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XORDYH

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Everything posted by XORDYH

  1. I'd like the ability to have Fleet chat instead of Dromund Kaas/Coruscant/Tatooine/Nar Shaddaa.
  2. Hydraulic Overrides #JustBountyHunterThings
  3. Having the longest character title in the game. #JustBountyHunterGrandChampionOfTheGreatHuntThings
  4. Clipping through the ceiling when using Death From Above. #JustBountyHunterThings
  5. Loading into your ship, facing the door. #JustBountyHunterThings
  6. I posted a temporary workaround for this bug here: http://www.swtor.com/community/showpost.php?p=7962927&postcount=3
  7. Yes. Only the players actually in the instance need to click the door together. If the locked out player exits the instance, the remaining players can activate the door and start the conversation with Torch without that person.
  8. I wasn't trying to start a grand debate on exploits or player behaviors versus developer responsibilities. I was just reporting a bug I came across while playing the game.
  9. I've experienced this bug as well. This is the workaround we used: Have the locked out player Exit Area The remaining players click through into Torch's room Locked out player re-enters the Flashpoint Initiate battle with Torch and everyone immediately /stuck to kill themselves When everyone revives, you will be in the middle area were you fought Jos and Valk, including the previously locked out player Proceed to fight Torch and finish the Flashpoint It's a pain, but it works for now.
  10. The level 60 mission [WEEKLY] Galactic Conflicts to complete 3 level 60 Hard Mode Flashpoints is counting level 55 Hard Mode Flashpoints towards completion. Steps to reproduce: Obtain the level 60 mission [WEEKLY] Galactic Conflicts from the Priority Missions terminal on fleet Complete a level 55 Hard Mode Flashpoint Notice that the 55 Hard Mode Flashpoint counted towards the completion of [WEEKLY] Galactic Conflicts
  11. The Rattataki social skill "Shadowbox," which is effectively an alternative regeneration ability, does not dissipate heat if used on a Bounty Hunter character. The ability does regenerate HP as intended.
  12. Assuming Static Barrier hasn't changed in 3.0, the formula for how much it absorbs is: StandardHealth * 0.164 + BonusHealing * 3.27 StandardHealth is fixed based on your character's level (I believe StandardHealth is 14520 at level 60, but I need to verify this). BonusHealing is a combination of various factors including gear and can be found on your character sheet. Your BonusHealing value can vary due to relics, adrenals, stims, short-term buffs (e.g., Bloodthirst, Unlimited Power). Also, the Lightning Barrier utility will increase the amount absorbed by 10%.
  13. I'm sure this has been requested before, but I would really appreciate the graphic effect of Assassin's Shelter being toned down a bit. Something closer to the Sorcerer Revivification graphic would be nice, rather than the Pink Eye of Sauron that obscures all AoE ground markers.
  14. I've enjoyed the new level 60 HM flashpoints so far, aside from the terrible rewards. However, I do think Major Imos from Assault on Tython could use some adjustments. Currently, there is almost nothing to heal for the first few seconds of the fight (provided your tank doesn't stand in the AoEs), but when the Republic Operators drop down the group damage spikes pretty high (even with everyone avoiding the Orbital Strikes). Once those adds are dead there's nothing to heal again until the next group of adds. I think it would be a better design to have some more consistent damage throughout the fight, and to tone down the burst damage during the add phase somewhat.
  15. There is something odd happening with Rested Experience. Looking at two of my level 55 crafting characters right now that have been sitting in my Stronghold doing nothing for the entire week, one has 795042 Rested XP, and another has 507066. Again, both of these characters have spent the entire time since a few days before Game Update 3.0 in my Stronghold doing nothing. They should have the exact same amount of Rested Experience gained.
  16. If you are a Corruption Sorcerer or, to a lesser extent, a Medicine Operative (heal specs), your resource regeneration/maintenance is very strongly tied to your healing rotation. Quite simply, you will run out of Force/Energy very quickly if you do nothing but DPS and hit the healing stations. An Operative can at least use Shiv or Hidden Strike for some extra Tactical Advantage procs and by extension, "free" Surgical Probes, but a Sorcerer needs to be casting Innervate regularly to generate Force Surge charges so they can use Consumption to maintain their Force. A Bodyguard Mercenary can use Supercharged Gas pretty regularly to get some OK DPS out of Unload and Power Shot without ruining their Heat management, but the best way to build Combat Support Cylinder charges is still by using their standard healing rotation. You should also consider things from the perspective of the individuals playing those healing classes. Tactical Flashpoints are simply terribly designed if you aren't a DPS. Having two or more healers in a Tactical Flashpoint is just a slog. Tanks are trivialized with the amount of taunt-immune bosses in the newer Tacticals. How would you appreciate it if instead there were DPS stations, and the only thing you were meant to do was off-heal or off-tank? That's about as fun as it is for healers and tanks in Tacticals right now.
