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ArtosKincaid

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  1. I'm also having this issue. It's not a problem for me on lower level characters with less crafting recipes, but on my high level characters with large numbers of recipes and bank items, I get 3+ seconds of hang every time I try to send someone to craft something, RE an item, or loot a node in the game world. It is incredibly frustrating. Please keep the thread bumped so we hopefully get a response.
  2. So we get this great new patch right? In this patch, we're told that crafting will be fixed, and there will be a reason to be something other than biochem. We were told crafting would be the way to customize your character's appearance through orange gear. We were told we'd be the way to get best-in-slot gear through making custom gear with augment slots. Zoeller lied. You can't RE anything for a schematic that didn't start from a trainer recipe. The only customizable gloves and boots that you can craft require you to RE loot from the new flashpoint or be valor rank 60 or 70 to wear. There's no actual customization involved, it's just a question of which hideous piece of garbage armor you have to wear, since it all looks like the skin of a love child of Alien and Predator. To top it all off, we can't even RE failed attempts at getting the crits for this hideous armor to try to get some of the mats back. No orange items from crafting can be REed at all. Oh, and the new recipes all have a vendor value of 1 credit, so we can't even try to recoup some of the losses by vendoring the failures. No one is going to buy this stuff on the GTN without an augment because it's hideous and it has absurd requirements to wear. Please, just give us the ability to do what you promised at the guild summit - RE existing orange items for a recipe to create empty shells with that appearance. That would be the absolute least you can do at this point for those of us who stuck it out with anything other than biochem.
  3. Actually, it is the case. This has been billed as a major feature of the patch since the Guild Summit. Regardless of whether there was a deliberate delay, you cut THE major PvP feature of this patch at the 11th hour. If Ranked Warzones aren't ready based on some internal testing, why didn't that testing happen WEEKS ago? I, and any PvPers out there, have read the forum thread regarding Ranked Warzone testing on the PTS forum. You didn't give us a chance to test it on the PTS because you couldn't get a character copy feature implemented, so now you're just pulling it from the patch and telling us we get to grind warzone comms for the gear while you try to get your act together? Why should I keep giving you my money again?
  4. 1) Heavy armor is used to justify our lower HP pools compared to other classes. Why do marauders have higher base HP than juggernauts? 2) Sonic Barrier is a great concept with a terrible execution. The shield is miniscule and doesn't scale with gear (or if it does the scale is minimal) which means as people get better gear your bubble gets worse and worse. Considering it's already pretty meh against any real DPS, you have a disappointing talent. 3) You just agreed with me that Endure Pain is a terrible cooldown, and agreed with me that Saber Ward is good. I never said Invincible wasn't great when it's up. The problem is it isn't up often enough when you're in a real PvP situation where people realize that the way to keep you from CCing their team is to burn you down, because if you don't have cooldowns you have no more survivability than anyone else. 4) No, we can't DPS as well as any other tank spec with mods switched out. Go look at the cooldowns on our abilities compared to the ones on an assassin and compare the damage potential. 5) I want to be a tank. I do not want to top the damage meter. I want to spec Immortal and have a real increase in survivability, not an increase in survivability every 3 minutes. The numbers I care the most about coming out of any game is my protection number and the number of deaths on my team. Here's my issue. Once your opponents know that you're the problem, they can and will burn you down. You can survive long enough for someone else to do something about it when you have Invincible up (maybe) and sometimes Saber Ward, depending on team composition. If I don't have one of those cooldowns up, I will die. There is nothing I can do about it. I want some way to actually do something about it, because the people I play against regularly have figured out that if you just focus fire the tank, it's a hell of a lot easier to kill everyone else while the tank runs back.
  5. Until everyone you're fighting has the same gear you do, yes. I can stomp on noobs still in centurion as well as the next guy too. Go hit someone who actually has battlemaster gear and you might revise that opinion.
