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Cytheria

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  1. i'll sign this, no real performance issues for me, but every little helps
  2. Unsure if these have been suggested, a very quick search didnt turn up much, so my apologies if im reposting an old suggestion... I know that strictly speaking at the moment, we have no need for any way of packaging items together in our inventories really, as all we need do is buy an extra storage bay and we're sorted. With the onset of guild improvements in 1.2 however, we should hopefully, start seeing guild storage space. As one of my guilds crafters, it'd be awesome to build up a stock of mods, armour plates, enhancements etc for guild members to use, but as these items are not stackable, it means that any attempt to stockpile mods for other members is quickly going to eat up all the available space. unsure how much space is going to be available, but to look at the basic numbers, for each level you are looking at potentially 28x components in total for one class for one level, not counting augments or colour crystals and without providing for companions. Needless to say needing to stock a different version of these items every 2 levels means that to provide for one characters progression to 50 we're looking at stockpiling 700 items (yeah i know, not exactly, but its close enough when you include extras like implants, earpeices and the like), which i suspect is going to be a sizeable chunk of space for any guild hangar bay. Might be possible for one character... for two or more, its going to be pretty much impossible. My suggestion then would either be to make mods stackable or implement some kind of bundling service to enable us to bundle a few items together to take up a reduced number of inventory slots. At the moment I'm using emails to achieve much the same thing by bundling "level up packs" and sending them out, but its far from ideal... I'd be happy to pay a small fee for some kind of bag or "carbonite crate" or something that I can bundle items into (say maybe 10 items max) - I wouldnt even mind if the box took up more than one inventory slot as long as it made for some kind of overall reduction... So yeah.... please help me to help my guild and make it easier to build level up packs for other players
  3. /Signed I like this idea. At present if you're in a small guild, or prefer to play solo, you basically end up trying to gear up via pvp, or sign up for a couple of hours of "looking for pug" in the hopes that a) you can find one in the time you can actually stay online, and b) its good enough to actually land you anything anyway. Some kind of small scale solo route would be really beneficial to players who simply cant spare the time, or don't have the bloated friends/guild lists that other players have, as it actually provides accessible content with achievable (but not unbalancing) rewards. Personally speaking I see no reason to prevent a soloist collecting something on par with rakata gear, though it should be suitably difficult to attain. However even going as far as columi would open up the end game a great deal for those players.
  4. i'll add a +1 to this... I know...we should kite, respec to dps, l2p all that garbage. Truth is a heal spec scoundrel in no way equals any other heal spec class in pvp, and to a lesser extent, is regarded as almost undesirable in raids as well. Looking forward, I hate being a doomsayer, but I suspect that with the upcoming "kick vote" system a lot of heal spec scoundrels and ops are going to end up kicked before we even start a match... At the moment we take the utility role of "off heal/off dps" to a terminal extreme where to pull off any kind of focused healing we have to stop dead in our tracks and turret for a few seconds to pump out a heal which if it doesn't crit, can usually be out done by pretty much any other classes self heal anyway. Our spec bonus aoe skill costs far too much considering the low level of healing provided, and for me at least doesnt hit nearly enough targets (seriously... 4 targets when most other classes aoe heals seem to be unlimited?) Interrupts.... well ok I get it, they make sense in an "omg ive been overrun, quick kick it and run away" role play sense, but seriously, giving a class that really has to stay as far away from the action as possible to stay alive, interrupts that require you to be toe to toe with your enemy is a little nonsensical. As for damage, pfft forget about it, with all the nerfs to our skills and surge, it's pretty much impossible to land a 2.5k hit, hard work to hit a 75k damage medal, and pointless trying for much else.
