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glomeo

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Everything posted by glomeo

  1. I was redirected to this forum in order to resolve the matter of ticket #9443765. Though I still would like a direct response on the point of that ticket, I don't wish to give that matter a public airing. Still, I think there's a legitimate point to be made that you guys should invest in better response to in-game tickets. It's obvious enough that I received a form letter from Protocol Droid X1-A1. I have no way of knowing if X1-A1 even read the ticket that I submitted, because the response (go post in the Suggestions forum!) was so incredibly unrelated to the report that I sent. In addition, I was online and in-game at the time the response was directed to my email inbox, and the ticket was closed while I was waiting in the live client to talk to a CS rep... without notifying me. I'm so baffled by the non-helpful response I received that I'm unsure how to proceed. Perhaps I'll try calling in. There's a real suggestion, here. Please improve the quality of responses to in-game tickets. Consider also implementing a feedback link in the email that I was sent, so that I can report on my experience with Protocol Droid X1-A1.
  2. I or another officer representing Lethal Dose Fifty will be happy to join this discussion.
  3. Ticket #8908436 was closed without resolution by forwarding to the development team. I was not submitting a bug report, I require assistance. The achievement 'Javaal Fleet Action Mastery' is in my achievement tracker, and I am unable to remove it. On the achievements page, it is listed as complete; the track toggle is missing entirely, as it would be for other completed missions. I need help removing this achievement from the tracker.
  4. Lethal Dose Fifty @ Jedi Covenant 16 Man Hard Mode Scum and Villainy 1. Dash'roode 2013-04-22 03:34:05 UTC - ach 2. Titan 6 2013-04-22 04:17:07 UTC - ach 3. Thrasher 2013-04-24 01:13:04 UTC - ach 4. Operations Chief 2013-04-24 02:06:18 UTC - ach 5. Olok 2013-04-24 02:59:11 UTC - ach 6. Cartel Warlords 2013-04-24 03:19:28 UTC - ach 7. Dread Master Styrak 2013-04-24 03:51:45 UTC - screen 1, w/clock, ach I wasn't taking screen caps for any boss but the last one, so sorry about that. The achievements will have to suffice for timestamp proof.
  5. glomeo

    S&v hm

    Congrats Lethal Dose Fifty for the 16man hardmode server first full clear of Scum and Villainy! Pic and pic. Server time was 11:32:26pm on 4/23/13. Check our guild website for more info about the guild and any open PvE positions.
  6. glomeo

