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eiekal

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  1. I'm not going to go into great detail but I was in a bad accident and I only have one hand to use with limited dexterity so I use a mouse with many buttons. Frustrating as it is to try to play a game under these conditions but I'm extremely frustrated and emotional to be getting kicked from warzones. I realize I don't perform well but I enjoy the mini game of pvp and the excuse I get is that I'm afk but I can't be away from keyboard since I'm talking to them. For this thread I'm not interested in hearing how you feel you can kick a payed subscriber nor am I interested in comments by trolls or how you think I'm a troll. What my question is, is simply what can I do to fight this?
  2. They need to hire a chat moderator that can subjectively apply any chat on swtor to the TOS with the full understanding of political correctness. Someone that would know and would not tolerate, for example, Neil Armstrong when he said, "That's one small step for man, one giant leap for mankind", that mankind should be humankind.
  3. Thank you, Those are good options that I need to consider. If I were to make a character transfer, am I right in thinking that the max wealth I can bring to the new server would be 4 billion that I carry on my character?
  4. I need help from those that max'd the legacy bank. I just maxed it and I need advice. I had more fun than I thought amassing my wealth but now that my legacy bank is at the 100 billion cap and all my alts will eventually max out as well, what are my options if I want to continue to amass more wealth? Character credit limit: 4,294,817,295. Guild bank limit : 4,294,967,295. The legacy bank soft limit: 100,000,000,000 The legacy bank hard limit: 104,294,817,294 I could keep making alts and maxing their wealth but eventually I'll max my character limit and its only 4 bil I can put on each character. I could create a guild and have a guild bank but that would only give me another 4 bil. What I really need is another 100 bil bank that I can work on filling up and the only thing I could think of is starting fresh on a new server or buying another monthly account. What are my options?
  5. My response to you was long because I took the time to respond to all your points and address them. It looks like you dont want to give me the same curtesy and make a argument or agree to each of my follow-up responses. So it looks like our conversation is done. I enjoyed it. Thank you. We can agree to disagree.
  6. Hold up now.Lets not make the mistake that being the best 1 on 1 class in the gamedoesn't play out in being strong in groups. Just because it holds true for being the best in 1 on 1 doesn't mean they aren't strong in group fights as well.Put a group of all operatives together and they aren't weak. They're damn strong and have always been strong. I say they're the best pvp class in the game and have held that position \within the games life span over ANY OTHER CLASS. Now if you have the opinion that there is another class that holds this distinction over operative, please let us all know because my pvp friends want to know. I made an argument and backed up my argument on how a gap closer is significantly different from a mobile ability and I included how they are different from eachother. The difference between mad dash being a moblity ability and force charge being a gap closer is significant and certainly not irrelevant simply becase you can, at times, use a gap closer to escape a danger to go to another enemy target you deem to be of lesser danger. Nor is it irrelevant because you can use a mobility ability like roll to close the gap to an enemy. The significance is more apparent with the low cooldown of 12 seconds for roll. I'm not sure if I can explain it differently without repeating myself. We may have to agree to disagree? Because I fail to see how you can't see they are significantly different and therefore relevant in making the distinction between the two. I still think the best way to make you face up to the fact that the distinction between a gap closer and a mobility ability isn't irrelevant and that you can't chuck every ability that moves your guy as "mobility aids" is to place yourself into someone else's shoes. If my rage jug's force charge was changed from a gap closer to a mobility ability like roll, it would be huge and certainly not irrelevant. This is If I could move like an operative with dash,I think I'd blow your mind since you haven't grasped that there is a significant distinction to make it relevant. I wont ask you if you're sincere but I dont understand how you can't see that its so significant that its relevant to make the distinction between a gap closer and a mobility ability. In your mind, is the difference between the two so irrelevant and insignificant that you would change your operative roll from a mobile ability to a gap closer that requires an enemy target? If you're honest with yourself and you're not willing to do that, then there is a significance and it is relevant. I wish I knew how to underline my next sentence. Establishing a basis on how powerful roll is with its mechanics and 12 second cooldown is the first step in choosing if thats what should be changed on an operative and in my opinion it is. Now you brought up sentinals and about their bag of tricks and you compare them with operative. The discussion we are having is on the topic of operative roll. I want to stick to the topic and not go off topic so maybe make another thread so you can explore fully the difference in strengths between the two. I think I was clear that nerfing operative was going to make operativs cry so, no minor thing. At least the strong nerf I'd like to happen wouldnt be a minor thing. DidI ever suggest it would be easy? If we dont want things to be the same, there needs to be a change. Will it be messy? You bet. Will it take more than one patch to adjust them after a major nerf? yep. Do we need a minor nerf bandaid fix where the problem will creep up again? Hell no. Please keep your emotions in check. Are you going to start name calling soon? "mental gymnastics" and you feel I just want to win an argument. I can't control whats in your head and only you can do that and put yourself in check. Otherwise if its not just in your head, point to exactly what I said that made you think I'm just here to win an argument and lets see if you're doing the mental gymnastics
