after hitting 50 anyone should be at 50 and able to purchase battlemaster gear. Bioware expects us to just face teams that are in full bm gear get stomped and not want to quit playing...thats not in any way realistic. Yes in wow anyone spending 15 hours can even if they lose every single battleground get full gear 1 tier behind the best pvp gear in the game. At that point a piece of top end gear can be acquired every day on average with the proper investment. thats not pvping for 12 hours a day 7 days a week thats running raids and converting your raid points into pvp points at a 1 per 1 ratio thats doing heroic dungeons and converting the raid points given for them into pvp points thats joining a group and doing battlegrounds or arena and using that to fully gear yourself in the best gear. In fact in wow you can take a character who just hit 85 gear him out i what is now champion but will be battlemaster in 2 days with no previous pvp expereince and in a month to two months have full top tier pvp gear. Thats while losing every single match. If you win every match you are geared in half the time a Month max. They do place caps on the currency but those are resest weekly and the caps are such that you can get a piece pretty much 5 days a week. Because the gear is readily available things like arena are possible allowing teams of geared players to compete for things like mounts titles and the like and to be number 1 across all servers. Because this system is in place top ranked teams can come meet at an event get sponsors and bring in players to the game that otherwise wouldnt be interested in it. The system is very balanced as it becomes less about gear and more about teamwork and since the gear is easiily available skill is the deciding factor most of the time not who has the best gear.

     

     

    And you can say "go back to wow" well if everyone who joined this game went back to the game they played prevously the game couldnt afford to keep running. so your an idiot and what needs done is to fix the game to address imbalances not further propagate those imbalances further by shoddy fixes that puts lready geared players way ahead of not yet geared or fresh 50's thus making most people just give up on pvp all together.

  4. lets see

    Commando

    1 minute stun 45 second cooldown in grav round spam build last 8 seconds in pvp 4 second stun 1 minute cooldown 1.5 minute cc breaker tech/physical debuff cleanse on a 6 second cooldown in any spec one aoe knockback on a 30 second base cooldown with talents/pvp set is down to 15

    Sage

    1 minute stun on a 1 minute cooldown if speced is instant cast and can cc 3 players or 1 strong/elite/champion mob and 2 standard/weak mobs at once. 4 second stun 1 interupt 12 second cooldown force bubble force sprint. 1 aoe knockback on a 15 second cooldown

    scoundrel

    1 minute stun on a 0 second cooldown but must be in stealth last 8 seconds in pvp which is time to cap a door 1 4 second stun 1 interupt ability to stealth and vanish and slice droid which doesnt help in pvp 1 aoe cc that effects 5 players for 6 seconds

    shadow

    1 minute stun 0 second cooldown but must be in stealth 1 4 second stun 1 snare 1 interupt on a 12 second cooldown vanish and stealth

     

    basically every class has a pvp stun/slow/snare while some classes have a long term stun some of which can be reapplied easily most dont. however they all have stuns and the long term stuns are usually situational and last a greatly reduced duration in pvp. No one gets stunned by one ability for 1 minute unless they are being exploited and then they dont need to post here either post on the bugs forums or open a ticket

  5. Ok I dont know about you guys but you clearly dont know anything about healing.

     

    1 Sage/Sorcerer Strength is long uptime healer with a nice 20 second cooldown 10 second duration aoe heal that heals for 350 hps noncrit with 1800 willpower 650 power and 2300 force power per second. Its good at aoe heals because it can target 8 people but its got a lower heals per second on a single person. then you got your big heal using the same stats as thats what i have on my sage it does 3750 noncrit and around 5750 on a crit. it eats up 1/12th of your mana pool or 50 force and we only regen 8 per second. then you got your fast heal does about half the big heals heal in half the time for 2 less force. Those are your rarely used heals and are only really used in emergencies. Your two main heals are rejuvenation which is a 6 second cooldown and places a hot on the target if your healing spec that also increases armor by 10% and buffs your next heal cast. and healing trance which is a 3 second channel that heals for 1800 on crits. When you crit with trance you can cast noble sacrifice free which at 600 force which is a talented up from 500 restores 8% force or 48 this spell has a 9 second cooldown but with the pve 2 piece bonus it goes down to 7.5. Now if you are healing speced which is the focus of this discussion your telekenetic throw has a 6 second cooldown and a 3 second cast time. and procs nothing ever. The left talent tree is healing the right is the shared tree and is the one that utilizes tk throw to proc instant attacks that are 20% more powerful and removes the cooldown. If they are spamming this ability they are not a healer and are a dps with healing spells.

     

    2. Trooper/bh They use ammo/heat as a resource they have 12 rounds or 100% heat and when they run out or get too hot they go from regenning .7 rounds a second to .3. troope is called a commando you will recognize them because they got a really big gun..merceneries the bounty hunter equivilant are empire and carry 2 pistols so are also easy to recognize. gunslingers are also dual wielders but are republic so no confusion there. commando is the hardest healer to play for one primary reason their main healing comes from an ammo augment that makes their hammer shot or basic attack if you will deal their healing bonus as a heal. Because they are using an attack to heal themselves they CAN NOT target themselves. This means if they need heals they must spend rounds or add heat so they cant heal themselves well at all. They have an aoe that when talented adds a Heal over time shorter cooldown than sages but only hits 3 targets. Bioware said in 1.2 they are increasing this to 8 to match a sages. Instead of the bubble which absorbs so much damage they use a "earth shield" type buff that they can place on a target and then when that target takes damage it heals a small amount. A basic healing session as a commando/merc is using hammer round to heal in ticks of 125-200 per .5 second burst 3 ticks per 1.5 seconds building 3 combat support buffs per gcd and using a talent in tier 2 of your healing tree to activate a healing surge. This makes the class bursty in healing and when lined up has some good short term burst healing. This makes them capable of healing but lacking in self healing because you cant "shoot yourself"

