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Milco

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  1. Really? o.O I expected Sorc dps nerfs and hybrid nerfs but not Healing nerfs at all. Certain fights in PvE are incredibly tight and stress inducing already and I do not feel like the invincible PvP god that some others portray Sorcs as - despite being one of the best Sorc healers on my server. I expected small buff to Sorc and strong buffs to the other two to bring them in line. Yes, they are testing, but I don't think they will reverse too much on these things. They aren't going to change huge nerfs to buffs of any kind. And in forming these changes, they hopefully had some idea rather than just trying blindly.. I say "hopefully" because if they try to balancing things blindly it doesn't bode well for things to come. But this "idea" they must have had is just completely misguided.
  2. I wasn't concerned.. I am only concerned now that the patch notes are out. I did not in a million years expect these kinds of nerfs. And I don't think I can get 8 people to spend time and effort on a test server just to calm my nerves.
  3. I don't have a lvl 50 on the PTS nor do I have my guild to actually be able to test both nightmare mode operations and competitive PvP. Yes, they've said there are more changes, but unless those changes are buffs for only healers, I'm doubtful it really changes all that much.
  4. New content is always good, so it's great that that's finally coming. But I have to say that as a Sorc healer, the balancing parts of this patch look just terrible, unexplainable and like something a troll would have posted as a joke.
  5. While Salvation/Revivification does not state a target limit in the tooltip, I believe it is actually 8 targets. That seemed be the number of people I was healing during some Ilum PvP, even though there were ~20 targets within the radius. It is still a really, really good AoE spell, but not *infinitely* powerful as such.
  6. I don't know why I forgot to add these things in the last post but.. PvP: - Ilum: Healing does not award any mission credits. Going around having to 'tag' people in order to get credit for the kill is both inefficient and contrary to the role I want to play. I want to keep my side alive and ensure our victory, not go around casting Force Storm all the time. - Warzones: Healers get the fewest medals by far. A friend of mine plays a dps juggernaut and even though I still have the better gear (I am Battlemaster, he isn't yet), he says he pretty consistently gets 10+ medals and 1600-1900 valor per warzone - I get more like 4 medals and 900 valor. There are too few healer medals and it is really hard to get many kills/do much damage for other medals when you're not specced for it at all. Items: - Relic of Residual Mending: "Healing an ally has a 50% chance to restore an additional 410 health over 3 seconds. This effect can only occur once every 20 seconds, and shares this limit with similar healing effects." For some reason, this is classed as item level 58. The dps relics and the tank one that can also drop in Karagga's Palace are all quite good, but the healer one is just plain bad. The value in effect over time is less than half of the dps relics and it only procs every 20 seconds. Healing is about reliability and reacting to changes in the fight. An effect that happens every (and for so little) is not a reliable tool when healing. - Rakata Triage Adrenal: There is no reason what-so-ever to use this. I assume it is intended as a healer adrenal (considering the word "Triage"), but the stat boost is the same as the Attack adrenal (except the attack adrenal affects all Power and not just Force/Tech Power) and the Triage adrenal has a 50% debuff to all damage you deal on top of that. Why would I ever want to lower my damage just for the sake of it? Whether intentional or an oversight, there are quite a few areas where healers are getting the short end of the stick. We already have 2 "healing taxes" (trauma debuff in PvP and ~30% lower +heal than +damage), so I really don't think we need more, general disadvantages just for choosing the role we like to play.
  7. I play a Sorc Healer doing Operation and I love my Sorc, I love my spells and I love the feel of the class. There is something that has been bugging me though; the talents. Compared to Lightning DPS tree, Corruption is pretty lackluster. There are 5 talents which are absolutely vital, but then other top tier talents give +hit, 2% damage reduction and slow on Affliction. I don't think Sorc healing should be buffed, but I would like it changed around so my points spent feel more special and have more impact. We end up having to put points into self-healing and 3% damage reduction simply because there is nothing else that's good. Incidentally, many of the high tier talents we get are actually just 2 tier 1 talents from other talent trees. I don't know that Alacrity should increase regen. That would seem to make it much too powerful. But we do get loads of Alacrity on our gear - as do other healers. I believe all pieces of the Rakata set have Alacrity on them and you end up with ~350-400 Alacrity, but only ~150 Surge. It seems odd to me, since we rely a lot on crit for for example Force regen.
  8. My best is ~650k (inquisitor). When you don't die, are in combat the whole time and the rest of your team stays alive it's hard to know what more to do to increase that. But I have to admit, I find 1 million healing quite hard to believe. Without trauma, it'd be doing ~1500 healing per second for the full 15 minutes. You can get around that in single target healing in rakata gear, but if you have to move around as well, occasionally get stunned, interrupted and so on, it really doesn't seem possible. The only way I can think that's possible is to stay out of combat and heal somebody else that uses Consumption/Noble Sacrifice. And just for reference, I'm Battlemaster and using pretty good gear, so that's not the issue.
  9. Milco

