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Zenithan

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Everything posted by Zenithan

  1. Unfortunately, this particular armouring is really rare right now. I only know one person who can make it, and probably not cheaply. If I have any luck, I'll let you know!
  2. Zenithan

    GG

    You're absolutely right, Ray. It confuses me when players on the winning team toss out a "gg" after they go 6-0 in Huttball with very little resistance. At that point, saying "gg" isn't sportsmanship, it's just a bit rude. Maybe I'm not getting it, though. Coming from StarCraft, "gg" is almost always said by the loser just before they leave the game, and the winner usually replies with a "gg" of their own. When the winner says "gg" first, it's seen as bad manners. This is pretty much what I go by in warzones; if I lose a close game, I'll try to say "gg" to show that there are no hard feelings and that the competition was good. I also try to "gg" back if someone on the losing team says it. Unfortunately, like Neo said, there really aren't that many legitimately close games. It tends to be premade vs. pug a lot of the time, and 6-0 facestomps are usually not good games...
  3. http://www.torhead.com/skill-calc#600GGdRrd0dGzZf00MZ0M.2
  4. I'm fairly sure overhealing doesn't actually cause any aggro, otherwise an 8-man raid standing in a healer's Salvation would cause her to instantly rip aggro from the tanks.
  5. Yes, but a turret healer has a hard time keeping the ball carrier alive when they are the ball carrier.
  6. I added a TL;DR. I adapted for the most part as well, just the merger handling re-opened old wounds. I think your suggestion is reasonable, as well, although it might not need to happen more than once.
  7. Hello, everyone. I'm not a person who generally posts on the forums outside of my own server's. This has been a long time in the making, and I'll try to keep it as concise as possible. Prior to the initial round of transfers, when Begeren Colony was made Vrook Lamar's destination server, I e-mailed customer service about my character name, which had been taken on Begeren Colony. They essentially told me that there was nothing they could do, and gave no hint that there would ever be anything they could do. So, since both my guild and Vrook's RP community had decided to leave, I followed, changed my character's name to a butchered version of what it was, and fired off a few mails to the owner of the name on Begeren Colony. That player has not logged on ONCE since well before the transfers, when I initially sent the mail. After some time, I asked customer service if they would at least CONTACT the player to ask them if they would mind giving up their parked name, since they were no longer using it. I was told that this was not an option, and once again quietly accepted it. Then came the actual server mergers. With no actual warning, a mechanism was put in place where the character that would keep the name would be decided by a "variety of factors." Two of my level one characters on Vrook Lamar actually took names that were previously unavailable, so I assume creation date (they were quite old) and potentially /played or last login date were factors. I checked afterward to see if anyone had mailed me about those names, and if they had I would have gladly given them up. Here's the issue: if I had known that I could have kept my character's name by being uncooperative and complaining loudly, I would not have transferred my main until I was forced to merge. The mechanism would have favoured my first-day early access name, as my subscriber status and large /played. When I asked customer service if there was anything they could do, they told me to make a suggestion on the forums. I think, particularly on RP servers, some naming leeway should be granted, at least this once, as the handling of the transfers was entirely out of my hands and names are particularly vital to RP players. I knew several roleplayers who quit after losing their names to people who no longer played, and one of my guild's main tanks (an Elite Warlord) lost his name to a level one player who had also quit the game. This has remained my number one issue with the game since the transfers, as it has his. What do I suggest? There are several options. a) Given the reality of the transfers and mergers, give customer support the ability to grant renames (and to force renames of inactive characters) exactly how it would have been handled by the merge process. This, of course, would be open for abuse and would require a lot of work. I have proof that I've had the name for a very long time through old tickets, etc. b) Give customer service the ability to notify former players of rename requests. c) A one-time "inactivity rename", potentially only on RP servers, that allows names owned by inactive accounts to be reclaimed by those interested in actually using them. I would send out mass emails in advance as warning. All of these have their drawbacks, and while I doubt anything will come of this post, I'd still really like my name to at least be in use, especially when a mechanism was implemented that would have given it back to me if I'd been informed in advance. All of those options have their drawbacks, and could be unfair, I admit. But honestly, going in to free-to-play, I want to feel that being a subscriber has meant something. If I had quit the game back in 1.2, my main would be sitting on Begeren Colony right now with her old name. Subscribers ought to be more important than players who haven't logged on in over 4 months, even to see the change transfers brought to the servers or for new patches. Anyway, that's been my attempt at reason. Thanks for reading, at least... I suppose it's all I can really ask. I guess there's always Reddit. Sincerely, Ryd (formerly Rydia of Vrook Lamar) TL;DR: Since no warning was given about name handling before the mergers (and everyone who transferred ended up getting the short end of the stick) some way should be provided for inactive names to be reclaimed on a 1-time-only basis, potentially with the consent of the inactive account holder. Subscribers should be given precedence particularly on RP servers going into free-to-play.
