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oldshatterhand

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Everything posted by oldshatterhand

  1. BW, why delay the transfers until early summer? Many servers, including my own are already dead. Here are some screenshots taken today on Trayus Academy (EU). The time is GMT+2, which covers most of Europe. 11:12 AM, alone on Imperial fleet http://i.imgur.com/S9iKE.jpg 14:15 PM, 63 people online on the entire server http://i.imgur.com/SGC0u.jpg (republic) and http://i.imgur.com/ctAEW.jpg (empire) As level 50, it is impossible to play a Warzone before 5 PM. Between 5 and 8 PM queues range from 15 to 30 minutes, and are only decent (10-15 minutes) between 8 and 11 PM. There is always only one Warzone taking place at a time on the entire server, so if more then 16 people are in queue, you might miss it and have to wait until it ends, praying you won't miss the next. Even at prime-time, we never have even 200 players online server-wide. Usually there are around about 100 on empire side and 50 on republic. Once again, I'm not talking about people on fleet, but about people on THE ENTIRE SERVER. I can provide screenshots for this later tonight, if needed. Honestly, how can playing with less then 200 people on a server even be considered a MMO? There are many singleplayer games out there with far more then 200 people at a time playing multiplayer. So Bioware, why wait until early summer with the transfers? There are many server which badly need it now, after the free 30 days will be over they will be completely dead because no sane person will pay to just stand around on fleet for hours doing nothing.
  2. BW, why delay the transfers until early summer? Many servers, including my own are already dead. Here are some screenshots taken today on Trayus Academy (EU). The time is GMT+2, which covers most of Europe. 11:12 AM, alone on Imperial fleet http://i.imgur.com/S9iKE.jpg 14:15 PM, 63 people online on the entire server http://i.imgur.com/SGC0u.jpg (republic) and http://i.imgur.com/ctAEW.jpg (empire) As level 50, it is impossible to play a Warzone before 5 PM. Between 5 and 8 PM queues range from 15 to 30 minutes, and are only decent (10-15 minutes) between 8 and 11 PM. There is always only one Warzone taking place at a time on the entire server, so if more then 16 people are in queue, you might miss it and have to wait until it ends, praying you won't miss the next. Even at prime-time, we never have even 200 players online server-wide. Usually there are around about 100 on empire side and 50 on republic. Once again, I'm not talking about people on fleet, but about people on THE ENTIRE SERVER. I can provide screenshots for this later tonight, if needed. Honestly, how can playing with less then 200 people on a server even be considered a MMO? There are many singleplayer games out there with far more then 200 people at a time playing multiplayer. So Bioware, why wait until early summer with the transfers? There are many server which badly need it now, after the free 30 days will be over they will be completely dead because no sane person will pay to just stand around on fleet for hours doing nothing.
  3. I'm one of the guys who has been playing on Trayus Academy since January. Despite being small, this server has the best community I have ever met in a MMO. I'm mostly a PvP player and it's just so nice to meet the same people every day, I know like 80% of the people I meet in warzones. Since everybody knows everybody, people generally behave very nice to eachother, forming a mature community. There are plenty of active guilds in both PvP and PvE, and pretty much everybody is recruiting so finding a home shouldn't be a problem. Another nice thing is that everybody speaks english in chat, before Trayus I played for a short while on Starstorm One, where russian was the predominant language, despite it being an english server. If you decide to join our server, don't be discouraged by the somewhat low population during leveling. Once you hit 50, you will find a pretty active community, especially during the evening when WZ queues are always <5 min and finding a group for HM flashpoints shouldn't be a problem. Currently, empire outnumbers republic about 2:1, so republic players are needed most, but everybody is welcome to join. Most people have alts on the other faction, so it doesn't really matter which side you chose. The GTN is alive and well stocked, prices are pretty low, especially on empire side. I hope you will help us turn Trayus Academy in the PvP version of Red Eclipse, since we really need another one except Freedon Nadd. Just think how it will be when transfers come and even more people move to Nadd, which already has long queues every night. That being said, welcome to Trayus Academy and enjoy your stay!
  4. Without expertise, PvP-ers would be forced to PvE in order to be competitive. With expertise, if you want to focus on PvP, you can only do PvP, if you want PvE you only do PvE. It is also easy to do both, PvE is like 1-2 nights/week anyway. For example, my main with 24 days played (which is really not a lot considering I have been playing since early January) has rank 83 and 5 WH pieces, while also having full rakata + 3 black hole pieces. I only spend 1 evening/week to do operations, rest is for PvP.
