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CorbinCrawford

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Everything posted by CorbinCrawford

  1. This reminds me of a game of CW. I spent about 80% of the time guarding Snow. After the reps got middle some folks got grass which - being the reps 'off node' was where all the action was for the entirety of the game. Of our team there was a level 49 mara who was constantly spawning and running middle trying to Obi Wan cap it from whatever reps were defending it. I told him he is more useful helping defend grass but he just did the usual torrent of foul language his game his way. Being 49 and mara in the midst of this smash spec nonsense it wasn't hard to deduce he was spending the entire match padding dps numbers. So we won eventually, about 50-0 (so a looooongish game) and the score came up. Me with defending and 80% doing nothing for the game 120k, the 49 smash mara who spent the better part of 10-15 minutes padding numbers - 22k. you didn't misread, he barely broke 20k dmg smashing the entire game against middle (which he never did cap) Long story short. There are some TERRIBLE players out there. Really, really, REALLY terrible. Ever since though it has made me smile at the sheer ridiculousness of it.
  2. My dream species? Nautolan. Sage. I would retire all my characters and play my Kit Fisto fantasy! But because of the 'hair' tentacles clipping apparently this won't happen. Irregardless that almost everything they release clips. Speeders and robes. The Cartel Market Body Side 3 hood fiasco, blah blah blah.
  3. I would be very interested for someone to break the classes down into their ACs and within the trees of each AC list the various stuns, roots, snares and mezzes. Then I would be interested to see which of these the community agrees are totally unnecessary for PVP. For PVE we can agree stuns are fine, as doing dailies you can often fight groups of many, or 2x golds at a time - but that said these stuns, roots, snares and mezzes need to function differently in PVP where people DO NOT LIKE being utterly unable to "fight back". Just like pommel strike doesn't work against other players, things like Awe, Flashbang and low slash do not need to be effective against players. As it stands these low cd (low slash especially) are just borderline spammable mechanics that grind someone into the inevitable "I've had enough RAAAAAAAAAAAAAAGE" mentality.
  4. This doesn't happen. The first three seconds yes, you can take a lot of damage in 2 globals. Shoot First / Backblast IF they crit - which they don't automatically do. They won't disappear and do it again because Shoot First has an 8 second cooldown and Backblast a 12 second cooldown, so you have much more than 1 second to pop defenses and begin your rotation.
  5. I've been getting agitated in PVP lately with the sheer number of stuns, mezzes and (to a lesser degree) roots. Every time I am put in CC I think to myself does the class that put me in CC really need it? Answer is usually no. I also wonder why people use them, if it is offensively or defensively and more often than not the way in which cc is used (in my opinion) is just because the blasted thing is off cooldown. I think some cc's need to stay in order work in PVE because you get groups of 3-5 mobs, but for PVP they need to be disabled or work differently (such as head shot/cheap shot kind of moves) I say this because CC (and knockbacks) are simply being used off cooldown. More often than not you get killed in a stun zerg fest, annoying, but a new trend is emerging (at least on my server) called "pointless knockbacks". I don't know what it is but more and more I see people use knockbacks for reasons beyond my understanding, such as opening from stealth with a knockback (while I am standing perfectly still >defending< a node and not capping - which would make sense sort of...) Two examples, N. Coast, 1v1 me (sorc) versus Commando. I am using force lightning to get wrath proc. Commando walks through 2 channels and upon reaching me - knocks me back... He walked (snared) from 30m range to melee, only to knock me back 10m range again... Why? Because it was off cooldown? Lord knows. Second example is a shadow sneaking up on me and using mind maze (or whatever their out of combat cc is). He then proceeded to insta lift me (white bar) but before I could break cc in case he went for the pylon he backstabbed me. So the 3 moves in immediate succession were mind maze, lift, backstab... The two examples clearly fall into the realm of L2P or at least learn rotations, but it is an example of how willy nilly cc and such is thrown around in this game, and that - before many things - needs to change before (more) people leave in sheer frustration of Stun Wars.
  6. I remember when a dev (forgot his name, the rude one) said you can re-enter stealth 7 seconds after the last hostile action, and dots don't count. tee-hee. liar, liar, pants on fire! disclaimer: it may not have been 7, but it was there about. Certainly not 20-30, and certainly not even after dying.
  7. Is this what is causing my Shadows Spinning Strike (aka <30% execute move) to play up. I swear more often than not I will activate Spinning Strike, and the animation will play insofar as my character spins his lightsaber over his head - but the last half of the animation (and the actual damage) will not play/connect? I have gotten into a system of pressing his particular keybind twice now, expecting it to not play.