    S&v hm

    Congrats to Lethal Dose Fifty for a full clear on 8man Hard Mode SnV! Thanks for some good pulls, you guys are the best! 7. Dread Master Styrak @ 2013-04-12 2:31:21a est 6. Cartel Warlords @ 2013-04-11 03:02a est 5. Olok the Shadow @ 2013-04-10 11:04:03p est 4. Operations Chief @ 2013-04-1010:46:31p est 3. Thrasher @ 2013-04-10 10:28:55p est 2. Titan 6 @ 2013-04-10 10:20:28p est 1. Dash'roode @ 2013-04-10 10:11:32p est Photos at http://s649.photobucket.com/user/twhitt2008/library/LDF_SnV_8HM
  7. Update for Lethal Dose Fifty @ Jedi Covenant US 8m Hard Scum and Villainy 7. Dread Master Styrak @ 2013-04-12 6:31:22am UTC Pic 1 Pic2
  8. Lethal Dose Fifty @ Jedi Covenant 8 man Hard SnV 6. Cartel Warlords - 07:02am UTC 2013-4-11 Pic 5. Olok the Shadow - 05:07:34 am UTC 2013-4-11 Pic 4. Operations Chief - 04:02:31 am UTC 2013-4-11 Pic 3. Thrasher - 2:57:57 am UTC 2013-4-11 Pic 2. Titan 6 - 2:29:05 am UTC 2013-4-11 Pic 1. Dash'roode - 00:58:39 am UTC 2013-4-11 Pic 1 Pic 2
  9. Aren't you concerned that the ping-pong effect of repeated changes to repair costs are going to leave a bad impression for players? When your 50% discount goes away, repair costs will once again seem unreasonably high, likely prompting more complaints. It'd be better to reduce them to a new, permanently acceptable level, and be done with the matter.
  10. Make it possible to remap the movement keys, and the first four slots of the quickbar for space missions only, without also remapping the movement keys or quickbar while in ordinary gameplay. Allow A to be strafe in gameplay and turn in space, for example. Or allow 1234 to be remapped on quickbars while leaving them alone for space. This would mean that assigning a keybind for space mission wouldn't unmap that button otherwise and vice-versa. One alternative, not as awesome but possibly more feasible, would be to have space missions ignore any custom keybindings and always default to the standard controls no matter what you have your quickbars or movement set to.
  11. The option for Story Lost Island is in the finder. It's under Flashpoints, in the list with the others.
  12. Lost Island Story Mode can be found under the Flashpoints header. It's the last one on that list, but you can deselect all of the others. There's no telling how many people queue for or complete that mode, though. Your best bet is to ask in general chat if you'd like to do a run of Story TFB or Story EC (Denova). They're not too terribly challenging to clear, being only a little harder than EV or KP. You can find a pug of these ops, but more importantly you could find a guild that regularly attempts them.
  13. Lethal Dose Fifty killed Kephess 8man Nightmare, 12/12/12 8:54 Est (server time). Pic
  14. Lethal Dose Fifty @ Jedi Covenant 8man Nightmare Eternal Conflict Toth and Zorn Fri, Nov 16 2012 01:50a GMT Pic Firebrand and Stormcaller Fri, Nov 16 2012 04:36a GMT Pic#1 Pic#2 Colonel Vorgath Fri, Nov 16:2012 04:58a GMT Pic#1 Pic#2
  15. The best place to tank isn't just the place where you take the least damage. There are always multiple considerations when you're in an encounter. Obviously, you have to keep aggro off the DPS and healers. And you need to be able to soak enough damage to survive the encounter. Some times, on some fights, you control the pacing. And you have to control the positioning at least so far as to allow the DPS to do their jobs. You can't put the Jealous Male in a place where he'll frontal knockback all the melee. None of this is really arguable. What can be debated is the degree which you need to compromise some of your goals to meet others. What's not reasonable is to dump on some players in order to carry others. LD50 does not do this. All of our players do their jobs. Our DPS kill things, they are not carried. There's no reason to try and insult players you've never met. We all do our jobs. Our healers are successful at covering predictable, even damage on a single target. Our DPS are successful at navigating the map and avoiding important effects. And so my job in phase 2 is just to stay out of the way, ensuring that I don't interfere with anyone else's work. If I had healers who couldn't heal me, then perhaps I'd have to put greater priority on reducing my damage taken. But it's consistently not a consideration in the current state of the game. I acknowledge that strategy won't work for every guild at every skill and gear level, but for LD50 there's no point in me going out of my way to make the fight harder for almost everyone for the sake of people who aren't struggling.
  16. The ad hominem attacks aren't helping your case. Terrible strategy is clearly subjective here. We're presented with a choice, and there are two wholly legitimate options for dealing with the encounter. Moreover you can, if you want, pick hybrid strats as suit your guild. The first option requires more work from healers, in order to heal the increased damage taken by tanks. The second requires more location awareness from DPS, in order to avoid taking unnecessary damage. Either one of these strats is okay, as long as you trust your healers enough to cover the predictable damage. LD50 has an amazing heal squad, who rock this encounter, without mistake or complaint. I frequently trust them with my figurative life, and they don't let us down. This buys us all the coverage we need to perform a cleaner strat with less obstruction in the middle of the arena, so why not do it?
  17. First of all, there's been a lot of instances of insta-death bugs after a player uses the teleport trick. Yes, the teleport seems to be an intended mechanic, with a few ways to trigger it and helpful hints that you should try it. But the truth is, ultimately it causes player-killing bugs. That's an unacceptable outcome, and it makes it an unacceptable strategy. Secondly, I don't understand this "tail damage" thing. Normally tail damage implies damage taken by the DPS if they stand behind the boss: think Karagga's exhaust pipes. To the best of my knowledge, there's no tail damage in the TFB encounter anywhere, or in SWTOR anywhere except Karagga. For your question 1, I assume you're asking about the Monstrous Swipe. That seems to be a boss melee attack, which would apply per http://i.imgur.com/XnkOy.jpg* to platforms 10, 11, 12, 13, 14, 15, 16 and 17, only if the current tank is on that platform. For your question 2, the acid lasts about 35-45 seconds. I have never timed it, but it lasts a while longer than a complete cycle on one tank, which is 30 seconds long. The acid pools are always cleared when the boss starts an irregularity phase, after the 2nd and 4th tentacles die, but they don't appear to be cleared when the boss enters his third phase (the burn).
