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geofraynils

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Posts posted by geofraynils

  1. Quote
    • Market Data
      • We have some more information coming to the purchase page that shows the current median value and its recent high/low values as well as a more historical version of that value.
      • Recent looks at a smaller subset of time to give you an idea of the trend.
      • Historical is a larger time frame but is not lifetime.
      • We plan on expanding on this section in the future, details to come when we have them.

    I'd like to see the amount of items sold within the same time frame of the price you will show.

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  2. We launched on December 20, 2011 - a decade doesn’t seem all that long, but in that time, we’ve delivered nearly 300 patches and are about to release our 8th expansion.

     

    I don't know what you count as an expansion, but i only count 6 since the launch. Levels 55/60/65/70/75/80.

     

    I wish you all a happy anniversary...

    This is the worst swtor anniversary i lived since the start. I played a long time, around 8 full years and was back here for the expansion, but can't play. I can understand the delay due to improvements needed on the game quality, but your annoucement was to late. I would never have took subscribing and loss my time & my guildies one. Your decision killed our group, as we can't play after the new date. Furthermore, subscription is going in void. I would never have took it at this time if you prevent us earlier. Now can't assume subscription in both 2 mmo at same time (expansion is after a major mmo lauch of lost ark, one of the most attended in the last few years.)

     

    Swtor was a great game since launch to revan expansion. But, after this one all kotfe/kotet, you lost our trust in you. To much time with lack of content. Since ossus, it seemed better I hope you will do something for poeple like me, who paid and can't play what they paid for.

    I mean give month of subscription in february would be nice, or at least give the expansion for free to ones who were subscribed at the 14th of december. If not, you** will loose the little trust that was left in you.

     

    Hope you enjoy a better end of the year than me.

     

    **(not the devs, i know that this lack of communication is not their fault)

  3. Hey everyone,

     

    I just made an announcement concerning the launch of our Legacy of the Sith expansion, and I encourage you to read the blog post.

     

    We know you will have some questions in response to the blog, so feel free to ask them here and we'll be addressing them in an FAQ later today which we will continue update as you have more questions.

     

    Be mindful of our forum guidelines as we want to ensure we can quickly answer your concerns and keep more information flowing your way.

     

    ---Keith---

     

    What will you do about people who subscribed to have the expansion on december & won't have at this day ? Will you extend the subscription dates taking account on unlocking for privilege ? or will we need to pay more & be subscriber in february ?

  4. I really like this view with shot of the ships' trails streaking across the sky. Is from the planet or the Stronghold?

     

     

    I love this one. You didn't submit it? Pity as it's great. I'm trying to work out where you had to climb to (or taxi to) to get this shot.

     

    For yavin it's on the planet, on first base where you arrive first. Go on rep side, and try to climb on the ship. you need jugg & duel to push up to the top of the wings. You can also go on the tower if you are jugg, as you can "jump" to the pnj on top of the tower.

     

    For korriban, it's same but harder push & phase walk combination. You need to climb from the ship that allow first arrival on fleet. there is a radar, the picture is taken from top of the wall at his back. I didn't send this one, but the jugg who helped me climb there did with a similar angle. I prefered another one as they will cut it in different format, this one is more interesting in its complete original ratio.

  5. Hi,

     

    As long as we already have a boost of 100% renown at merchant, we don't see any change of renown gain with double xp event. The merchant boost does not work during this event, as long as it indicate "no additional effect with other renown boost". That means the double xp only allow to gain 190 fragments every 3 hours (i mean make an economy on the cost of the boost)... I don't feel the "double" effect on the event. so sad to see that.

     

    Any plan to change that ?

  6. Hi, sometime, TC or Group finder quest do not work and don't give rewards it should. That's hard when you only do TC for the 400 tech frags that should have to be in crate. Even more chen you hope on that for doing gear achievments. I may not have identify the right problem, but i'm sure i don't earn the same fragments number on all my runs, when it should do.

     

    Hope you will solve it soon, and what about a compensation for all fragments lost ?

     

    bug happened on character geotrouvetout, serveur darth malgus, time 16:05 to 16:10 Paris time.

  7. Hi, here is my point of view about theses changes. Just to point how i play, I'm sorc healer since start of the game and i play them in PVE Nightmare content. What i liked with sorc healing was his capacity to be effective in both Single & multi target. I was always sad with his capacity to help dps when needed as the 2 other heal can do more but he cannot be best in each "role" as sorc were more effective in AOE healing than merc or quite same and more effective than operative in single target. With that old, i think it was preaty well balanced as each class had few advantages and none had more tha one "bigger" disavantage.

     

    Now i feel more like that : sorc is worst in each of these situation (single, multi target healing & off dps). Around half hps lower as Merc. Actual bonus sets are not interesting in my point of view, neither are tacticals that don't really help that much.

