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Rollento

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Everything posted by Rollento

  1. I logged in expecting to transfer off of my dead server, to see my server isn't apart of the free transfer list. I'm not going to wait weeks on end for BW to open up my server to allow transfers. Seriously BW, you wasted this much time to only allow a handful of servers for transfer. You could have done this weeks ago. This put the nail in the coffin for me, every single time I think BW is turning around, it's the same crap they've been feeding us 6 months ago. No sir, I am truly done.
  2. Or be blindly ignorant about it. Sorcs/Sages come to thought, and the absence of nerfs to Marauder/Juggernauts. Trust is something that isn't given it should be earned. BioWare has yet to earn my "trust", or the trust of 400k subscribers that left.
  3. He's talking about the nerfs to Warzone Adrenals "only reduces damage, doesn't increase it", and BioChem adrenals not working in WZs anymore. Yes, people won't be getting one/two-shotted anymore, but sage/sorc healers will still be interrupted beyond measure, and the buffs to AC's burst will be a lateral nerf/buff whatever you want to call it for sage/sorc healers. In turn we replace one problem with another.
  4. It seems BioWare likes to make sweeping changes. You can't double nerf a class without looking at buffing a similar aspect of the class. This is what breaks them. Shadow Assassin's armor should be reduced, but their heals should be increased or stay the same. It took Blizzard a year or so to balance Death Knights properly as they have similar mechanics of Assassin's/Shadow's. I don't understand why BioWare doesn't do external research on game balances as well. This is the same issue they did with Sorc/Sages, same issue Assassin's/Shadow's will have. And with Pre-Season coming up, some people are not going to be happy.
  5. I can't agree that force management wasn't out of control pre-1.2. Warzones would last full 15 mins without anyone dieing because of how easy force resources were able to be kept up. I do, however, think its crap that Sage/Sorcs mana intensive quick heal doesn't heal adequately enough to justify its mana costs, and the Deliverance/Dark Infusion heal takes too long to cast, which in Warzones, is easily able to be interrupted. Only way a sorc/sage can survive now is by having a dedicated tank role assist them completely. In my opinion, Pre-1.2 The difficulty it took to kill a Healer was fine, it was the resource management of force users that caused it to be game breaking. If they fixed the resource management issue, which everyone will agree with, then why did they have to further nerf the Conveyance/Force Bending buff of Deliverance without buffing the quick heals of sages/sorcs. 30% mana reduction on Deliverance is crap, we still run dry in Warzones. Better yet, we don't run dry because we're dead when a simple interrupt brings us to our knees since burst is so high right now.
  6. Why not give Sorc/Sage healers back a quick heal or increase the healing output of the quick heals themselves? Resource managemant has been addressed but as now DPS has been given burst abilities, Sorc/Sages need one too! Deliverance/Dark Infusion quick cast on Conveyance/Force Bending should never have been taken out. The resource management changes were enough, relieving healers of this made healers interrupt fodder, and no easy way to heal through burst. Bring it back!
  7. I'm somewhat glad to see the Community Team responding to the community, and I feel it will go a long ways to keeping up customer retention. However, some of the biggest gripes about the game are towards the development team's actions. Lack of updates on important issues are at the front of problems. I hate the "Coming Soon" or "Early Summer" posts, but us players are like kids on a road trip always asking their parents "Are we there yet?". So the reply is somewhat ok, but maybe we can come to a even point by creating a page on the website titled "Coming in 1.3" page and a "On the Horizon" Page that has hints of "in progress" updates that we can be excited about. Also, if a patch is going to be rolled out, why not always post the patch notes a day or two before time? If we know that a patch will be coming that affects us (class nerfs/buffs, GTN, Augment changes, etc.), it won't be so much of a surprise. This was done for the massive 1.2 update, but not for weekly patches. I was excited for maintenance when an update was coming on Tuesday. Some minor patches really fixed issues we complained about, others were just minor. The problem though was that we had no way of knowing what the patch was until after it was implemented. I'd preferred all patches to the game, big or small, be spoken about ahead of time.
