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ArtosKincaid

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Everything posted by ArtosKincaid

  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.
  16. This really doesn't have anything to do with the post. I can out play a lot of people too, that doesn't make the class balanced - it just means I'm better at the game than the people I just beat. The fact that it's doable with what is, effectively, a broken class, does not change the base premise. What is the scissors to the juggernaut's rock? Plus I honestly don't care about 1v1 - I care about group combat, and in a group situation there is nothing a juggernaut can do that one of the other tanks can't do just as well while either putting out more damage or having better survivability.
  17. ***Preface: I am in a guild of strong PvPers that have been together over multiple games and played well as a group. I personally have been doing PvP in MMOs since DAoC and very much enjoyed the tank playstyle in what has been pretty much every game I've played up to SWTOR. My ability to play the class really isn't in question here - what is in question is the fact that the numbers and skills make no sense.*** You win Bioware. I'm ready to give up on my Juggernaut. The class seems like it should be good, right up until you get into any sort of PvP situation with it. We get heavy armor. Seems awesome right? Then you realize it doesn't actually mitigate damage from the majority of skills, or mitigates only part of it and you're still taking elemental or internal damage. We're a tank class, so we should have more health than other classes right? Nope, not even if you make an effort to get more, because everyone can mod their gear to have the exact same mods you do and apparently DPS classes like marauders/sentinels should have more base HP to compensate for their lower potential armor. Except the armor doesn't actually mitigate most of the damage that kills you. Next, we come to base class cooldowns. We get Endure Pain, which seems like it should be good, but in reality just lets you live another 10 seconds maybe, 15 if you spec all the way up Immortal. At the end you will, 95% of the time, have a DoT on you and die to the tick immediately following the expiration of Endure Pain. I have this happen even when I have a pocket healer in PvP because suddenly I lose 30% of my health and then take a DoT tick while he's channeling a heal. Saber Ward is actually a halfway decent cooldown. The problem is it's on a 3 minute timer. This is the ability we get in place of a 4 second stun that the other base classes get. Said stun has a 1 minute cooldown and can be decreased to 50 seconds for every other class. I have no way to reduce the cooldown on Saber Ward, which I can already use only 1/3 as often as the equivalent abilities given to other classes. Also, this ability is available to marauders so they get another defensive cooldown. Force Push is supposed to be our equivalent to Grapple and Force Pull, except it's on a longer cooldown and 50% or more of the time, the client has different positions than the server and you end up pushing your target in a completely different direction other than the one you intended, whereas Grapple and Force Pull you just have to deal with the possibility of bouncing someone off the ceiling. Only really relevant in a few places in Huttball. You can spec Immortal and get Invincible, except that has the same problem Saber Ward does - the cooldown is way, way too long for PvP especially considering the abilities other classes get. In turn, you get to try and play in Soresu with terrible rage generation and damage output (which I did for the first 67 Valor ranks). Because tanking in this game is entirely cooldown dependent for PvP, you can tank for about 22 seconds (Invincible followed by Saber Ward) while tank specced. During that time, the best you can put out pitiful damage that can be healed through by an DPS specced heal capable class, which I don't really have a problem with, except the other tank specs don't have this issue. Powertechs get a 25% reduction for 12 seconds every 2 minutes. Assassins get immunity to tech and Force powers for 5 seconds (if specced into it) and a 12% self heal every 20 seconds that does silly amounts of damage while slowing the target. I finally gave up and specced Rage about a week ago, and the damage is actually making it possible for me to kill opponents and feel like I'm actually contributing to my team instead of just making us lose slower in bad matches. I'm enjoying this while I have the option to do so, before 1.2 is released. Once 1.2 comes out, marauders will be better smash monkeys than juggernauts because of Quick Recovery and the multitude of defensive cooldowns that make them more difficult to kill than a juggernaut. I don't want to reroll. I shouldn't have to drop a character I've worked hard on since release because Zoeller seems to think that defensive stats do something in PvP and that class balance is somehow best served by making juggernauts inferior to marauders in almost every shape form or fashion in the DPS arena, and inferior to powertechs and assassins in the PvP tanking arena. If the 1.2 changes go through as posted, there's a pretty good chance I'm just going to be done. My subscription is cancelled as of right now.
