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Glower

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Everything posted by Glower

  1. My mains are Jugg and Conc OP. So i would say that
  2. A couple of folks has cried and you gave up. Stunned but not mezzed? (whirlwind sleep dart etc?) Now this is just a bad change. It should be appied to the first version of changes (hinder etc) but you have removed hinder and and now you remove the ability to crawl your ball to the end line vs all these rolls and speed-ups. Where is the logic? Terrible. It's like a bad show to watch if your team cannot score even once. People will leave even before the first five points. Overall you did everything even worse than now. Can you think/code a little more? The sad truth.
  3. (Good) sniper with Entrench/speed utilities can do the same if not better/faster at original Huttball map. And you cannot pull or push him at all unless another sniper will drop that canister.
  4. Still way too slow, Bioware still need years to do small numerical changes, not even talking about mechanics. I mean look into GW2 or ESO, heck even into RIFT change-logs and compare them to SWTOR. it's just sad.
  5. Seems like some people prefer healing debuff and other proposed changes (by Snave) to hinder (by Bioware). Can anyone tell me how this can address our current "problems"* with Huttball? IMO, It's juts does not change anything at all: - you can still score in a couple of sec (Op/sniper rolls etc), so debuff does nothing (10%/10sec? Some dps or a tank can apply similar debuff currently, with 0 results) - you can still pass to the ledge in a couple of sec (Op/sniper rolls etc) - you can still use roll/force speed/etc from the ledge (original huttball) - you can still avoid acid traps (50% movement debuff? Please...) So at the end you just do not want to change anything, and also do not want to announce this. *(which are not problems for these people)
  6. Seems like some people prefer healing debuff and other proposed changes (by Snave) to hinder (by Bioware). Can anyone tell me how this can address our current "problems"* with Huttball? IMO, It's juts does not change anything at all: - you can still score in a couple of sec (Op/sniper rolls etc), so debuff does nothing (10%/10sec? Some dps or a tank can apply similar debuff currently, with 0 results) - you can still pass to the ledge in a couple of sec (Op/sniper rolls etc) - you can still use roll/force speed/etc from the ledge (original huttball) - you can still avoid acid traps (50% movement debuff? Please...) So at the end you just do not want to change anything, and also do not want to announce this. *(which are not problems for these people)
  7. I hope that hinder can stay, maybe changed a bit but still active... Not sure about inability to pass on stunned targets.
  8. They cannot. Well mercs can, but not a solo sorc unless he is backed up with his own team. If left alone like your op vs 3 angry dps he will die... just like your op.
  9. I reported him 3 weeks ago and also PMed Keith (or it was Musco...). He is still online. Make your own conclusions, especially if you remember
  10. RIP solo players who love to guard nodes (in stealth). Especially if we take into account the "experience" of Bioware and their ability to adequately read and use the metrics. No offense Eric.
  11. Will you separate premades (4 players only? or maybe 3-4 players?) from a full team of random players/pugs? Because currently it happens very often, sometimes it can be two "premades" against a full team of random players/pugs. Or at least pair them with said pugs but in opposite teams (1premade and 4-5players vs 1premade and 4-5players)?
  12. Very often my character stutters while being stuck in the obstacles for 2-5 sec, if in these cases he will be killed by the game... Not sure if this is related tho. Otherwise they should kill players outside of the starting area before the match begins on any map. And also disconnect players with abnormal speed (speed-hack detection? is it even possible in SWTOR with all these glitched abilities?).
  13. In an ideal world, your logic will probably work... but 6sec is a pretty harsh timer alone, with more rapid progress, more people will leave the game even faster than now. On the other hand, if matchmaking will work (this is Bioware after all, for example it can group 4+4 premades with heals vs full pug team with heals ) - then there will be fewer bad games than now. These are pretty radical changes, i still think that they will make things worse overall.
  14. idk, most of the time it will favor stronger team and/or spam cappers. Yes, the game will go faster and there will be more action, but at what cost? So why change this?
  15. I still don't understand why players need a pass or a sub to play in regs even at 70. Judging by the rewards, non-ranked PvP is not the end-game content.
  16. 1) "Terrible" operative. 2) Can you clarify the "problem"?
  17. Once i died 12 times on my Pyrotech in a single The Ancient Hypergates without healers. Im a burden to my team despite of my fluffy numbers, that is how your ranking is applied to PvP.
  18. Yeah thanks, i saw that now, but there is no point to do so unless you really sure in your team (sometimes they are unable to open bridge at all... ) or want to block yourself by some weird reason. Also you cannot save "bad" team with these changes.
  19. What about Novare Coast hacks? - Some hackers can capture all nodes before the game starts. (And you refuse to ban them...) - Or Sorcs that can use Phase Walk to capture nodes from the backside (or it was fixed already?). Also why no changes for snipers Entrench/disable node ability combo in Odessen Proving Grounds. Terrible changes that favors premades or just team with good dps/healers vs bads. Please reconsider that decision.
  20. Can they rollback minimap changes (small red/purple icons to stacked circles)? Please?
  21. I disagree. If i can finally play on my republic alts without constant odessen proving grounds/yawin or arenas due to small population, then it is improvement! Leave RP (RP in this game though... ) to PvE side of the game.
  22. Did they nerfed it? But it still states that But i cannot feel these 15 levels at all.
  23. btw I don't think that my character is the only one who is experiencing this, i saw a couple of 70 level stealthers on the fleet who can be also easily detected.
  24. He can spot, target and attack me with single target ability despite of "15 levels of stealth". I'm not sure if i can add anything more.
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