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KraGiEFunctional

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Everything posted by KraGiEFunctional

  1. Greetings, and I hope everyone's having a great new year.
  2. I think the biggest problem with PUGs in PvP is that most of them are just new 50's trying to gear up a little. Not to knock that because I've been there, but they flat out don't care about anything. If you Queue Solo, you should talk to the players you see often. Usually, the ones that Queue Solo are not opposed to Queue as a Group. It's not that you can Queue as a Group and start face rolling, but it's usually how premades are created. The more you play with a group of people, the better you are with each other over time. Just have to keep in mind the first several matches are going to be rough growing pains.
  3. I don't think the Dev's need to read the forums since most of them play the game. It's the Product Managers and Game Experience Architects that need to listen to their customers .
  4. I think the only ones you can't pass out are the Rakata ones, and the reusable. And almost every crew skill with a rakata item are bind on pick up.
  5. I think the new warzone is fantastic for the PvPers that somewhat know what they're doing. Reaching the objectives, knowing your roles on the team, and executing your duties are all important in any PvP match, but this one punishes those that don't know what they're doing, but think they do. It's a very simple map, but unlike Hutt Ball or Alderaan, a premade of 4 will have some difficulty carrying 4 very bad players.
  6. I'm an engineering professional, and I totally agree with you. No matter how much effort you put into making sure everything goes as planned, there is always a chance something will go wrong. Rather than explaining yourself every time something goes wrong, it's always better to apply a safe buffer. Furthermore, with global deployments, use of a CDN is popular. It's ideal to always give your CDN a few hours to propagate through it's cache, and your QA staff enough time to run their automation scripts to ensure the go-live will be smooth.
  7. I don't believe any playable class should be able to be the ONE since it makes the game a little one sided. In my opinion, I believe..
  8. I'm a healing sorcerer, and have been through the "slaughter house animal" feeling during the gear up. It is very hard in the beginning while you basically get out of the respawn area and die within 10 seconds over and over again. As you gear up, you learn tactics though. How to run away, when to use purge, how to effectively hump a pillar, which heals are the effective ones, bubble everyone including self, that sixth sense when you know someone is stealthed around you, and then you become pro. As a Sorc healer, I can dish out between 200-400k heals (not using that ridiculous mechanism where you use consumption to reduce your health and heal back up for medals).
  9. In my experience (Software Architect), releasing changes tends to be automated these days, but it's not like you flip a switch and go to bed. Even the best deployments require eyes to watch, react, and verify to avoid public embarrassment. I believe the times are selected by # of users affected. If your traffic overall is lowest during certain hours, that will be the most opportunistic time to conduct the maintenance window. And for the Asia Pacific servers being busy... you guys are lucky. Some of the US servers have very low populations making grouping a challenge.
  10. I think Madness Sorcerers do exceptionally well in PvP and PvE. In PvE, it comes out as one of the top dmg producing specs, and even the hybrid without Creeping Terror is heavy Madness. If you're unable to maintain your force with the Madness spec, I think you're not doing it right. Let's assume you are using a Madness spec that's like this http://www.torhead.com/skill-calc#201hZbcMZcrbRsdkrfz.1. Force Lightning costs 30 Force, and ticks 4 times. So you should regain 4% of your Force whenever you use it to it's fullest. 4% should regen approximately 24, and your normal regen is 8 per second. The only time you should be running out of force (assuming you know how to play correctly) is if you're shielding yourself all the time, casting force storm multiple times, using Shock on CD while not moving, or you're clipping your Force Lightning way too much. I typically play with a corruption spec, but when I'm DPS, I usually play with Madness. I've done almost every HM FP, and some of the Ops with Madness, and haven't run into a situation where I didn't have any force at the end of an encounter. I didn't have full force, but I definitely didn't end up having to sit around for my force to regen or use Consumption.
  11. I noticed that before 1.2, I was able to prep my Force Storm's while another action such as Force Storm was in progress. Now, I have to stop an action before I can start Force Storm. I'm assuming that's the same case for Death Field now. This change was a super huge nerf that wasn't documented. When I'm casting Force Lightning, and Death Field is off CD, I would cast Death Field right when it's done so I can start my dots rotation. That extra delay stunts the overall potential.
  12. A reflect type ability would be fantastic! It could have like a 2 minute cooldown or something. That or an immunity ability where we cannot take damage of any form, but must focus everything to maintain so no other abilities are possible.
  13. Healing wins in WZ IF and ONLY IF the rest of the team realize there's more to the game than themselves. So many times have I spent a solid minute healing 2-3 guys only to watch them walk right past 2 enemies that's ganking me. When that happens, I want to respec back to DPS because there's absolutely no way a healer can get more than a few badges if the team doesn't value their contribution.
