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Kerelic

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Everything posted by Kerelic

  1. I play against plenty of premades and still win, even with full PUG groups. There's a simple solution to your problem: stop complaining, log off the forums and go play the game and get better. Edit: Just so you don't come back and cry like a child at me: I'm not saying they premades aren't at an advantage. I'm just saying you can still win, just stop complaining about it and play.
  2. Compared to the whole melodramatic standpoint of whining post-1.2 healers, yeah, 300k seems to be a fairly large number when compared to the "wahhhh i cant heal can only do 100k on good game die always cant play my class and bad at pvp plz go back befor 1.2 so i can sit and heal through anything wahh"
  3. The good healers are still doing fine. I saw a healer pull 300k healing and get 7 MVP votes today. Seen it many, many times, although not with that many MVP votes. Honestly, a healer doing that now gets my respect much more than most pre-1.2 healers. The ****** healers are whining on the forums/in CS tickets and hoping that BW will rollback to pre-1.2 where they can laugh while they heal through a 5-man focus on them and still keep their team alive without paying attention, while standing in the middle of the floor and not moving. Stop complaining and learn how to play your class - that's apparently a hard concept to grasp.
  4. Hi guys, I've been reading the forums, playing 1.2, etc, etc. I've seen all the complaints, the reviews, the people threatening to cancel their accounts, the people saying they won't cancel their accounts. I just want to throw in my point of view and see who tends to agree with me. Starting off, I read the patch notes and I felt 1.2 was going to be awesome. I was looking forward to it very much. So, 1.2 rolls around. I log on, do some PVP and I experience what people had been crying about on the forums all day long. At that moment, I was extremely disappointed. I felt like the game had been ruined from a PVP perspective. Healers seemed useless now, some classes were doing obscene amounts of damage and the gear had been completely changed, screwing over some people. The gear is a major issue. I agree. All mods should've been updated and not just the "original BM pieces". After playing for a few days and doing a fair ammount of PVP, I can honestly say that I've changed my mind about the rest. If you're complaining about healers being useless, you're wrong. If you're complaining about people doing too much damage, you're wrong. Want to know why?: Healers Backtrack to pre-1.2 - healers are at their prime, they're well regarded and they're keeping people alive. I've seen some absolutely ridiculous moves by healers. Keeping themselves alive through 5-6 DPS focusing them and still being able to hold their team up. There was SOMETHING wrong, whether healers were too strong or damage just wasn't enough. 1.2 fixed that. Jump back to 1.2 and you have some healers and pvpers screaming bloody murder over the "nerfs" to healers and the buffs to damage. Notice how I use the word some. The GOOD healers - no, not the ones that took advantage of "LOLOL I CAN HEAL MYSELF THROUGH 8 PEOPLE NO WORRIES" - but the ones who were actually good at what they did are PVPing just fine despite the damage increase. If anything they're PVPing better than ever, using all of their skills to keep themselves alive and still pull 200k-300k healing in a WZ. That earns my respect much more than the scrub who is now crying on the forums; the one who before 1.2, would sit in the middle of the floor not moving at all and eat the DPS from 5 people while still healing the guy being focused by the other 3. It seems, at least on my server, that the same is true for everybody else as well. Where some people are moaning that they don't get MVP votes because healers are useless, I'm seeing more votes than ever going to the healers who know how to play their character. I saw a warzone where the healer who had done 200k-300k healing in the match got 7 MVP votes for his contributions. Yeah. 7. So I'm inclined to believe anyone saying their class is broken and can't heal anymore just didn't know how to play their (insert class here) to begin with. Lets move on. Damage Everyone is complaining about the increased damage. I did at first too. I felt that while it solved the healing problem, it solved it in the wrong way. With more playing however, I'm beginning to see that the damage change is actually making WZs more fun and competitive. Gone is the days of Huttball where all a tank had to do was sneeze and they would make it to the end zone without taking more than 5 damage. Gone is also the day of the absolutely ridiculous zergfest that made up Civil War and Voidstar. Now people know they're going to die faster and kill faster. Lets look at Voidstar. When they're on defense, I'm seeing people play much more strategically because they know if they screw up they'll be sitting in their spawn waiting 20 seconds while the offensive