Jump to content

TeenageGnome

Members
  • Posts

    38
  • Joined

Everything posted by TeenageGnome

  1. However once the boss is cleared, what would be the reason to ever go back in again?
  2. <Hates You> is doing a hateful run around 10:30 EST tonight, so if you are serious about wanting a mask it would be best to get in contact with someone before then.
  3. You guys not allowing me to throw snowballs at them is ruining my experience and fun because I am unable to get my snow covered parcels without getting flamed in chat... But in all seriousness this is ridiculous. Do people have such large ego's that they don't want their character to be hit with a snowball like all of the other plebeians on the fleet? Since people have such a hard time coming to gripes with a particle effect attached to their player model, I am going to have to call up the Mighty Gaben and tell him to remove his unusuals or else the community will all quit his games.
  4. Just thought I would chime in here... The operative as it stands currently is the most viable pvp healer due to it's mobility and lack of channeled heals to avoid being interrupted. It also has stealth+flashbang to get out of those sticky situations. Now in pve on the other hand, I would like to ask if the devs have even played their mercenary healing class? This class can provide an equal or greater amount of healing (depending on the fight) than the operative can. The only thing which it does not have is a self cleanse and a stealth to be able to stealth rez in battles. Now why is this relevant? The operative is currently one of the best 8 man healers but in a 16 man setting is definitely the lowest on the totem pole. This creates balance between the classes because operative healers can be close to the top of the charts in 8 man and be similar to a merc but when put in a 16 man setting the mercenary will bypass the healing of any other healing class easily. Why on Earth would you nerf this to be unviable in both an 8 man setting and 16 man setting? You may as well just make like 3 mercenaries instead of any other healers because a 2 man merc combo in a raid is something I foresee in our future. In terms of the damage why would you remove hidden strike, explosive probe, and orbital strike? The operative healer at this current moment has the best burst damage of all healing classes but does not have the best sustained damage. The merc has the best AoE damage abilities. The sorcerer again also has greater sustained damage than an operative. These differences allow for a balance between the healers. If you decided to take it out purely to "balance" other specs then it was a lack of foresight on your part. It seems as if the dev's don't know what "balance" really means as they are buffing one healer and making all the others extremely weak. It really makes me wonder who was in charge of these changes and what experience they had playing the healing classes.
  5. I agree with this idea. I am sick of spawning into my Tatooine stronghold only to have to run a mile to get to any other part of my house. It seems like it would be fairly easy to implement and would cause people to decorate more of their house other then the same generic entrance way for convenience.
×
×
  • Create New...