  6. Darkness specced assassins have just as much mitigation as you do. If people are stupid and let you leap to them so you can score faster, that's outplaying them. It isn't hard to avoid, people are just bad. You know what works even better than a jugg + sorc? An assassin and a sorc. Go try it and get back to me.
  7. I should stop reading right there, but I'll continue to entertain your opinion. Single shot mitigation on a long cooldown is not effective in PvP. You may think it's awesome because it let you score one more time in Huttball, but if your opponents had even the slighest clue, you would've been CCed the whole time it was up because not only is it the longest cooldown, it's the shortest duration. Defensive relics do basically nothing in PvP. You can't shield or defend against anything a bounty hunter is going to hit you with, or anything a sorc is going to hit you with, or anything an operative is doing. They work on exactly two classes - marauders and snipers, both of which have so much accuracy on their gear that they mitigate most of your defense chance and they can bypass your shield with crit. Have you ever heard the expression "dead players do no DPS"? That's why you bring DPS in the first place. The other tanks do just as good a job of mitigating damage as a juggernaut does, bring just as much if not more survivability to the table, and more damage.
  8. I'm comparing Saber Ward to the 4 second stuns other classes get because of A) when you get the ability, B) because it's obviously equivalent in Bioware's eyes since they tied it to the heroic moment ability and C) force choke is channeled, not fire and forget. You can't have a 47 second cooldown Force Choke and an unchanneled version without some terrible hybrid setup. Also, both of the abilities to reduce the cooldown on Force Choke are being removed with 1.2. You can insult my intelligence if that makes you feel better but that doesn't change the fact that the numbers do not add up to anything remotely approaching balanced.
  9. I've watched your videos. Let's see one of the entire match instead of just the shots where you have your relic and adrenals rolling and you can beat the hell out of someone. I've played the Immortal spec you listed and yes, it is good at peeling a single target. What do you do when you have 2? You do realize this spec is getting slapped with the nerf bat right?
  10. No, they really don't have the best defensive cooldowns. They have the highest numbers, which is compensated for by making them 3 minute cooldowns, which means they aren't up nearly enough to be truly relevant because there's no real death penalty in PvP. I disagree that juggernauts are the best at running the ball in Huttball. Tank specced assassins are just as good if not better because of the CC immunity + force speed. They also don't have to be hybrid specced to do nice damage, they just have to put on DPS gear in tank spec. Considering defensive stats do nothing to reduce the majority of incoming damage in PvP, it's exceptionally foolish to wear the tank gear. You're right, marauders don't have taunt or guard, but they can just kill everything that they would need to taunt anyway so why bring a tank when you can bring more DPS?
  11. Very troublesome does not equate to effective, it equates to an annoyance. If your damage can be healed through and you can easily be killed because you're actually trying to do your job and guarding someone, then you shouldn't be included.
  12. Except the other tanks are better at doing anything tank related, and a marauder can do everything we can DPS-wise except better. Why would you pick to bring a juggernaut when you can bring either of the others?
  13. If they can't come up with something unique and worthwhile then they shouldn't be designing a game that's based around unique class abilities. You can try to put it on me and make me sound like I'm the problem, but the issue is that Bioware is utterly failing at game balance and even a basic rock/paper/scissors model. I'll take responsibility for not guessing which class was going to be poorly balanced from the outset.
  14. Not according to the patch notes on the PTS forum. As it is I already had to level a character to 10 on the PTS to find out what they actually changes the values to on Heavy Handed (yay 7% damage nerf on the one meaningful AoE we get and a nerf to a 1 minute cooldown ability on top of it). If you'd bothered to read the post, I pointed out the issue with Force Push as a concept vs. implementation but obviously you were too lazy. Leap is available to tank specced powertechs, and they still retain the ability to Grapple. Intercede is the one ability that Juggernauts get that isn't immediately or overridden by another class, except it does nothing to address the survivability issues that juggernauts have themselves.
  15. I don't want everyone to have the same exact toolset. I would like the class I elected to play to have an actual tanking toolset and something unique and worthwhile that the other classes in this roll do not have. This does not currently exist.
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