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Frumph

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Everything posted by Frumph

  1. Scavanging Wingmaw in Gorinth Canyon on Balmorra ^ Confirmed
  2. No, I want to be able to fight back within a reasonable amount of time. If I am in a constant state of stun when I'm at full health and unable to fight back and die, that is not fair. As said the addition to the resolve is not sufficiently added to the bar to get out of it without being dead by the end of it.
  3. I didn't call them OP, I just said they weren't weak. Read please. As for the stunning, the 2s 4s and flashbang do not add much to their enemies resolve so it can be continuous. That is where the problem lies. It then becomes a perma stun.
  4. Battlemaster - War Hero Guardian. And i'm not whining about any insignificant thing. Being perma stunned while taken down without the ability to fight back is ridiculous. If you think operatives are weak then you are a fool.
  5. ^ As title suggests, the operatives being able to perma stun - kill is really a little out of control. This isn't an argument, it is what it is and i'm really getting tired of it.
  6. I disagree on the basis that after attempting and doing the instance multiple times now, the flow of difficulty is askew and near impossible not only in allotted time for a majority of players that cannot commit to it; yada yada yada.. Anyways, I figured out some of the reasoning behind it. Please note that the majority of tanks that have been saying that it's not that difficult have been shadow tanks. A rare few have been guardians. I have noticed that guardians have a bit more defense against white damage (melee ranged shots etc) but less mitigation against elemental/force attacks. While the shadow tanks have more mitigation against elemental/force attacks. The LR5 encounter and LI in general (past the 1st boss) utilizes a larger stack of elemental attacks on the tank then previous HM's. If you can wrap your head around that, while Guardian/Jugg types can still do this instance it is not 'as friendly' to the group build up in not only the tank, but the healer and the dps that go along with them. To also bring up a simple fact is risk vrs time vrs reward. You've heard it before; I will claim it's not worth it - others will agree. It's basically an OP, a raid - in difficulty. Some people like that, quite a large amount of people do not. I'm not saying nerf it for everyone, but a mechanic might be able to be put into play that could satisfy both arguments "for" and "against" nerfing. Although I am on side of 'tweaking' it a little to lesson it's frustration level on the majority of the player base that is able to attempt going it, I think another avenue might be more appropriate. Let's put Taral V's end boss into play here. If you do the bonus series at the end you can disable some of the turrets which make the initial part of the encounter easier. Do the same with LI. Make us work inside the instance to make that particular encounter easier. .... for example .. do *not* kill ANY of the probes on the way to LR-5 will make it so sayyyyy.. its' electric fields don't trigger... not to mention if you hit it real fast as it is triggered it cancels the script that starts the electric fields. *hint hint nudge nudge* There can be a middle man, you can have it set for people who want the most difficulty out of it and for those who cannot manage that level of difficulty. *cough* *spoiler* *cough*
  7. ^ There are DPS spec's to the Guardian skill tree. Not just defensive.
  8. It's unfortunate to change a regular scheduled shutdown time on us 2 hours earlier then it's normally been. I am not fond of it and it really took me as a surprise since it's not the same time as it has always been. Not that I'm upset, I'm just curious why it was done to be 2 hours earlier?
  9. I want to do the same thing, but because of the requirement and the schematics i've aquired i'm "stuck" with it.
  10. Do you do Data Mining of relevant information regarding usage of things like flashpoints? If you do, what types of information did you discover? I would like to know information on BOI and LI HM's, certain bosses that people continuously get frustrated over, or in the case of BOI just avoid by bypassing altogether; and what you are going to do about them. What group makeup has the most success in LI HM. What group makeup fails the most or just gives up on the flashpoint altogether because they cannot for example pass LR-5.
  11. No, I have not. I have never found the 4/4 for that.
  12. I agree with this reduction in costs by using the mod stations.
  13. 1. Kephes encounter no longer spawns extra bombers npc's after vehicle is defeated. 2. Several incidents where users crashed to desk top were fixed. 3. PVP Matches will once again end early if there are not enough players on opposing team. 4. Companions will now spawn proper stats based on all of their items that are currently equipped. 5. Nightmare Pilgrim can now be triggered again. 6. Sound issues where multiple sound events caused the sound driver to become ineffectual have been fixed. 7. Taunlet pets that were given away to players now have a name. 8. Denova storymode has been made easier, Previous storymode of Denova is now the Hard Mode and the Hard Mode is now labelled Nightmare Mode. 9. An activation timer which can be interrupted has been added to the 2nd boss fight in Lost Island.