  5. Cytheria

    MVP votes

    Like the healer guy (sorry forgot your name, too lazy to go back >.<) I don't tend to get many badges as a heal spec scoundrel, usually 2.5k heal 75k heal, kill shot and 10 kills, and tend to end up close to the bottom of the list because as a utility class I just don't hit as hard in dps or hps as more focused characters, my role, as I see it, is to focus more on interrupts and blocking caps. I tend to get around 1-2 mvp votes a match, which I take as compliments from a team mate who saw that I was doing my best to juggle dual roles and fill in the the gaps where needed, rather than being a charity case or anything... can happily confirm its 50 valor and +1 commendation btw lol I tend to vote for the player that I feel has really gone the extra mile for the team, eg a healer pumping out heals while taking heavy damage, soloists dragging 3-4 of the other team away from a ball carrier to give them some breathing room, or the guy that'll tirelessly run from one end of a map to the other repeatedly to support a defender when needed. I very rarely "knowingly" vote for BM's... I'd rather give a little leg up to a good centurion/champ level player than inflate a bad BM's ego, and the really good BM's out there would probably agree that getting players much needed commendations/valor before 60 is probably more beneficial than an almost negligable bonus after it
  6. TBH tho, this relies on people voting intelligently, and how often do people do that? In a typical group at least 1 player either doesnt know about the mvp system, or exits before they vote at all. A good 50% of the remainder seem to just vote for whoever is top of the list (ie who had the most medals) leaving only 2-3 MVP votes in a typical match actually getting assigned to someone other than the top medal holder who did well. Personally I'm kind of proud of the fact that generally speaking I manage to get at least 1 mvp vote every 4 out of 5 games or so, despite being pretty low on the medal tables, which I hope is more to do with my performance than the fact someone feels sorry for me and wants to help me get better gear lol. In theory, I agree, its a reasonable equalizer which can really make up the difference for a genuinely good player over a medal farmer, but in reality... Personally I think it relies far too much on players wanting to do anything other than get to the next match/commendation vendor/etc as quickly as humanly possible, and suffers from a distinct lack of explanation as to what it does and how it works for new players.
  7. concurr with all of the posts above 110% As a heal spec Scoundrel, its pretty hard for me to get medals, getting more than 3 or 4 in one warzone without deliberately resorting to camping for defender points, or exploiting for heal medals means I've been pretty much playing a blinder (Lets face it, I'm off DPS & Off Heals compared to more focused classes), even though I'm doing my best to push objectives, pull aggro away from other players and interrupting cappers and healers. I've actually taken a fair bit of abuse too, such as one alderaan match where I got a lot of verbal for suggesting the two battlemasters camping one cap point for defense tokens (which went the entire match ignored, incidentally) would do better to swap out for one of the weaker team members who could stand lookout instead. Their justification, clearly i knew nothing as I hadn't earned any medals yet..... Sorry probably sounds like sour grapes, but those guys ended up with a fair stack of medals for "defence" by doing nothing whilst the rest of us actually tried to work at the mission, got terminally farmed in what essentially became an 8 vs 6 farmfest - as a result the rest of us were hard pushed to stay alive long enough to achieve many medals of our own. If the medals stay, they need to be balanced for each class individually to acknowledge what is possible with each class. For starters, in a game with effectively 3 roles (essentially DPS, Heal and Utility) the current PVP system only acknowledges the first two. A utility player can interrupt the other team till the cows come home, tie up cap points making it impossible to score, and have a significant impact on the way the warzone plays out, but will rarely pick themselves off the bottom of the score table. Scrap defender points, or at least have them only clock up when you're in combat and actually defending something.
  8. I play heal specc'd scoundrel and I admit i'm still learning with the PvP thing atm (Rank 17 atm, so draw from that what you will) as it seems like a more viable means of building up some reasonable gear for life after 50 than PvE play for now. I can't output as much DPS/HPS as most other classes.. hell I've even been out healed by DPS specc' troopers at times, but fingers x'ed that'll get looked at eventually or something... I spent a long time as one of the lower players on the score board at the start, maybe pulling in 100k heals and no real damage to speak of, and was pretty cheesed off with it all.. I'm not sure how other scoundrels/ops find it, but it's basically pointless me going toe to toe with anyone for long, as it's unlikely i'll survive the encounter alone... Similarly the standing in one spot pumping heals is pointless, you're inevitably an easy target and because you're healing as well, you quickly become a priority target. So I've changed my play style and become far more opportunistic/utilitarian in what I do. Can't be more specific than that as I don't want to guide people through ganking me, but its meant that at valor 17 with naff gear I've moved from the bottom of the team scores to around the middle now. I rarely earn the medals I see some folks going home with, and I suspect that any MVP votes I've had were largely misclicks and mistakes, but it seems to work. Like I said, I'm still learning to pvp with it, I normally avoid pvp like the plague so I'm not claiming to be a demagogue for the PvP going world, and I'm sure there are some seriously dangerous players with similar builds that make me look more like I'm standing still wearing no clothes, but I can't see the slowly developing gear and experience making the class play as anything other than some kind of "utility, slightly flexible, if its in the right place at the right time" class that can sometimes swing the choice between which of a couple of other players is likely to fall over first.