  14. Healing in Patch 1.2 is fantastic! I don't know what you guys are afraid of. In PvP, I tend to be up at the top of healing done (if I'm not being farmed which has always been a problem with premades). In PvE, I find the changes make healing much more entertaining. For what it's worth, I had a lot of force problems too in the beginning, but I read the healing post on a theorycrafting site to fix that problem. It's a huge paradigm shift from before, but I find it a lot more fun.
  15. I don't know if this topic has come up or not, but there has to be some form of significant penalty for the players that enter a warzone, see they aren't going to win, and leave the warzone leaving random people to take their spot on the losing team. This irritates me like nothing else because their emo-rage-quit should force them to either not be allowed to requeue for a period of time or reduce their valor points by several thousand.
  16. I agree with you, yet I disagree with you. I think you should re-evaluate how awesome Death Field can be. Yes we die a lot sometimes, but I've found that playing with a team of at least 4 moving like a swarm always produces better results than playing zone offense/defense. Having a tank, melee dps, range dps, and a healer can make you completely over powered. It usually requires a pre-made with a clear leader so everyone's on the same page. Just always go after either the focus target's target or the one that has the least amount of health. In PvE, it's all about how much damage you do, but in PvP, it's all about winning the match. Who cares if Lebron James scored 30 points if the Heat lose the game?
  17. Sorc DPS in PvP hasn't been affected that much to be honest. There weren't that many changes made to the sorcerer dps trees except the removal of the hybrid builds. I think if you have to stand in one place for a long period of time to do damage, you're asking to get killed. This isn't a problem with the patch persay, but a problem between the chair and keyboard. I believe Aristotle once said "lrn2play"
  18. Resurgence takes the force cost of Revivication from 100 to 70. Which is huge in the grand scheme of things because we force regen 8 per second. So after it's all said and done, you should have only spent 54 force (from amount of force before casting to amount of force after casting) to drop a very nice aoe raid heal.
  19. I actually like the changes for the 1.2 Sorcerer Healing. You don't get unlimited force (which I do believe was overpowered). I think the biggest headache I'm experiencing with the change is not the force management, but the change in how Resurgence interacts with Dark Infusion. Having that short cast time with big heal really helped keep the other players alive when they were taking big hits. My rotation still has Resurgence in it whenever it's up. PvP Resurgence -> Dark Infusion -> Innervate PvE Resurgence -> Revivication -> Innervate (if Revivication is off cooldown) Resurgence -> Dark Infusion -> Innervate -> Consumption (I don't care if it procs or not, but I do care if Revivication rotation is the next on the list) Here are my beliefs regarding PvE: 1) Alacrity was a stat that Sorc Healers never wanted, but having a moderate amount of it will bring our cast times down noticeably. 2) Healing can be like "whack-a-mole", but it's also about knowing when big hits are coming. As a healer, I'll admit that I'm not paying attention to the actual encounter as much as everyone else is because I'm spending most of my time watching the ops frames, the ground I'm standing on, and location of the boss at the corner of my eye. Knowing the encounter will make it so we will start casting the heal a second before the actual big damage comes. Especially since we have target of target now. 3) A lot of guilds have been extremely successful with 8 man raids containing 2 sorcerer healers. In fact, a lot of the mechanics of the encounters were simply bypassed by having 2 sorcerers bubbling and revivication to heal the op through the damage. This may make it difficult for operatives and mercenary healers to get some quality play time. 4) I believe a lot of players that don't know how to play their class get a freebie thinking they're good at playing the game because their healers bail them out without them knowing it. This is a game that's centered around teamwork, and maybe the DPS just has to put some points in survivability. In terms of PvP, I've done progressively better in warzones after the patch than I ever did before. Mainly because I know that I don't have a "oh crap fast heals" mechanism so I have to be more aware of who CAN survive. An example would be a marauder that force leaps into a group of 3 players and ultimately starts getting owned may be a bad heal target compared to a group of 3 players that are swarming their targets. I'm not comfortable yet with the PvE changes, but the PvP has become much more enjoyable.
  20. I don't believe Sorcerers PvP gameplay will change for the healers out there. I believe the resurgence change bothers us a little, but it makes alacrity a much more fantastic stat. The only reason I don't favor that stat is due to the amount of force it drains when you're spamming heals, but I don't think it will be that bothersome if resurgence reduces the cost of our big heal by 30%.
  21. I think the whole healing nerf isn't that big of a deal. I have been trying out instances without using the Innervate->Consumption combo in some HMs, and it's not that big of a deal. At the moment, it looks like healers are going to be a problem, but I think it's going to put more pressure on DPS to burn the mobs down faster to avoid having a 5 minute encounter spamming heals.
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