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iEuthanasia

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Posts posted by iEuthanasia

  1. I act this way in real life. However, there is no way to prove it. But assuming you can..

    When I order pizza from the place downtown, I am clear about what I want. And after some time delivering to me, they know that if they want a tip, it needs to be here in under 35min. And the size of the tip depends on quality.

    Now, one night they got here on time, but forgot the drinks and the pizza was burnt ( and a burnt stuffed crust no one likes) they got 2 bucks and I called and complained about the quality of the food. However, when they do a perfect job (has happened more lately. Maybe a new employee?) I call and the dude usually gets 5 bucks...maybe more depending on my order.

    So like in forums, I do in real life...point out the bad and expect a change (that is reasonable) and point out the good.

    I don't always talk a ton like in forums, but when I need to, I talk...a lot.

     

    For the sake of not writing out a giant post about how this is silly, I'll just say, this line of thinking is silly and one of the key reasons that I had no desire to ever be a waiter or delivery driver when I was in high school.

     

    It's like not tipping a waiter that does an amazing job waiting on your table because someone in the kitchen messed up your food. The guy that made the food still gets paid his full wage while the guy that delivered it to you gets the shaft.

  2. I'm seeing a lot of this in the Rishi tacticals. Tanks there seem to think their job is to hit the weakest mob and let dps or healer tank the golds / elites in the pull. When it comes to the boss pairs the tank who actually bothers to get agro on the one you're not burning first is so rare we may need to put them on the endangered species list!

     

    Fortunately this behaviour seems confined to the tacticals, I'm not seeing it in the 60 HMs.

     

    Honestly, as a tank, it's just not worth continually telling DPS to focus the weak adds first on groups that are split to where I can't reliably AoE tank. If DPS kill weaker adds first, I tank the golds. If DPS go for the gold first, I tank the adds. It's not the optimal solution but if there's a healer present it's easier to keep them alive if all the mobs are dead or occupied.

     

    DISCLAIMER!

     

    If the group is a tightly packed group where my AoE will hit, I tank everything. It's only when mobs are spread out and I can't reliably reach all of them in a timely manner I let DPS tank golds.

  3. Question: why are you trying so hard to maintain DS-5? Are you using the title it affords? Because other than the title, there is no legit reason to maintain level 5 alignment. So what if your alignment drops to DS4 once in a while because you run diplomacy missions? You can still be a psychopathic murderer (JOKING) in the rest of the game.

     

    I do use the title! :D

     

    And it's a point of pride to maintain my dark sidedness!

     

    I realize that the system is somewhat antiquated and alignment really has no bearing beyond title anymore when you're at max level. It's still required for some low level gearing options and for a pet and mount but nothing later on. I suppose that's part of the reason that I wouldn't mind seeing the LS/DS gains changed on Diplomacy.

  4. With the need for purple diplomacy returns now more than ever with the removal of reusable items I am sending companions more frequently. However, in order to maintain my max dark side points, I am forced into some rather unappealing choices that my other characters don't have to worry about.

     

    I can either send companions on all missions and suffer the loss of morality points, send companions on light missions first and then enough dark missions after to recoup the loss, or just flat out send them only on dark side mission.

     

    What I propose is that instead of the mission itself granting the morality points is that you get a consumable item that grants the same points a success/failure would. The can be Bind on Pickup, Bind to Legacy, or even no bind status at all so they can be sold or traded or whatever.

     

    Any thoughts?

  5. While tanks may be in high demand as far as group finder goes, it seems opposite when it comes to raiding.

     

    From my own observations and speaking to my peers, most people that tank are main tanks for life and have an ULTRA low turnover rate to the extent that they outlast the guild itself. So while the guild might need a token group finder daily HM tank, the raid tank slots are forever filled unless you're looking to start fresh with a new(er) guild.

     

    That all said, being able to be the back up tank for situations where the MT/OT are unable to show up is invaluable. I can't recall the number of times that a raid night ground to a halt because of not having an experienced backup.

  6. I can deal with the damage. Honestly, I hate their mobility (or lack thereof.) It kills me when I see 2 hunkered down gunships sitting on the underside of objective points eliminating any ability to capture the node or kill them unless you're able to sneak up on them via another gunship and snipe them out. I'd be much happier if running out of weapon energy closed secondary fire mode and closing secondary fire mode either from lack of energy or manually it starts the gunship moving. There are too many areas where you choke people into a narrow alley to try and force you off a node with gunship due to the broken 0 speed engine.
  7. I'll use the same analogy as you to try and keep it streamlined.

     

    In WoW you make a Paladin. At Level 10 you get your first talent point and you put it into Retribution. You decide that's a bad idea and that you're rather put it into Protection. You respec and get your point back. You can now place that point into Protection.

