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TalantM

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Everything posted by TalantM

  1. Guys. 10 people. Oricon dailies, 82k per run. CZ dailies, 36k per day. 118k per day. We'll be lenient and subtract 10 k for repairs, so 108 k per day.10 people, 1.18 mil per day. 4o ish days to guild ship. Assuming nobody crafts. The oricon and CZ dailies give basic coms. cz gives 8 and oricon gives 20 or 30 per day, so that is an isotope 5 every day or 2. lets assume 2. an extra 70 k per person every other day works out to 153k per day. so 1.53 mil per day on average. 32 days to guild ship. Money boss in SNV drops like 400 k, i know snv is long but sm SNV is hilariously easy, especially if it's boilstered, and that's a decent boost. So, for an hour, hour and a half of dailies from each guildie each day, who can be grouped up to make things go faster than that, it takes about a month to get a guild ship. And that's the really lazy and slow, farm less, craft less way of doing things. I've been part of groups of 4 that make 280k in about 15 minuites. Were dedicated people so inclined, that's a mil per hour. 2 hours a day of that and a guild of 4 people gets all the money they need for thier guild ship in 25 days. A guild of 8 in 13. A guild of 12 in 7.
  2. Did I say it was mandatory? Point to me exactly where I said that. No, i didn't ssy that. What I said was join a guild. Not as an excuse. As actual advice to attempt to HELP you (and others) mitigate a common problem. (I was also speaking in a general sense, not directly at you, because it's a problem not restricted to you) Tanks don't need to que and risk derps, if they're any good they can spend 2 seconds in guild chat and have the dps/healers they need to do whatever they want. So, because you are not in control of the general playerbase and so not capable of affecting the changes that might make tanks more willing to que, it's on you to make sure you have access to tanks. Now, i did specifically mention that you can also just try to get on good terms with various tanks so they're on your friends lists and would be happy to do flashpoints with you upon request as well, but guilds can provide you with essentially the same opportunity without requiring you to get on good terms with each tank individually, because if you're on good terms with other members of the guild (tanks or otherwise), they'll invite you when they do runs and you'll likely have more opportunities to get on good terms with the tanks in your guild. You also seeem to have a misconception about how guilds work. I'm in a guild, and by no means is it "form premades that only play with eachother." I play with lots of different members who I may or may not talk to much and it's rarely just the same premade that did it yesterday. What it is, is a group of competent, not necessarily stellar, players that are generally cool to be around because otherwist they wouldn't have gotten a ginvite. We even pick up dps (and sometimes heals) from outside the guild for the GF run fairly frequently, but we already have the tank and healer and have a majority in the party comp so we can boot derps and get competent dps. It's nothing but a win for everyone involved in out guild, and the guild (excluding the raid group) is a loose association of competent players who like to have access to the other roles when they que so they aren't dealing with idiots that get the group wiped.
  3. The counter for that is that you get objective points for damage, and heals, and kills, and just standing there licking your feet, near the doors, which is where you should be fighting on defense because it shortens your response times to threats at the door. Voidstar is the only map where, even if my team loses, badly, i commonly get 11 medals in less than half the match.
  4. You can say literally any arguement reguarding the general lowering of the difficulty and knowledge of mechanics, both of the enemies and of your class is a good move for making the game more accessible to casual players. Not really a valid arguement if it applies to everything all the time. It's also not seperated at all. There aren't flashpoints that are 4 dps only, and nor will there be because it's a hugely limiting factor on who is allowed to do them based on what role they are as opposed to how much work they've actually put in (you don't get to do nm DF without being pretty much full 180 setbonus gear, which takes a ton of work and it a gateing factor as well, but being full 180 setbonus gear is a reasonably effective way of making very sure that the person has extensive knowledge of thier class and how it works as well as knowledge of the boss mechanics and is generally competent, where being a d 55 dps requires none of that and is gating arbitrarily and alienating players, which is pretty much the opposite of mass appeal, casual or otherwise) If there were or would be such flash points, then the "stuff that doesn't require the trinity" thing might actually function, because it could be designed with that in mind and be setup as a exercise in tactial combat and a strenuous dps check. That's not what tacticals are, even if that was there intent, because of the probelms with the basic functionality of the roles i described before. In all honesty, unless you're doing czerka core (which requires people be either fairly well geared or really really good) HM flashpoints are the content for casual players. They require the trinity because with how the roles work, in pretty much every game where you can control who gets to take the damage (wether it's formal roles or not) the trinity is far and away the most effective way of handeling the situation and there isn't a way around that. If you don't like it, roll a tank, or do dailies, or do heroics. Section x and black hole both have heroic areas that don't require a tank or healer, and so does makeb, and oricon, and illum,.