  5. Nothing for merc in the changelog.
  6. Just remove the target the new one puts on the enemy so it's not that obvious, and it will be just fine.
  7. Pyro is way overrated, everybody shouts how it is the most mobile spec in the game, which is just a big fat lie. You need to stand still just like in arsenal for unload and powershot to get your PPA procs. If you want mobility, check out PT pyro - they NEVER have to stand still, have 90% armor penetrating RS (compared to our 30%) and their CGC has 100% proc chance compared to our laughable 16%. So tell me, why would you play pyro merc? From my experience, Pyro only shines in 1v1, otherwise arsenal, despite being gimped is still better. You get a lot more (and constant) burst and due to less overheating you can sustain your dps longer. Also, you are not as dependant on RNG - basically as pyro if you are lucky with the PPA procs you get great burst, but if you are unlucky you don't get anything.
  8. I agree, juggernauts are the most OP class in 1.2, and for some reason everybody blames marauders, while ignoring the obvious. The worst part is with the buffs to Immortal, a tank spec Juggernaut wearing DPS gear can do almost the same DPS as a DPS spec in DPS gear, while having tons of survivability and utility. It's basically the same as tank assassins in DPS gear, just worse since juggernaut has a lot more utility then assassin.
  9. Pyro is way overrated, everybody shouts how it is the most mobile spec in the game, which is just a big fat lie. You need to stand still just like in arsenal for unload and powershot to get your PPA procs. If you want mobility, check out PT pyro -they NEVER have to stand still, have 90% armor penetrating RS (compared to our 30%) and their CGC has 100% proc chance compared to our laughable 16%. So tell me, why would you play pyro merc?
  10. Consular is the worst story in the game, trooper is ok-ish, knight is awesome.
  11. 1-49 is just a warm-up and has zero meaning balancing-wise. Real PvP starts at 50.
  12. What they could do is give us some utility, like a sprint similar to the sorc one (could even use the same animation as rocket boost, if a new animation would be too much to ask) or give us an interrupt already, every other class has one.
  13. That's pretty much how it is now, PvP and PvE gear are not compatible anymore. You can still easily do both though, PvE is like 1-2 evenings/week anyway.
  14. Chosing which WZ to join would kill servers that are already almost dead.
  15. I doubt someone who plays enough WZ to get full WH (which is like 400 hours+ of WZ) wouldn't know what to do. So I don't really see the point of this topic.
  16. I envy you, on my server you can only PvP for ~6 hours, between 17:00-23:00. Outside this interval, it either takes 30 min+ to get a queue, or you don't get one at all. For example yesterday, I spent 3 hours waiting for a queue between 13:00 and 16:00, then just gave up and came back later.
  17. The biggest problem with merc pyro in comparison to the PT is the lack of mobility. In order to get PPA procs you must stand as still as arsenal for unload and powershot. If you don't want to stay still, all you can do is spam rapid shots and throw an incendiary missile to keep the debuff up, if your thermal detonator and rail shot are on cooldown. That's the main reason I got back to arsenal after trying pyro for a couple of days, it's just not worth it. You sacrifice a lot of burst without gaining that much mobility. Also the fact that our CGC only has 16% proc chance (compared to 100% for PT) makes it even worse.
  18. Rakata reusables were already nerfed twice, last nerf in 1.2, making them worse then exotech. Also the medpack never heals for 5k, usually it's around 3.5-3.8k. The extra 15% max HP is pretty useless, unless you have a healer on you it will do nothing - and in general if you have a healer on you, you won't use your medpack.
  19. Compare it to the PT Pyro and you will realize how bad it is. To put it short: PT has 90% armor penetration for railshot, compared to 30% for merc and their CGC has 100% proc chance, compared to 16% for merc. If you want to play Pyro there is absolutely no reason not to play PT.
  20. Internal and elemental ignore armor, others don't.
  21. This topic needs more support so hopefully someone from BW reads it.
  22. My guess is they will come in patch 1.3, ~3 months from now. No point in bringing them before we have cross-server queues. On my server at prime-time there are only ~20 people pvping (basically only 1 WZ running all the time and if you are unlucky and don't get chosen for it you must wait 15-20 min until it starts again), so it would be impossible to play ranked. I'm sure this is the issue on other servers as well.