     

    Sry for my english if terms do not match real in game ones, i play with french version of the game.

    • Decreased the initial portion of Resurgence / Rejuvenate healing by roughly 37%, but increased the heal over time portion of Resurgence / Rejuvenate by roughly 67%
    • The Empowered Restorer set bonus has been redesigned:
      • 4 piece - Static Barrier / Force Armor leaves a heal over time on the target for 12 seconds after being applied
      • 6 piece - Static Barrier / Force Armor immediately heals the target when applied

      [*] The Revitalized Mystic set bonus has been rebalanced:

      • 4 piece - Refreshing Resurgence / Rejuvenate on a target refunds 5 Force
      • 6 piece - Healing a target with another healing ability while your Resurgence / Rejuvenate is active on them has a 15% chance to cause your Resurgence / Rejuvenate to provide an additional, unscheduled tick of healing

      [*] The Gathering Storm set bonus has been rebalanced:

      • 6 piece - Using Force Speed now reduces the active cooldown of Polarity Shift / Mental Alacrity by 5 seconds (down from 10 seconds), and the duration of Polarity Shift / Mental Alacrity is now increased by 5 seconds (down from 10 seconds) and requires Polarity Shift / Mental Alacrity to be used while Force Speed is active

      [*] The Endless Offensive set bonus tooltip has been updated:

      • 4 piece - Now indicates that Volt Rush / Telekinetic Blitz healing is also increased by 10%, if applicable

      [*] Tactical Item: Storm's Succor / Metaphysical Mender (formerly Storm's Succor) has been redesigned - now each charge of Energized / Empowered (formerly Energized) reduces the Force Volt Rush / Telekinetic Blitz consumes by 30%, and the healing component of Volt Rush / Telekinetic Blitz is a smart heal with a 20-meter range from the target with roughly 56% more healing

    My point of view :

    • 1. "increased the heal over time portion of Resurgence" -> do you mean resurgence will heals more or it's time duration increased by 67% (means more number of ticks or same number but higher ?) ?

    • 2. The Empowered Restorer set bonus -> seems interesting, just worring about force cost of to much static barrier use due to this set. 6 piece will involve that static barrier stacks that heals will be instantly consumed ?

    • 3. Revitalized Mystic set bonus -> 4piece i think previous innervation cooldown reduction was better. Maybe augment the value of refund force by consuming innervation stack would be better. 6 piece : I don't like this bonus... this is the bonus that made me to abandon this set. 50% chance, limited once per 6 seconds would be better, but also don't like the set. -> +15% more heal on revification per innervation stack would be interesting.

    • 4. The Gathering Storm set bonus : 6piece that will definitely kill the sorc dps.

    • 5. The Endless Offensive set bonus -> that nice, will think about it in combination with the tactical that allow dps + heal with volt rush.

    • 6. Tactical Item: Storm's Succor -> does this means volt rush will be native healing nearest target ? If y, it item seems nice.

     

    Corruption / Seer

    • Dark Infusion / Deliverance healing increased by roughly 7%
    • Innervate / Healing Trance healing increased by roughly 6%
    • Reduced the base Force cost of Revivification / Salvation by 15 (from 75 to 60) and the healing it deals by roughly 11%
    • Reduced the base Force cost of Roaming Mend / Wandering Mend by 20 (from 70 to 50) and the healing it deals by roughly 19%
    • Force Bending / Conveyance now reduces the activation time of Dark Infusion / Deliverance by 0.5 seconds (up from 0.25 seconds)
    • Force Bending / Conveyance now makes Revivification / Salvation activate instantly and no longer reduces its Force cost
    • Penetrating Darkness / Clairvoyance now increases the critical chance of Dark Heal / Benevolence by 10% (instead of increasing bonus healing by 3%)
    • Force Surge / Resplendence no longer affects Revivification / Salvation
    • Dark Concentration / Altruism now also increases the healing dealt by Dark Heal / Benevolence by 50%, in addition to its other effects
    • Renewal healing increased by roughly 67%
    • Secrets of the Dark Side / Erudite Mender has been redesigned and now increases the healing done by Resurgence / Rejuvenate and Renewal by 10% (instead of reducing the Force cost of Roaming Mend / Wandering Mend by 10)
    • Tactical Item: One for All has been redesigned - now gives Roaming Mend / Wandering Mend one extra healing charge
    • Tactical Item: All for One has been redesigned - now Revivification's / Salvation's pool concludes with a burst of dark / light Force energy, healing up to 8 allies within it

     

    • Dark Infusion increase -> is it enough to reach merc potential ?

    • Innervation increase -> is it enough to reach merc potential ?