  18. http://www.torparse.com/a/36224 is the log of the Vanguard from the same fight. I tank on platform 2, using platform 3 when necessary and platform 11 only when 2 has a Phasic Spit Pool and 3 has an Anomaly. Consequently, I take no hits from Monsterous Swipe, and considerably more from Phasic Spittle. This contributes to considerably more damage over the course of the fight, but in a very predictable fashion which our healers aren't having any trouble managing. I had a bit of a chat from our heal crew during this week's Operation, and they have assured me that tank damage isn't a concern for them during P2 and that I don't need to do anything to mitigate damage taken. While it runs counter to my instincts, the simple truth is that predictable damage on a tank - even when it's high - is preferable when it allows the DPS certainty in positioning and healthy freedom of movement. And really, that's true throughout TFB, and the basic problem that I'm having with this thread. Incoming damage on the tank simply isn't enough to be concerned in this Operation, and there's precious little reason to mitigate it. Our heal squad is doing well, our tanks are taking the damage and handling positioning, and our DPS are free to pew pew. When that stops working, I'll be happy to start considering alternatives to reduce incoming damage.
  19. When my DPS are executing to the best of their class's potential, as they're expected to and they frequently accomplish, it's not only possible but startlingly easy for three or four of them to pull off me during a single tentacle phase. I think there are a lot of facets to that problem, from poor tank damage scaling, to lack of proper threat meters, uncertainty about the threat multiplier on Taunt (when is it 10% and when is it 30%?), and the lack of uniform threat drops (predominantly among the advanced classes that have tank trees). I understand that some of the chaos is intended. I dislike that most of these problems become worse as DPS improves their gear. The TFB fight will get easier for everyone when they start optimizing Dread Guard gear except for the tanks, who are already in no danger of death at any point (except to fall damage) but constant danger of losing aggro to the DPS group. Furthermore, it's a common pattern. No one dies unless the tanks fail to use the emergency cooldown that taunts the mob. I have other emergency cooldowns, and I'd love if I could think about many of them instead of just the one. As it is, they're only used to make my healer's life easier, mostly as a courtesy.
  20. Critical taunts are not the only, nor the best, way to challenge tanks. The Operator IX fight is rife with essential, split-second taunts; even hard-hitting abilities aren't enough to peel streaming adds off their initial target. I should be able to do enough threat during a the window of single Cryo Grenade to get a mob's attention, but this isn't an option due to the strange mechanic. Only taunting will work. Then, in the second half of the fight, there's another critical taunt when the boss randomly selects someone to take ridiculous amounts of damage (Sanitize?) followed by a ranged attack. This is nearly impossible to tell from Deletion Protocol in the necessary time window, and isn't telegraphed at all. I'm fixed to target of target during this phase, which is extremely limited gameplay. On Terror from Beyond, the insane number of new targets with new aggro tables, combined with hard-hitting frontal attacks, means intense stress placed on tanks to taunt early and often, putting the ability on cooldown constantly or risking the mob getting loose. It's a constant fight against the DPS with the meter reset every wave, and some DPS like Assault Vanguards have no way to avoid pulling. Sentinels, even with a threat drop, often race back to the top of the chart. In one way or another, aggro tables are wiped by Colonel Vorgath, Kephess 100-60%, Operator IX, Terror phase 1, and in some ways new-Kephess phase 1. Tank swaps happen in Nightmare Pilgrim, Toth/Zorn, Stormcaller/Firebrand, Kephess 60-0%, Writhing Horror, Dread Guards, new-Kephess, and TFB Phase 2. We get it already. You know how to use these mechanics. The point isn't that taunts cannot be interesting gameplay, it's that right now it's nearly the only method being used to challenge tanks. I have other reactive abilities and it would be fantastic if I needed to use them intelligently and preemptively from time to time. You could put a supercharged version of Foreman Crusher's Frenzy ability on a 20 second rotation, for example, causing me to use my cooldowns and swap for another tank when they're depleted. Or you could throw damage at me totaling say 35k post-armor inside of 1.5 seconds, causing me to have a specific cooldown available or face certain death. You could isolate me from healers for a period, through line of sight or healing debuffs, causing me to make do on my own for 8 seconds. And you can make me taunt, too! But in the last 9-10 encounters, almost the only way you're challenging tanks is by forcing them to taunt during excessively brief windows or by causing their threat to be wiped. Expand the boss toolkit.
  21. Lethal Dose Fifty @ Jedi Covenant 16 man Hard Mode Terror From Beyond (5/5) Mon 15 Oct, 2012 1:44a BST Pic Lockout
  22. Lethal Dose Fifty @ Jedi Covenant 16man Hard Mode (proof of difficulty in this lockout pic) Writhing Horror: Wed, 10 Oct 2012 02:04a BST Pic Dread Guard: Wed, 10 Oct 2012 02:52a BST Pic Operator IX: Wed, 10 Oct 2012 03:46a BST Pic Kephess the Undying: Wed, 10 Oct 2012 05:25a BST Pic
  23. I like the Meet the Developers feature a lot. You've got the opportunity to really sell us on your development team, and their vision for the game and its future. A lot of people on your team are relative strangers to us right now, and getting to know them can go a long way toward inspiring our confidence and support. Keep them coming!
  24. The proof in that screenshot is the chat log, which reads "[12:00:16 AM] Discovered codex entry 'Terror from Beyond (Hard)'. You gain 0 Experience." Also in that folder is another photo showing our lockouts, so there's no dispute that I've done the fight only on Hard and not on Story. http://i649.photobucket.com/albums/uu216/twhitt2008/LDF_TFB/Screenshot_2012-09-29_00_09_36_847070.jpg
  25. Complete the quest Terror From Beyond, picked up in the fleet. The final objective is to kill the last boss of the operation.
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