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LopmaRibar

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    Orlando, FL
  1. I like the old animation better. The new one just doesn't feel right to me.
  2. With Ebon Hawk now the de facto RP super server, the community is going to need chat bubbles more than ever to keep discussions managable in high population areas like the Republic Fleet cantina. Can we get an ETA on this feature?
  3. Just from the sheer volume of calls for nerfs that I see on the PvP forums. You never see any posts in the PvE forums saying, "Hey, this healer has it way to easy keeping this group alive. NERF!" No, it's always, "I can't rack up kills as fast I want to with healers around. NERF!"
  4. Yeah, got one of those that I'm leveling now, but man I really liked playing a Jedi.
  5. Balancing around PvP. This is my point. LoTRO addressed this issue by having a completely different class of toons for PvMP. Not spazzing out here. Not rage quitting. I accepted the nerf to Biochem, and now I'm accepting the nerf to Seer healing. I'll just switch to DPS and everyone can deal with even less healers.
  6. So BW takes the same route that they did with Biochem. Its easier to nerf what's working instead of buffing what's not.
  7. /facepalm Because the nerfs that you PvPers cried for will affect my PvE experience!
  8. http://www.swtor.com/community/showthread.php?t=363056 Seer Confound now refreshes properly when Weaken Mind is refreshed. Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%. Egress now requires Preservation instead of Valiance. Resplendence no longer removes the health cost from Noble Sacrifice. Salvation's tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability's functionality has not changed. A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected. Combat Medic Field Training now increases critical chance by 1% per point. Field Triage now reduces the cost of Medical Probe by 1 (down from 2). Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations. Kolto Residue now increases all healing received by 3% (down from 5%). Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount. Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%). Trauma Probe now costs 2 Energy Cells to activate.
  9. Oh I'll be fine DPSing from now on. I just hate having to alter my play style due to the endless tears coming from the PvP community.
  10. I don't PvP, don't care for it. To me it's always been the source of countless calls for nerfs. Well now healers are getting a major one in 1.2. Hope you all are happy. I'll be switching from Seer to Telekinetics once 1.2 goes live. Live by the nerf, die by the nerf. Flame on!
  11. I'll be re-speccing from Seer to Telekinesis once 1.2 goes live.
  12. Well, this Seer won't be bothering to do any end-game raiding. I don't want to gimp myself.
  13. I thought the only change coming to Seers in 1.2 was fixing the Conveyance bug so it can't be applied to two abilities if timed right.
  14. And the cycle of nerfs continues. Live by the nerf, die by the nerf.
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