Jump to content

alchemicsoul-DJ

Members
  • Posts

    12
  • Joined

Reputation

10 Good
  1. I know this concept has been brought up before- but what would it take to actually introduce an actual trauma mechanic to this game that would act as a counter to the runaway healing I witness in PVP? When a moderately-skilled DPS (say Fury Marauder or Lightning Sorc) can average about 4 mil damage in a warzone and the average op/merc healer can average 5-6 mil heals, the numbers don't even out. And we all know how hard it is to get any randoms in regs to hard-swap when necessary. I'm not saying healing itself needs to be debuffed or nerfed- but the healers in this game have got to have a counterpoint. And instead of hobbling the healers ad nauseam, it would be valuable to add a debuff that could be applied by DPS players. Please, comment. Am I barking up the right tree here?
  2. I've a singular question here. With regards to the Tatooine SH speeder station, I only see it running one way. I can find the speeder out by the landing pad, and it successfully deposits my character right back at the spawn point up on the balcony. However, unlike with the new Yavin speeder station, I cannot find another interactive speeder or button that sends me out from the balcony. Am I missing something? Or is this working as intended?
  3. Taken as excerpt from Holonet Transmission _________________________________________________________________________________________ WRELAND ANNUAL INVESTORS' BALL We at Wreland Arms would like to extend this cordial invitation to you, the Imperial Elite! Come to Nar Shaddaa and celebrate our recent success! Come take a taste of the benefits and profits stock in Wreland Arms can bring! We have much to celebrate! Not only did we post record-breaking profits for Corellian Industry in the first quarter, but this month has seen the release of our brand new "Arcsyn" blaster cartridges- boasting a 35% increase in both capacity and energy acceleration! Good things are ahead for our stockholders, as we seek to make a name for ourselves in the Empire at large! To celebrate, we've rented out the ENTIRETY of the Star Cluster Casino on Nar Shaddaa! Of course, we begin with an open bar, but the real action will be all the dancers, high-stakes pazaak, and of course, all you of the Elite who wish to join us! Keep an eye out for door prizes as well from our board of executives, and of course, our Chief Executive Officer Smitt Wreland! And of course, representatives will be on hand in order to assist anyone wishing to invest in our fine company. RSVP with our Corporate Office on Corellia! Holofrequency... _________________________________________________________________________________________ OOC INFO We of the Reformation would like to invite all our fellow Imperial Roleplayers to join us on Nar Shaddaa this Friday at 10PM EST to celebrate our first anniversary on Jung Ma! We look forward to celebrating all that our "parent company" has brought us, and extending a good time and good will to the rest of the server. Of course, we will be offering plenty of entertainment, and prizes for a high-stakes pazaak tournament! We would like to thank Clan Epsis and Requiem of the Old Empire for volunteering to assist us in this affair! Please RSVP here or in-game with Fahtum or any member of Reformation so we have appropriate staff on-hand. TIME: 10:00 PM EST LOCATION: Star Cluster Casino, Nar Shaddaa. First floor bar and second floor Pazaak tables. (Imperial Only location, but alts of Republic Roleplayers are welcome!) ATTIRE: Formal, or evening wear. NO WEAPONS ALLOWED. Anyone who insists on remaining armed throughout the event will be asked to leave. PAZAAK TOURNAMENT RULES BUY IN: 10K per round. This buy-in is non-refundable. Players may bet their own credits to make a pot with our Banker. RULES: We'll be playing blackjack. Closest to 21 wins the hand, and earns a "point." The highest "score" at the end of the evening wins our grand prize, with prizes also awarded for second and third place! Each round will be conducted in an ops group with our "dealer" acting as ops lead, and our "banker" acting as ops lieutenant. Each player will play in ops order, from top to bottom, then left to right. Bets must be made before the first roll of each hand. Any bet requested after the first roll will be invalid, and not honored. Each player will use the /roll command with a range of 4-22. (/roll 4-22). This rule assumes house rules of drawing an Ace counting for 11 instead of 1. Anyone scoring over 21 in this first roll loses, as per normal blackjack rules. Anyone not scoring over 21 will be given the option to roll a second time, using the range 2-11. (/roll 2-11) The two rolls will be added together. After