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Windry

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  1. M, a few years ago in WoW, we had to kick a group of raiders because they were a bad personality fit for the rest of us. After we explained it to them and kicked them, they'd come and poke fun at us. So about an hour later, right before the raid, the GM calls a quick meeting and decides to change the vent password. One of our core raiders then logged on, and when I meant to pst him the new vent info, I accidentally linked vent info and password in trade chat... right as those ex members were dissing us there. My GM was not very happy about that.
  2. I just read the news: It's nice that there are going to be servers for the players of that region of the world. I also read, that BW will be allowing free transfers to those servers for the people who are from that region, already playing the game. While that's great, and I'm happy to them, a lot of people from the US will simply see this news as: "A whole bunch of people are going to be leaving my server." I understand that population balance is a very hard thing to handle, but it is something that can legitimately ruin the MMO experience for many players in an otherwise wonderful game. I think this mass transfer of characters and players coming up is a golden opportunity to rebalance some of the low population servers, and some of the extreme faction imbalanced servers. I think with the opening of Eastern Asian servers, you should also allow Americans to have a "guided" free transfer that month, and consider merging a few of the really low population servers. I know it's a really big thing that I'm asking, but I believe it would really help the game, and all the players would really appreciate it.
  3. I'm not going to disagree, as I don't know. I would ask though, what makes a marauder harder to play than a juggernaut?
  4. Since today, I've been trying to do warzones, and I've gotten 5 games now where one team will have 10-12 players instead of the normal 8. Then the match starts, and the countdown to warzone shutdown immediately starts, and the game ends in 120 seconds. There've been games where I count 12 on their team, 8 on ours, and the warzone still shuts down in 120 seconds. Is this a bug with the system? Or are people somehow abusing queues?
  5. A friend and I are leveling together as 2 different classes. I really like how I can zone in to his class story areas and watch all his class specific conversations. However, there are a few things I don't get to see. I would like to ask Bioware to extend on this concept to allow me to watch: 1) The holo-call conversations Currently I only get to view them when we are in a green instanced zone. I am not able to view any of his holo calls conversations outside. 2) The ship holo-comunicator conversations. A decent amount of the story takes place from the ship communications. Trying it out today, I can already walk onto his ship, access the cargo hold (which gives access to my cargo, not his), pick up missions from his ship... I just can't interact with the holocom and I don't get to see it when he does. Please implement these 2 small changes. Thanks.
  6. Update: Playing today after the 2/7/12 patch, I have found that the retaliation bug for me has been fixed. GJ Bioware! Unfortunately, the savage kick and pommel strike continue to be buggy, not just on players, but on mobs as well.
  7. Many spells have tooltips for strong/weak/standard mobs, but clearly work on other players. Whirlwind from sorc for example.
  8. Hello, I have a list of complaints and suggestions regarding Sith Warriors in PvP. My Characters: Lvl 50 Sorc - Valor 49 Lvl 44 Jug - Valor 35 Lvl 25 Oper - Valor 30 Lvl 22 Merc - Valor 15 Personally, I find that the Juggernaut/Maurader class has a lot of problems in PvP. A lot of them are bug related, some are lowbie only problems, but I'd like to discuss them here. The Bugs There are 3 moves in particular that are incredibly buggy. 1) Retaliation - After you dodge/parry/block an attack, you can use retaliation. This move is supposed to be off GCD, however, the majority of the time, the game does not take the input for this correctly. I've tested several times quickly tapping Sunder -> Retaliation, and I'd say it fails to perform the Retaliation at least 33% of the time. A bigger problem comes with double tapping Retaliation. Repeatedly pushing a move to ensure that the move goes through as soon as possible is some thing many gamers now do. The problem is, when I'm getting beat on, and I repeatedly tap the Retaliation button, it goes something like this: I see him try to cast retaliation with the little spin into stab -> then he cancels the move, and retries to cast retaliation with the spin -> then he cancels the move, and retries to cast.... and so on and so on. ULTIMATELY though, he never ends up casting retaliation, he's just sitting there spinning his lightsaber like an idiot. Please fix this. 2) Pommel Strike and Savage Kick - These are 2 moves which can only be used when the enemy is incapacitated/rooted respectively. The problem is that the in-game engine for recognition of incapacitated/rooted is bugged out. I've done several test on several different mobs and players with stun -> Pommel or slow -> Savage Kick, and the fail rate of recognition for these two moves is AT LEAST 75%. It's so bad that I've decided to just unbind these moves. Please fix these problems. Resolve and snares A lot of MMO's have snares/roots which do not allow your character to move, and is used for keep away from melee. That is fine, comes with the territory. However, SWTOR's system allows you to be rooted indefinitely, and that is not ok. The problem here is that roots do not interact with Resolve in any way. I can be stunned for 10 seconds, have a maxed out resolve bar, and even then, people can continue to do spells that root my character. It makes it so I can be CC'd for 12, 14, or even 16 seconds, which simply isn't fair. While I DO NOT think roots should build resolve meter (as it would cause a lot of balance problems with incidental root on ranged) I DO THINK that players need to be immune to roots while their resolve bar is full. OR Melee need to have a move like: Resilient Steps: no cooldown - This ability makes you immune to roots for 8 seconds. This spell may ONLY BE USED WHEN YOUR RESOLVE IS AT 100%. ^ Moves like creeping terror would still put the dot on you, and still do damage, you would only be immune to the root. Low Level Ability Acquisition. A major problem with Warrior PvP in lower brackets is that they get their spells way too late. By level 14, every other class has their 1 min stun, yet we do not get our's (Force Choke) until level 24. By level 12, every other class that has their pushback move, yet we do not get our's (Force Push) until level 26. This is just straight up unfair. I don't understand why all other classes would have their 2 utility moves at 14, and warriors do not get theirs until 26. Please make rank 1 Force Choke trainable at 14 and rank 1 Force Push trainable at 12. I think the changes I've asked for are minor, fair, and justified. Feel free to discuss.