cleans up their team. On the offense, people are focusing more on healers, focusing more on the dangerous DPS and in general trying to put more effort into getting a clear door. They know they have no respawn time and that if they screw up and die, or don't clear the other team fast enough, that 20 seconds will be up and they won't have a chance to plant. Before 1.2 they simply zerged, hoped to get lucky enough to have 8 seconds and planted someone on the door to rapidly right mouse click until the bomb planted or they died. The defense simply zerged hard knowing that either they would live through it all because a tank or a DPS supplemented by a healer would not die and they could sit there all day protecting the door. As for the whole "some classes do way too much damage now" that is also false. Yes, I know, Marauders blah blah blah, wahhhhh Juggs... I've heard the arguments and read the threads. Fact is I'm seeing the exact same classes people are complaining about do no more and no less than any other class. As for the people who play IA or BH (or their Repub counterparts,) complaining about Marauders, Assassins and Juggernauts - the good players in your respective classes are doing just fine. Even after 1.2 I've seen BHs and IAs solo these "overpowered classes" without batting an eyelash. Stop complaining and learn to play your class - its pretty simple. --- That's basically the gist of what I wanted to rant about. To end this, I'd like to say one more thing about PVP, back to the strategies: What I'm seeing now, post-1.2 is an emerging metagame similar to what you'd get in MOBAs like HoN, DotA or LoL. People are playing more intelligently because they know they are no longer immortal with the help of a healer or a couple tank talents. People are forming more fast-paced plans rather than "zerg east and mid and cap" and they're having to adjust to more fast paced gameplay. In the end, the people that I see complaining are still complaining and the people I see playing are still playing and getting that much better with the new PVP because of it. So, while most of you will whine and cry at me for this: If you're complaining about the new changes, I'd like to suggest you get off the forum and go play the damn game. Learn your class and stop acting like you should be able to play and do well with your heads up your asses. Thanks. TL;DR: Read the post.
  5. Ultima Online and Darkfall Online. There are no other PVP games worth mentioning.
  6. Stop AFKing and then lying about your medal count you clown, even on games I lose with only 8 medals I get 40-60 comms and around 1.5-2k credits.
  7. I don't know about mercs but with no new gear compared to last night I'm doing 3.5k non-crits; I was lucky to get a 2.5k crit as an assassin just last night. And yes I've been hit by something missile related for ~6k-6.7k damage multiple times tonight. I'm assuming now that it is a merc.
  8. Actually, I was looking forward to 1.2 and I was one of the ones bashing the whiners. Unfortunately, I'm pretty disappointed. Similar situation with almost everybody I know - looking forward to the patch, disappointed now. Not going to unsubscribe over it, because its still a good game, but I know Bioware can do better. They should be in damage control after this patch - not surprising whatsoever. Edit: I understood ChrisLoL's post just fine. Get some basic English comprehension.
  9. Hi guys, I've recently hit 50 and I'm starting to plot out possibilities for gear to start getting ready to tank ops. I have read through the Assassin Tanking Compendium and I wanted to ask specifically about the stats section. Quote for reference to part I'm talking about: My questions are as follows, 1) For accuracy I'm assuming that you're looking to get 100% melee hit chance and not get anymore? If I'm wrong correct me. 2) For Defence/Absorb/Shield I'm not really understanding the 650-700. Is he referring to 600-750 total between all 3? 3) Are there any sort of hard caps like in WoW? I never did any tanking in WoW although I do remember people referring to a hit cap, defense cap, etc where after that point it wasn't even worth getting anymore of the stat - does the same thing apply for stats in SWTOR and if so where can I get some reference for any caps? Thanks in advance for any answers
  10. Alright, so I must have missed the companion option when I went down through the options menus. Thanks for that guys. As for the first one, that is definitely not implemented. Turning the map fade on and off IS implemented however the problem I'm having with it, is that it fades even when your movement isn't caused by user input. When you use "seethe", Inquisitor's version of rest, you walk around in circles and that causes the map to fade. Taxis also cause the map to fade. My suggestion is to stop it from fading when the movement is caused directly by code and not by my pressing the arrow keys or WASD - this way I can still have the map fade when I'm running across a planet, but then I can also keep the fade option ticked and be able to view the map when resting or when on a taxi.