both rolls are added together by our dealer, scores are compared. The player with the best score of 21, or the player with the score closest to 21 wins both a point in the tournament and the entire betting pot of that hand. In the event of a tied winning roll, a third roll will be requested of the players in question using the range of 2-11. (/roll 2-11.) In this case, the highest number wins. The tournament will continue until players are no longer able to buy in, so it is to the players advantage to bet and bet heavily. First prize goes to the player with the most points- which is an entire HYPERCRATE of the Master's Shadow Packs! Second and Third Prize for the tournament come to a 100K Credit purse and a single Master's Shadow Cartel Pack.
  4. All I'm gonna ask is this- when are the Marauders finally gonna get some loving? We keep getting teased with updates that keep getting delayed. I realize we're not the largest group of players in the game, but seeing as how we're a paying group of players in the game, we deserve a little less teasing and a little more results. Otherwise, updates as they come, bugs are bad, yadda yadda yadda.
  5. While I don't criticize you for giving such an answer- if that's the answer the Dev's are choosing to give, then that's a pretty piss-poor answer. Anyone else care to chime in on this? Or am I beating a dead horse?
  6. To whom it may concern: This may be an old topic, as I am not only new to the forums, but also especially new to the PVP discussion. That said, ever since the release of 3.0 and 3.1, I have noticed a distinct imbalance in the PVP team composition as a result of "class balancing." I'll name my bias- a lot of my warzoning experience over the last two months has come from facing down teams of the Guardians on Jung Ma running teams comprised of 1 or 2 healers (usually sages), 3 DPS/off-healers (usually sages or scoundrels, with the occasional commando to mix it up), 2 pure DPS (usually Vanguards or Vigilance Guardians) and a Pure Tank (Usually Guardian or Vanguard). While I am not complaining about these tactics, as frustrating as they are, they make for a decided imbalance in PVP when one team's spec composition makes it impossible for the other team to overcome them with tactical superiority. A total of 5 healers per team makes for nearly impossible odds, even with the current amount of focused DPS that's possible on a perfectly balanced 8-man ops team. What would it take to institute a PVP queue for normals that would be similar to the queue in solo or team ranked? Teams could only queue against other teams? Solo-queuing players would be matched up against similarly spec'd players? Would this be viable? Would this be a drastic, break-everything change to PVP in SWTOR? These are questions I'd like to field, and discuss.
  7. I know I'm late to the conversation, but I just saw the teaser at the Season 4 Ranked PVP Rewards. This, and only this, comes to mind. That is all.
  8. MANY thanks, guys. Looks like a good amount of effort was involved.
  9. Looking good folks. I'll pass this thread along to the Reformation forums. I personally will be showing up!
  10. Been running a marauder now for over one year. Level 55, Carnage, full conqueror with a mixture of Obroan. I'd like to think I know my stuff. This change to Undying Rage has undoubtedly broken the marauder class. For those of us who actually PLAY, rather than the good ol' Smashtards that Bioware seems to favor so much, this hurts us quite a bit. As a marauder, I have to jump INTO enemy fire to do my job. I can't just run around picking off random people, since any respectable team is going to be decently organized. It's my job to flush out the healer, drag them off, and kill them. This, in and of itself, means that I need defensive moves. Do I agree that no other class gets a 99% damage reduction move? Of course I do. But look at what we give up for it. In a PVP sense, we Carnage/Combat players have ONE STUN MOVE. Other classes have several. We Carnage/Combat players get NO SELF HEALS. Certain classes, such as Sorcs/Sages and Ops/Scoundrels, have several ways to heal themselves (although I admit none of these are ideal.) Other classes like Juggernauts, have abilities that temporarily increase their health. The Marauder/Sentinel gets none of these. And yet we are still expected to throw ourselves into the meat grinder. Bioware, if you're reading these, PLEASE reconsider the PVP damage you've dealt to the Marauder/Sentinel. For those of us who choose the more challenging routes, we're being punished. Stop breaking classes once everyone gets a feel for how they work. You guys did this to Sorc/Sages, now you're doing it to Marauders/Sentinels. Stop it.
×
×
  • Create New...