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Brightglade

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  1. My guild has mostly left and my subscription runs out soon. I was hoping 1.2 would balance things but several key issues were not. *shrug*
  2. 1. Stop allowing Force Users to have such a huge advantage in Huttball. They can bypass areas of the game by Pulling, Leaping, Interceding and Bubbling up to run through hazards. Turn off those abilities in Huttball. 2. Force Attacks should not bypass Defenses. This completely negates defense abilities and makes them worthless. 3. Put Interrupts on Resolve. Healers should not get completely shut down by people chaining interrupts. 4. Allow snares to be Purged and/or put them on Resolve. Endlessly being snared for a class without a gap closer is endlessly frustrating. 5. Add a CC immunity to Break Free so that players can use their ability without getting CC'ed the very next instant they are freed.
  3. If someone is able to kite a Jugger, the jugger is new to the class. Juggers can spec for unchanneled Choke, get Force Charge (leap) by default, and Toss resets their Charge. Any decent Jugger is extremely difficult to kite. Juggers are better in pve mitigation but in pvp, Powertechs have it better because their mitigation reduces all damage up front while juggers increase their defense. Sorc/Sage attacks bypass defenses, so Sorcs/Sages can cut Juggers down in pvp. Powertech's defenses still work against force attacks.
  4. I have a guildie that mentions how his CC is resisted, deflected, or just doesn't work against force users while they have little or no resolve.
  5. We don't know when the data for that chart was polled. At launch, the class populations were far more even my the server I play. But now, almost everyone has switch to Sith Inq or BH. The chart presented at the summit shows Sith Inq ahead. Again, without knowing when the data was collected for the chart, we do not know how accurate it is for the current game population. If Smugglers and Agents were "buffed he crap out of" then I can assure you, power gamers would flock to them and those classes would become the new FOTM. But as it is, FOTM is currently Sorc and Sage. Which is why you see so many of them. BH/Trooper being a very close second.
  6. Templates and leveling NPCs probably wouldn't completely work. To get your ship, you are required to do your class story. Sure a 50 could blow through the two starter planets but you would -still- be required to do so, to get your ship. Add in the fact you would not have a single companion for crew missions or to help do solo content. Templates and leveling NPCs on the homeworld would allow players to get to Fleet and test FPs and Operations.
  7. K inf really needs help. I was praying that it would get increased from 20e to 30e (150% increase) have the healing increased by 150%, and drop the TA requirement. It would gives us a true emergency heal. It would also allow us to heal in PVP when we get shut down by interrupts. Lack of a gap closer is very disappointing. Lack of a way to get out of combat in PVP is also disappointing. Cloaking Screens Healing debuff needs to get removed. Hurts a healer too greatly. Changing Evasion so force attacks don't bypass it would have been a godsend in the overcrowd madness that is WZs. Removing the requirements on Sleep Dart would have been fantastic. It would have helped in PVP and we would have still needed to stealth to use it in PVE unless we wanted to pull everything. Give it a 6sec duration in PVP but let us use it in-combat. Allowing us to put Med Shield on other targets for 15e would have been awesome. Sure, it acts like a HOT, but that would help in many PVE and PVP situations. I would have removed Stim Boost also. We monitor Stim Boost duration, TAs and its duration, our Energy and K Probe stacks. Lowering our active monitoring down from 4 things to 3 things would have been really helpful.
  8. Are you going to add Level Up NPCs and Free Gear vendors so that players can get 50 and do some testing? This is something LOTRO did/does, so that players can test different level ranges and areas of their game.
  9. I don't appreciate his tone or flippant attitude. He's had numerous chances to address class concerns. A simple "We are aware and changes are coming in 1.2" or "We haven't forgotten you" or even "We can hardly wait to get feedback about the Operative/Scoundrel and Commando/Merc changes on the PTS. Make sure everyone logs into the PTS, tests and please give us some feedback. " would go a long way.
  10. Not when I pvp. Run speed would be nice but once the other team sees me healing, running isn't an option.
  11. I hear you. I have greatly enjoyed your insight into the Op Medic class, your informative posts and well thought discussions. But I agree. I doubt we will get the complete revamp we need. I figure the only change will be to Recoop Nano. And I figure the day I read the patch notes for 1.2 will be the day I cancel my sub due to lack of real class balancing. If patch 1.2 isn't a miracle, I fear this game will fade away.
  12. Will not happen. GZ stated that he felt Sorc's 8 target heal was justified since it had a cast time, was immobile and a large cost associated with it. My guess is BH heal goes from 3 to 4. Op Medic's Recoop Nano heals from 400 a tick down to 200 per tick, with the healing that got removed hitting immediately on cast. So 1k heal on cast, with 1k healing over 5 ticks. (worthless)
  13. Depending on how much or more likely, how little 1.2 balances classes, I see an all Sorc/Sage team completing raids since we can have every class buff. No need to take along other classes since they have less utility.
  14. She is the best tanking companion I've had so far in the game, by a huuuuuuge amount. She can be a melee tank or a ranged tank while having the mobility and the abilities to make either work extremely well. I have played Smuggler, Jedi Knight, Operative, Sith Inq, Sith Warrior and Trooper. T7 is really close but unfortunately it's beeps are really freaking annoying and high end gear for droids is currently impossible.
  15. You forgot to mention that Sniper CCs are subject to being deflected by force users. In fact, they are commonly deflected by force users while Agents and Smugglers can not deflect incoming CC. The Devs need to Stop the bias towards force-users. Rakata set has too much alacrity to be useful. There has been detailed discussions about alacrity's effect on energy regen on this forum. As casting speed is reduced, the amount of energy regained per cast is less. This forces us to use Diag Scan more often per minute to regain that lost energy. To get any meaningful reduction in cast/channel times, we have to stack an inordinate amount of Alacrity. Doing so, means we lose other -far- more important stats. This means... There is no way you are healing 16k in 2.5 seconds. You would lack the crit rating, the surge rating and the power rating after having so much alacrity from the Rakata set pieces. Stop talking out of your exhaust port.
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