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EternalFinality

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Everything posted by EternalFinality

  1. Considering every single person in my guild has quit and I haven't logged on for 3 weeks.....I'm going to say it's lower than 1.7 million.
  2. Professional players have pride - and don't lay down or quit the game no matter what the score is.
  3. People need to stop spreading lies. Healing is getting a MAJOR BUFF in 1.2 thanks to expertise redesign. How many people are you splitting up to kill these healers again? What is everyone else doing?
  4. But that is exactly how they are designing it and balancing it. They're really giving you an illusion of choice. People would be enraged if they were forced into premade specs, but no one complains when they're secretly forced there because all other options are just inferior. Psychology in game design.
  5. Getting someone ahead of you is not a solution because it requires someone to die and then get lucky. That's not a solution to an exploit.
  6. Expertise increases damage done, healing done, and reduces damage taken. Damage done flatly canceled with damage reduction. It doesn't matter if both people have 500 or 1500 expertise. But healing done is never reduced - it only goes up. With the expertise DR change and across the board increases - healing is about to jump 10-15%. A MASSIVE BUFF. Unless there is another healer. Or even a third!
  7. Did YOU read the 1.2 notes? With the change to expertise and the increases across the board to expertise on gear, they are massively buffing healing of all kinds.
  8. When they are designing the talent trees, they place more powerful talents at the top of the tree. If people are making hybrid builds that means one of two things: 1. The top tier talents aren't strong enough 2. The hybrid build is imbalanced. Basically, if everyone is rolling hybrid builds something is wrong - that's why they continue to nerf them. They were never intended.
  9. I find it absolutely insane that Bioware thinks people understand how resolve works because they stickied a terribly flawed "guide" post that doesn't even explain the actual mechanics of the system. The system has all sorts of hidden nonsense associated with it but they have no official or technically detailed explanations of it anywhere. Unbelievable.
  10. Unless there's...you know....another healer. As there often is.
  11. A fix for jumping the spawn wall at the start of Voidstar wasn't in the patch notes for months. That got fixed. That was an exploit. So is this. But Bioware is derpy slow, so we'll have to wait. People only started exploiting this like a month ago, and Bioware has a 3 month dev time on fixing warzone breaking exploits.
  12. Let me guess, you're one of the people who thought grappling people into the spawn room for an autokill in Huttball wasn't an exploit either?
  13. Yes, it's a very obvious exploit that disrupts the intended timing of the spawn room and bridge in the second part of Voidstar. It's only slightly less of an exploit than the now-fixed jumping the spawn wall before the start of a match.
  14. The best example of the unsustainability of story is Kaon Under Seige. Bioware claimed they were working on it for a year...and THAT was the result? An hour/hour-and-a-half instance with a few cutscenes?
  15. Giving every class multiple CCs was their biggest mistake designing PvP in this game.
  16. It's totally an exploit. Which, given Bioware's track record on such things, means it will be fixed in a couple months.
  17. I like the system you proposed, except I think there should be a couple changes: 1. If you reach 100% resolve, the current implementation kicks in - you are immune until it drains, and further CC attempts do not build it. 2. Knockback distance is reduced by the resolve %. That is, a knockback hitting you at 50% resolve would only make you travel 50% the distance as before. This solves the knockback discrepancy in the design.
  18. Especially when this is the developer's FIRST MMO from a company that historically makes single player games. Yeah...gonna go with the experience on this one - and that's the players, not Bioware.
  19. They'll get nerfed when they are overpowered. Currently, they are not. In fact, two of the specs are UNDERpowered, and are thus getting buffed.
  20. For someone who claims to be able to see both sides it's hilarious that you would make a statement like this. If you don't understand how the ability to pull a ball carrier to you is more powerful than the ability as a ball carrier to leap to an enemy....
  21. What a bunch of crap. Here let me take this to its next logical conclusion: Showing HP of allies and enemy should not be allowed! Having to identify and judge who is the biggest threat by figuring out how geared they are is part of the challenge! Plus if you showed HP people would just quit if they saw that the people on the other team had good gear, and would immediately quit if they saw people on their own team didn't have good gear! Good job Bioware for not showing HP like all those other MMOs.
  22. I don't understand this mentality. It's like you think all enemies are complete morons who won't ever notice you doing this, stun or root you first, and then move a little and knock you off. Or just move to a more favorable position and then use the knockback. (Sorcs/Assassins can even move WHILE using their knockback to slide into a better angle) No, clearly you're always able to "avoid it" despite the numerous ways opponents have of preventing you from avoiding it, such as hitting the knockback while you're leaping them, guaranteeing you're just knocked back whence you came. Because you're "skilled"? Seriously, if you aren't LOSing people while running to the goal you're just going to get grappled.
  23. Melee class roles in Huttball: Tank - run the ball, guard person running the ball Melee class with leap - get knocked off, leap, get knocked off Melee class without leap - lol
  24. It should count as a disconnect. Then when matching you up it should group you in with other losers.
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