Jump to content

Cheny

Members
  • Posts

    23
  • Joined

Reputation

10 Good
  1. The company doesn't give a s**t, that is what is killing the game. Seriously, check out Diablo III site. Feedback all over with blue posts and their game isn't even launched! We can't even get a damn post from someone who knows something besides, "This thread has been closed because I am bored and power hungry."
  2. Yes, they are on the PvP vendor.
  3. How long does it take to respond to a community that is about to crumble about a game-breaking issue? Why can the thousands of us not get an official response outlaying the solution to the server population problem? Yes, yes I know about the Mr. Raid post: This post does not give us a hard date and certainly does not fix the glaring issue that is preventing most of us from even playing the game: Server Population. How do they expect us to wait until "early summer" to fix an issue that is critical now!? So, why is it so hard to get a response?
  4. OP, they spent all their money on voice acting for the quests! Don't get picky...
  5. Yes, it clearly separates PvE and PvP gear.
  6. Full WH sorc here and I can heal just fine. L2P
  7. Who cares about the trade network? There aren't enough people online to use it anyway...
  8. That's not true. They can simply implement server checks and if the value client side does not reflect the value server side, then they will get DC'd or whatever BW chooses. Other games use this method.
  9. Cheny

    Too few to PvP

    Well, I think this ex-employee hit the nail on the head.
  10. How about you populate the servers? That would be a start. Thanks.
  11. Cheny

    Too few to PvP

    Same here on Rakata Mind Prison.
  12. The number 1 problem right now is the lack of players on servers. You can fix every other issue but it will not matter until more than 10 people are running around the fleet. (Not being dramatic, literally 10 people on IF) Please open up server merges or realm transfers. This game has way too many servers for the few players remaining.
  13. I'd say they have enough on their plate... don't need to go breaking more stuff lol
  14. Garricus any updates on this guide as of the newest patch?
  15. I understand the need for a change to healing pre 1.2. As a Sorc healer always playing with a full 4 premade on vent, I wouldnt die. My teammates with me wouldnt die. I had no problem keeping 3 others, and myself up, even with 3-5 people attacking our 4. That was an issue, especially in voidstar when it would be a 0-0 stalemate because both sides have decent heals. I was in full Battlemaster gear before 1.2 and felt near invicible, I knew changes were coming. And now I cannot heal myself through 1 well played Warrior, or 2 decent players in recruit. I could be like others here and blame the expertise buff to damage, and nerf to healing. I went from 12% increase to damage, damage reduction and healing. Now its 20% damage, 16% reduction and 10% healing. A large change, but by and large not the central problem. I could site the considerable increase in cast time to our one off CD heal being the problem. I could site the abundance of interrupts every class has, and the low CD time of them, but its not the central problem. I could site the abundance of CC most classes have, and how I can be killed before my resolve gets anything near full. The truth is its the combination of all of this that is the issue. If I have a Marauder and PT on me, I cannot cast. They can alternate their interrupts and I die quick without being able to cast. Burst is also significantly higher, obviously, so I get put in such a hole that I could not heal myself out of it even IF they weren't interrupting me. I went DPS, like most of the other healers seem to be doing lately, to help with the DPS zerg that WZs have turned into. We need some kind of immunity to interrupts. Like after the same ability is interrupted twice, we are immune to interrupt for 8 seconds on that ability. Being able to completely lock a healer out of casting anything makes their presence useless. And it is at that point Bioware. You have given every class FAR too many CCs and interrupts. It is FAR too easy to lock a healer out, as I quickly discovered after rolling dps and killing them with ease. I have an interrupt, on a quick CD, with a large range. I have a stun. I have a knockback (which also roots depending on spec). I have a 'mez' (which is also instant depending on spec). 4 great CC / interrupt abilities, on one character. Its just too much. Me + 1 other DPS = instant dead healer. I understand you wanted players to be able to focus fire a target through heals, or the healer itself, but you over stepped. You forgot all those mechanics you gave EVERY class to stop healing. EVEN if you dropped the Trauma debuff (-30% healing), I think it wouldn't be enough. One of you should roll a 50 sorc healer and pvp with the community, you know, actually test the changes you make to your game like anyone with an IQ over 70 would do, and enjoy our frustration. You have turned pvp into a DPS zerg fest. Do something to balance it so people want to be Tanks and Healers again, as all of them on my team have switched to dps over the changes. /sign former healer
×
×
  • Create New...