     

    In SWTOR you make a Warrior. At level 10 you specialize as a Juggernaut and you also gain a talent point for picking an advanced class and you put that talent point into Vengeance. You decide that's a bad idea and that you'd rather put it into Immortal. You respec and get your talent back.

     

    You respec in either game and you remain the same class that you picked.

     

    If anything, I wish that BioWare would just REMOVE the base classes from the game and allow people to pick the advanced class from the start so these threads wouldn't pop up every few days with some cockamamie game example that fits their logic.

  8. So the level 28 mods and armouring are what your talking about correct, Which is cheaper, spending tokens to buy them on the vendor in makeb or buying them off the gtn.

     

    And this is only until the new tier of raid gear drops and then Cybertech will be king again being able to make the previous raid armorings/mods.

  9. So..of these guilds that are at cap, how many are from servers lucky enough to have been a final destination server and thus never lost people to the first round of transfers?

     

    I've been in around 8 guilds since the game started from early access up until present day. I have been in one guild with anywhere near cap. It was a day one mass invite guild. Many of the players in that guild hadn't logged on in something like 3 months and the leader refused to kick anyone out. His logic was that when he spammed for people it looked more impressive when you say you have 400ish people rather than the 10-15 that the active list would reveal.

     

    I honestly don't care if they raise the cap or not but I can't see there being THAT many active people in any given guild on any given server. I want to see some screen shots of these guilds with 500 people active. :t_confused:

  10. I very rarely run into people who are just abysmally bad at their given spec. Now having said that, of the people whom I have ran into that are completely beyond help as far as playing roles properly, it's almost always a DPS that queued as a healer or a tank thinking that they could do a passable job. Don't get me wrong, I've done it. But I also have field respec on those characters and actually swap roles fairly often so I'm not queuing for a hard mode and trying to tank/heal for the first time.
  11. The general set up for tanks is that each of the classes gets 2 of 3: a leap, a pull, and a push. VGs get a leap and a pull, Shadows get a pull and a push, and Guardians get a leap and a push. If Guardians were to get access to a pull (especially an AoE pull), it would screw up the balance between the tanks (especially since it would be giving Guardians, who already have the most general utility amongst the tanks, even more utility).

     

    Perhaps give it to all tanks then and make it require a "recently shoved" debuff? Can function similarly to the abilities being removed that require incapacitate.

     

    I always felt like Sin/Shadow was vastly more "go-go Gadget" when it came to tanking all things considered. Having never played a Jugg/Guardian tank I have to accept outside input on it.

     

    The problem arent the knockbacks that are there the PROBLEM is the players that dont HAVEA CLUE HOW TO PLAY their classes and the game itself.

     

    Most of the players who "don't have a clue" I'm sure don't read the forums to gain any insight either. And like Kitru pointed out, there's several factors of why Overload/Force Wave usage is prevalent more so than any of the other abilities. It's mentioned in an AoE rotation on Noxxic. It's one of the only AoE attack Consulars and Inquisitors have for quite some time. And frankly, the ability changed to be more in line with what many would consider more offensive in nature. The 360° "Oh sh*t!" button was replaced with a more targeted conal attack. And I could be way off, but it seems like the damage is slighty increased over what it was while it was a 360° attack. Then again, I may just have better gear now.

  12. I feel like the healing component should be accompanied by an elimination of the knockback entirely, even if it means the heal is greatly buffed. The healing is going to encourage some pretty rotten behaviour in flashpoints.

    Yea, placing points into the perk/talent could remove the knockback. It would be pretty bad for PvP though if that were the case.

    Off topic, but a tanking skill to make it pull affected enemies into the assassin/shadow would be super awesome, and skills that alter an abilities effects like this would be very interesting if implemented on a wider scale.

    Could set up some interesting stuff, even for other abilities. Though I'm not so sure that it should be Shadows/Sins who get it. I haven't been able to test 2.0 so I'm not sure who has what now for tanking, but Jugg/Guardian seems to be the most likely candidate since they lack a pull of any kind. :t_eek:

  13. Like Karagga's suck-the-players-in vortex ability! That would be pretty cool to use on trash pulls.

     

    Exactly.

     

    Knockback type abilities could put some kind of debuff on mobs that has no tangible effect and doesn't prevent further knockbacks. Then, so long as this abilitiy is up, all targets with the debuff within say, 15m are affected by pull type effects.

  14. He's not agitated about the ability itself. He's agitated by the predominance of players that use it thinking it's an AoE damage ability rather than a knockback utility. Force Wave/Overload themselves are perfectly fine. The problem is the perception of *so many players* concerning it (and how using it under that perception ends up making life harder for everyone else).

     

    This.

     

    I'd be more accepting of AoE knockback abilities being used for damage, no matter how meager, provided I had a way to AoE pull mobs back.

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