    • Revification -> force cost reduction not needed but a boost of heals it do is. did i really understand you nerf it by 11% when it needs a up by 50% in my mind ?

    • Roaming -> our best heal nerf ... even with tactical that add one more tick it won't be nice.

    • Force Bending change on dark infusion will not realy change that much, spell will stil be limited by global cooldown. sorc had no problem with mobility, lost of force cost reduction can have to much impact.

    • Force Bending change on revification : force cost reduction was nice... maybe still viable with force cost base reduction, but what is interest to be higher of 1 stack if spell is still limited by gcd ?

    • Penetrating Darkness why not, don't really have time to calculate how much it can impact hps.

    • Force Surge, don't remember this one.

    • Dark Concentration : nice.

    • Renewal healing increased by roughly 67% nice to see but that's not a main healling spell (only usefull in some situation to avoid some damage or deal with mecanics so it's not really used as "pure healling" spell).

    • Secrets of the Dark Side -> i would prefer it to increase roaming mend heals rather than resurgence... i don't think resurgence as a healing spell but much more as a needed filler that boost effect of other powers.

    • Tactical Item: One for All : didn't we saw a such tactical in an old pts (before 6.0 launch ?). why don't you just up the effect to be more visible/sensitive (+10% healing/char in aoe instead of 2.5% we don't really see ? )

    • Tactical Item: All for One : really hate this modification, it would force my group to be in the aoe at the end when it was greater be changed a long time ago to avoid this kind of restriction. OR it can also (at same time) augment aoe size to match more with the operative one.

  8. Sorc are not at 27k, but 17k average. we've 4 sorc healers experienced in nim content in i my guild, none of us is higher of 18k on one target (all full geared in different ways set/stats/relics) few of them are more than 22k with merc/agent without any gear optimisation.

     

    I agree merc will probably be nerf in future as they have so high tactical bonus. An other thing that i didn't say is that relation between tank damage taken and healer global nerf is very sad. We noticed that tanks take more damage than before and healers heals less compared to max HP values. Efficiency of healing vs damage taken is sad.

    We actually don't relly need more as content is limited to veteran. But when NoP will be set in nim... it should be hard to think sorc healing is enough for this content.

     

    Our heal last extension was around 12k to 14k for 140k HP... I think it should be from 24k to 26k regards of actual max life around 280k. (probably lower near 22k/24k if we consider it was 5.9 vs 6.0)

  9. These tacticals are the best for healing boost at the moment. Infinity barrier could be an alternative one if you need more defense in some fight or the last one where you can heals & dps at same time with the new spell (don't remember the name...). Choice depends on situation, on pve each boss should have an optimal one when in pvp it's more depending on your gameplay.
  10. From the swtor combat team on the theory crafter's discord from about a month ago:

     

    SWTOR Combat TeamLast Saturday at 4:41 AM

    The bonus is 20% when only one target is being healed, 12.5% when 4 are being healed, and 2.5% when 8 targets are being healed. It's -2.5% healing done per target. One for All is the same, but in reverse, starting with 2.5% more healing at 1 target and ending with 20% more healing when 8 targets have your Revivification.

     

    ty, i would not have courage to find by myself these values. I still think that's not enough but now i understand how it works

  11. All for one and one for all tacticals do not work i as understood. It seems they only boost when there is only one/more than 2 people in the AOE when i understood boost is in proportion of player in.

    I think it worked like that (with dsifferent percentages...) :

    number of people/All for one/one for all

    1/+80%/+20%

    2/+70%/+30%

    3/+60%/+40%

    4/+55%/+45%

    5/+45%/+55%

    6/+40%/+60%

    7/+30%/+70%

    8/+20%/+80%

     

    At least, if it works in different way, effect is not enough to be interesting (only 10% boost if someone is in for "one for all" with no care of how many people stay in aoe).

  12. 21k...i'm only at 16/17k... would like to see with what gear. All i see in game is sorc heal being 4k to 5k lower than others in same situations. I still need more augments and try with 1.3 sec gcd instead of 1.4 but i'm not sure it will change anything... I will probably change from mystical to restauration set but don't really like to lose innervation cooldown reduction . Anyone tried it ?

     

    I think 6 piece of mystical set is bugged (or not enought efficient). Half tick of resurgence heals 900 hp... and they are not always here.... and resurgence reinitialisation that would be intended to help with force management doesn't work.

     

    I also don't like the +2% alacrity index. I think it would be far better have direct +2% increase on alacrity percentage. percentage augmentation on alacrity has really no efficient effect cause of gcd caps. It could be great if we gain some piece of gear allowed to invest in other stats as aumgents changed from alac to crit/power but with 2% it doesn't impact stat repartition.

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