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Yazka

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  1. I posted this to remind our game developers that lot of us players are those geeses in the old fable. Treat us fairly and we keep on paying. I sub and I've paid for way too many cartel coins because I have enjoyed the game. That's quite a bit of dough to shell out, the price of whole bunch of AAA titles, in total. So it's important that I don't feel like I am being ripped off. When in doubt, be generous. Players appreciate it and thus are happier with the game and more likely to spend money. One example is decorations. A whole lot of them need to be earnable in game. Balmorran stuff from Balmorra. House Organa stuff from House Organa. Dread decos from Oricon. Many nice pieces are already in the operations and that's great. More of those. And also a lot more as random drops and for achievements, weeklies etc. Shower us with them. I don't have anything against cartel packs, per se. But if most of the content in question (here decos, applies to shells as well) is in the packs, I do feel ripped off. It doesn't matter whether the resources used to create those cartel items are from separate team or whatnot. What matters is how it seems for me, as a player. Strongholds are a nice feature and I love the new Yavin. I hope you develop them further and add combat dolls etc. But most importantly, make more decorations earnable so I can fill mine without shopping for decos in GTN for each one. Sincerely, Player with them golden eggs.
  2. Thanks for the laugh! Needed that while licking my wounds for buying packs with real money to get that slot machine.
  3. 192 Mainhands are dropped from Revan, yes. They can be crafted but require rare crafting material. 186 MH is lot easier and cheaper to craft, requiring only 2 purple Investigation/Treasure Hunting materials for barrels/hilts. If you are not a crafter, buy yours from GTN.
  4. For me, mail doesn't work at all in SH (Nar Shaddaa) but works fine in the fleet.
  5. Guards work only if they need to die before chest opens or you can loot it and stealth out. Preferably chest opens only for the killer to prevent ninja but that might be unfeasable. BTW. I doubt there are good bots yet. People are just running a route. If you manage to do a full run once, all chests spawn exactly when you arrive to the spawn next time. Makes cutting in difficult for others. It's very profitable for the runner but unfun for the others in the area.
  6. I love those chests, I really do. But it's overall detrimental to gameplay and economy that you can earn at least 1,5mil an hour (highest route I've seen, possible that higher ones exists) grinding them. But since they are fun to find, I wouldn't remove or even nerf them. Instead, making their spawn locations random or having 5 or so different locations each chest can spawn would keep their fun factor for explorers but prevent hardcore grinding since you couldn't do fixed routes. I believe that'd also at least mitigate goldfarming for those *!"%£$!# goldseller sites with minimum effect for player enjoyment.
  7. Funny thing, I have exact opposite problem with Treek. After 3.0, she doesn't hold aggro anymore (in tank stance). I have almost full presence bonus and she's wearing those sweet 192 MH and OH, versus my 180 bits. I'm ripping strongs and elites off her regularly which didn't happen pre 3.0. And she's now significantly better geared than me. Tho now that I think of it, I did use generator most of the time to get her damage and threat higher so it's possible that some abilities require shield gen. I haven't used healing stance to compare but this makes me think that something flipped and now she taunts/gets threat bonus on healing stance instead of tank stance, at least sporadically. Need more testing to be sure.
  8. This is great idea with absolutely no downsides. If it's feasible, BW should incorporate this into the game. I, and lots of others, would use nice cartel/other vanitygear a lot more if it wouldn't cost about 700k per switch for mod transfers and augmenting.
  9. Fixing the root issue would be preferable but I assume it's non-trivial or it would've been fixed already. Since this is a game breaking issue, I hope BW would put a workaround in place until it's fixed for good.
  10. Scamper bug where getting knocked back mid-scamper in WZs permaroots (CC breaker, dodge, /stuck or Rescue or dying and respawning do not dispell it) is devastating bug since scamper is number uno method for escaping when focused so getting knocked back happens often. It doesn't always trigger the bug but does often enough. When hit by the bug, you'll get evicted as deserter (since you're stuck in respawn) which is annoying when on unranked but devastating when on ranked since it in effect dooms your team to lose the match. So I suggest giving scamper a immunity to physics to prevent KBs from causing desync or w/e is the root cause of the bug. It's a non-ideal fix but should work till BW has time to fix the root cause. I doubt it'll cause big balance issues now that we can only scamper/exfiltrate twice in a row for total of 12m. Losing ability to pull a scoudrel midroll is a downside but it's overshadowed by the gravity of the bug now in place.
  11. Necroing the thread because the bug is still alive and well. Easiest way to get it to manifest is getting knocked back while rolling. And because scamper/exfiltrate is often used as escape, knockbacks happen. Extremely frustrating if it happens in ranked arena during the first match because not only you will die rooted there, you'll be evicted as deserter on the next round because respawning for the second round doesn't remove it. This will leave your group shorthanded and as insult to your injury, you'll take ELO penalty for abandoning your team. Cleanse, purge, CC break doesn't remove it. Can't jump or move. Can't roll because "you're immobilized" Spawning to different area removes it such as returning to the fleet after the match. Please oh please look into it. As it stands, most important escape for scoundrels/ops is extremely perilous to use since it may cause your team to lose if you get unlucky and permarooted. PS. One proposed fix would be to make scoundrels/ops immune to physics during the roll (assuming roots and snares during the roll do not cause it. if they do, add immunity to movement impairment). That's a quick and dirty fix and fixing the root issue would be preferable so that rolling scoundrels could still be pulled. IMO that's not a huge issue since you can only scamper twice in the row after the rebalance on the roll.