  9. I'm going to disagree with you here (especially your 3rd point of not sending people in queue into an on-going warzone). While it certainly sucks to join a losing warzone, not having people queue into these situations would make things worse. Imagine if you tried to play Warzones for a day, and as soon as 1 person leaves, you know that you will go the rest of the game down a player, never getting a replacement. That kind of loss would be devastating to your team, and would instantly ruin the match. As it is right now, sometimes people leave or get DC'd early in the game, or in the middle of a close game, and when they're replaced, it can continue to be a good game. I think most people agree that the problem is with people leaving in the first place. Having a deserter debuff or some form of punishment to the leavers is a much better way to handle the problem.
  10. I agree with Stilari. If Bioware and some players do not want cross server LFD, Bioware should still implement the LFD queue within server. - You queue up for LFD as your role, or with 1-2 friends. - You are match with 3 other players in queue FROM YOUR SERVER - All players will still have to walk to the flashpoint. ^ doesn't break immersion/rp, does not go against the "community breaking" cross server barrier, and simply helps quality of life for all players.
  11. Level 50 Sorc - valor 49 Level 44 Jug - valor 35 Level 25 Oper - valor 24 Level 24 Merc - valor 18 Level 15 Sage - valor 3 I strongly believe that Merc's are too powerful atm, and need to be nerfed. While Tracer Missile isn't where the highest damage comes from, that does not mean the spell isn't overpowered. In full champion gear, my Sorc routinely dies with Tracer -> Stun -> Tracer -> Tracer -> Rail. My level 24 Merc who doesn't even have implants yet does twice the damage that my level 44 Rage spec'd Jug does in warzones AND has a shorter defensive CD. It's pretty ridiculous. I think the following changes should occur. 1) Tracer Missile damage should be reduced by 10% 2) Energy Shield should be a 3 minute CD (instead of 2 min). 3) The snare after a Jet Boost pushback should be reduced to 40% slow (instead of 60%) 4) The talent Light'em Up should allow power shot to add 1 stack of heat signature in addition to what it already does (yes this is a buff) 5) The talent Target Tracking needs to be on the same diminishing returns curve as Surge rating. (This is to prevent people from reaching 235-240% damage on crits when using surge adrenals. This change should be implemented for all classes). 6) The talent Tracer Lock should increase the damage of your next Rail Shot by 5% (instead of 6) and can only stack up to 4 times (instead of 5) 7) The talent Tracer Missile should be moved up one tier and swapped places with Terminal Velocity. This is an important change to low level PvP, as a huge problem with Tracer missile in my mind is that merc's get it at level 20. I mean... do you know at level 20 a Warrior does not have a single stun/force choke/or even a pushback? IMO, merc's should not get Tracer Missile till at least 25. 8) Lastly, Tracer Missile's travel speed should be drastically increased, and the commando's Concussive Charge knock-back needs to have a longer casting animation. Gravity Round hits the target instantly, Tracer Missile has travel time. Commando's Concussive Charge is also the only AOE knockback that comes out instantly. The Mercenary, Sage, and Inquisitor knockbacks all have a .3-.7 second casting animation. Naturally, I also agree that Project and Shock need to have the same travel time.
  12. Bioware has made a it clear, in not wanting to implement cross server LookingForDungeon. While I disagree with their stance, I understand and acknowledge their argument for it. However, I would like to know, What is Bioware's stance on cross server PvP/Warzones?
  13. I lol'd at the post, but actually found it to be opposite. My 50 female sorc was able to sleep with Andros and a Sith guard from Alderan. My 45 male juggernaut was only able to sleep with lord Barus' wife from Dromund Kaas.... and jeez, I really regret having Jaesa stay good. Vette won't even sleep with my toon till I marry her? sigh
  14. It definitely hits a massive diminishing returns scale around 200% damage on crit. So if you are going to use a surge adrenal, you should not pop a crit/surge relic at the same time.
  15. I like option A, but I think you take it a bit far. I think WoW had a perfectly fine system with the 15 minute deserter debuff. Actual in game bans?! I mean that's too far. I absolutely agree to bans and suspensions for people who bot/afk/cheat/abuse bugs... but for leaving a game...? Option B was tried in WoW as well via wintergraps. It doesn't work, you'll just get stun locked to death with 8 people on you, even if you have 8 times their health. More importantly, it's not very fair or fun to either side. My personal thought: Have the option A 15 minute cannot re-queue debuff AND add a medal worth 50 valor for staying in the Warzone, from start to finish. (Ya kind of sucks for someone who joins the game late, but it does give more incentive for people to stay).
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