  5. well of course you don't unless the mission design requires it. That's neither questionable, nor an arguement for anything. The problem is that when content doesn't require the trinity, it's hilariously easy with the trinity, no matter how hard it is for 4 dps to do a flashpoint, unless it's a straight up dps check, a healer and or a tank make it hilariously easy by dramatically reducing or nullifying the damage the party takes, thus enableing them to dps longer. However many mechanics you put in a flashpoint, that's pretty much just the truth of the matter. The roles are designed to work together, it is a tried and true method of doing things in real life (although the healing bit, both with soldiers and machines like tanks, goes much slower.) The tactical flashpoints, being designed to be done by any 4 rolls, are required to have fairly low levels of outgoing damage, or healing stations, because dps can't take much punishment, (ignoreing cooldowns, a heavy armor dps class has like 25 or 30%dr from armor, a guardian tank has 45% from armor, 21% from defense, 16% from shield/absorb for a total of 76% damage reduction) and infrequent, or nonexsistant time based mechanics (adds spawning or enrages), because 4 tanks or healers aren't going to pass a dps check. Now, this, in effect, makes them hilariously easy. Any dps check that 4 tanks can do is nothing to 4 dps, if the damage is low enough to not require a healer or tank (with or without healing stations) then having one meanes that the person with the boss is basically invincible (assuming they avoid mechanics damage) because the outgoing damage is absurdly low or they have access to heals via the station. This is a bad design choice. It effectively requires no serious understanding of any class or even basic battle strategies to accomplish, by desigen, because it has to be doable by parties incapable of executing such strategies.
  6. Right, the first 17 pages have pretty much covered this, But I'll rehash, sure. My main on each side is a guardian tank and sniper dps, respectively, both of which are doing hm df or dp every week. Tanking is much more demanding. The dps doesn't have to know the tank mechanics, they're not relivant to them asside from where to stand, but the tanks have to know, so they can give instructions, and be prepared to respond to every dps mechanic in case the dps drop the ball or get stunned or teleported or something, which happens a great deal. I don't think that's what pushes people away though. I know people who used to tank, were ok with how demanding it was, and now don't because, and i deal with it pretty much whenever i do a pug (not often), EVERYTHING is my fualt. no matter what happened, or why, or how detailed my instructions were, even if they didn't follow them and got themselves, and me, killed, it's somehow my fualt. Dogs kill you in mandoalorian raiders, because you broght them to the boss like a tard? Tanks fualt. Pushed a phase to fast and now there are 4 turrets up to kill the healer? Tanks fualt. Death field broke the CC's and got everybody swarmed by golds? Tanks fualt. Sandstorm murderes everybody because you didn't stand where the guardian asked you to for a friendly leap? Tanks fualt. Now, sometimes it actually is the tanks fualt. But the competent tanks are generally aware of that, and the crappy tanks are (in my experience) the ones in terrible gear (and i don't mean 162's, I mean mostly coms gear or with their stats weighted all wrong) or the wrong stance. TBH i run into more of these in KDY than anything else Now, i run with a healer friend, and fortuantely most of the healers i deal with in pugs are competent and see these things happen and so we just boot the imbicile/s responsible and get more or just 2 man it with companions, and i can always leverage my position as tank if need be to make sure they follow my instruciotns (or have fun in que for 3 hours waiting for 1.) That said, I don't want to, or need to, deal with that crap when i can just ask in guild and have several competent and reasonably well geared dps respond almost instantly. Even if I do que, it's a safe bet there are like 6 times as many dps as there are tanks so the chances that you are the one who gets me is fairly low. Want to do flashpoints? Join a guild. If you don't want to join a guild, talk to and friend the tanks, get to be known to them as competent and easy to deal with and they're more likely to invite you, or respond to an invite next, time you go to do one. Know your class and how to work as a team. Follow the tanks instructions (unless you can present a superior plan, tanks give instructions for an encounter based on what that tank class can/cannot do, the sandstorm in czerka core is a good example. Shadows can teleport/force speed to stop it, vanguards can hold the line to run faster and avoid the slam/root the boss throws out, guardians can do neither. They very nearly require a dps or a healer to run there ahead of them so they can guardian leap into position. just for example) Leave the positioning to the tanks unless they ask. If the tank is an ***, grin and bear it (as bull**** as that is) because you need them, and they don't need you. If you change the attitude displayed towards tanks, and actually know the class/mechanics or warn them that you don't, it's a safe bet that we'd be more willing to que. If you really, really want to do hm flashpoints though, and those other things seem hard or don't cut it, roll a tank. Tank ques in my experience rarily take more than half an hour. I also learned very quickly learn to distinguish my mistakes from the mistakes of the dps as a tank, so hopefully that will be true of others as well.
