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snaplemouton

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Everything posted by snaplemouton

  1. My mom is an accountant not a software developer. Good to know you arn't working at a drive thru, but ABAP is far from game developpement. And if you really were working in software developpement like you claim to do (Assuming you are really a SAP basic admin and not only lying or early in your studies to become one), then you would know how analysis and conception work. A software isn't made on the fly, least you want it to be full of bugs and lacking functionnalities. Adding new functionnalities (Arenas) to the software take far more effort then creating a bunch of objects from already made classes (Operations). Yes I read dev tracker. And I also knew smash spec should have been revamped and that marauder CD are too short a year ago.
  2. It's not the developper fault for poor design decisions. And I wholeheartly agree that the game have seen crappy design decisions since they decided to put as few money as possible into their servers and everything in voice-over.
  3. Well, sorry that I work in software developpement and know what it takes to develop something. As for you, I wouldn't be surprised you never ever did "Hello world".
  4. Funny, I always tell my arena team to focus the sage/sorc. Couldn't care less about the healer free healing when 3-4 on a sage/sorc isn't healable.
  5. And who are you to tell how hard it is to make content in a game? Do you even have a single clue of how software development work?
  6. Because they are scared people would quit the game if they dare changed marauders defensive CD and revamp smashers. Since most of the players play warriors anyways.
  7. Not everyone admits that Ops healers are too strong. Most of the people that says Ops healers are too strong never even played an healer in this game. If they nerf Ops healers under sorcs healers. Then sorcs healer QQ will come. If they nerf sorcs healers under merc healers. Then merc healers QQ will come. Complaining about healer as been the #1 favorite past time for PvP forumers in every MMO there is. Merc healers and sorc healers needs a buff. Ops healers are fine where they are.
  8. What? Did PvE players get a new game mode other then FP and Ops? Making armor sets is easy. Making a map isn't much hard. Implementing an entire new game mode take much more effort then just creating a few items and bosses.
  9. Reading this thread is funnier then doing PvP in this new patch. And this thread isn't even fun.
  10. Making this is not like mopping the floor at the drive-thru you work for. It require planning, analysis, conception, implementation, testing and debuging until it is ready for release and then, finally, it needs to be deployed.
  11. One afternoon?... I'd love to see you try to add such a thing in such a complex software as a complete MMORPG game. The new contents is a lot of stuff. ... But that's as much credit as I can give Bioware. That the patch contained actual content. How it was implemented thought is a complete different story. They force players to do arenas when we want to do warzones. They remove PvP content because that same PvP content was a complete failure because of how they try to give us stuff that doesn't fit. Without cross-server queues, ranked warzones were a complete fail. Without solo queuing ranked warzones, it's even worst. Ilum was a complete failboat because of how servers can't handle a big load of players. As much as ilum, ranked warzones and arenas are all a great concept, the game itself doesn't support any of them. The game wasn't build as an MMO, it was built as a single player game with crappy servers.
  12. I agree with your first point. ilum failed so they deleted it to get ranked warzones to then delete and now arenas... We all know what's gonna happen already... arenas will fail and they will delete it. Cross server queue should have been there since the beginning... but Bioware seems to have some problems with servers because... cross server queues will probably never ever happen.
  13. I hope you never get caugh in a freighter bombing combo. If dying in 3-4 seconds is cheating to you... Wait till you die in 2 seconds. Edit: And unlike poster above, you don't need wallbang to do that. Explosive probe, freighter fly-by, aimed shot and quickdraw will do the trick.
  14. Doesn't make their point any valid. Arenas a "type" of warzones? So that's why we put Arena queues in the warzones queue? What kind of bull is that? I don't want to do arenas. Why don't people who queue for FP get randomly sent to an Ops? Or when you enter an Op you get forced into a FP. Because the two a different. Sure they can call their "Arenas" "warzones", but to me, Arenas are Arenas and Warzones are Battlegrounds.
  15. If you solo queue and queue take too long, you can get to fight against team queuing.
  16. How does this nerf PvE viability? Are your tanks that terrible? The only thing force camo needs is an increase cooldown.
  17. On your side. You are only being alarmist. You are so focused on how scoundrel is OP that you forget everything other classes as and make every other abilities in the game that isn't in the scoundrel spellbook looks like ****. They have plenty of output, but that output is lower then the other healers output above 30%. Oh they can't heal while stunned? Commando: Trauma probe, advanced med probe HoT, kolto bomb HoT, adrenaline rush. Sage: Rejuvenate, force armor, salvation and they also have 2 breakers instead of one. Scoundrel: Slow release medpac, kolto cloud, kolto pack Sure scoundrel got more HoT. But the other healers are far from being as defenseless as you seems to try to convince everyone of. Like I said, alarmism. Bacta Infusion heals for far more then Emergency medpac. It can crit upward to 7-8k's while emergency medpack is cute when it does a 5k crit. Sure bacta infusion got a cooldown, but to each class their own specifications. Mando is meant for turret healing and isn't meant for under 30% healing. He got his OH **** button with instant med probe and bacta infusion or even kolto bomb. And again, I said more then enough that commando need a buff. That's the whole point of scoundrel!!! Smuggler is a slippery class. It's not meant to stay still. They pay the trade off by having heals being dealt over time rather then being big *** heals. And Sage's doesn't have crappiest instants at all. This title is reserved to mandos. In fact, they got the best OH **** button in the game: Rescue. They stun is 10m which is 6m more then the scoundrel. Their mez is 30 meters which is 20 meters more then scoundrel. And if you can't land a 1.5 second cast before alacrity. Then don't play any of thoses 2 AC then because that's what they do... CAST. Scamper is no where near as good as you describe it. Using scamper while slowed in combat is more then non-effective, it's counter-effective. Not only do you use 25 energy, you also loose a global cooldown and you get nowhere near that LoS that seems Oh sooooo close. 6 meters is nothing. And don't forget there is a bug with scamper that make you teleport back to where you were before because of server issues, roots and slows that bug out the scamper, making it 25 energy and a global to not even move a meter. So NO. I didn't forget scamper. Because scamper isn't a way to get out of melee. It only work against terribad players that doesn't slow. Are you kidding me? I'm not even gonna answer to that one. Thank you for confirming what I keep saying. Mando and sage are UP. You only forget the part where scoundrel are fine. Guess you are simply being blinded by a flashbang. And what stop the DPS and it's teammates to CC people that try to stop them? This can be said for everyone and everything. What's stop the teammates stunning the dps while the sage and mando freecast? What's stop the ennemies stunning the other healers so they can down the healer? What's stop...