  11. I agree with the guy saying that they should be exchangeable on a timer. But for god sake, make the timer like 15 minutes or something. With 12-24 hours, someone could buy a ton of healing items, use them for an op, respec and then go back and rebuy a full set of gear for the new spec in 12-24 hours. The problem is people accidentally buying gear they didn't mean to buy, or making a mistake in picking out gear for their spec? Then give them a grace period, but don't give them an abuse-able opportunity to play a spec for a day for raids and then respec to something different and still have a full set of spec-useful gear with no work involved. To everyone who's raging at the people who make these mistakes: **** happens, deal with it. You can't say you've never made mistakes. Yes, people are stupid and yes people make stupid mistakes, but there's nothing you can do about it.
  12. Hey there, So I've been playing SWTOR for a little over a week now and so far I'm loving it. I've noticed a few things which may or may not be addressed in 1.2/been suggested before. I'm going to list them all off, so my apologies if either of those is the cases. These are mostly small annoyances in game to do with functionality. Those things that you find annoying but don't really break the game.. First of all, I suggest you change the way the map's fade while moving option works. Right now, if your character is moving whatsoever, whether its due to player input or because of other things, such as Inquisitor's Seethe, it tends to fade. My suggestion is that you make it fade only when the player moves due to direct player input. I like to have the map fade when I'm running, but when I'm flying on a taxi or "seething" after a fight, I want to be able to read the map to check quest objectives and vendor locations and such, however it still fades even though it is a coded movement that isn't controlled by my input. This is already implemented, I missed it in the options menu. Just keeping it here so people aren't looking at replies and getting mixed up. Second, I'd like the option to compare items based on which tab of the character screen you're viewing. Figuring out if a quest reward is a useful pickup for your companion is a pain right now because even if you're on your companion's character screen, when you mouse over an item in game it still shows the requirements/stat changes for your player instead of your companion. As an extension to this, some sort of method to compare mods to the mods in a specific item would be useful as well to save having to write down stats and stat changes to figure out where you should be upgrading/placing mods. I'm sure you've heard A LOT about this one, but I just want to add my concern to other player's that this game lacks any sort of macro or modding capabilities. I'm a programmer and I've made mods for multiple other games and even without being able to use mods to enhance your play experience and personalize it for what individual players want, I would love the opportunity just to play with some sort of API a bit and see what I would be able to do with this specific game. Anyways, that's enough text for now, since most people probably won't read these. If I come up with any more I may just push them onto the end of the current ones. If anyone has any feedback or any concerns with what I'm suggesting post your thoughts so that BioWare can get a good idea of what everyone thinks. Thanks
  13. Cool, thanks for the quick answer. So is there any way to upgrade min/max damage on a legendary? I noticed a power factor or something on hilt mods, would that do something along those lines? Thanks!
  14. Hey guys, I have a quick question. While I'm leveling, what is the best path to take when looking to spend my commendations on stuff? Will I net better overall gear by upgrading legendaries I have by putting new mods in them, or would it be better to upgrade the gear itself when possible, even if that means replacing a legendary with a blue or something.. I'm assuming it depends on the gear and what mods are available, but I just wanted to make sure there wasn't something obvious I was missing or some rule of thumb that people tend to think is better. Thanks!
  15. Thanks for that, that's actually something like what I was looking for in terms of population. Just found out my server is almost at the bottom and doesn't seem to be changing. Looks like I'm re-rolling so I can actually play group-based parts of the game. Thanks to both of you for your answers.
  16. Hey, so I just got the game last week. I'm currently level 25 and loving the game. One problem I'm having however is that I rolled on a low population server and there's next to nobody anywhere. My question for you guys is would it even be worth rerolling onto a higher population server? I was looking at The Fatman since I've heard it has a reputation for being a pretty good server. Couple things in specific I'm worried about are: 1. If I do reroll, will I be stuck in queues on most higher population servers? 2. What's the projected/rumored time for server transfers to start? I'm not entirely sure I want to throw a week of play away and spend time leveling back up to where I was if server transfers are going to be coming like this Tuesday or something. 3. Is there actually any advantage to rolling on a PVP server as opposed to a PVE server for PVPers? From what I've heard Ilum is the only active world PVP zone right now, so it seems a little pointless to me at this time. Thanks guys.
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