  7. Less "thing of the past" more "can live without sutis on home planet just like they used to." They also mention that it will take a long time to work. It that still wouldn't protect them against forigne diseases, which were always an especially nasty problem for them, which is one of the origional reasons they wore them iirc. Even if it's not fatal, can't afford to end up dizzy and nausiated while also in a gunfight.
  8. I have, several times. and the result is ending up sick. The result in a sanitized ship to protect the crew from disease (all ships in said unverse are) is still to end up sick. Now imagine it's not a bordreline sterile ship or the species home planet, but foregine soil and with and bullet wounds and/or exposure to something actually serious (a flu for example.) bad news.
  9. You...............can't. Quarians don't really have immune systems, and even when they did they wern't very good. Going onto alien soil, much less into combat, whthout a air tight and pressure sealed suit is basically suicide. They explain that. Several times.
  10. not that it can't handle 16 player operations, that it can't handle putting them together with the group finder. differentt things.
  11. If any class gets the drop on you you're in a bad way. You can stealth as a sentinel and get a movement speed boost from it, so either use that to close on them while they can't do much about it and take them in melee combat where you have an advantage or spec into the far right tree and use the leap you get from it (which does, to my knowledge, work on them while they're in cover) If your probelem is that snipers are too survivable though, I'm going to have to agree. I have one, and between the 16 cd shild probe, 6 second cd ballistic dampeners, 45% evasion, 20% damage reduction bubble, 2 stuns, 2 roots, 20% ranged defense, they are way way more survivable in pvp than I would like. There is just no taking me in a 1v1 unless you're a stealther or i miss a sabre reflect activation and eat my own series of shots. It's a little crazy.
  12. but they don't/ know that do they? I met a operative the other day who had 39k health, which was a really good sign, but things were taking longer than i expected and we even struggled with an enrage timer in czerka core. Check his gear, turns out he's in full fort augments. He's losing out on 448 cunning, which would be a huge boost to dps. The abukity to hide gear would make identifying crap like that and figuring out who is responsible really difficult in flashpoints so we can get someone who can actually do it, especially if neither dps is willing to revaeal their gear, and any decent raid leader is going to demand you reval your gear anyways. I don't know why people seem to think that your gear is private information.
  13. HAve you actually looked at the body type 4 males when they're bare chested? They're *********** ripped. Like full on wrestling grizzle bares ripped.
  14. Not really. Well, just force sensatives maybe, but not those who actually complete jedi or sith training. Jedi can hold their breath for hours, heal rapidly in a trance, are resistant to poision and disease, can see into the future, have telekenisis and augment their strength to the point that they can tear durasteel battle droids appart with their bare hands and jump 40 feet straight up without a running start. What's actually so impressive when nonjedi can keep pace with jedi trained for combat (not all are beyoind the basics of shicho.) and even then they almost always have a host of tech to keep pace with force usere armed with none of it. The PC jedi and sith in game are powerful, but not absurdly so (let me remind you that when this was cannon it was in a universe where darth vader pulled a super star destroyer from orbit with the force, which is way beyond any power displayed in game) where the nonforce using PC are lesser dietys and absurdly skilled compared to their piers at pretty much any point in the star wars universe. Besides, what you're suggesting would be terrible for balance. You shouldn't be unkillable and 2 or 3 of you should not kill whole teams in 4 smashes like maruaders used to be able to. You're still exceedingly powerful in 1v1 situations, you have super high burst in either the middle or right tree, and with strategic use of force camo to get close without being seen you can deal a ton of damage very fast to people who don't expect it.
  15. Pretty much yeah. There is no reason to hide your gear except misplaced "special snowflake" mentalities or hiding your gear.. People like to be individualistic anyways though, so chances are you won't see 3000 copies of your exact gearset. On all of my characters I've seen exactly 1 person in an identical setup to any of mine, there are hundreds of thousands of combinations to use after all. As far as "my stats are viable but people say I'm doing it wrong because the internet said so" goes, go run a 5 minuite dummy parce. When people question your stat distribution, link them the damn thing, if your stat distribution is viable, or better than what is generally accepted, they'll change thier tune in a hurry because clearly you have the actual answer. Otherwise, suck it up and learn to gear because they can mathmatically prove that their way works well.
