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Wilow

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Everything posted by Wilow

  1. Our healer just got the kit twice in the same run (and then got the title after the kill),and wasn't dpsing (or at least anything close to being top dps ).
  2. As the title says, I think their should be a little more RNG on the Infected Companion Lockboxss you can buy during the Rakghoul event. This comes after buying 10, and only getting 3 different Companion Customizations (not 3 I can use, 3 different kits, 3 Vector, 3 Mako, 4 Elara Dorne). While I'm not saying we should be allowed to choose which one we want (but that is a viable solution), maybe let us trade back the one we got for all (or even some) of the DNA samples back. You could also limit the number you can acquire to 1 each, but I could see some people who roll multiple characters of the same class having issues with this. From what I've heard, this has been happening a lot on my server. I Don't plan on rolling 3 Agents, 3 SI and 4 Troopers on 1 server....
  3. Be happy your OH is modable...
  4. So you are saying your dps is so low, your only point in a wz now is to arm/disarm bombs?
  5. Yes it was. When you use the pass you start the cast and the item is used up (destroyed) right away.
  6. Ya I must have missed that, but the point remains the same
  7. They will never raise the limit so people can stockpile in preparation for an upcoming release. Be thankful they don't reset your Fleet Comms when 1.2 goes live (I'm assuming they won't), as many games do this. Warzone/Merc commendations don't stack over 1k for this exact reason (they don't want you hitting 50 after lvling up through pvp and buy 50 bags). And to counter your cost of 1000 each, BM tokens now cost that (forcing you to waste a few every time you buy a token, as you'll almost never get 1k exactly).
  8. It's not the buss bugs (although their are many of those as well) that is really frustrating our players. We work around those. It's the bugs where a boss respawns after you've killed him and puts your whole raid into combat (sometimes the boss respawns already enraged...). After a boss respawn (and this has happened to us many times, not always due to players "zoning" while in combat, sometimes they will just respawn after a clean wipe where everyone died), you normally can't zone back in due to "in combat" bug, and you need to reset the instance, which bugs the title run (and deletes any boss loot you may have skipped in order to get the title). We have had this content on farm for a while now (over a month) and have been trying the timed runs for a few weeks. Our frustration comes at now being able to get the title not due to content difficulty, but bugs (leader game crashed, need to reset the instance to zone back in). I program for a living. It is as easy as some make it out to be. Most times, you DO NOT need to read through 1000s of pages of code to find an error. If it was written in the proper manor (but not necessarily correct), you should be able to know the rough area that needs to be reviewed. Not always, as granted sometimes things interact in ways you didn't foresee, but most of the times you can find where the error is quiet quickly. Fixing it is another matter (that I grant you, as fixing something in code that is already written can cause other parts to bug out or fail altogether). So please don't come to me with they need to read 1000s of pages of code. If the operations were indeed not tested in the beta (I personally didn't beta test) they should have been (similar to what they are doing with 1.2 operations, although I foresee bugs with Nightmare Content when they release that if the mechanics of the fight change). When people refer to the bugs that were reported in beta, some of the times (I would like to say all the times, but I know some like to exaggerate) they are referring to known bugs in beta that did not get fixed for the live launch (ie certain tooltips/skills/abilities). To put it in perspective, The bugs that I mentioned are not even in these patch notes, but a quick Google search will find you at least a half dozen pages on these kinds of errors (mostly only reported while trying to do speed runs, as in a normal run you can reset the instance whenever you want, and will only have to deal with trash respawns as a result). I thank you for that link, however the problems I listed are not apart of the patch notes (as of me typing this). This post was also mostly just to vent frustration, and possible to help others see that they are not alone when dealing with this kind of situation. The fact that my in depth ticket in game was answered by a simple generic response (see my original post for details) by what was probably an automated program (they didn't address me personally or give me their name/sudoname as they have in previous tickets) didn't help matters. I understand you can't answer every ticket you receive (I imagine the number of tickets any mmo receives daily is in the tens of thousands) in a details manner, and I do appreciate the speed at which tickets are normally answered (anywhere from 5mins to 24 hours, which is pretty good). But when the responses are generic and not at all helpful, it leaves the user left wanting, and angry. I don't pretend to know how your company handles these tickets, but from my, and many people I know, experience, when we create a ticket, we don't actually expect anything to be done about it, simply because nothing has been done about any of them to date (nothing visible to us at least). This speaks volumes about your customer support, and not in the good way. I am aware many guilds have been able to get these titles with no issue, but either do to a bug, or very unlucky timing on the DC (he has only ever DCed twice since I've played with him), we have not been able to achieve them. Sadly most of the players we have lost were either a) bored with stale content (will probably be back come 1.2) or tired of dealing with bugs that should have been ironed out in beta (they might come back if 1.2 fixes many of these bugs). I love this game, and hope they get their stuff fixed soon as I would like to continue playing it. But with other games coming out in a few months, this needs to be done sooner rather then later... Sorry for massive post, just figured I would answer most of the posts in one go.
