Jump to content

HandOfKane

Members
  • Posts

    239
  • Joined

Everything posted by HandOfKane

  1. If your team is all bads then maybe. I still am interrupted, can't move, and can't attack. Which is the exact same think that happens with a stun.
  2. Except for the break on damage, they're entirely the same. Not even close to "two entirely different things."
  3. Someone's never played a commando/merc...
  4. Serenity Shadows/Hatred Assassins get 30% DR from MMC for 6 secs starting at level 24.
  5. That's not what he said. He said that groups should only be matched against other groups. Try again.
  6. ...Except damage sages and scoundrels forget too. Even SRM... rarely get it.
  7. You do realize that Sages got the same nerfs, right? Your faction fanboyism is showing.
  8. Every damage Commando/Sage/Soundrel seem to have forgotten that they still have heals/cleanses. Even when I'm out of combat with a sliver of health left and am about to die from an uncleanseable Creeping Terror or Corrosive Grenade. Also Sages/Sorcs who forget that Force Armor/Static Barrier can be placed on teammates. Often ties in with the above situation.
  9. Well I gotta say, this single-handedly makes up for how 95% of the faction imbalances in SWTOR's history have all favored the Empire.
  10. I know, that was my point. That the only difference between a mezz and a stun is the break on damage. A pretty far cry from "totally different." I also totally agree that this was a very dumb change. Like Infiltration/Deception doesn't have enough CC already...
  11. You can move and attack while you're mezzed? Wasn't aware of that.
  12. I have to agree. Wiped twice on this fight, both from Jakarro getting blue-circled and running towards the blue-circled player. I'd say just make it so that Jakarro can't get blue-circled.
  13. That's another good point. Regardless if the reasons for leaving are valid or not, a penalty won't do anything anyway. Then anyone who wants to leave will just AFK instead, or sabotage the match by intentionally helping the other team so that they can leave. Or they'll just stop queueing altogether so queue times go through the roof. And if they do get the penalty, they'll just log into another character and continue queueing.
  14. Nice "Dur dur, you're a poopyhead!" response. Might want to read the posts again if you think the issue is "the first sign of opposition." Sounds like Wicked isn't the one who hasn't got a clue of what he's reading.
  15. There's a mistake in the tooltip for Clairvoyant Strike: It doesn't state that it also makes Shadow Technique trigger off Psychokinetic Blast as well as Project. The accompanying Clairvoyance buff it gives, however, does correctly state that it affects both abilities. Voltaic Slash and its Voltage buff both correctly say that they affect both Shock and Ball Lightning.
  16. Right, because the people who don't call incs, leave nodes unguarded, leave healer speced players to solo-guard nodes, don't heal teammates, etc, aren't bads and bring everything to the table. Try again.
  17. See above post. In fact you said it yourself later on, that games where people make an honest effort are rarely frustrating. Games where your team is absolute trash is the issue. Also nice ageism dig.
  18. Really? Where? Can you quote the posts that specifically state this? I hope you're not confusing "I don't want to play with an absolute trash team" with "I want to win every game" and "I never make mistakes in a WZ." Since that would be bringing up an irrelevant strawman and would thus make your point invalid.
  19. I've yet to see anyone votekicked out of a WZ, ever. So anything that disagrees with you is a "ghetto excuse." Yep, you're sure to convince people with that attitude. I also suggest you read the thread again, since you mistakenly seem to think the issue is "people not wanting to put forth an effort to get a win." Sorry, try again.
  20. Unless you plan on asking Bioware to buff my characters (and ONLY my characters) to god mode so they can cap all nodes/doors by themselves or instant-score in HB, while one-shotting the whole enemy team, your argument doesn't have much basis in reality.
  21. Hmm...probably the one person I saw in a WZ who, when asked why he didn't come when someone called inc, blurted out "You didn't say the inc call meant at the node!" Also anyone who insists on spending 5+ minutes trying to skip a mob in a Heroic/FP/Op that takes <30 secs to kill. As for the most noob thing I've done, probably when I spent the first 2 planets cycling through one quickbar. It wasn't until the Fall of the Locust heroic on Taris when I discovered Extended Quickbars (and thus UI customization).
  22. When the exact same penalty is given to: 1. Anyone who doesn't call incs 2. Anyone who doesn't come when someone calls incs, thinking that "it's someone else's job" (if no one else has come yet) 3. Anyone who leaves a node unguarded 4. Anyone who thinks that the object of Huttball is to run as far away from the ball carrier as possible (on either offense or defense) 5. Anyone who thinks that my healing commando or sage can solo guard a node against 4+ smash monkeys/concealment ops/deception assassins 6. Any commando/sage/scoundrel (and likewise any merc/sorc/op) who doesn't throw a single heal the entire match (on teammates of course... Adrenaline Rush and Force Mend don't count) 7. Anyone who doesn't interrupt a cap going on right in front of them 8. Any non-stealther who tries to 3-cap ACW/NC when our team already has 2 nodes 9. Anyone who doesn't cap our side node on ACW/NC (or pylon on AH) when the rest of the team is going mid 10. Anyone who hasn't picked their advanced class, discipline, or allocated all their available utility points ...then we can talk about penalizing people for leaving WZs. Oh, and we would also need to be allowed to opt-out of arenas and same-faction WZs, seperate queues for premades and regs, and be allowed to choose the WZs we can queue for. And not start WZs with 4v8. w
  23. Someone forgot about the other 7 players on the sorc's team, who can just stun/root/slow you so you're stuck in that little red circle *cough*concealment ops*cough*. Of course this is also disregarding that the sorc can just stop and recast it right under your feet even if you move, with its lack of a CD, huge radius, and negligible force cost.
  24. I found two typos in the Gunslinger discipline tooltips: Aim High (Sharpshooter, lvl 28): Increases the critical chance of Quickdraw and Penetrating Rounds by 15% and reduces and reduces the energy cost of Quickdraw by 3. I believe this typo was also in the equivalent skill tree ability pre-3.0. Apparently it was never fixed in the transition to disciplines. Scatter Bombs (Saboteur, lvl 52): Reduces the energy cost of Thermal Grenade by 5. In addition, when rolling with Scamper, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing <X> kinetic damage to any nearby enemy. Enemies can only be struck with 2 bombs. Scamper is the Scoundrel roll. The tooltip should instead say Hightail It. The equivalent Sniper tooltips are correct.
×
×
  • Create New...