  8. Big UPs to the OP! I'll admit, I did shed some tears about the current patch's affect on my class against marauders/juggs in PvP (yea, I play a sage), but after nerd raging, and having some time to reflect, I came to the same conclusion you did. I need to get better. Its the driving force that "true" gamers have. I'm not happy with losing, nor am I happy with "that" guy being a better player than me. So I worked at it, and guess what? I don't have issues with the alleged "broken" Marauders/Juggs anymore. OP, keep sharing your thoughts, if you can get even reach 5% of the playerbase on the forums with this thread, you would be strengthening are PvP community tenfold.
  9. yea i'm done... if they don't want to listen to their community, maybe they'll listen to their paycheck. Adios
  10. Medal system BS needs to be reworked. My suggestion: Give everyone a flat reward in the BG. Medals should be a progression based reward. For example, When a player performs a 2.5k Heal Medal in 5 matches, they will receive 30 Commendations when turned into a Medal Vendor or w/e. Much more fun thing to implement.
  11. Again, this occurred due to infinite resources, which healers do not have anymore. They fixed this, but further changes weren't needed. Especially the alacrity buff to deliverance change. Honestly TTK is lowered from several things. BioWare's too scared to come out and say why. Either because they don't know, or they just don't care about their community.
  12. You obviously don't play a healer. Healing was nerfed across the board (minus operatives). Some say it was because of PvE, but w/e case, healing is in shambles. Unless you role w/ a dedicated tank, your screwed. Class balance is fine if your on the giving end, but hurts when you're on the receiving.
  13. Yes it should be this way because DPS don't run out of resources, they can always build them. Healers do. If you run a healer dry you take them out of the game. DPS never run dry. Given enough time, a dps will kill anything. So a healer should cancel 2 dps out. The dps should be forced to target the healer to lock him down or run the healers resources dry. This is how pre-1.2 worked, but the infinite resource problem is why there was an issue.
  14. WRONG! Its a compound reason why TTK is so f*****. Healings been nerfed in WZs, while damage output has been increased. AND what about the insane buffs to marauders/juggernauts. They weren't there pre-1.2
  15. For one, EVERYONE on these forums forget about adrenals/buffs and CDs. The burst 2v1 with a heals never would have happened pre-1.2 because TTK was lengthend. Response.... Also, I was free casting, 1 healer should be able to keep a dps alive against 2 dps as 2v2 should cancel out theoretically. My guild mates are all in at least 2-3 piece war hero gear and the rest BM, so pretty freaking geared. Finally, I popped CDs to compensate for the added damage. Your fooling yourself if you don't think TTK is broke right now, and the healers have become less defiant because of that.
  16. I'm full BM Ranked 70 Valor'd Sage, and he ain't lying. I'm sorry you haven't kept up with the the new trends in WZs, but sorcs get s****** on by Marauders. He just showed you why in in-depth detail.
  17. But you see, its not. Check Expertise stats to see the difference. DPS > Healing. After I popped adrenal/self buffs/and landed a big heal, and my target still died from 2 marauders in one GCD, I knew 1.2 was broke. Next time you play a healer and your in this type of scenario, try to heal your comrade up from the damage of those 2 marauders. I assure you, you will fail.
  18. You can't kite a maruader/guardian. That's the problem. Maybe for 10-12 seconds, but they will find you, and kill you. Because as soon as they leap you the burst will end the sage/sorc quick.
  19. knockback doesn't do ****. The bounce back is delayed, and when it goes off they still get up on you, even if its talented. Also, their force leap will come up before your force wave does. 1v1, a sage/sorc can not win against a sentinel/marauder.
  20. Yep CC for 4 sec then run, oh wait! They'll leap to you, and the result will be the same. You'll be immobilized and then what CC again? Now their resolve bar is full, and clearly your f***** if you don't have anyone who can aid you 1v1. That's not balanced
  21. That doesn't fix the problem, your saying basically, "if you can't beat 'em, join em". DPS is out of control, and needs to be fixed. It doesn't make any sense that some healing classes have no way to stop a sentinel from killing them 1 on 1. Nor can they get away with the force leap immobilize, and ranged Execute.
  22. It's called force leap, they will jump to you, immobilize you, then master strike/ravage you. Then you die behind your pillar.
  23. 3 Sentinels/Marauders 3 Guardians/Juggernauts 1 Shadow/Assassin 1 Scoundrel/Operatives Your sorcs won't get a heal or damage out before they're swiss cheese.
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