  8. I partially agree. My own opinion is that when white barred the >next direct damage attack< should free you from your stun/root. This is because 1v1 it is frustrating to have an opponent get 4 free seconds to beat on you - but because so many classes get a 4s stun odds are once your turn is up you will stun your opponent and have your 4 free seconds of mayhem. Back and forth, fight after fight, rotation rotation. If CC was to break on the next direct damage when white barred (not including DoTs), then choices will be made, long casts or heals used. I believe it would make people fight differently, as certainly mashing keys just because you have 4 free seconds is out of the picture. So as a Scrapper I would save my CC for a second BB when it is off cooldown, or to run away if things go south. I wouldn't go SF, BW, BB, Kick, etc. This would stop the 'stunlocking' (and perhaps people would stop unsubbing !ZING!). To facilitate this though resolve would need to not diminish, which again I think is fair. On one hand it is clever to wait X-seconds before using a second CC to get them at 990/1000 resolve, but if resolve didn't diminish and a second attack would white bar them I believe again fights (1v1) would become more tactical. As for white bar diminishing, I think it is fair to say it goes down too quickly (and more often than not goes down when you're in the med bar or on a speeder back into the fight). In the zergfest that is the other 95% of PVP I think this change would benefit everyone, because lets face it this is where the real stunlocking happens. You are the ball carrier, you're stunned, so many people beating on you, dead. You may pass or not, but you're dead. Back in the med bay with 4 bars. So 4-6 seconds stunned unable to move, and now 10+ seconds running into a forcefield to get out ASAP. Not fun. Even if CC broke on the next direct damage attack, in the zerg fest you'd probably still die, but at least you would not be stunned when dying so in huttball you can throw the ball for example. Not having to type "Sorry, stunned and died" More teamwork, great! Promote that, don't promote senseless stun tossing as call it teamwork because everyone can stun, but not everyone can stun properly (ie at the opportune times) As for snares/roots, I think they need a separate resolve bar. They are needed (Scrapper to get close for example), but a second bar should fill perhaps and once filled, like white bar resolve, make you immune to roots/snares. Then again, Bioware could simply just revamp the class abilities in PVP and remove 50-75% of the unnecessary mezzes/snares/stuns to begin with... I'm looking at you warriors!
  9. You know what would be FAAAAAABULOUS? If you did a team of operatives. But I see two problems with this. A) It may be hard to co-ordinate all 8 of the server's operatives to log in simultaneously. 3) The last time a 'team of operatives' stepped into a warzone what ensued at 66 months straight of solid nerfing. On second thought, don't do it...
  10. I think he meant by physically moving away, which 1v1 >may< sometimes work if they use the slowing move to build their stacks of singularity. In this case, and in 1v1, you could try to kite and, in doing so, be out of range for the smash. If they use stasis/choke though you can't dodge because the moment the channel ends they smash, and it is instant now right? That is to say the damage doesn't happen when they land like it used to, it happens right off the bat? I may be mistaken. Irregardless, the majority of smashes I get is when I am fighting another person and the smasher is fighting another person and I just get caught up in the aoe of hurt. Or the smasher leaps to me, and some random player throws out some random aoe stun or mezz or root or snare in which case I cannot move anywhere (except the medbay with a 5.5-7.1k smash message) Unless we stop marking healers for focus and start marking smashers for "keep 5m range at all times" people will continue to get hit by smash, directly and inadvertently.
  11. My turn-lock happens on my Scoundrel 99.9% when I... Stealth towards my target. At this point I usually overwrite auto run and start holding W (to make sure I don't overshoot my mark as I have high ms with my current internet provider since moving home) I am strafing in from the left or right while fine-tuning my heading with the mouse, so that is A or D, and the RMB (if that counts). So before I have even attacked I am W + A/D (+RightMouseButton for final turn) I am then loading F. Round into my shotgun, so that is Shift+MouseWheelDown I am firing Shoot First, so that is Shift+MouseWheelUp So that is 4 or 5 keys in 1.5/2 seconds depending (Loading F. Round and Shoot First is probably the most bad-*** awesome fast smooth keybind I have ever set lol). Then of course there is Defense Screen and Dodge tied to my Shift+F Shift+G keys which I don't think trigger GCD and I press if the target uses his CC breaker or a sneaky stealth was hanging out with him and opens on me. So there are lots of instances when you can get caught out by pressing multiple keys at once. The most keybinds you set, the more efficient you become, especially using instants a fraction before GCDs to reap the benefit of both. But this ghosting issue seems to be a consequence (that some people get) for that. Maybe someone here can streamline my approach, but even when I load F. Round when I reach 30m range (so that it is still up when I get into 4m range) I am still pressing lots of keys. I guess when I get my new internet provider I may not need to rely on strafe + RMB so much for direction/aim/heading. Time will tell.