  9. /rant So very tired of the bugs in this game. Ops Leader DCed, bugged run. Boss respawns, can't open last door to KP, Bugged Run. Boss respawns already enraged, wipe...can't zone back in due to "in combat"...wait 15 mins, nothing, try reforming the group, nothing, reset the instance...BUGGED RUN. In game ticket very neatly wrote, very polite, very detailed, (very long)...standard response *names removed in case they don't want me to include them Well I'm sorry, but patch notes are out, and the only thing you are fixing is the EV SoA Nightmare kill codex bug (something which prevented us...or so we were told...from being eligible for PTR testing). 4 months into this game, you are already working on the next raid/operations content, can't be bothered to (or just simple can't) fix current content bugs. It's been over a month since our first codex entry bug issue. And every week since, while trying to get various titles/codex entries, we ran into one bug or another. Sorry to tell you guys, you just lost a few more subs tonight (not me...yet, still too stubborn). Please feel free to vent your hate in this thread, or flame away, doesn't really matter /endrant
  10. I was referring to using evasion and cloaking right after, haven't encountered any pyro today so I haven't been able to test it out. Maybe I just had ****** RNG for a few games where the millisecond between evasion and cloak clicks (key-press) I got hit by more burning. No it really doesn't, and BW has said as much (still a few DOTs that don't get removed, as well as a few other debuffs that may be part of their un-removable debuff list that evasion ignores).
  11. In what world is SP/EMP criting for 5k? Mine crits between 2 and just over 3k, in full rakata (76% crit mult)or full (minus 2 pieces) bm (74% crit mult). Even if you talent into that useless shield ability, you are looking at 3.5k max. I'm not saying I agree with the suggestions in this thread (most are too op to be taken seriously), but your bs just makes you look like either a troll or someone who doesn't know what they are talking about.
  12. After launch, they said they were going to cap servers, so 1 server didn't fill up to the point of bursting. Say each server has a cap of 1000 people (purely imagined number), during the launch you reduce that cap to 500 temporarily, thus easing the stress on each server from the influx of players (less lag) and also spreads out the population across different servers. Once a period of time has elapsed, they then removed that cap, hence all your qs disappearing. So seeing a q was sorta common at the start, then they took off that limit, so any server that was "Very Heavy" or "Full" became "Medium". I too had to wait 15-30+ mins to re-q (very annoying when you got the common disconnect at the start) on my server, but now the server rarely goes above "Medium" population, and we have more people in the fleet then there was after launch when I hit 50. The main issue I see them having now, that they should fix asap, allowing "Light" servers to merge into another "Light" server, as their seems to be a lot of servers with a "Light" population. A lot of players probably also rerolled on another server for various reasons (they found a guild over their, friends, not enough people on their first server of choice) This is what I did, granted it was still during early-access. This is probably why some people, who refused to reroll, are saying their server is like a ghost town.
  13. I know you got the answer, but Sniper Engineering also has Plasma Probe and Cluster Bombs which are also probe like things that hover and do damage/explode. Edit: Nvm, I miss understood your post, need to wake up before posting. While Plasma Probe does damage over time, its stationary, and Cluster Bombs just explode on damage (no dot). Interrogation Probe is the one you are looking for. Sorry about that.