  7. I disagree. You even suggesting otherwise makes me think there is a misunderstanding. Operatives has been a top 1 on 1 class longer than any other class in the game. Are we in agreement with this added clarity? Because if you still say I'm wrong, I'd have to suggest to whoever your friends are that they should stop being casuals and pvp more. Maybe its their first mmo and they all are operatives and they down play the class so its not nerfed. CheesyEZ, I made a rationial argument about the different between a gap closing ability and a mobility ability and how they arent the same and gave evidence on how they differ. I'm contributing by dispelling the smoke being blow up my butt when I read that a gap closer ability is comparible to a moblity ability. I'm also suggesting that if a nerf be made,it should be with roll. Let roll be a gap closing ability that needs a enemy target and you will see operatives come to the forum and say how they're quitting. Now with this established that a gap closer ability is significantly different than a mobility ability, we can talk about how far of a nerf is needed to roll. I'm sure that many operatives wont like any nerfs other that a wrist slap to get people off their back. I put forth my contribution to the thread on how I think operative should be nerfed and thats to make roll require a target. Having so much mobility is rediculous. Think how people would scream of a jug had mad dash on the same mechanics as operative roll. We dont even have to add on the damage immunity and we know that jug have a 12 sec with the option to double dash every 12 secs would be crazy strong. If you're willing for roll to be nerfed, would you be good with adding 10 seconds more to the cooldown of roll? Many classes were nerfed into the ground and were readjusted with future patches. Operatives would survive my nerf suggestion just as well as any other class that get hit hard with a nerf bat. Operatives need to be hit hard, make no mistake. They don't need their wrists simply slapped iwth a nerf. The very presence of this long thread is one example of evidence that this is true.
  8. Of course operatives are one of the most mobile classes in the game. They have a mobility ability that is on a, what, 12 sec cooldown? I forget but its something like that. I play a jug and my mobility ability is on a 45 second cooldown called mad dash. These two abilies are what you compare unlike force leap which is a gab closer and requires a target. So yes, absolutely, operatives are one of the most mobile classes in the game since they have a mobility ability that is on a 12 second cooldown unlike mad dash which is 45 seconds. I realize that ppl try to muddy the water to make it that their class isn't strong but but please dont ever compare abilities like roll and mad dash which are mobility abilities and force leap that is a gap closer that you need a target to leap too. Mobility ability and gap closer that you go to the target. Think hard on this and maybe you'll understand the difference. HINT: mobility ability doesn't need a target. So now that we establish the difference between a mobility ability and a gap closer, make the mobility abilities comparable. Put roll on a 45 sec cooldown to match jug mad dash mobility ability. I'm certainly flexible about 45 sec since I know that operatives will cry like hell because with the change, there will be as many operatives in rank as there are now with jugs. But if you still dont see the difference, then please help me to start a campaign to change leap so that it doesn't need a target. I'll be happy with that. We can rename it to, leap to where ever the hell we want. Everyone knows operatives have been the top dog class since pretty much game has started. I'm talking pvp since I never pve and even leveled by pvp.) Search your feelings. You know this to be true. Or you can research the forums and ask people that have been around pvp since the game started.
  9. Mad dash is the mobility ability and force leap is the gap closer. I'm all for making roll into a gab closer like force leap. This would make them comparable. Make it so that roll has to go to a target and so is a gap closer just like force leap instead of being like mad dash which is a mobility ability. Anyone else have a good idea on how to nerf operative to bring them down to everyone elses level? I like septru's suggestion of making roll into a gap closer to a target just like force leap but we can have other ideas too so keep them flowing. Thanks for the suggestions on kiting but as a jug, my mobility ability, mad dash, is on a 45 second cooldown so unlike operative roll, its on a long cooldown and so you become an expert kiter, side straffer and circle straffer when you play a jug, which you dont need to do as an operative so their skills will be subpar with movement since they rely on the low cooldown mobility ability roll. If you're really concerned for my movement skills we can have fun demonstration to put your mind at rest, I'm willing to meet you anytime to show my movement skills where I'll circle strafe you and you can circle strafe myself and we'll see who looks more clunky. Can we keep the ideas flowing on how to nerf operative mobility. Septru's suggestion of making it a gap closer like force leap where you have to have a target to roll to is a good one but I'm sure we can come up with other good ones as well.