     

    3. scoundrel/operative These guys are primarily about hots. Their primary attack is a scan that has the same power nad functionality as the troopers however since its not a weapon fireing they can target themselves. They have a few hots they can throw out and with talents their med scan the 0 cost sustained heal restores energy 2 per crit. medscan can easily when fully talented into their healing tree have a 70% crit rate. operatives also have a fluxuating resoruce regen. They have a base regen if 5 and it drops to 2 with 0-20 energy. medscan can often increase this rate and using upper hand an op/scoundrel resource they can increase this by 1.5 per second so with 0 energy they will have 3.5 energy regened per second and if they get 2 out of 3 crits in the 1.5 second channel of med scan thats another 6 or 4 per second so they'll end up regenning 7.5 per second and at max regen they have 10.5 energy per second. This means that they have higher healing uptme than commandos and can target themselves.

     

     

     

    This said the order of healing easiness is

     

    Sage/sorcerer

    Scoundrel/operative

    commando/mercenary

     

    Also as a sage with super high healing ability I can not get 2.5k crits my biggest crit on any ability is 1800. But this is something that i'm not unfamiliar with. People see 2 sages and 1 is dps spec and one is healing spec and they think they are both 31/31/31 spec. Why because they dont know the class but want to sound like they do. This is why i have every class and have played them up to 30's. Sentinel is not a hard class it does have a harder time learning what to press in one specific tree of sentenal. This is like mage in wow though they have a very simply rotation with alot of situational abilities. these arent abilities you use all the time but when the need presents itself its the difference between winning and losing. I dont consider that in and of itself to make any class complicated. You could play the class well and rarely ever use those abilities. Knowing what they can do and using them when they are needed can push you beyond great but putting them on your bar somewhere to use in emergency situation but rarely using them doesnt necessarily make you bad. Only an idiot says you play my way or your wrong. and those people need to get a life because the game has taken over

  6. OK right now after trying for 3 hours to play ilum and anther couple hours trying to pvp my observations is republic needs real help. a few easy fixes are as follows

     

    Warfronts at 50 need brackets based on gear owned or win/loss ratio. If your in full battlemaster gear you should never face off against anyone with none. or anyone with only half for that matter. If that means they get long to nonexistant brackets thats fine by us. We need to catch up and you can call tha the penalty for rushing the game instead of playing it. I dont mean you can pvp in this bracket for higher rewards i mean if your gear is x and everyone elses is y you dont play against them. this keeps it balanced. Granted that means empire will be playing empire because at least on my server no republic has that gear yet.

     

    As Far as ilum is concerned if you have battlemaster gear you dont need to be there. also there is 1 of 2 fixes. and a combination of the two would probably work best.

     

    1. limit the pvp zones to the exact same number of players if there is 10 republic in ilum and you have 10 empire new reinforcements cant even enter till more republic do. if you log in in the pvp zone and you would outnumber the other team you simply get kicked to the pve zone. also the pvp stat is voided out on gear while there. that gives fresh 50's a chance to pvp fairly versus full battlemasster people.

     

    2. You do what wow did if there is 50 empire to 10 republic the republic hits 10x harder heals 10x stronger and has 10x higher hitpoints. if you one shot empire thats ok becuse they ot 5x more people so they'll still bring you down eventually.

     

    Now the half way point here is you set a base minimum and allow up to that amount of people in say you set it to 20 if there is 20 on one side and not 20 on another no more can enter your side till they have 21 if your side has more players than the opposite side then they get a buff to health damage and healing that scales exponentially. expertise is set to say 0 for everyone and is null on gear to create a stable playfield. This is the best and easiest fix.

     

    As it stands if bioware doesn't do something immediatly they are going to lose alot of subs as people move on.to something else. and most people wont even bother to pvp on ilum due to the inbalanced gong on.. As tha goes increasing the cost of pvp gear hurts your game at this point. alot of the problem in 50 warfronts is that some players are already in full battlemaster gear and making it harder to get it for everyone else causes a major imbalance that is now harder to fix. I'd say the easiest fix would have been to make it easier to get the gear so that everyone could catch up quickly without feeling like they are beating their head against the wall

     

    I understand bioware doesnt consider pvp to be an importnat aspect of their game and how they've handled the situtation up to now proves that. However some players will only stay with a game if they can experience a good pvp game and if they want to make a good profit of this game they need to cater to both the pvp and pve players simultaneously

  7. ok well you can buy orange droid parts starting on corruscant that will cover 4 parts right there for 30 comms which leaves enough to grab a weapon if your an armorsmith you can easily make armoring mods and enhancements for that armor so he is max geared between it tairs and bel morra droid parts. plus you can pick up aim barrels pretty cheap off the ah so you droid can be fully geared and able to do what you need him to do when you grab him.

     

    As far as my companion isnt keeping up. Every companion sucks if you dont have him in top notch gear. qyzen or m7 or corso who all tank if you dont keep their gear top of the line starts to die like a marshmallow in a fire. if you keep their armor top line and their weapons upgraded they tear through stuff and you take little damage and have to do very little healing. What your not looking at is he is dieing the same way you would if your gear was 10 levels behind because his gear is 10 levels behind himself. Bioware gives you a companion who can fullfil a persons role then you get mad because your not gearing them and they are falling behind.

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