  14. Sorry, I should have specified Warrior Jug bleeds (they very common 14-23-0 build) which has 2 bleeds, or the full on Vengeance builds which have 3. One of them I can never seem to remove with evasion (2 internal damage and one bleed, 2 of these get removed). I'm aware Toxin Scan can only remove 2/cast, this happens to me when I have no other debuffs. All those debuffs are physical debuffs (they all read as bleeds).
  15. I've just started to notice this, as most BH are going pyro for pvp, our inability to remove their burns (neither talented Toxin Scan nor our super unbuggy Evasion remove any of their burn effects). I've known about certain warrior bleeds (can't tell which skill it is as they all just say "bleeding") that can't be removed, but I didn't notice this until now about the burning affects. Any idea on when they will fix these bugs. To me Burning and Bleeding are both physical effects, and should be removable by talented Toxin Scan, and they are also hotile effects. I guess what I'm wondering is could you release a list of what hostile effects are "removable"? I'm aware at how buggy some conditions are when it comes to removability, this one is just new to me (and having just faced a team with 4 pyro BH, I came to the forums!). Please note, this is not a request to nerf anything, just wondering if this is known (3 wzs I have been unable to remove the pyro burns). If this is in the wrong section, could someone point me in the right direction?
  16. Not entirely. Remember Collateral Stike (Flying Fists) regrants a TA (against poisoned targets) which lets you Lacerate (Sucker Punch) again (which we all know), but you can't proc another CS for 10 secs (which you may have forgotten). So if we subtract 11 Lacerates from the total, the percent looks more like 34%. This is assuming the following Lacerate doesn't land until after this 10second internal cd. In reality, with our abilities having different cds, our rotation doesn't have 10secs between lacerates, so you are going to clip this cd every once in a while (even trying to hold out on using lacerate won't work). Long story short, his build does have 2 points, not just 1. Edit: Well he either has 2 points, or got very very lucky with his CS procs.
  17. Sigh, it's posts like these that I just don't get. You are comparing the Sorc to both the Op and Merc healer put together. If you want to compare one healer vs another, do so, but don't say the Op can do this better, and the Merc can do this better. When filling in each of the many healing niches, someone has to play the middle of the 3 classes , otherwise the game will turn into 3 healers that do the same this, with different looking armour. A few corrections. The Sorc hot ticks heal for more then the Ops "free" heals, not sure about the Merc "free" heal as I'm not sure if all three ticks heal for 400-500 or if all three added together heal for that. I can't see either of these "free" abilities every keeping someone alive in pvp unless it was out of combat and healing them with a bleed to they didn't die. Any dps (or tank or healer) can easily put out more then these heals assuming they are trying to kill you, or even just to pester you. Saber strike goes off Willpower, not Strength. While Strength will increase your melee damage (much the same as Aim increases the Op range attack skills), Willpower will also increase your melee attacks (and do a much better job then strength for the SI). Were this not the case, Assassins would not use most of their melee attacks ever. I'm not saying that you should now use saber strike, just a correction on what stat it goes off. -Ops and Merc have to choose to either heal or dps (outside lol free dps that is parried/deflected/miss alot of the time as is). If I (as an ops) start to dps you, each ability I use is one less heal i can cast without pausing to regen (2 dps abilities used drops us into a lower regen lv) I'm not saying merc/ops can't dps, but we have to be more selective in when we do dps. -survivability is a questionable metric, as one can say having a burst speed ability can get you out of some situations (much as vanish can for ops), or a knock back might save you either in the time you gain from them getting back to you or knocking them off a ledge granting you temporary los, or a slow may let you get around a corner to give you enough time to pop of a heal or 2. -granted, you are the only class without a free ranged heal -true, you are the only one that takes damage to get a hit on your returned resource ability, you are also the only class that can free cast from Max force to very little force and not have a penalty on your resource regeneration rate. You are also the only class that can cast more then 4 main heals in a row and still be viable as a healer with no "down time" in which the healers output is close to 0 (or has to blow his 2 min cd to get some resource back)(I'm thinking of damage heavy phases when the healer (merc/op) has to abandon his standard resource neutral rotation in order to keep dps/tank alive) The list goes on and on, but one can see each class gains the advantage over others in different areas. I do not agree with all the sorc changes (I've posted as much in the current 1.2 Sorc nerf thread). But nothing will come of one healing attacking another healer class (that's how I took your talk about merc or ops doing something better). My main is a rank 68 Ops healer, and come 1.2 I will still take Sorc healers into pvp (extricate in pvp is a god send, but this isn't the only reason you are wanted). They have certain tools the other healers don't have. I'll also take take Sorc healers into operations/raids (fully cleared NiM 16 man) if only for your AoE ability. That alone in 16 man is enough to guarantee you at least 1 if not 2 spots (we currently run 1 Ops 1 Merc and 2 Sorc healers). You may need the occasional heal, but, like RuQu said, if that were enough to never take you, we also wouldn't run with 5+ melee in the group. Bah, I really don't want to post this, but I've spent too much time not healing my WZ now not to...
