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Tryban

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Everything posted by Tryban

  1. Just adding to the list. Happened to me in back to back matches on Star Forge, just now. 1st time I've ever encountered this bug. The 2nd time, crashing didn't "fix" it. Entire UI disappeared and the load in screen to get back in the match didn't appear.
  2. I’m not opposed to mindless spam...lol I’m not an intellectual play style elitist or purist by any means. If something is simpler, more effective, I’ll use it. If I’m ever toxic, it’s purely by accident. I use mindless spam to describe simple, repetitive use of limited abilities, not as an insult. I do get irritated with incessant complaining or complaining just to complain without any real evidence or consideration of adjustment based on change. Even then, I try to engage thought and view from another perspective. Don’t be hitting me with negative waves so early in the morning. Try to say something beautiful and righteous for a change...lmao For those who know that reference, many bonus points...lol We agree resurg/innerv is good. We simply disagree on losing the cooldown as a “nerf.” To me, the change is minimal and only affects frequency of use, not necessarily overall performance. I’m not a numbers person and not overly concerned about them. On the surface, yeah, losing frequency of use of the two best synergies looks bad on numbers, but only time and numbers will tell the story. I started healing during 5.10, learned from Dianiss’s guide and without having the cooldown to begin with, so any changes to “rotations” are minimal and an easy adjustment. For those accustomed to a certain style/order for a longer period of time, I understand how this feels like a “nerf.” But to me, nerf and adjust are different. I think with this adjustment to usage, healing numbers will be fine or the same without much, if any loss of hps/total healing, or whatever other numbers based metric people focus on. Numbers people smarter than I am will figure it out. And if they were posting those numbers and results to prove removing the cooldown is indeed a nerf, I certainly wouldn’t debate the topic...lol Again, just based on feel not numbers, the “nerf” will probably show up in sage/sorc heal spec DPS when using RM set. Just a hunch...lol
  3. You were saying?...lol If you took the mindlessly looping spam comment as an insult, that's your issue bc I heal using sage/sorc. Not as long as you have, but long enough to know mindlessly looping resurg/innerv/icing/icing will cause problems if you don't do something else besides using resurg/innver based on resurg CD. Which is why I'm confused about the nerf complaint, because I don't understand how multiple uses of that cycle when resurg comes of CD is/was viable over any extended duration. Because, if you did that, you'd have to stop at some point to use non healing abilities to bubble/recover force, etc. which means you are no longer healing over several GCDs and effectively netting any gains from using resurg/innerv on resurg CD to take advantage of the set bonus. As I've said previously, numbers will tell the story. I don't play by numbers but more along the lines of feel and overall end result, everyone still upright... And to accomplish that, you have to heal, heal, heal and not miss too many GCDs without healing. And this is why I'm liking the ER set now, even if RM kept the 1.5 reduced cooldown. That's a whole lot of GCDs where I'm now healing where I wasn't before... For me, there is no "new" cooldown between resurg/innerv bc there has always been another ability I've used BEFORE returning to use resurg/innerv, which coincided with timing innerv cooldown and not just looping back to pop resurg on CD. May not have been "optimal" bc I've never had a set bonus on a healer until now, but I've managed to keep team members alive so far...lol When I did get the RM set bonus, I tried using resurg on CD as much as possible bc innerv was right there with it... That caused me issues that I couldn't resolve without taking 2 or more consecutive GCDs to use non healing abilities. So, I went back to what worked for me before and therefore, do not miss the 1.5 reduction, at all... My only issue about the changes is now having to build the ER set and the related cost. I have most of the set pieces, but RM set has all the preferred mods, so a few million credits to yank those and move them or RNG new ones...lol But, that comes with the territory in this game so nothing to really get bent about... Otherwise, we could all complain every time a new set comes out. And let's be real, it's been 6 months so you had to know major changes were inbound. Hey, at least it wasn't a new tier of gear to farm for...lol Now if we want to complain about the tacticals changes, I could probably get on board that train...lol But even then, change is a part of the game. Adapt and move on, or whine about it as if it's going to matter...lol
  4. lol, Icing was your word, not mine. You keep making presumptions that aren’t there. Removing/having that 1.5 reduction changed nothing in terms of innervate importance relative to resurgence nor have I suggested otherwise. This change only means you have to “delay” 1 gcd instead of looping back 1 gcd earlier than we had to before RM existed. If you looped back to take advantage of that reduced cooldown, it caused other issues later, possibly reducing your overall effective healing. I tried to make use/exploit the shorter cooldown but it was ineffective over a long fight. So, I went back to what worked before there was a shorter cooldown. The result, I healed better overall. The 1.5 reduction was useless to me so I don’t miss it at all. As a result, I see no change or loss/nerf to RM. The only change is that ER is now more appealing bc of its changes.