  18. Good luck on your website. Just a note though. You might want to do something for the home page slideshow banner. The images arn't wide enough for widescreen. Also, you may want to make the menu button on top of the page slightly bigger to cut the space between the button and the banner. The main content looks pretty neat.
  19. ^ Force speed rescue. Guardian leap. Force leap. There is a tons of ways to get from that high point to the goal line in an extremely short amount of time. The difference, you have to catch a pass with scamper. While a knight can leap up there from 3 different floor. And a sage can simply force speed to there and rescue to avoid the need to pass. Sure stealth allows the scoundrel to get there undetected. But let's be honest. Before scamper. What did the scoundrel bring to huttball? NOTHING.
  20. Tank arn't stopping my damage. Tank are stopping me from being killable on my heals. It's a perception problem. You are free to believe what you want. You can't deliver "that output" when stunned. You deliver far less output when above 30% and only actually start delivering when healing under 30% which is hard countered by any kind of stun which every classes have. Mandos arn't meant to be kitting in the first place. Even then they can still heal while kiting with the use of kolto bomb, bacta infusion and instant med probe or use hammer shot on ally or switch his trauma probe. It's not as effective as scoundrel, but scoundrel is not as effective at turret healing like mandos are. Sages heal with a more heal and run style very centered around force speed. Creating a gap to cast while the gap last, then heal with instants or channel. The only thing scoundrel as more as CC options is that their flashbang is AoE. (Also their sap but in combat it doesn't mean anything.) But they suffer from the lack of range on their CC. 10 meters on fb and melee for their stun. You'll probably tell me that AoE mez is what make it OP. I'll just tell you that scoundrel doesn't have any knockback. Scoundrel doesn't have the best kitting ability in the game at all. It has the worst kitting ability of the 3 healers. The only thing that get you out of melee is flashbang and dodge + disappearing act and both have a long cooldown (dodge + disappearing act use both scoundrel only real defensive ability). Mando can leave melee range with hold the line or concussive charge. Sage can leave melee range with force speed and force wave. And once again, you are using other healers to call scoundrel OP when it has been said over and over again that both the sage and mando needs a buff to their healing class. Scoundrel is fine. The problem comes from DPS being too dumb to stun at 30%. Also, guard for all the reasons I already mentioned.
  21. Commando need to get 20% alacrity under the effect of supercharge cells. And their Battle medic talent (If I'm not wrong with the name, the useless talent that make hammer shot procs our trauma probe if it's on ourselve) to be changed to: Increase cell regen by 1/2 while support cell is active. Sage need sheer damage reduction. Not more healing. Like making their force mend increase their damage reduction by 10% for 10-15 seconds or a passive +3-4% damage reduction all the time.
  22. DoTs are less effective against scoundrel/operative healers because HoTs negate the DoTs. 2 slow release medpac on everyone and you just shut down the entire enemy DPS.
  23. You are wrong on #3. Operative healer is actually the one with the less defensive cooldown. It's countered by being able to heal in a much more mobile way. You didn't take in consideration things that make them less desireable 1. Low burst healing 2. Heal done overtime rather then by chunk. (Which is also a pro against CCs, but the game is very centered around burst rather then overtime) 3. No big OH **** button for allies. (I said big, emergency medpac isn't "big") 4. Shut downed by hard stuns. What sage got better then scoundrel: 1. 2 CC breaker. 2. A reliable gap maker. (Scamper isn't a gap maker against anyone competent enough to slow and disapearing act is very unreliable as it require us to have our dodge with it to remove DoTs and it has a very lengthy cooldown.) 3. Auto crit big heal. 4. Does more healing when left unfocused. (Our energy management as scoundrel make it that if we try to heal with casts, we will be out of energy extremely fast and unable to cast anymore) 5. Rescue Also, the ability to cleanse force effect is unique to sage. I do believe sage healers require a buff. Not to healing or escape tools, but to sheer damage reduction. Their light armor is what hurts them the most.
  24. DRs does'nt mean 100% immunity 100% of the time. DRs means you can't just keep someone rooted for a retarded long amount of time. DRs on stuns and mez means you have to COORDINATE (Something this game is lacking terribly) your CCs to effectively beat the other team. And saying you are better off not using your CC to use an attack instead, that's exactly why scoundrel/operative are considered OP. People never stun them at 30%. Because people cannot coordinate or do something other then faceroll. Edit: And cleanse doesn't cleanse everything. Can't cleanse force effect on a mando or scoundrel. Can't cleanse tech on a sage.
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