  12. No not at all, my turn keybinds exist because they stop me turning when I get stuck turning. It doesn't stop it from happening, but it stops it when it happens. I still get caught multiple times a match. I use the same keybinds in LotRO and this issue doesn't happen, so I don't buy the keyboard being the problem - unless I just don't understand keyboard and games and such (which is entirely likely). EDIT: I am also happy to find someone else with this problem. I have been harping on about it to my guild and they don't understand what I am talking about. Now I just need to settle the "paper trees" issue that only I seem to get (on a rig with max graphics, updated drivers and 70-100FPS)
  13. Where's my second lightsaber? Where is my double-bladed lightsaber? Can I dual wield double-bladed lightsabers. Can I get a black crystal? How do I train? Talent-whats? What's the best class (also AC) in the game? When do I meet Yoda and Obi Wan? (no lie, it was asked). When do I get my ship? Where is my ship? Why is this droid on my ship? Why won't this droid stop talking? Can I melt down this droid or otherwise fire him into the nearest sun?
  14. Sounds awfully like a Dirty Fighting Scoundrel, who with a mix of 30m and 10m abilities, must then be within 4 meters to proc the upper hand needed for the hard-hitter. The new expansion may alleviate both issues as they are said to be reworking class balance (and by extension ((hopefully)) design).
  15. Dont know if this is what you mean, but several times a (PVP) game I will get caught in a turn loop, and can only stop it if I press my shortcut for turn. This is weird as I don't use the keyboard for turning but I use the mouse + strafe keys for more accurate movement (I play a scoundrel with currently high ms, so it takes some finesse to actually be behind the target) I had to bind some keys to turn because I figured out when I get caught in these loops I have to press a shortcut for the direction I am turning in in order to stop the turn. Irony at its best, I only keyboard turn to stop turning..... It is probably the most annoying thing in the game atm. Nothing sucks more than stealth-opening on an imp solo defending a node, then losing my entire opening surprise because I get locked into a turn. The imp is probably laughing at me though wondering if I have had too much caffeine
  16. Yes. I will happily be the ugly step child for the entirety of the next expansion if they just gave our giggle back. I can imagine the meeting before the change, and it makes me sad: BOSS: "Two classes have giggles, and we only want one to keep it to save confusion. Suggestions?" DEV : Well, as one of those classes is based of weapons and technology it makes sense they keep the giggle. The other is based of rolling around, sucker punching and kicking sith in the balls, so they'll get the mechanical power up noise." BOSS: "You're a genius. Now your next task is balancing the Jedi/Sith focus tree. We feel it underperforms." DEV: (under his breath) "That's what she said..." BOSS: "What was that?" DEV: "I said I've got just the fix"
  17. I would love a passive ability that grants an upper hand. Something like when F. round wears off, or x% on any bleed crit to compliment the likes of Sawbones x% chance on heal HOT. This will help both Scrapper (F. Round DOT) and Dirty Fighting (Vital Shot), which can become either upper hand starved, or perpetually stuck on a single Upper Hand, which is generally immediately used on Sucker Punch. What I consider of utmost importance though is getting back into stealth after combat. Once upon a time a dev or someone (the rude one, forgot his name) told us stealth can be activated after 7 or so seconds of non-combat or something. This was as much hogwash then as it is now, and I am frequently stuck in combat for up to 20 seconds. Even after dying (most noticeable in Void Star). Being in combat after dying is probably the most obvious sign that something in the re-stealth ability mechanic is broken. I would also like our giggle back. Taking it away from a Scoundrel and leaving it on a BH? It seems backwards to me that a class based of technology and weapons gets to keep the giggle, where a class based on luck and rolling around throwing punches and kicks is given the mechanical chime...
  18. My opinion on smash comes from my experience as the nerfbat, something I don't wish on any class - but for some perspective: I remember when Scoundrels were nerfed heavily within a week when we did that kind of damage... on one target... from stealth... when behind them... every minute or so... with adrenals... Smashers are doing this damage on multiple targets twice or three times as often. I'd be happy as Larry if the talent that made Force sweep an auto crit also turned it into a single target ability, or as someone has said very well before have the singularity buff on the Smasher become a debuff on their target - thus maintaining their desired burst on their intended target while eliminating the faceroll of wiping out anyone who happens to be stood nearby. With this spec currently as is a Smasher doesn't need to target anyone in particular as the damage preceding Smash is paltry, but the smash itself is where the money is. If the ability was changed into something more direct, with far less indirect damage, I don't think people would be nearly as angry. But 6-7K+ on multiple targets is something that has surprised me at not being addressed sooner, considering the Scoundrel debuffs of the name damage magnitudes. The people defending this outrageous, indirect damage confuse me because it's hard to defend wiping pre-50's and 50's brackets alike with a move so utterly devastating to multiple targets.
  19. This happens to me all the time, but I get stuck turning left or right, round and around. The way to stop it is simply to press whatever keybind direction I have been stuck in (so if I get stuck turning left I press shift-F which is my turn left keybind). No one I know in game has encountered this. I think this is maybe because I use many movement keybinds, both mouse for general turning and mouse+keyboard for "hard turns" in Warzones when I have to quickly get behind and face a player (scoundrel backblast). Not sure how they can fix it if they don't experiencing it GM side. I'd allow myself to get stuck and submit a ticket to show them if it didn't take them 3 days to answer a ticket
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