  12. I main a scoundrel healer but normally I run oricon in scrap spec in my pve healing gear. All bosses just melt. All non heroic bosses die on few GCDs without heroic moment. Some of the champs in heroic area are little trickier since I can't interrupt every cast and some of the attacks hurt. But DK+flashbang goes a long way as a poster earlier said. Interrupt -> DK -> interrupt -> FB. Remember to DA out of combat if it's not going your way to dodge repairs ^^ I do run oricon in pvp gear (mostly 158) and heal spec when I'm queueing for WZs. Kill speed is oh so much slower and it feels like I'm wasting time. Mission bosses, esp northern one needs care because you're stuck dealing with mechanics so much longer. Heroic bosses take awhile to whittle down as well. They can't outdamage my heals but I need to keep mostly healing which is little annoying. In heal spec I use Risha for damage and in scrap Treek cycling between heals (normally) and tank (for champs to get those backblasts in). Treek is in healing gear with shield gen. So long story short: if it's feasible, run scrapper in your healer gear for fast and fun time.
  13. Not that I disagree completely but that would kill soloqueueing and by extension, NWZ. And would make new players very apprehensive towards starting to pvp and I don't think that's in anyone's best interest. Can you imagine the raging on /ops when someone makes a mistake? Losing a match can be annoying if you get double capped without inc call in AH but how infuriating it would be if it hurt you outside of losing some comms and missing a win from weekly. We already have pvp rating that goes up and down following your winrate comparing your rating to average rating of your opposing team. It's not flawless and can be manipulated. But system is there. Naturally this applies only to ranked but if you're talking about taking casual out of the pvp, ranked is what you are/should be playing. -Y
  14. You raise good points, let me try to retort. Respeccing in the start of the fight might be a problem. OTOH, it'd allow people to queue for both roles (for 6 classes that have the option) and play the assigned role. I realize that this system could be manipulated by, say, queueing as a damage and respeccing for heals but, really, who wants healfests? And sure, if DPS queue overfloweth and tanks are rare; jugglers, sins and PTs may queue as a tank even if they are not geared for it and play, say, rage or deception spec. But overall, I think this might be an improvement. I know I don't like to queue as a tank if I think it's unlikely I'll get any support. System like that might encourage healers to actually heal tanks in the team so they can guard and not only taunt enemies without running out of HP fast. And as for differences between WZs, it's something queue balancing algorithm could take into consideration. It's conceivable that information of the upcoming WZ could be made available to queue system. And while I don't pretend I'm an expert in all facets of our pvp here, I don't see two tanks being a bad thing for any of our current warzones. VS included. Especially assuming that respeccing in the middle of the warzone is retired eventually. It's difficult to say how big would queue hit be. Might be significant. As I said in the OP, queue system could be made flexible, allowing 1-2-5, 2-2-4 and say 1-1-6 if queue is running dry. For me, big improvement would be that match isn't 4-0-4 vs 1-2-5 for example. We all know how odds are stacked there. And not saying it cannot be won by the first team, but assuming equal skill on both sides, they are at serious disadvantage. It's easier to balance imp-imp or pub-pub matches, naturally, since all players come from the same pool but at least outside of offhours it should work for normal rep-imp matches too. And just to ensure pops offhours, role-based queue could be put on hold if only handful of players are queueing when role balancing would take too long. And for the offrole queing, while you are correct, we are talking about NWZ. Players will be wildly different in skill, gearing and playstyle. And players have at least an indication of what they they're supposed to be doing. Some would disregard it but there's always alternative of running ranked. Varying player performance is a fact. Both in gear and especially in skill. And role-based queue would alleviate that. Altho, should be said that gearing issue is a lot smaller with current bolster (as broken as it is in places). But this is really a different issue, what you're looking at is Elo rating or similar and I doubt it's feasible before Xserver queue (which may or may not come at some point in distant future). Ideally, skilled players would be spread evenly on both teams. I realize this isn't always (==often) the case but still, in my opinion this would be a step into right direction. And I disagree with causing more problems than it solves. Aside from queue time hit which could be alleviated up to a point like I wrote earlier. -Y
  15. Hey, I'm sure I'm not the first one to propose this but didn't find a topic with cursory glance. So here it goes: We all dislike healotopias. 4-5 healers per side on warzone and no one dies, nothing gets capped. Worse still is imbalanced healer distribution. 3 healers on one side and none on the other. Muppets aside, it's very difficult to win for heal-less team. Same applies to tanks, altho in lesser extent (IMO). Good tank can make killing a key player an exercise in futility unless opposing team plays as a team. But if matchmaking throws 4-5 geared and specced tanks in, it's usually loss. So I propose a solution snatched from PVE side. Queue for a role. 2 tanks, 2 healers and 4 DDs would be a start. And since the architecture is already in the game with ops queue it shouldn't be impossible to implement. 2+2+4 is just an example but IMO would be better than 1+3+4 or 1+2+5. Best bet would perhaps allow some plasticity and accept 1+2+5 and 2+2+4 since 3/8 DD can taunt and thus provide some of the mitigation for the team. Note that I'm talking strictly about non-ranked warzones, ranked teams queue with a team that fits into their tactics. So how about it? Would it lengthen queues too much or would it be otherwise stupid? BTW. as a disclosure, I run normal and (pugged) ranked with Deceptionist and op healer. Queue with Immortal when I have a pocket healer. -Y
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