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Garrum

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Everything posted by Garrum

  1. Blatant lie. A number of the 'mirror' abilities on the Empire side are superior to the Republic versions, with shorter cooldowns on some, and better mechanics on others. An example is the Awe ability for the Sentinel. It puts several nearby targets into a daze type of effect for 6 seconds or until damaged, while the Marauder version THROWS YOU ON THE GROUND, and even after receiving damage, you still have to go through the standing up animation before you can move again.
  2. Yeah, wouldn't surprise me in the slightest that their versions aren't as affected as ours. After all, their version of Awe throws you on the ground and causes the standing up animation to semi-root you after being damaged.
  3. Garrum

    Warzone ettiquette

    You're too hardcore for this game. You should go back to Darkfail with all the other internet hard boys.
  4. Having abilities that fight against you when you need to use them right now is a little more than a 'minor issue'. The class has a good basic design, but has been very poorly implemented, partially in regards to the way animations/costs/CDs are right now, and at least as much is due to poor UI/poor coding/general bugginess.
  5. I was a RR 69 Slayer when I quit that game. The gear did not have a stat like expertise on it. It was just somewhat better quality normal pve gear. Not comparable to this situation. I have no interest in HOW you came to roll on the zerg faction. I simply said that until your main character is Republic and 'just fighting' against the odds we are facing, both gear and population wise, shut your mouth.
  6. An Imperial telling us to "just fight". Very easy thing to say when you aren't the one on the comically outnumbered side. Whatever Delta Squad tactics you and your MMO spec ops group were involved with in Warhammer have little or no bearing on this game's situation. There was a faction imbalance in Warhammer, but it was nothing like this, and it didn't have PvP gear with a PvP stat on it to even further empower the more populous side. In short: Until you drop your Imperial character and main a Republic character and 'just fight', shut up.
  7. He's Empire, of course he's having fun.
  8. That fact is not lost on anyone paying even a little bit of attention.
  9. Having animations with not just a wind up, but a SLOW wind up, was the most terrible idea they could have ever had for a melee class. Actually tying the hit to the animation is more along the lines of a sin than a bad idea.
  10. A friend and I were talking last night, and we mulled over the stuns in this game, and had a thought: The Sent/Mara stun may be the most balanced stun in the game, because you yourself can't capitalize while your target helpless, you have to hope one of your teammates is ready to make use of the opportunity. You can still use it to interrupt a cast, but you can't stun them and then charge up your biggest attack and make them eat it.
  11. The colors. Make them go away. Makes it way too hard to read.
  12. And? It's a terribly designed map, and it didn't take me very long at all to see that.
  13. Population imbalances make any notion of serious world PvP laughable. Suggesting that a buff for controlling Ilum be instituted is basically saying "give Empire a +XX% to XX stat for being Empire." That's how it would end up anyway, so why not just cut to the chase? And of all these PvP 'hard boys' talking about not caring about odds and such, I wonder how high a percentage of them are playing stealth classes? Pretty high I bet.
  14. A better fix would be to remove it from the game, and fire the group of meth addict janitors posing as game designers that thought it would be a good WZ.
  15. I'm lvl 38 now, and a lot of the quests I have come across since lvl 27-28 have felt overtuned, not just the class quests. Not in a "this is impossible" way, but in a "this feels way too difficult to just be random mobs and a silver on the way to the actual hard guy". Mob damage, and health to a lesser degree, seemed to scale too fast compared to the gear you tend to get on the way. Watchman self healing and overuse of rebuke cover up some of the flaws, but not well enough. You can never interrupt enough on the casters, and the melee just pound you into the dirt. The Sith Harrowers were pretty much the pinnacle of this trend so far, as they deal an almost comical amount of damage compared to their level, even if you kite them during their buff. I was in pretty good gear, and 4 levels over them, used rebuke and stasis, and they still got me to sub 10% health on all 3 of them. That's with zen burn heals going as well. Someone who is at level in normal blue/green gear with maybe 2-3 oranges would have to wait for saber ward, and possibly even guarded by the force to be back up for all 3 of them, just to have a chance. That's pretty ridiculous. There's no reason every other fight should feel like a life or death struggle. Sometimes it's cooler to leap in and force sweep and kill 6 lesser mobs instantly, proving that you are, indeed, a hero among men, something I think they may have missed the mark on.
  16. No one cares how awesome you think you are, or how bored you'll pretend to be when they change the Sent/Mara. The changes they need won't make them 'easier', it will make them less tedious, and make you fight the UI less. Being against reduced tedium isn't smart, because tedium isn't fun, or engaging.
  17. Nearly all the animations are painfully slow, and they DO seem to have some sort of 'lock out' for the next attack beyond the GCD, but the even bigger problem is the double-triple-quadruple stuttering on button presses before anything will fire. Even once the stuttering is fixed, the animations need to be sped up/simplified/unhooked from the attack chain, just for reliability's sake.
  18. This just in: Having the game make you face your enemy FOR YOU is fighting like a man.
  19. GTNs on our ships. GTNs 100% cross faction. GTNs at all taxi posts. Make it so.
  20. For a 60 second CD and 6 second duration, it should work on everything.
  21. Level 23 as a Watchman Sent so far, and I can see a problem with some abilities being manually activated for no reason other than to put another button on our bars. Overload Saber being the biggest offender I have seen so far. It is simply a 'busy button', something you have to hit every time it's off cooldown for a self buff. It could be altered to simply be a passive ability that puts up the DoT (with lower damage per stack of the debuff) on all your attacks, thereby letting us take at least one ability off our bars. I'm sure as I level more abilities of this type will pop up. Another problem I have seen is Master Strike. It is very poorly designed for a melee class. Melee should never have to deal with a channeled, fully stationary attack. Make the cooldown a little longer, and roll all 3 hits into a single powerful instant hit, and you just saved the ability from the clutches of bad design. The GCD shading of all abilities needs to be changed so we can more accurately tell at a glance what we can use next. Even better would be actual digits on the ability icons showing the cooldown left, similar to what several addons did for WoW, because the cooldown line isn't the most prominent or precise mechanic. The focus bar isn't BAD, but it needs a digit counter showing your current focus level as a number, as for a lot of people the focus 'dots' blur together and can't be counted at a glance, and require you to completely look at JUST the focus bar to check your current focus. Targetting in general seems hit or miss (no pun), as sometimes when I tab to go to the next target it goes to my companion instead and won't come off him. For grouping, having some options to set a main assist, and a keybind to target his target, or just macros to fill that function, as it's very hard to tell what your tank is hitting.
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