  23. I've been playing mercenary for the past few months, got valor rank 83, 4 war hero pieces and swapped mods for the optimum crit/surge/power ratio. I played my fair part of PvP, so lack of experience or gear isn't the issue. I am specifically referring to the Arsenal spec. Pyro is a bit better due to the slow from combustile gas cylinder, but still far inferior to the equivalent powertech build. So, let's take a look at the Arsenal merc pre 1.2 - we had very low mobility, medium utility (15 sec cd knockback if talented, and a 4 second stun) and pretty low survivability (2 minute cd energy shield that only negates 25% of damage and power barrier that could reduce damage by up to 10% after 5 tracers). But on the upside we had pretty good dps and decent burst, being quite deadly if left unchecked. And now let's see what happened after 1.2: First of all, we were promised that spamming tracers won't be an issue anymore. This was just a big fat lie, the entire arsenal tree is built around tracer, and our new highest damaging ability (unload) requires a tracer proc for optimum usage. Same for power barrier, tracer lock and heatseeker missile. Tracer spamming is even more required then before since you will be trying to get as many barrage procs as possible. The difference is our already very low mobility got hurt even more since our main dps skill (unload) requires you to stand still for the entire 3 second cast. After patch 1.2.0c heatseeker missile was broken. At first, it wrongly took into consideration heat signatures from other mercenaries when calculating damage, but BW's brilliant way to fix it was to make it completely ignore any heat signature, including your own. This can be easily tested with a friend or on the training dummy, the heatseeker missile damage is the same with 5 heat signatures or 0. Our greatest weaknesses, lack of utility and survivability were hit pretty hard. Jet Boost, the only escape ability we have got +5 second cooldown and power barrier's damage reduction was cut to half. That in addition to the damage increase from expertise makes our survivability laughable, despite the fact that we are wearing heavy armor. If we draw the line, we can see that after patch 1.2 mercenary has by far the lowest survivability and utility, and only mediocre damage at best, making me wonder why would anyone want a mercenary in their ranked warzone group. Tracer spamming is far from ideal, and in the long run I would love to see a redesign of the arsenal tree that will allow you to actually use other skills besides tracer 80% of the time. But until then, something must be done, either giving us our damage back or improving our survivability and utility. As things stand now, mercenary is broken and there is little reason to play one in PvP.
  24. Healing obviously solves the survivability problem, but it can't be taken into consideration when balancing a class. Anyone is much more successful with a pocket healer.
  25. I've been playing mercenary for the past few months, got valor rank 83, 4 war hero pieces and swapped mods for the optimum crit/surge/power ratio. I played my fair part of PvP, so lack of experience or gear isn't the issue. I am specifically referring to the Arsenal spec. Pyro is a bit better due to the slow from combustile gas cylinder, but still far inferior to the equivalent powertech build. So, let's take a look at the Arsenal merc pre 1.2 - we had very low mobility, medium utility (15 sec cd knockback if talented, and a 4 second stun) and pretty low survivability (2 minute cd energy shield that only negates 25% of damage and power barrier that could reduce damage by up to 10% after 5 tracers). But on the upside we had pretty good dps and decent burst, being quite deadly if left unchecked. And now let's see what happened after 1.2: First of all, we were promised that spamming tracers won't be an issue anymore. This was just a big fat lie, the entire arsenal tree is built around tracer, and our new highest damaging ability (unload) requires a tracer proc for optimum usage. Same for power barrier, tracer lock and heatseeker missile. Tracer spamming is even more required then before since you will be trying to get as many barrage procs as possible. The difference is our already very low mobility got hurt even more since our main dps skill (unload) requires you to stand still for the entire 3 second cast. After patch 1.2.0c heatseeker missile was broken. At first, it wrongly took into consideration heat signatures from other mercenaries when calculating damage, but BW's brilliant way to fix it was to make it completely ignore any heat signature, including your own. This can be easily tested with a friend or on the training dummy, the heatseeker missile damage is the same with 5 heat signatures or 0. Our greatest weaknesses, lack of utility and survivability were hit pretty hard. Jet Boost, the only escape ability we have got +5 second cooldown and power barrier's damage reduction was cut to half. That in addition to the damage increase from expertise makes our survivability laughable, despite the fact that we are wearing heavy armor. If we draw the line, we can see that after patch 1.2 mercenary has by far the lowest survivability and utility, and only mediocre damage at best, making me wonder why would anyone want a mercenary in their ranked warzone group. Tracer spamming is far from ideal, and in the long run I would love to see a redesign of the arsenal tree that will allow you to actually use other skills besides tracer 80% of the time. But until then, something must be done, either giving us our damage back or improving our survivability and utility. As things stand now, mercenary is broken and there is little reason to play one in PvP.
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