    Huttball Exploit?

    Upon testing, I find that you are indeed correct. Though I could have sworn that I tested it earlier and the debuff went away (must have been in Voidstar instead). But I still hold that it is a problem. I've had people from the opposing team willingly run into the fire to die just to get back to their spawn to do it to my team. It is seriously harming the enjoyment of Huttball and there is just no excuse for allowing it.
  10. Milco

    Huttball Exploit?

    Actually, standing there is considered outside of the spawn area for the purpose of the anti-afk debuff, so you will not get kicked for just remaining there. The main difference between this and other effects though is that this instantly kills you. Being dragged into the fire still takes ~5 seconds to actually get you down in which time your team mates could potentially help you out. And an assassin standing up there is standing clear of melee and cannot easily be detected - they are actually standing outside the playing field. And yes, CC immunity currently doesn't prevent snares - even 100% snares - for some bizarre reason. I don't think that can be used as an argument not to rethink their position on this issue though. Rather, both issues should be resolved instead of Bioware merely going "Working as intended". These issues make the game really frustrating and much less fun as a result - I cannot see why Bioware would want an unenjoyable game experience from these kinds of cheap tricks, but apparently they do.
  11. Milco

    Huttball Exploit?

    Problem is if a stealthed assassin is doing it, you have no way of knowing that he is there (or indeed where on there he is) until he does it, so you can't throw the ball to him. I thought this was one of the most obviously exploits in the game and have been reporting it. At first, I got a response saying they were aware of people doing it and hurting the game experience, but now they just say it's an intended part of the game and link to the stickied Huttball tactics thread here on the forums. This ability is absolutely terrible and seriously impacts how fun Huttball is. There is nothing fun about an unavoidable, instant kill ability which you can't even see coming. I find it absolutely mind-blowing that the CS response now is that it is how they intended Huttball to work. It can and should only be considered griefing!
  12. The best way to defend is to have a stealthed Assassin just outside your spawn gate and have them pull the ball carrier whenever they get close to your goal thus instantly killing them. I have reported people for doing this thinking it was an obvious exploit, but Bioware (in their infinite wisdom) has ruled that it is completely as intended.. even though there is no counter, no way to prevent it and nothing you can do about it what-so-ever.
  13. The healer adrenal ought to be boosted. There's absolutely no reason to use it as it is currently since you're just gimping your own damage. That's good for neither PvP nor PvE encounters where the healer often needs to pitch in on burst phases.
  14. I'm giving up playing this evening. I might try late tonight and hope others can't stay on as late. Waiting 20 min to play continue playing my lvl 28 Inquisitor is one thing, but keeping getting time outs when you're just about to be let in to select character, then having to requeue and see that there are now 2x the people there was before.. that's very discouraging. Been trying 2 hours now with no luck, so figure it's time to do something else. There really should have been more EU servers ready when they let in that many.
  15. Yes, queues are to be expected at the launch of a new MMO, but Bioware did kinda drop the ball today - after having managed really well during both beta and the past 2 days of EGA from a connection point of view. Try having a look at the server list and see if you can spot a difference between EU and NA servers: http://www.swtor.com/server-status When most of the EU servers are full and have queues of upwards of 2 hours plus connection time outs for those in the queue preventing them from joining, that really isn't too good. I haven't had any time out problems at all during my time in beta and there were much longer queues there. Also, the EGA was in part to prevent server over-population and to let people in slowly, but that of course doesn't help much if no additional servers are brought online. They should know how many preorders they have in the EU and roughly how many servers are needed to accommodate them. When 90% of the servers then have queues and some of them upwards of 2 hours, servers are crashing and the rest are under heavy load, I can't help but feel they didn't manage the EGA that well today.
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