  14. Enter his area, go to the right clear that group to the right of the boss. Get on your speeder and hug the wall past the boss and jump over those boxes and you will aggro his 2 adds and not him. Go a bit in, kill those adds of his and wallah don't need to exit.
  15. ^ Biochem would be great if it removed the Biochem(400) requirement on the reusuables, that means I could switch to a different skill set to create the BoP items in that new crew skill set. ^ The whole reason I don't want to switch from biochem is I would lose all the schematics that I have built up - schemes from long raids that I spent the time and effort to get. The schemes found from reengineering.
  16. I would like to see all of the things we've learned in a schematic tree stay learned and opened up if a player switches from one skill to another. Although they will not be available with the new skill when switching back they will not lose all the progress they made on that skill tree. I am currently biochem but want to switch over to synthweaving, do all the things I need to do to upgrade myself up to 400 for it create the items I want to create then swich back to biochem without having to relearn and redo all of the schematics that I already opened up/unlocked/learned. It's pretty much a roadblock for me wanting to switch. I had already done that once before leaving and losing everything I built up with Cybertech, I don't like the idea of doing it again.
  17. If that's the case then I might actually do it again ;/ the 2nd boss shouldn't be tougher then the last boss imo.
  18. That's because it is. It's just a game. A game people play to be entertained and have fun. Regardless if you're a hardcore, general raider or casual. It's all for fun. I would like to have an acknowledgement from data mining by the dev's to see if the encounters are tuned inappropriately for group makeups and go from there. Anything else that is written by players is just conjecture and hearsay, most have been lies and embellished accomplishments
  19. It was this way since the patch previous, it was supposed to be fixed - but is not. =(
  20. Are the sound issues fixed? where it becomes all corrupt after some sound event?
  21. ^ didn't say it was impossible - said that it was more difficult the more out of -core- setup of group you get.
  22. The top few of the hardcore raiders which is only roughly a smidgeon of the player base is outspoken about not these not being nerfed. They are also the ones that requested things to be more challenging. As a hardcore gamer, I feel it's necessary to make things difficult but not to the point of ridiculous within a certain amount of consideration for time spent learning the mechanics and working as a team to accomplish the goal. As a tier 2 operation, the necessity to have the entire group go in with the highest level equipment that was farmed for the guild in previous levels of difficulty is the responsibility of the raid itself. On that note, farm the storymode difficulty enough times to build up your raid just like you farmed other operations to build up equipment and player understanding of the mechanics THEN go into the hard mode and do that one. Guilds who are just jumping straight into the EC HM (denova) right off the bat in full rakata will have more trouble then those that have spent a few or more weeks in the regular storymode. HOWEVER. IF a guild of full rakata+ go and of course get passed toth and zorn then do stormcaller and spend 3-4 nights of 5-6 hours each doing stormcaller and only to not be able to pass the rage timer on them - there's something wrong with the event. Which then of course needs a little consideration in adjusting it. The DPS change from rakata -> campaign is minute at best. Which makes the difficulty of the encounter a bit more stringent and requires a specific raid makeup - and when a required group make up is a necessity it leaves out players that are capable and want to enjoy the game; even if they are hard core. Much like the LI HM, the 2nd boss - it's VERY doable with ranged dps on that boss and a extraneously more difficult with melee + ranged as the dps. Not to mention having a guardian/jugg tank instead of shadow again increases its difficulty. The same goes with Denova. If a raid has a necessity to take only certain classes it needs to be "adjusted". Although some people might argue that - that isn't the case do not really recognize the game as it is played and acknowledge it. So, if you can read through this jumble of thoughts you will notice that I am not really against nerfing it and am for people farming the storymode first - however I am also in favor of adjusting certain encounters to be more forgiving for the raid makeup.
  23. 1) The "balls" are electric fields - they are not cast by the mob, they just 'happen'. You need to move the mob away from them. The incinerate can be disrupted and the main tank needs to be cleansed. Running through the fire to move the players in the group need to be cleansed. The tank should AOE taunt to grab the adds onto him and smash/stomp and the dps take em down as necessary otherwise ignore them. - keep them off the healer. I agree the fight is ridiculously difficult for the other encounters inside the instance. I'm of an older generation that does not react as fast as I should for this set of mechanics It *does* need to be toned down only a hair. If the electric fields didn't grow to huge proportions that would be adequate for the encounter to be still utmost difficult and equally doable by all group make-ups.
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