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Syrellaris

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Everything posted by Syrellaris

  1. Please, just go troll somewhere else. Seriously. What did I suggest? exactly nothing of big impact or anything. Hell I clearly said I dont want there cooldowns or casting times increased or them to be nerfed so much they are no longer viable. All I said was the healing needs to be SLIGHTLY lower. That does not mean 50%, not mean 25% it does not even mean 5%.
  2. Because I do feel that Healing is just slightly to strong. I am not saying they need to have there durations increased of casting or there cool downs to be longer or there healing to be nerfed so much, that there is no point in healing. Just the amount healed in pvp, needs to be lowered just slightly. .
  3. Thats the crappy community thinking. Have you ever stopped to think that bioware sees this differently? That what they base there buffs and nerfs on is actuall numbers generated and stored for them? If you honestly believe they listen to the community's constant crying that they think Skill X is OP, then you are just being naive.
  4. Well I am not a DPS, so it does not perse bother me. I interrupt them as much as possible and I can kill a decent healer 1vs1. A really good healer might out do me, since my damage is so low, but thats about it.
  5. The problem is not Bioware really, its the community. Lots of immature people around that never got taught the trait of patience. If bioware does not personally reply to each thread they create, no matter how insulting there thread is or how many different copies a day of that thread sprout, they get pissed off. Customer Service is not here to deal with your problems regarding an item not dropping, or you buying the wrong item etc. Customer support is here to handle the real issues. Like stuck characters and so on. People need to realize that. Bioware developers and there community representatives have other things to do that reply to threads. For example trying to find solutions to the problems people are reporting. Which takes time to find and create. Like i said, it all just takes patience.
  6. Red part. And That is bioware's fault how?
  7. I play a Powertech and I can say this aint true.
  8. Do agree that healing needs a little nerfs, the interrupt dont matter either, cuz they will just use a different heal. However, I do not agree with the changes suggested by the op.
  9. It is not an exploit. It never has been. It is part of the game, just like the republic can do the same thing. It has not been a big deal untill someone started complaining then suddenly all of you are screaming it is an exploit. Its not.
  10. But thats the fun of it. Never knowing were you are going to end up, never knowing what your next move is going to be. It is called adapting to a situation for a reason! More traps, more random elements to the trap adds in a whole new dimension of thinking and dealing with problems. Its fun! If I know all the time that if I take the left vent, ill end up on the left ram, 2 meters away from the ramp to the overlay or if I walk up to a firepit trap and know exactly that I got to wait 10 seconds before the fire stops gushing out etc is going to bore me out since it never changes. Off to bed! its 4 am!
  11. Oh that. (the one in Nagrand, Burning Crusade) Yeah but that was just 1 thing. Most of the arena's didnt have anything like it. Besides wow's pvp got ruined with resillience and Arenas in the first place. Hell Blizzard even admitted they made a mistake implementing it. But regardless, that Tornado was easy to avoid and not impressive at all. Huttball is just a Gametype were you Run, pass, overcome obstacles etc. Its not a team deathmatch. The traps make the entire gameplay fun. Why would you even want to remove that.
  12. @Theneox Huttball is a gametype that adds Random Elements like traps into the mix. This makes it fun. The randomness of a trap, given in our current huttball map it is only the airvents, but I am hoping that in future maps, acid traps and fire traps, or ice traps etc are all going to be 100% random, makes it that fun. If everything was darned static it would get boring. No skill involved either, just zerg and stun, kill. repeat if passed etc. Boring! Also, you do not loose control of your character. You have the choice of taking the vent or the ramp. try some of your skills. You are never forced to do anything. WoW never had anything random in there pvp. It was all set and static. Boring elements that people got tired of off and turned into honor farms cuz ending it in 10 minutes was quicker then the 20 minutes it took.
  13. Why would you even want to make each map static in the first place, its boring that way.
  14. Because just as the acid and fire pits, its a random trap element. It is kind of boring when the map always has the same outcome in turns of traps...Thats why they randomize it. I hope in the end they will do more things like it in future maps. But then with say acid geysers or fire geysers etc. Were if you walk on it, you have a change of it going off or not. It is an exciting element. makes you think if you want to risk taking it. Besides the high route, which the air vents are connected to is the long way around anyway. Easiest is just to take the ramp near the acid pit.
  15. It is random and it is meant to be that way....
  16. There is nothing wrong with this community making excuses. Cuz players make excuses for everythign as it is anyway. If you get stunned inside the colored area, the score does not add up either. if you get knockbacked over it, it doesnt score either. If you step in it and get grappled or force pulled back, you still dont score either. There is so many ways, the game does not register your score, yet you don't hear them complain about it. But because we grapple into the spawn zone and it kills you, its suddenly an exploit? Give me a break. It is a game for **** sake, enjoy it. Shrug it off if you get killed that way or take revenge by throwing the ball to them on the ledge, since this will kill them too. Hell do it right and you can make 2 scores without resetting the ball by passing.
  17. Yeah but the difference is that you need actually touch the line, which is something you arent doing. It works the same way with knockbacks. Noticed that the colored area does not extend to the wall? Well if you get knockbacked and over the colored area, you dont score either. Given you can still score by doing a few steps to the side but still. @Milco, try walking on the sides behind the fences. You can glitch some weird stuff there. But even there the AFK debug still counts. Also, I rather have them fix the CC stuff in general first. As it is right now with all the stuns, snares etc not being effected by Anti -CC and Resolve, its just aggrivating.
  18. Well, I dont see anything wrong with the tactic. The AFK debuff prevents it from being abused and I really only use it when we are tied and the enemy is about to score in the last 5 seconds of the game. Grappling him over the line into the zone, killing him and giving me the ball and then winning a tied game. Its just Epic. However I like most others I would assume, are not going to sacrifice ourselfs in fires just to get there in the hope to grapple someone up the ledge. If there is one thing that really scares players away at 50 or below that even, is the massive amount of CC spam and knockbacks, that you cant prevent. Like the snares. With Anti CC ability or resolve. Hell, that to me makes me nearly want to say screw it to tors pvp.
  19. @ Milco, I have been testing where the AFK Debuff ends. As long as you are ontop of the ledge, it will keep counting. It will not dispell itself until you are actually of the ledge and into the entire pit itself.
  20. But thats it. It never crossed the line. it went over the line. Also you could just throw the ball to the guy on the ledge, it will kill him. Give you the ball back and then you score. If he is standing really on the edge it will count a double score.
  21. It does not effect anything. Sure you get killed. So what. If I dont move out in time, I get kicked. So people wont abuse standing there to long as it is anyway. It is no different then the 50 million knockbacks you can get in a row, without being able to avoid it. Do you know how often I got close to the line to score, to get knocked back a bit, then right away knocked back again and again and again until I got knocked into the pit? Anti CC does not work on it, neither does Resolve. Let them fix that, instead of this.
  22. Lets see if all of you managed to think about it a bit. Current we got... 1 Alderaan Civil War Warzone 1 Huttball map 1 Ship destruction warzone. thats 3...whole maps. So individual queuing would be........bad. as you would be playing the same zone over and over and over and over and over and over and over and over and over. Now I am sure they will allow this when they increase the map count by 2-3 more huttball, 2-3 more warzones, maybe 2-3 Catpure the flags etc.
  23. yeah I believe a game should Tie if all the factors are equal. I dont understand this in hutball either.
  24. To score you need to touch the line, if you could score by going over it, then every knockback, every pass even when incomplete, would score for you. So no, they should not change this. It has been confirmed working as intended anyway.
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