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-Garmonbozia

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-Garmonbozia last won the day on January 4 2023

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  1. PVP weekly is still 4/4 completed from last week.
  2. -Garmonbozia

    Self-Heals

    Lethality can, madness can't. Good players should be offhealing, it's no different than juggs and pts being able to taunt. It promotes team play and utilization of skills outside damaging rotations.
  3. Frankly, heals have been underpowered compared to damage for years in this game because of people not knowing how to kill things complaining like this. It's ridiculous to ask for healing to be further reduced and to reduce guard protection, when there are ways to deal with both of these things in play. There are a handful of reasons some teams fail to kill in these situations -- they don't know their classes properly, they don't understand how guard works, they only dps and never use their utility abilities, or pure player skill difference. Obviously, that's not everyone on the team. Usually.
  4. I gotta agree, even as a player with a lot of arena wins, the grind is burnout city. I run 80-90 percent win percentage across my account, but the pops take 20 minutes or more sometimes and even sitting in queue for 8 wins is a sizable chunk of my game time. Arenas are my favorite pvp mode, but having to think about those 24 points has left me glad to be done and not even wanting to log in most days.
  5. Dot classes. Madness gets tons of kbs my man.
  6. There's an 8 man that runs nightly from around 7pm on Satele, not extraordinary players, but they steamroll pug groups because there's no real resistance. Randos mostly don't attempt to form up super premades and when they do, it's to do objectives, while premades like this are there to farm. Form up a group of better players though and these people log out. While I love to premade with friends as much as anyone, I tend to run super groups only rarely because it's boring mowing down everyone in our path and it sucks for the other team. What BW has missed with allowing these super groups into queue with the general population is the fact a lot of these types of players just want to be in situations where they are the bullies for once and given a taste of no longer being bottom feeders in a game or in life, it becomes an addiction. No changes they make to the reward system is going to change the way they play. It's not what they're in game for. They're in game to make themselves feel better. Like Trixxie keeps saying, some kind of separation needs to happen.
  7. I already have progression on the killing blows on every map. Run dot classes to get more killing blows.
  8. The quickest path imo, is actually to do some dailies, earn Conquest currency and buy a full set of CQ gear as you pvp and begin to build that set. There are quests for components like armorings, mods, and enhancements, but you're still going to have to reach a certain gear level to get the pieces to deconstruct to open those vendors. Once you have a base set, which obviously isn't optimal, you can either continue to grind for pvp pieces through the pvp currency and weekly boxes or you can grind pve flashpoints or raids to get you by in the meantime. Getting geared the first time isn't fun or fast, but it's much easier for alts. That being said, if you have more than one 80 it does go a bit faster, but you're still limited by weekly currency caps.
  9. While I agree with the general need to force an economy adjustment, especially for new players, this is absolutely ridiculous. You already sold us quick travel perks, priority transport perks, and strongholds. To then turn around and decide we need to continue to pay to use them is a bit infuriating. If you're going to go this route anyway, since the team already has a bit of a record of just doing what they want and disregarding the community much of the time, I'd like to at least see severe reductions on use when those legacy purchases have been made. While the above post is incorrect regarding gold augments being the start of the problem, many of us know the origin was actually an item exploit years ago, they still make a very good point. Scarcity of certain items like gold augments does drive up inflation. It also funnels the bulk of credits into the pockets of a few players on the servers, acting just like the out of game economy, making the wealthy even more so, and leaving behind new players.
  10. These were meant to be long term achievements, not quick grinds. The 55 kills are pretty easy to get. Certainly not every match, but with regularity for sure. I will give you that the 10 solos are tough these days, simply because players are much more apt to jump into 1v1s now. Back when the achievement was designed, it was doable with some effort. Now you'd have to spawn camp someone or keep solo hitting a node successfully killing something there. Still doable, but definitely requiring a bit more skill.
  11. It's not an exaggeration. I've seen sin tanks out dps jugg tanks. Both hybrid geared, obviously. I do not see it often, but I also don't see very many people trying to skank tank on sins.
  12. This is largely dependent on class, spec, and current gear build.
  13. This is ALSO true, but jugg tank especially is capable of a lot of dps as long as they're not running pure mit. Obviously it was an exaggeration, but there is capability for someone who knows their class to out damage a lot of dps who don't. Sin tanks are also capable of a ton of damage in the right scenarios.
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