  17. So the four Deception/Infiltration active abilities are: Voltaic Slash/Clairvoyant Strike Low Slash Ball Lightning/Psychokinetic Blast ??? Where's the fourth ability? Surging Charge/Shadow Technique is not an active ability, it's a passive stance, so it can't be that, right? RIGHT? That wouldn't be cool, especially since Powertechs/Vanguards get all of their stances baseline.
  18. Sonic Missile is also the only ranged AoE taunt in the game, and the only AoE taunt that requires a target. What happens if I am a dps Powertech and attempt to use Sonic Missile to drop threat? Will I need to target an enemy first? What if I target an enemy at range? Will Sonic Missile still drop threat on mobs in melee range if I use it on a mob at 30m? If I use Sonic Missile as a threat drop, will it also have a chance to miss (i.e., fail to drop threat)?
  19. Any word on the commendation conversion rates for 3.0? We had this information almost 6 weeks before 2.0 was released, I think it's about time we had it for 3.0.
  20. Powertechs are a ranged class in the same sense that Operatives are: they aren't. A ranged free attack does not make you a ranged class.
  21. "You have my fellow feelings" is a pretty weird turn of phrase. I have always assumed that Thok means "you have my condolences" whenever he says it. Overall, I think that Thok comes off more confrontational than he intends to due to language barriers (e.g., saying "you are lying" rather than "you are mistaken"). I have always assumed that Powertechs had Grapple baseline and Jet Charge talented because Bioware didn't want to have two tank/dps classes with similar talent tree layouts (i.e., both having a gap closer baseline and a talented pull in the tank tree). I also think it's dumb. I'd like to see Jet Charge made baseline and Grapple talented, with possible modifications to Jet Speed and Flame Surge so that they synergize with such a change.
  22. This feedback area should mention the current imbalance between the Deception and Infiltration skill trees (ref. http://www.swtor.com/community/showthread.php?t=713581). Bugs like that should be addressed as a priority as soon as they are revealed, and not require "wasting" one of our questions to draw attention to.
  23. PvP - Darkness I don't PvP in Darkness, so I have nothing to add here. - Deception Overall, I am happy with where this spec is in PvP. If there was one thing I would change, it would be giving Deception some form of ranged cap interrupt. Ever since Electrocute had it's range reduced from 30m to 10m we have been lacking in this area outside of Recklessness+Force Lightning. Every other melee class has something they can do on a much shorter cooldown. - Madness Not much to say that hasn't already been said. No burst, no survivability, no fun. PvE - Darkness I'm very happy with where Darkness is in PvE right now, though I wouldn't stick my nose up at increasing Dark Protection to 15s. I'd also like to see the rendering pipeline changed so that enemy AoEs always draw over Phase Walk/Assassin Shelter. Too many times I have seen people hit by AoEs they didn't notice because of the giant pink puddle. - Deception Needs more sustained damage. I'd also like to see the RNG toned down in favor of some more reliable procs and crits. Deception should move towards Carnage's play style: excellent burst that comes in frequent and predictable phases. - Madness Needs more burst and more fun. This spec played really well in 1.x, and it's a shame they had to muck it up so badly. Regardless of what happens with Madness, I still won't play it regularly until the overall game UI improves drastically for buff and debuff filtering and tracking. Wildcard - I would definitely like to see some more utility from Phase Walk for the PvE dps specs. A few people have suggested extending the Assassin's Shelter idea to give some sort of raid-buff from a dps Phase Walk; my only concern with that idea is having a buff from Phase Walk tied to a location. As a positionally-dependent melee dps, we would either spend an inordinate amount of time moving the Phase Walk puddle around the room, or only the ranged dps and healers would benefit from it. - From the Marauder answers (http://www.swtor.com/community/showpost.php?p=6639073&postcount=1): Given this stated intent, Lacerate needs a major re-work. As Deception's only AoE, it costs way too much Force and deals way too little damage. I don't care if it needs a cooldown to compensate, Lacerate should become not only a useful ability but the preferred ability to use whenever there are 3-5 targets in close proximity.
  24. A caveat: your companions will not be bolstered. This can be challenging if say, you take a level 50 healer there that normally runs with a dps companion.
  25. This is an interesting and informative thread, thanks to THoK for creating it and also everyone who has contributed. My only comment so far is that there is a bit of a disconnect between some of the information from the logs and what is seen from a practical standpoint in-game. Specifically, the Biggest Hit data. Using KeyboardNinja's log as an example, we see that his biggest hit taken from Nefra was 5,972. However, this was more accurately the biggest partial-component of a three-component attack (Twin Attack, in this case). From a healing perspective, I find it more informative that there were two instances where KBN failed to defend or shield all three components of a single Twin Attack, resulting in 17,916 damage taken from that single attack. Personally, I feel that it would be more beneficial to consider the summed total of all components for multi-component attacks when determining the biggest hit taken by a tank.
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