  10. Operatives are the most mobile class in the game and the top 1 on 1 class in the game since... forever? The worse part of it is its an ability that moves the operative and the operative doesn't have to rely on their movement skills like other classes have too. What is roll? On a 12 second cooldown I mean? The movement ability for jug is dash and its on a 45 second cooldown. Here is how you put operatives in line with everyone else and they'll have to rely more on their movement skills rather than on an ability that moves them. Put roll on a 45 second cooldown just like jug. I understand why operatives are fighting like hell not to get this nerfed because they want to keep the status of top dog. I get it and so does everyone else that reads your posts where you're trying to not get nerfed. If my jug has dash on a 12 second cooldown, I'd be probably saying that its a class defining ability and it will ruin the class if its changed etc. operatives have held the top dog spot since the game started? Pretty much. Other classes had things nerfed to hell and they are still around with the patch changes. Operatives will survive a roll nerf just like other classes have survived their nerfs. Time for operatives to let another class have a turn as top dog.
  11. operatives are the top offender of extreme mobility. I think everyone has experienced the desync when an operative rolls on a ramp and disappears for a time and he didnt stealth. If you are an operative and you are losing in 1 on 1, you need top stop fighting like rank and pve where you lean on others to take someone down. Operatives are the top class in 1 on 1. You're the top dog in 1 on 1 of any class. You guys can take out more specs than anyone. I agree about the whole movement thing. Operatives are the worse in this regard. They dont have to rely on movement skill since they have an ability that moves them every 12 secs? Set the refresh for 45 secs like jug dash and operatives would be fix. If my jug has a 12 sec dash, hell, I'd call it a defining ability of the class too. Not to mention I'd call it over powered. Lets give them immunity from damage for a second after dash too to top it off. I get why operatives want to keep their top dog status and they don't want anyone messing with their roll because of it, but how long have you had this status? Pretty much the whole time the game was up? Regardless how you feel the class would be ruined if you increase the cooldown of roll, time for you to take the hit like others classes have with patches and they'e still around. Time to give another class a turn at being top dog.
  12. I'm surprised I'm getting opposition to this thought that the faster a fight, the less skill that will be used. This should be a given. My experience in mmo's goes farther back than the beginning of swtor and goes back to Meridian 59 and AOL never winter nights and Ive seen extremly fast fast and long tiresome fights in different mmos. Its a simple concept. In each mmo, the faster the fight, the less skill that is used on both sides. Lets put things into extreme to get the poit across. Going from fast to slow fights: 100 vs 1 little skill is used here in this blink of an eye fight by those attack the one person and the one person getting attacked 50 vs 1 a little more skill here 25 vs 1 a little more skill here 10 vs 1 a little more skill here 5 vs 1 a little more skill here 1 vs 1 a little more skill here In the context of going from a fast to a slower fight, the 1 on 1 fight would use the most skill. In context to the thread of how fast a mmo should make a fight last, an mmo doesn't want to short of a fight where a rogue type class bursts down a glass cannon nor do they want the fight to last on forever like two healers fighting eachother. This holds true regardless if you define skill as a pve person would, in getting your rotations off or hitting the right ability every 1.5 secs, which is fine if you pve but I dont pve. This holds true if you see skill as a reaction time in hitting the right handful of instant cast abilities or regular abilites or how dire the consequences of not hitting them fast enough. This holds true if you have to be proactive and anticipate they'll go after the pt first and the jug second. etc Multiples bursting someone down or lets say a rogue type class bursting down a glass cannon class means there wont be much skill used by anyone and an mmo has to consider this in determining how fast a fight should be. The bottom line is an mmo should err on the side of a longer fight if they're pro skill.
  13. You're in a world of pain if you are fighting a kiting merc with a jug. Its those times I wish I was on my mara.
  14. If you are deciding between a short and a long fight and you want skill to matter, you want to err on the side of a long fight. Bursting down someone, even if you are the attack or the one attacked, you will use less skill in both cases than you would use if the fight is longer. Since I'm pro skill, I see nothing skillful in melting someone down in rank or regs with multiples on one person nor do I see much skill in an operative or sin that can burst someone down fast. The victim has limited chances to use his skill. Let skill flourish and keep fights long. Remember the shorter the fight, the less skill that is used
  15. You're absolutely right. Anyone that tells you on this thread that you are wrong are socialists. You paid for your sub, and not them. Don't let them tell you how or what to play. I have a handicap and can't play rank because of it so I'm exactly where I should be when I play regs and ppl that complain to me in regs I say screw off and if they do it more than once, People tell me I should report for harassment.
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