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Vetilo

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Everything posted by Vetilo

  1. Devs, I really appreciate the fact that you have reduced the cost of gearing for PVP. I have been playing since launch and I have NEVER gotten a full set of high end PVP gear because I am a casual gamer who works 2 jobs and can't devote hundreds of hours on a gear grind that changes in 4-6 months. So the fact that the gear is cheaper now is great, and it gives me an opportunity to get into more Ranked WZs than before. I even like the change that you have to have a minimum Expertise rating in order to join a Ranked match. It isn't a complete gear grind, but it does make it so that you have to be somewhat serious about playing in Ranked matches..... Except that I just noticed today that I have gotten absolutely NO Warzone Comms for the Ranked matches that I lose. This makes absolutely NO sense to me whatsoever. What you have effectively done is make full Ranked gear sets a damn near requirement for Ranked WZs to maximize your ability to win and actually get something for your time and trouble. Otherwise, when you roll into a Ranked match without full Ranked gear, you get ROFL stomped by a group in full gear and to make matters worse, you get absolutely nothing for it to help you get better gear. This necessitates players staying OUT of Ranked matches until they have ground their way to a full set of Ranked gear, which in the long run does absolutely nothing to fix the issue that you were trying to fix in the first place. You don't have to give out a lot, but if you were to at least win a handful of WZ comms with a loss, then there would be a lot more incentive for people to queue up and play Ranked. And lastly, can you PLEASE do something about all of the speed hackers in the warzones? Watching Juggs outrun everyone at a constant pace throughout a WZ without stop is starting to get REALLY old. Or better yet, having Ops and Scoundrels punch/stab you 6 times in 2 seconds for 40K+, which is also not much fun. Thanks
  2. If you are looking for a great guild, please check us out at AOD. We have the ability to accomodate any type of player, from casual to hard-core raider. Angels of Death is more than just an in-game guild, we are a full blown gaming community. So if you are a mature player who is looking for a great community of players to help you out or to hang with while you play, please look us up and join us on vent.
  3. Developers, I have been thinking about this a lot, and I have found very little reason to go back and play through any of the planet quests once I out-level them. I have tried, and while it is interesting to get some of the story lines that I missed, the only real reason that I go back is so that I can grab the Datacrons real fast or spend time in between PVP matches so that I can fill up on comms without leveling up to fast after I hit lvl 40. Now here's my idea to get more people playing this content and experiencing all that this incredible game has to offer with regard to story - A unique gear set and title that can only be received when a player has completed all the quests and codex entries on each planet. Now, how could you do this? First: - FIX THE CODEX ENTRIES!!!! I know that this is of little concern right now with everything else going on, but Korriban still has 2 codex entries that have been removed from the game, making it impossible to complete the planet. I'm sure that there are other out there as well. Second: - Add a new color to the Heroic Mission Triangles on the Planets. Currently the scheme is a lit-up Gold if it is available, and greyed out if not. I suggest you add a third Color, specifically a lit-up Silver once a player character has already done that mission once before. This will help people see clearly which Heroics they have done, which they have not, and which are available to be re-done as a daily if they should so wish. (So, player sees a lit-up Gold mission, takes the heroic and completes it. They go back and the Mission triangle is now greyed out. They log out and back in the next day. Now the mission triangle is lit-up again, but is Silver, indicating that he/she has already completed that Heroic, but can now do it again as a daily. Third: - Add a Title that a Player can earn if they complete everything on a specific planet, with a final Title once a player character has completed all of them. Fourth: - Add another Title that can be earned through the Legacy system for a player that has done all of the quests on all of the planets with at least 1 character of BOTH factions, along with a piece of Bind On Legacy Orange gear that is again unique. Now, as far as the gear goes.... It should be orange gear, so that it allows for customization, but as an added incentive, it should come with an augment slot already added. While some might complain that this will hurt the in-game economy, I would have to disagree, as the initial run on augments and augment kits has passed and most are trading for a modest sum of credits at this point. Additionally, the gear needs to be not only unique, but "cool" to coin a phase. Nothing with ginormous shoulder pads with spikes or humongous backpacks or antennas on it. But something that has appeal for most everyone, without being over-the-top in any one way. For instance, the Voss Social armor..... Awesome.... EXCEPT FOR THE GIANT HOOD. I could give a number of examples, like the shoulder blades on the BH WH gear, etc. Point is, the gear must be something that people would want to go after, while at the same time filled with mods that are equal to the highest level rating of the planet on which that gear piece was earned. And when I am talking about completing all of the quests on a planet, I am only referring to the main planet quests, not necessarily the bonus quests that sometimes pop up as well in conjunction with the main quests. However I do feel that Area quests should be considered a main planet quest for purposes of this argument. Just a thought, but I know that if I had both a way to determine exactly how much stuff I still had to accomplish on a planet, as well as a reason to accomplish it, then I would spend a lot more time questing than sitting at fleet by the PVP terminal.
  4. That's the thing though... he wasn't glowing white. He was simply running along. Maybe I missed something, which is entirely possible, but I am pretty damn sure that he didn't have force shroud active at the time.