  8. This is, at least theoretically, a good idea, since Scyn's Friday ranked warzone nights have been dead for quite some time (as far as I can tell, unless they're being kept secret.) Melyn's attempts to reinvigorate those, even trying different days, only worked for a little while. My fear is that if anyone from Ascension, Exiles, Grim Determination, or Source organises even a semi-optimal team, they will die again. At the same time, it will be hard to convince anyone from a higher-rated team to join a pug, as they will take much larger rating hits than anyone else in the event that they lose, and some of them are working toward things like the black-purple expertise crystal (I know Desi would love one) or the mount (in my case, since I'm a compulsive collector, although I don't see that ever happening.) Plus, half the fun of it for me is being with a team I can count on and joke around with. As far as I know, none of it is for the sake of rating itself. I'd happily wear recruit gear in ranked matches if it would make for more competitive ranked warzones. Ranked is where I go for intense competition and close matches rather than a comm-stomp patrol. The past few games I've won have been hard-fought. On the other hand, I go to normal warzones for fun, and when every match has a premade, it becomes tiresome very quickly (unless you beat them with a pug, in which case it's great.) People stop queuing, and only end up going in with a premade, which just makes the problem worse (guilty as charged on this one.) Konstance, if you have an idea, it would be great to hear it, because the state of ranked on Begeren is pretty awful right now for me. As for any top PvP guilds, I'd ask that you not bring your A-team to these nights until we can come to some sort of consensus about what to do. In the meantime, I hope all of you who do participate have fun matches and get yourself some ranked practice with comms on the side. Have fun! -Ryd
  9. You asked me for examples of something a few days ago. Here's one. ...In this case, you're totally right, though.
  10. If you're still having trouble tomorrow, I'll get back to you, since we only downed the first two today. Good luck in the meantime!
  11. 1. How do you think your Sage spec is perceived by other classes? For reference, my spec is Seer (healing.) My raid group has EC HM on farm. I PvPed quite a lot before 1.2, and am starting up again now that adrenals and relics have been nerfed. In PvE, seers are regarded as indispensable, mostly due to the power of Salvation. They are easily taken into any group, and are capable of healing any PvE content. In PvP, seers are seen as weaker than scoundrel healers due to their inability to do any meaningful healing on the move in spite of their lighter armour. While more versatile than commandos, they also fall far more easily, and the cast time on their best heals (Deliverance and Salvation) makes them easily interruptible. Also, they die all the time. 2. How do you perceive your own spec? In PvE, my seer feels completely viable and competitive with other healers. At the same time, the Noble Sacrifice health-sacrifice mechanic still feels completely unfun, as taking even more damage as a light armour wearer just adds unnecessary strain to the raid. Also, most Salvations go on or near myself, so that I can afford to regenerate Force at all, which limits their use. 60% of my healing in almost any given encounter is done by Salvation, which, in my opinion, is a little bit ridiculous. I basically cast Salvation on cooldown out of necessity. Additionally, there's not much we can do as far as burst healing goes other than taking the time to pop all of our trinkets, adrenals, and Force Potency, but by the time that happens, the target is usually dead due to having taken several GCDs and the 2.3 sec cast of Deliverance to save anyone, even with Force Armor. Benevolence is too mana-inefficient to ever use in PvE unless it's at the very end of a fight. It's also somewhat annoying that Noble Sacrifice, which has a massive negative effect and must be used constantly, takes a GCD while the operative's equivalents, Adrenaline Probe and Stim Boost, do not seem to respect the global cooldown, and only consume an application of Tactical Advantage. (Yes, I've played an operative healer.) Regardless, sage healing in PvE is quite a bit of fun, if a bit of a nuisance at times due to a lack of burst heals and an awkward regen mechanic. In PvP, Salvation is far less practical due to its very obvious cast animation and long cast time, as well as the need for everyone to be on the move. As such, our throughput suffers. Benevolence is extremely mana-inefficient, and cannot keep up with a competent DPS' damage, and Deliverance is the easiest heal in the game to interrupt. It also feels like seers die far too fast against operatives, and Force Speed is useless as a defensive cooldown due to stuns and roots. An actual defensive cooldown, which commandos have in their shield and operatives have in stealth, would be useful. Sages also have extreme trouble healing on the move, which means they need to take a pounding to heal, which means more healing needs to be done, which in turn leaves them dead due to their light armour and lack of cooldowns. Operatives can use Surgical Probe, Shield Probe, Kolto Probe, and Recuperative Nanotech to heal themselves on the move, as well as vanish completely every two minutes. They also wear medium armour. Commandos, while turret healers like sages are, can become uninterruptable, have 25% damage reduction, have massive single-target healing capabilities, and wear heavy armour. Sages are also unable to reliably regenerate Force in PvP due to the health loss; once I run out of Force, it's often more effective to be killed than to try to regenerate if combat is still ongoing. Healing as a sage in PvP is an exercise in frustration.
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