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hrelas

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Everything posted by hrelas

  1. The 30's is probably the point in the game that is hardest.
  2. 3 TA stacks makes no difference to healing power. The 6% buff does not apply pr. stack, only the first stack counts. It only means you can SP twice without dropping the buff, and you only ever want to use SP in sequence when the target is below 30% anyway. It's a simple quality of life change that will make you life a lot easier. Similarly the DS buff is also just quality of life, reducing the punishment for overspending your energy, which doesn't affect pvp at all. The RN buff is not as much a buff as a fix for a terribly balanced spell. I used to only use it if I could hit 4 people and had full energy, and didn't expect burst damage. Now I can use it to take off the brunt of burst aoe. It will be the strongest in pvp because it will heal faster, corresponding to a non-crit regular heal pr. affected player, but because the scope, and range of the spell is so small the average effect improvement is marginal. tl;dr Yes true.
  3. The only reason there are 2 lockouts is to enable the "hardcore" raiders to assist those pesky normal or "story" mode raiders. One of the devs mentioned this once. The normal mode raids are there to be pugged, they are simply designed to be easy enough for a pug to handle them, with minimal coordination required, when compared to the harder modes. So you can think of the lockouts as a raid lock out and a "easymode" lockout. I guess the only reason the normal mode even has a lockout is because they wanted to improve the reward drops.
  4. This thread is bs, because the stats on the gear is being rebalanced.
  5. Operative is not really getting buffed in terms of healing power. However the other healers are being brought down to operative level. Also the operative is much closer then 3 vs 10 on live. But the 1.2 patch makes a pass on equalizing the healers. Medics will most likely never be nerfed, the energy mechanic very effectively limits the healing power of the operative.
  6. I kinda like it. Guess you can suck it!
  7. To answer the question in the title: When it has better stats. Look at the item rating, it's usually a tell.
  8. As a comment, 75% of posters on these forums is probably less than 1% of the overall game population.
  9. So many whiners. Instead of posting useless feedback without even knowing how the changes actually effect the game, what about going on the PTS and try it out ? Or alternatively wait for someone who has a high level character on the PTS to post their feedback, and take from it what you can. These sensationalist threads don't help the developers, and they only serve to misinform the community by having tons of agitated players, who did not properly read the changes in the patch notes make their far-fetched theories about how the changes made to their class is going to mean the end of the world. Most of you don't even consider that many stats have been re balanced as well, the only way to see whether the changes are sufficient or not is by testing it on the servers. Since there is probably well over 2 weeks before the release of 1.2, and with the appropriate amount of real honest feedback asking for changes, probably even longer, there is still plenty of time for the developers to make changes. If someone has unsubscribed from the game, just from reading the initial draft of the changenotes, good riddance I won't miss you. Patience is a virtue, and many seem to lack it.
  10. Changes aren't final. If you are upset, or disagree with a change, then voice your opinion in a manner that a respectable person might want to read instead of poorly written passive-aggressive blabber that seems to be the norm. I only play medic, so I don't know what the trouble is. All I know is that operatives burst is fairly high. My suggestion instead of increasing cooldown and increasing damage, would be to reduce cooldown drastically and reduce the damage, to provide better sustained dps and reduced burst. Getting 100-0'd without being able to control your character at all, is not good game play, it is not fun, in fact it's alt-f4 material. Lets see what they figure out in the coming weeks as players test the new changes on the PTS.
  11. The devs are responding to the majority of player feedback. A new iteration on Illum is already in the works. Your arguments are null.
  12. hrelas

    Are BW Liars?

    The title. It burns my eyes. 25% is not a large chance.
  13. Expertice is there to stop players who gear what is effectively another 20 levels ahead in PvE from destroying everything in PvP. It is simply necessary for the way the game is built. In order to remove it, all stats must be normalized. Since the game literally is nothing but a loot treadmill at the endgame I hardly see the removal of all gear from PvP as a viable way to fix this years old problem. Games such as WoW and TOR were not really built for competitive PvP, which is why the competitive WoW arena e-sports scene is in a pathetic state of decline. It is possible for one player to simply mathematically be better than another player, this goes for balance as well as for gear, however once you reach the expertise cap of 12.1% the playing field is evened out to choice in stats, skill, and class balance.
  14. With threads like this, the true whiners show their faces. We know son, you are scared of change. Embrace it! On a side note: I'm insanely ridiculously good at ToR PvP, and I think Sorc/Sage has too much utility. Granted no Sorc/Sage can kill me, like in a 1000 years in a 1v1, but it annoys me that he can just run away when he has given up, and I'm about to lay the smack down on his ***. (Speaking as operative healer)
  15. It will not go much faster, just eliminate the need to go to Illum to get your 150+ valour pr. kill. (atleast on my server).
  16. With what I have suggested here, using a DoT on a player will interrupt, but the actual damage on it will not. This corresponds to my "ATTACKED" analogy, instead of the "TAKING DAMAGE".
  17. As you can read from my post I am criticising BioWare from allowing DoT's to prevent to begin with. Another poster earlier suggested that it was probably not intentional/well thought out. Then I provide a reason that I see from your point of argument would be a satisfactory solution in the form of a change of definition.
  18. I have attempted to explain why this is not plausible, as well as provide reasonable alternatives. here
  19. This is just blatantly wrong. The major reason for this nerf is 1 player being able to prevent an entire team of players from capturing the objective for an extended period of time by casting 1 spell.
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