  5. LOL! I know right?!?! I'm about to get inundated with replies that I need to learn how to play, that i'm OP as a powertech and that they probably had a full resolve bar and I'm too stupid to realize what that white bar means. But I looked it up in the forums, and I didn't see anything at all about it, so figured i'd brave the BS forum posts in the hope that someone will shed some light on this situation before I go running to customer service to get some BS automated response.
  6. Does anyone know how it is possible for a harpoon against an assassin with no resolve does NOT work? Is this an example of a bug with the PT harpoon ability? Or do assassins have any ability that makes them immune to pulls? I have seen this a number of times, specifically in hutt-ball, where I have tried to pull an assassin and couldn't. They were not sprinting at the time, nor did they have a full resolve bar. Just wondering if I should send this in to customer service as a bug or not.
  7. I call Bull$#!^ on the 680K damage in recruit gear. The most I have ever seen done in a WZ is 500K by a Merc in full WH, who happens to be a guild mate. Personally, I have played both a vanguard and a powertech to 50, mainly through pvp. I routinely find myself at the top of the board in both damage and medals on both characters, even in recruit gear, but I still find it extremely difficult to kill other players who are in full WH, while I find that I am abnormally squishy when I face them as well. I am not a weak player and I am not saying that it is only the gear, but I do feel that people who have the time and inclination to grind out a full set of WH gear are dis-proportionately rewarded by the amount of expertise that they are given. And no, my math skills are not awful, you simply didn't understand what I meant. So let me spell it out with an example: Current expertise stats by full gear set (hypothetical for argument sake): Recruit - 800 BM - 1350 (Which means that the full set adds about 550 expertise over Recruit gear.) WH - 1800 (Which means that the full set adds about 450 expertise over BM gear.) Now, what I am proposing would look something like this: Recruit - 800 BM - 1150 (Which is only an additional 350 Expertise over the Recruit gear.) WH - 1350 (Which is only an additional 200 Expertise over the BM gear.) There is still a bonus for people to get full WH gear, but there is not such a huge disparity between expertise levels among pvp'ers at level 50. You say that the whole gear thing is simply an excuse from poor players. But at the same time, you say that the gear doesn't matter. So why would you object to my proposed change in the first place? As you say, the gear doesn't matter.
  8. Completely disagree. The issue is not with the valor ranks. It's with the GEAR. By the time you get to valor rank 70, you usually have WH gear and an insane amount of expertise. Which basically makes PVP play based in this Stun Wars game based on gear instead of talent. I could suck at keeping up a decent rotation, but provided I played enough warzones, even if I LOST THEM ALL, I would still eventually have a full set of WH gear that would give me almost 7K more hp, more damage reduction and more damage done against people in recruit and BM gear, so that the fact that I sucked as a player wouldn't really matter much to my ability to win. In my honest opinion, the amount of expertise you get with recruit gear can stay the same, the amount you get with battlemaster gear needs to be lowered by 25%, and the amount you get with WH gear needs to be dropped by 50%. WHY, do you ask? Because it will level the gear field and make PVP more about a player's natural ability to play their character as opposed to how much time they have dedicated to grinding WH gear so they can smack people around in PVP.
  9. I would be happy if they would just get rid of the resolve system as is, or at least fix it so that the following would happen: 1. It actually works the way it is supposed to, instead of getting stunned when you have full resolve, or being immune to stuns / knockbacks when you have no resolve built up at all. 2. Once you reach full resolve, all movement impairing effects currently on you go away and you become immune to all slows, roots and snares as well as stuns. Quite frankly, I am getting sick and tired of STUN Wars PVP. I couldn't tell you how many times I have been completely stun-locked with full resolve, gotten killed and appeared in the respawn point with 3/4 of a full resolve bar. If people are going to continually spam their stuns against their opponents, then the opponents need to become completely IMMUNE to it at some point, which I believe is the original intent behind the resolve system in the first place. If you won't fix resolve, then at least give us a 30 second stun break instead of a 1 minute cool-down.
  10. While I am generally against bringing the nerf bat to bear against any class, I do feel that it is warranted in one case. That would be scoundrel healers. It's not that they heal too much overall, but I find that the ONLY way to kill one is with dedicated focus fire from a minimum of 2 people in pvp matches. Now let me explain. I am currently playing a bounty hunter powertech at level 36. I am dps spec and I routinely have the highest dps output totals of everyone in a wz, including players on the other side. I leveled a trooper vanguard to 50 and I know the playstyle and what those classes can do. However, whenever I go toe-to-toe with a scoundrel healer, I CAN'T KILL THEM! PERIOD! I can get them down to very minimal health, and then simply run around after them as they have an ability to self heal every global cooldown tick that heals them for slightly more than I can ever damage them, and I am putting down 2K+ hits nearly every gc. I am all about survivability for healers, but in my mind this is just a little too much healing to be doing to one's self, especially since they can do it on the run and it is non-interruptable. So basically, unless you have help, you can never kill a scoundrel healer. That, in my opinion, is just a little too out of balance. If it took me longer, but I could still burn them down eventually, then I would be okay with it. But I never can. Unless of course I am missing something here.