  9. posted asking for a general "are you actually aware that there's any balance issues with the class and are you considering rebalancing it at all in the foreseeable future"
  10. Hi, At present heal specc'd Scoundrels (and i guess Op's?) seem to suffer quite harshly from the fact that they are possibly too "general" a class to really excel in PvP or PvE, and whilst very skillful players can really master them and do well, a lot of people seem to report that they just can't output enough DPS/HPS to keep up with any other class, and can even find themselves out healed by DPS specc'd players in other classes. Consequently we can take a lot of abuse in PvP (oh god, a sawbones, may as well be a man down) and are finding that some raid groups will refuse to take them. Are you aware of the problem at all (via your metrics and ingame measurements, feedback, etc) and are we likely to see some kind of change that will help make us a little more viable in future?
  11. I'm a scoundrel and recall the difficulty on my first visit to quesh seemed a bit more of a jump I was used to, and I couldn't complete a couple of q's. I went away for a days play, burned thru some bonus missions I thought I could skip and gained a level. In the time away from quesh I also learned a new way of playing my heal speccd character that REALLY changed my playstyle. I've played and dev'd mmo's since the beginning, im a stats geek and usually if i say i know a class inside out, its a safe bet i know it pretty well. I'm not ashamed to say that i took a day out, messed about and learned an entirely new way to play... On my return to quesh those quests were a cake walk. Same gear. Same companion. Just +1 level and a different approach. I know the natural response to hearing L2P is "shutup, i know how to play..." but sometimes even the best of us could stand to learn a trick or two. Quesh is hard... But tbh i think only in that it stands firmly astride one of those lines that demarcates being able to excell through mindless button mashing and being able to do well because you truely understand your build, your skills andthe most effective way to employ them.
  12. Took me a while to work out why my scoundrel kept giggling tbh, but i'm sorry to say I kind of like hearing it :S Probably would be worth making it toggleable...
  13. Credits: 60,000 (don't have speeder 2 atm... cant afford it) Level: 42 Professions: Cybertech-Scavenging-Underworld Trading Primary source of income: Questing Primary credit sink: Skill Training
  14. Going from a few decades both as a gamer and a dev, here's my 10 points to live by.... 1. That 30-40+ yr old grown men will pay £30+ a pop to play online games and get called a newb by 12 year olds 2. That any time you make a mistake, suffer a lag spike or otherwise fail to achieve something, you can still be a newb... even if your character clearly says "ive been at this day and night for the last 3 years" in terms of level, rank, gear, or whatever. 3. OMG Hacks!!! Actually means - wow, nice shot/that was an extremely lucky shot/that was a very skillful shot/you're playing really well today. 4. Most gamers assume the people around them are all men, despite the sex of the character they are playing... (its typically closer to a 55% male 45% female split) 5. Except when that "one" person claims to be a girl and interested in them.... 6. And is almost certainly a bloke. 7. On that subject, most guys assume girls are rubbish at games. 8. Ironically, most pro/amateur/lan partyish types will realise the few girl gamers they do play might not be great at the start, but will take great pleasure in learning how to pwn you, and will then do so at every given opportunity. 9. Take everything with a pinch of salt. No publisher will ever admit the real reason behind "x" bug or "y" downtime... instead its hidden in publicly acceptable technobabble thats designed to make investors happy. 10. Same goes for reviews. A game review score is just an indicator of how good the bribes were.
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