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Khaelor

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  1. Honestly they just need to take a look at the bolster system used by Rift. REPLACE the stats of all non-pvp gear pieces with the default stats of Conqueror gear. No bolstering based on mod level, or expertise value. Just plain replace the stats with Conqueror stats. This gives everyone a fair baseline to start at. Don't like the base stats? Want to augment your gear? Want to Min/Max your gear? Good! Then PvP, earn those Conqueror pieces and change out the mods and augment them with your preferred stat priority. Then upgrade your gear to Obroan level and do the same. This allows people to customize their stats if they want, but also not be at a potential HUGE disadvantage for not understanding the bolstering system. It would also prevent the recurring bolster exploits by using low level mods. This is the way Rift handles PvP gear and it works very well IMO. It would be easy to detect by looking at the expertise values of the item modifications. 3x Expertise modifications? No "Bolstering". Trying to cheat the system by using 2x Expertise mods and a top-tier PvE armor/hilt piece? Gear set to baseline Conqueror stats. Honestly it's really sad getting in Warzones and seeing people with 1500/1600 expertise because they have Oricon gear and crafted purples. Most don't know that their gear is hurting them, and don't seem to understand why either.
  2. Resolve has a lot of issues and needs reworked. Why is there such a discrepancy between the amount of resolve gained between equal abilities? Why does a short duration stun add as much resolve as a long duration stun? Why can I be CC'd for 8 seconds, get 99% resolve, then CC'd for another 8 seconds? Resolve should be a max cc'd duration counter. It should be based strictly on time duration. Maybe more extreme cc's, such as stuns get a different multiplier. Let's say everyone gets a base resolve of 10 seconds. 5s stun hits you? its now half full. Someone lands a force lift on you? It auto breaks after 5s when your resolve bar gets full. Any form of 100% immobilization needs to be added to resolve as well. Now if you have different classes of CC on different multipliers, such as: Stuns = 1.2 Mez = 1.0 (normal) Root = .5 You could still root someone for 5s and only add 2.5s to their resolve bar. That still gives you a long duration stun that you can land on them (say the stun was 5s, now they have 8.5s of resolve). So now the CC'd player has 1.5s left of CC time. Hit them with an 8s mez? Breaks after 1.5s. Snares however, should not affect resolve. They are not a 100% immobilize, and MANY abilities have a snare secondary component. You would effectively give everyone full resolve just by DPS'ing them and never casting any heavy CC abilities.
  3. Are there any plans to add a Combat Log feature in an upcoming patch?
  4. I rebind most things around the WSAD movement keys. I also use the shift modifier because it's easier for me to press than ctrl or alt while continuing to move. I also bind Adrenal/Relic/Potency to F1-F3. They are easy to press in a hurry, and since they are off the GCD I can just tap all 3 at once to activate them all. 3, R and G are the easiest keys for me to use in my natural hand position. 3 and G i can still retain full movement while pressing them, so I put instant abilities on them mostly. I lose a little movement when using 'R', so I bound spells that don't require movement (my 2 main heals). The other keys I just slowly bound over time based on how often I use that ability and how easy it was to get to. This is from memory: 1 - Stun 2 - Interrupt 3 - Weaken Mind Shift+3 - Mind Crush 4 - Rejuvenate 5 - Force Slow 6 - Disturbance 7 - Force Lift Q - Rescue Shift+Q - Force Quake R - Deliverance Shift+R - Healing Trance G - Force Armor Shift+G - Force Wave T - Project Shift+T - Telekinetic Throw Y - Force in Balance F1 - Adrenal F2 - Relic F3 - Force Potency
  5. This is something that has been bothering me for awhile now. Why does Egress (20% increased movement speed to shielded targets) require you to get Valiance (2% health reduction to Noble Sacrifice)? They have absolutely nothing in common. Every other skill prerequisite is at least related to the same type of ability that you unlock. It seems to me that this might actually be a bug and Egress should unlock after specializing 2/2 into Preservation, since they are both Force Armor related... I can't justify the 2 points into Valiance (IMO a worthless talent), to get the 20% movement perk of Force Armor; however if it were associated with Preservation, I would definitely take the talent... Maybe this has been brought up before, but I didn't see anything on the forums about it.
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