  11. It was a great event that opened up a lot of possibilities for faction v faction, open world pvp and the chance at some unique gear and pets. On that front, two thumbs up. However there are a couple issues that I had which were exceptionally annoying. First, the whole thing ended without a blip. Like a bad dream or something. Are you really telling me that the entire galaxy knows about an outbreak of Rakghoul plague on Tatooine through news broadcasts and not a single person comments after it gets cleaned up? That is some seriously bad PVE storytelling. Second, the jawa vendor disappeared at the same time as the quests. At least have the specialty vendor stick around for awhile so people can dump their DNA. I didn't get back to the vendor in time due to family issues and not being able to play and now I have like 85 DNA just sitting in my vault with no way to get rid of them. Lastly, I really liked that the world bosses on Tatooine got infected and that a new one was introduced. However, the demented fool who made the newest world boss next to impossible to kill was an ***. Immune to ranged attacks, a powerful pbaoe attack, entirely too many hit points, a damage shell and regeneration to boot was ridiculous. We had 17 guildies go after it for 2 hours, 12 of whom were level 50 and none of whom were less than level 40, and we couldn't get it down past 3/4 health. That's not fun, that's calculated sadism on the part of the devs. Fix issues like that on the next go around and it will be a huge success.
  12. As a Soldier myself, I can understand how a lot of Military units think. They often find or develop sayings or other things to go along with their units. Some are mired in tradition. Some poke fun at other units and end up staying relevant even when no one understands the original joke. Some are just plain stupid. Still, I gave it my best shot for what I would do if I was a Sergeant in Havoc Squad myself, especially in light of all of the Jedi high-tailing it to Tython after the Treaty of Coruscant. The Trooper Code: There are no Individuals, there is the Squad; There are no Vendettas, there is the Mission; There is no Fear, there is Firepower; Through Firepower we achieve Victory; Through Victory we forge our Eternal Legacy; FOR THE REPUBLIC!!!!
  13. All of that being said however, I do feel that the Watchman spec for Sentinel is absolutely GREAT for PVE, and I am hoping that it will do equally as well in end game raiding. You can burn down large bosses with relative ease, especially if they are not running all over the map, and if you manage your defensive cool-downs then you can ensure that you survive the up-close encounter. I have heard it before, but I don't remember where, so I'll post it again. Hit Rebuke at the start of a fight or at 75% health, Saber Ward at 50%, Guarded by the Force at 25% (if you have it) immediately followed up by a medpack, and if you are playing PVE, hit your heroic skill when you get back down to 25%. At anytime, especially in a boss fight, if you see Rebuke go active make sure that you hit it. That combination lets me survive the vast majority of fights with relative ease.
  14. I hate to say it, but I almost completely agree with you. I have been playing PVP with my Sentinel as a Watchman spec and I get completely wiped almost non-stop. It is just amazing how I can find a single target, jump on them and start adding dots, only to be overwhelmed by his 2-5 mates that were apparently just waiting to kill me. I have tried hanging with other players and acting as damage for their targets, and that seems to work a little better, but the damage output of the Sentinel seems really week. I was having a difficult time putting up anything like a respectable damage amount during PVP at all, I'm talking an average around 45K over the course of a warzone. As soon as I jump in I get cc'd, which I quickly break, but then I just get cc'd again before I can do any real damage. And I have seen smugglers with a heal spec put up just insane amounts of both heals and damage. I am SURE that a good portion of this is my relative in-ability to manage the multitude of skills and abilities on targets that run around the map like headless chickens while attempting to run around like decapitated poultry myself, but still, I thought that this was supposed to be the best of the best at damage. I find it being the worst. I recently rolled a trooper and was putting up over 75K damage when I was only at level 10, and that has continued to rise as I have been leveling. I just don't feel that the Sentinel class has much to offer to the PVP world, especially with all of the ranged attacks from other classes half killing you before you get into range, and the abysmally difficult prospect of hitting a moving target and trying to keep them in melee range.
  15. I have been playing a Sentinel as my main since the beginning, as I was really intrigued by the "Master of hand-to-hand" bit and being un-rivaled on the battlefield. I just hit 36 and finished chapter 1 while spec'd the whole time as a watchman. I have to say that the gameplay has been killer, and I like how easy it is to burn down some of the elites and champions that you can go up against with your companion on some of the different worlds. That being said, I have made it a point to do everything I can to keep my gear up to date and stacked with the best mods and enhancements I can, and lately I have noticed that I have been finishing even regular fights with somewhere around 20% health. This is even more so in PVP, which I only just got into, as this is the first MMO I have PVP'd in, but I find that even when I try to stay close to and support a tank or healer that as soon as I draw someone's attention, I seem to get cc'd and killed in a matter of seconds. While I am sure that I lot of that has to do with the fact that I am a noob in PVP, I was wondering if anyone had any general advice for how I might improve my survivability, i.e change spec, rotations, anything at all really. I really enjoy this class, and I love having the dual sabers, but it seems that no matter how many dots I stack or how many times I hit or whatever, by the time I get someone down to 3/4 health in PVP, I am already dead.
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