  5. By dead cool down, do you mean you can no longer mindlessly spam resur/innervate/icing/icing repeat? If that's what you were doing, then yeah, I'd be upset with the "nerf" too. Lhancelot, I'm right there with you. I don't see these changes as bad or a nerf bc they don't really change the way I've been playing. The only thing it did was make one set more appealing to me than the other. Agree. But the "nerf" stopped the "spam." Why did they do that to Sage/Sorc before merc...who knows... When mercs get nerfed, they'll be on here complaining...lol
  6. I’ll take your word on the 10v5 returned. And I did misread the 4 set, it’s still refresh, not use the ability. I read as use returns 5 force. In my error, I saw the use of the ability to return force as the improvement. But the ability works the same (minus 5) as it did with the 6 set. 5 less force returned, I haven’t felt/noticed it to be an issue while healing so not much of a nerf. Maybe a bigger deal in NiM stuff but I ain’t there, yet...lol I do prefer the empowered restorer set over revitalized mystic now. But need more time to see if the bubble heal works better for me than the extra half tick. Force management hasn’t been an issue so I’m not missing the loss of 5 on recovery.
  7. +1 and many more from my guild in praise of this conquest overhaul. Love it. Devs, please ignore the elitist snob complainers and keep any adjustments very, very small. "Play your way" while helping your team in Conquest took a giant leap forward with this update. Thank you.
  8. It wasn't utter trash before?...lol Was it really viable to begin with? Sage/Sorc were lowest rated healers already. The trade offs I see and feel in play are minimal, if not a very slight improvement... How often do you really use benevolence/dark heal, with a vin/am stack... How often do you bubble someone(s)... a 10% critical chance increase and 20% increase IF you have a vindicate/amesty stack on a 10-12k base heal that you might use once ever 15-20 secs...... vs a guaranteed heal on an ability that you use more than the other, and you gain an extra healing ability... Idk, the guaranteed and extra ability over RNG on one less frequently used seems like at worst a lateral move, if not a slight improvement. Yeah, the numbers don't seem that eye popping...but it's not utter trash now compared to what it was already... Give it some time, the numbers will tell the story. But right now, looks like a lateral to slight improvement vs complete dog crap. Revitalized Mystic Again, the numbers will tell the story. The loss of the 1.5sec reduction isn't that big of a deal since you're probably hitting a click to recover some force anyway. The recovery of force when using an actual healing ability is an improvement, imo. The 6set bonus simply moved the force recovery to the 4 set piece and put a number on it instead of saying "some force". It also changes the wording to be more specific on the extra tick to Rejuv/Resurg. As previously stated, these changes are lateral at worst and maybe a slight improvement...we'll see
  9. Not sure if this is a bug precisely, but it seems to be... https://torf.mmo-fashion.com/benevolent-venerable-paragons-lightsaber/ doesn’t look like https://torf.mmo-fashion.com/malevolent-venerable-paragons-lightsaber/ Meanwhile https://torf.mmo-fashion.com/righteous-venerable-battleminds-lightsaber/ looks like https://torf.mmo-fashion.com/stygian-primeval-battleminds-lightsaber/. This makes sense and gives LS or DS access to a moddable version of same looking lightsaber. It’s seems the Benevolent Venerable Paragon lightsaber should look like the Malevolent Venerable Paragon lightsaber, giving both LS and DS access to moddable version. But instead, the Benevolent Venerable Paragon is a duplicate of the Righteous Venerable Battlemind... This doesn’t fit with the general pattern of the other LS/DS lightsabers having the same, or very similar moddable look available to both LS and DS alignment. The look of the Malevolent Venerable Paragon is my favorite light saber in the game. And it seems criminal that LS Jedi do not have a moddable version available when there seems to be an appearance bug that seems easy to fix...
  10. https://torf.mmo-fashion.com/malevolent-venerable-paragons-lightsaber/ Returning player after a few years away. I am disappointed that there doesn’t seem to be a moddable version of this lightsaber available to light side Republic aligned players. As best I can tell and research, all moddable versions that were available to light side Republic aligned are no longer available from vendors and flashpoint/world drops. For me, this is the absolute best looking lightsaber in the game and it is a tragedy that my light side Republic characters cannot wield a moddable version of this masterpiece. If there is a moddable version available, please let me know and how/where to get it... If there isn’t, please consider putting one back in the game... Thank you. https://torf.mmo-fashion.com/benevolent-venerable-paragons-lightsaber/ This should be the light/Republic counterpart. But instead, it looks like https://torf.mmo-fashion.com/righteous-venerable-battleminds-lightsaber/ which is the light/Republic counterpart to https://torf.mmo-fashion.com/stygian-primeval-battleminds-lightsaber/
  11. Useful as tank with Rebuking Assault set bonuses, which drop from Dxun... Other than that, don’t use it.
  12. Battlefield Command “works” while in combat. The timer is reduced and the charge will reset appropriately, but only if you’re in combat. If you exit combat before the reduced time has reset the charge, the cooldown defaults to 15s. Of course, if you have the other utility that resets force leap when exiting combat, this is a non issue (now that it’s fixed). It would be nice to not need the other utility and just have reduced time regardless. But, Battlefield Command “works” to some degree.
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