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theravenzone

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  1. Ok thanks for the tests, then it seems the bug only affects the Operatives Medical Therapy. There is no change in our Kolto Probe HoT, wether Medical Therapy is specced or not. As for our Surgical Probe instant heal I don't know. Like you said the range is pretty big.
  2. You posted different numbers for SRMP. Is that with different equip or does your HoT heal with different numbers every time? Our Kolto Probe always heals for the same amount.
  3. Most of us players agree that the game has problems. Be it bugs, faction imbalance, class balance and more. And you know what? That's ok. That's to be expected of a new game. And there are parts of the community that are hopeful, who want to help the game. They post suggestions on how to fix certain problems and that's also a good thing. The main problem I and probably others have is the lack of response from the developers about these problems. I guess there are many people browsing the Dev Tracker on a regular basis to see if any of their perceived problems have been adressed in any way. And yeah, some problems are adressed but they are relatively few in number and the problems that seem to move many minds, like faction and class imbalance, get no response. Of course it cannot be expected that every thread, every perceived problem gets a Dev response. But the thing is that many of the playerbases worries don't get adresses at all. That might be somewhat the cause of the bad behaviour and trolling in these forums since they don't seem supervised at all. People threaten with cancelling their subscription since thats one of the only ways they think they can get an answer. What we, the players, desperately need is some form of assurance that we are, at the least, being heard. More responses would be nice, even if they were only saying is that this issue is known, or that that issue is being discussed right now and that they are thinking of ways on how to improve these issues. Details are of course a bonus but right now I'd at least be happy to know that we are not completely left alone in these forums. It'd be especially nice responding to those people that make elaborate suggestions, trying their best to showcase ways on how to improve certain problems. I think they are most deserving of a response. So please, please show us that you care about your playerbase, that you are out there and you are taking steps to adress certain issues.
  4. I knew what the link was before I clicked on it, I thought of that too when I saw the topic... I still clicked the link, fully expecting the music to start playing. But it seems this time Youtube Rick'Rolld me... this video is forbidden in germany.
  5. Have you tried Dirty Fighting for PvE? I am purely a healer but there are enough people out there claiming that when it comes to sustained damage and overall DPS this spec outshines the Scrapper tree even now pre-nerf. Might be worth giving it a shot.
  6. I got to say though, the Trooper story, at least what I've seen from it, seems better than the Bounty Hunter story, where (warning major spoilers incoming ) in chapter 1 you hunt some bounties so in chapter 2 you can hunt even more bounties and then in chapter 3 it tops all out when you hunt some bounties.
  7. Well I have time, thank you for your participation, this will help getting to the bottom of the problem and hey, maybe fixing this bug will help us as healers in the future.
  8. Let me guess... 'Too long, didn't bother to read.'? There is another steahlting positional melee class out there: Sith Assassins and what can they do? They can sprint, allowing them to close the gap between them and enemies much faster, get away besser or simply jump over the fire in Huttball and score. They have an AoE Knockback and if skilled tank they can pull enemies to them. But again, if going purely by damage trees they can fulfill the sneaking up part as well as we can and also have abilities on top of that.
  9. I still think that were are on about the same level as Mercs when it comes to healing. Sorcerers stand apart as the best healer at the time though.
  10. Ops have one huge advantage: throwing those knives, causing them to stick in your enemies looks awesome, especially when they are more than one (they don't all stick in the same position, when you use Debilitate and Shiv for example you can see both directly beneath each other). Buuuut... Smugglers have awesome hats... the Scoundrels head gear often makes me wonder 'what the heck is that supposed to be?' and I have yet to find one I am willing to turn visible...
  11. Yeah, thats the single target knockback and knockdown ability that finishes their Charge cooldown I mentioned.
  12. I'd be happy with some sort of movement utility, right now compared with other melee classes we're kinda screwed. Let's take a look: Sith Assassins: - Can use their Force Speed ability to run away or to targets quickly and also jump over fire without taking much damage in WZs - If specced as Tank they can pull enemies to them, dragging them into fire or away from their group - Have a mass AoE knockback enabling them to push targets of platforms, into fires or simply away from them Sith Marauders: - Have a combat stealth ability with relatively short cooldown, hightened movement speed despite being no stealth class. - Have a party movement speed buff (50%, 10 secs) - Have a healing reducing effect (not a movement effect but I listed for the OP) - Can jump to enemies, immobilizing them (- Can have an additional mid-range jump? I am not sure on this, not that familiar with the Warrior class but the Fury tree has a mid-range jump talent.) Sith Juggernauts: - Can jump to allied targets - Have a single target Knockback and Knockdown that also finishes their Charge cooldown - Can jump to enemies, immobilizing them (- Can have an additional mid-range jump? I am not sure on this, not that familiar with the Warrior class but the Fury tree has a mid-range jump talent.) Powertech: - Advanced Prototype (dmg) skilltree has an ability that makes Powertechs immune to Movement-Impairing effects, knockdowns and physics and also increases their movement speed by 30% for 8 seconds - Shield Tech (tank) skilltree has a charge ability that immobilizes your enemies and when specced increases your movement speed - Can pull enemies to them, when specced in the Shield Tech tree this also immobilizes the enemy I only listed abilities and talents that affect your movement or abilities that move the enemy. What do we have? Operatives: -Concealment tree: Our cloaking screen only has a 2 minute cooldown and gives +50% movement speed for 6 seconds -Medicine tree: Evasion also give +20% movement speed for the whole 3 seconds it's active -Lethality tree: Debilitate give +30% movement speed for 4 seconds (this one is nice) -Group Stealth that can only be used out of combat And thats it. We have no ability to quickly get to enemies or get them to us, there are some neat slows and roots in Concealment and Lethality and of course Flash Bang is always nice but thats it... we have not a lot of utility. Yes taking out dangerous targets like Mercenary, Sorcerers and Snipers that range DPS is a good job for us but there is no reason why Assassins couldn't fulfill this job better and we need to get level 36 or 40 to fulfill this job effectively while they can do this nearly from the start. So the question is justified: What exactly is our use (as Concealment or Lethality) in warzones? Pure DMG? Other classes can fulfill this as well and can do even more. I will stick to Medicine but I'd love to see some attention brought to my Operative brothers and sisters.
  13. During leveling you CAN do Heroics and FPs when you put 2 points in Exploratory Surgery, just put your first 2 points in there and you won't have much of a problem doing Heroics as healer while leveling. Flashpoints might be a problem because of energy management during bossfights but it's possible.
  14. How could anyone play a character voiced by Jennifer Hale and not play Reneg... um I mean Dark Side?
  15. Hello fellow healers, I just stealthed in from the Operative Forum where I found out that the talent "Medical Therapy" our equivalent to your "Homegrown Pharmacology" talent does not work. I tested it and it indeed didn't improve my Healing over Time abilities wether I took 0/2, 1/2 or 2/2 of this talent. I came here to ask if you suffer from this problem too, that is if your Homegrown Pharmacology is bugged too. Could you test it for me?
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