  18. While I love the idea of healers needing to dps, they would need to fix operatives for that. I don't relish the idea of being within 10m of the boss to do my dps, and I don't relish the idea of having to crouch in order to snipe (our only 30m dps ability other then auto attack...well we have corrosive dart to, but that does pitiful damage, and I put it up already anyway ).
  19. I'm sorry but I have to disagree. With evasion being as bugged as it is right now (not removing everything it should) and with what is probably about 90% of the damage out there not being affection by evasion (physical only, aka not tech or force attacks), 1 extra second seems situational at best (good vs snipers and semi good vs other operatives/warriors based off how much physical attacks they use against you). Now if this set bonus reduced it CD by a few seconds, I think that would be better (imo). I do agree that its lame 2 set pvp + 2 set pve is better then 4 set pvp.
  20. I love these threads! Yes many are unlucky. On another note, just because you open 29 bags, or 1000 bags, you still only have a 25% (according to the game gods) of getting a token. Just because you open 4 bags, doesn't mean you should have gotten at least 1 token. Math escapes many a person I guess. By the way, I'm pretty sure they are removing the bag system in some future patch, but I can't seem to find the link to the discussion. BW has told us they are changing this system, so get all your bag rage out of your system, I'm sure people will find a new way to rage on this new upcoming system.
  21. And what happens when the player doesn't reconnect, or takes 5 mins to come back? No matter which way you do it, it will make people angry. It's fine the way it is (yes I have dc'ed, yes its annoying, deal with it).
  22. Just to throw my 2c in about UH/TA stacks, I think it would be cool if we could get either a third stack, or a temp buff when we had 2 (that only lasted a few seconds) that would enable our next UH/TA consume ability to not consume it. I say this only due to my frustration about when we get our proc from the hot...mines always seems to proc mid cast of UWH/KI, and since I have 1 stack on me at all times, the proc gets wasted the moment my cast is finished (since I'm already at 2 stacks due to the proc). If they went the temp buff route, it would only have to last long enough to give us the option of using it up after we finished out UWH/KI cast (I agree that we shouldn't be able to stack UH/TA too high, as this would require yet another nerf to our class in pvp). Sorry if this is confusing to anyone. EDIT: I would also LOVE to make DS an instant cast instead of a channeled spell. Even if this put it on a cd so we could only have 1 up at any given moment. Some love to the tree would be nice as right now it seems we spend a lot of points taking non-healing abilities (not saying every point should go towards buffing healing, but right now our last 4 points (6 points total since we need to spend 2 to max out the tree...) seem to be wasted....and that's after spending 4 points on DS. 1/5 of our talent points shouldn't feel like a waste (feel like, not is) IMO. KC/RN should also tick every second, not every 3 IMO. This will mean it also requires a reduced duration. Healing every 3 seconds over 18 seconds...it seems that the people who actually need healing (I'm saying this due to this being non-smart heal) and get the KC/RN hot will be full long before the spell is finished its duration. And please remove the reduced healing recieved after using cloaking screen by 100%. Bad enough we lack defensive cds (that work), but to add negative effects on the few we do have... Great thread btw.
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