  18. ...or make it a toggle. Better yet, make it so the root can't be parried/resisted/dodged. I know you must be thinking "Oh, no one takes it so we'll make it a free ability! We'll just take it out of the Immortal tree and give it to everyone!" The reason no one takes it is because it's BAD. I do not want to give people resolve when I use my gap closer, especially if it's going to be mostly worn off by the time the animation finishes. I don't want the other juggernauts in the WZ to give players resolve when they use theirs either. This is a straight up nerf to the Immortal spec in PvP because you're making the stuns we spec for a lot less useful. The Immortal tree as it stands is basically only worth speccing for the extra 4 second stun from Backhand and getting unchanneled Force Choke for PvP. You go up the tree to get Crushing Blow still just because Shien Form and Obliterate don't have much synergy with the build and Crushing Blow at least gives you a potentially big damage skill. As it is you need to wear DPS gear and run around playing as a bad DPS with guard and intercede to actually be useful because the defensive set gives you a bunch of stats that do nothing to mitigate the majority of the damage you take in PvP. Please don't make the tank spec and playstyle pointless in PvP, or if you do, please remove the War Leader set so we're all on the same page and you admit that being a tank in PvP has no place in the game.
  19. Next time, try taking a level 50 objective where people can actually collect and give you a challenge before you come crow about your "awesum PvP skillz0rs". You can call taking a sub-50 planet open world PvP and "denial of resource" all you want, but it's just griefing if there's no real way for the other side to fight back. It makes you and your guild look like a bunch of scrubs who can't actually win anything against a group of similar size and gearing. You are either an exceptionally good troll, or a zerging failure of a player on the non-zerg side. I'm inclined to believe the latter before the former.
  20. In my experience, the orange recipes roughly correspond to the levels on the UT missions, or one level above. I've gotten the level 19 recipes off the tier 2 missions. If someone has a more complete list I'd be very interested in seeing it.
  21. Please just give us the ability to put cooldown numbers on any skill with a cooldown longer than 1.5 seconds. You can grey out the button when we don't have enough of the appropriate resource, and turn it red if we have enough of the resource but we're out of range. If we have to stop and think about what the highlights and shadings mean the UI isn't doing its job.
  22. To suggest something I haven't seen in the thread yet - what if Thundering Blast had a shorter cooldown and/or didn't have a cast time? I'm at work and can't really theorycraft it out properly, but it could fix the mobility issues and (theoretically) the force regen issues.
  23. See those other two troopers with 150k+ healing? That's your secret. If you don't die, you can do an awful lot of damage in a warzone regardless of your level or your spec.
  24. Please give us the ability to open Battlemaster bags before rank 60 then, because it'll be the only way to consistently get champ gear before you're eligible to get battlemaster gear. While this change enables getting the low level gear faster, it really exacerbates the problem created by the current system - people who've gotten lucky on bags are incredibly far ahead gear-wise and there's even less of a chance of us getting caught up to make fights somewhat reasonable. I would be more understanding if there hadn't been a significant period of time where Ilum objective trading made farming battlemaster bags into a joke.
  25. Your "fact" is BS. DAoC was successful for years without a gear treadmill. You got to level cap, you got your spellcrafted gear (which was all player made and easily obtainable with a minimum level of effort), and you were good to go. What killed that game was the introduction of required PvE to do RvR in Trials of Atlantis. Shortly after ToA was released and the masses had a chance to discover what a giant mess it was, WoW promised better PvP that didn't require a stupid gear grind. Blizzard made it, and they've always produced fantastic games, so it must be true right? So people left, and DAoC mostly died. By the time those of us who wanted real RvR and PvP realized we'd been duped, it was really too late and we'd all turned into carebears because we just did the PvE grind without thinking much about it after the ToA debacle in DAoC. Yes, renown ranks and abilities made a difference, but when you integrate them into the base class like SWTOR has, they aren't necessary and never served as a major reason to RvR because after the first few you had the important abilities and you were good to go. TL;DR - People who enjoy PvP and RvR do it because they enjoy the competition and they don't need any representative of their success other than a ranking scoreboard.
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