  16. IT doesn't make a ton of sense, at least for sith, i'll grant. Nothing is stopping either side from using telekenisis like sages do, but light side force users, in cannon (pre disney wrecking it) can't typically use force lightning. It is a dark side power and draws the user closer to the dark side with each use. Even the light side variant is believed to be inherently corrypting and is banned by the jedi. Random light side sith using is dosen't make much for sense. A pipe dream, but swapping the names and animations of dark side vs light side characters based on alignment would be cool. What makes an inquisitor and isquisitor is what moves they're using, not what they look like. Swithching it isn't going to happen, but it would be a cool immersion thing. Edit: oh, by characters, i mean force users.
  17. Isn't it EA austin now and not bioware? Would that not explain............................everything?
  18. To be perfectly honest, I just use whichever companion I like the best regardless of their role, but if something is actually giving me trouble I defualt to healers (or just doing flashpoints untill i gain a level or 2.) Takes a little longer, but nowhere near as long as dieing several times trying. That's easily the best thing about leveling a tank. Even while the story takes longer than normal, the flashpoint ques go much faster. The longest I have to wait for a regualr flashpoint during the day is 45 minuites, and that's an unusually long period of time for me to have to wait, so any trouble the story gives you can be made up in doing the flashpoint dailies.
  19. No. That is a circumstance in which the guy had little choice, that is not the same a going in with a crappy tool knowing that it is a crappy tool and doing it anyways. Anyways, My flash is absolutely shreded by the bloodmark whenever I see it. I don't know that I would call it sub par (i also haven't used it yet to be fair)
  20. You people know how gambling works? You don't enter the lottery and if you don't win the 20 mil jackpot for 80 tickits in a row you turn them in and get it anyways. Taht's why it's a gamble.
  21. http://dulfy.net/2014/05/05/swtor-dps-buffs-might-be-toned-down-in-the-future/ and because the thread appears to be closed, here is a cached version of the topic, text only.http://webcache.googleusercontent.com/search?q=cache%3Ahttp%3A%2F%2Fcache.nevkontakte.com%2Fproxy.html#!go/http%3A%2F%2Fwebcache.googleusercontent.com%2Fsearch%3Fq%3Dcache%3Ahttp%3A%2F%2Fwww.swtor.com%2Fcommunity%2Fshowthread.php%253Fp%253D7399081%26strip%3D1 sorry, cached version of the page, not the whole topic. You'll have to get the rest yourself if oyu want it
  22. Have you read anything in this whole thread? I don't think people have been saying that the buffs that were given out were a bad thing. The classes/specs that got buffed really needed the help when compared to the others (maybe not watchman). or that dps should be nerfed to the point where Nightmare content isn't doable. Nobody has suggested changes that are "flat out unnecessary and detrimental" and i don't remember seeing calls for nerfs either. That said, they have continuously buffed the dps since 2.0 and designed the new content with the NEW dps in mind, so when something doesn't perform as well as the others, they buff it above the rest and then design new coontent for the new high end that they just set with their buffs and then have to buff everything up to at least that. Wash, rinse, repeat. It's stressing the game mechanics and not a feasable way to design going forward. The OP is saying, and bioware has admitted, the dps buffs cannot continue as they have been and (imo) neither can the design for raids continue in that manner. Tanks can't keep up with the threat in pve (it's mathmatically provable, Maybe I'm not the best tank, but I'm not breaking 3k threat per second without taunting, I'm really working to break 2.3k threat per second without taunting, meanwhile commando's put up 4.1k dps and I can't hold.) Taunting at that point is a must as part of my rotation, and (according to bioware) it shouldn't be.
  23. As far as people complaining about the coms, you get 30, count em, 30 from doing the group finder daily for sm operation and then you get like 12 more from the weekely for the raid.. If you did 3 in a week like you do the hm 55 flash points you get 126, so you can get a new 180 gear piece every 3 days. I'd like bioware to fix it to, but seriously it's 126 ultimate coms in 3 days, assuming you do nothing else that might drop them. Complaints there seem...........petty.
  24. Dude, the devs have admitted that this is a problem. The dps is getting to the upper end of what the underlying combat mechanics are designed to handle and tanks and healers aren't keeping up. The entire thing needs a rebalance. Dps needs to be pulled back, or the tanks/healers need a buff that coincides with a pve rebalance to keep the current raids becoming really easy when that happens. Know why guardians are the tanks for PVP? Because their defensive stats don't amount to jack crap. Defense essentially hard caps at like 21% absorb shield can't be stacked because it's tirtiary so you kinda just have all the shield you're going to get without augments (which gets you to 40-55%). This sounds powerful, except accuracy doesn't hit a diminishing returns point as quickly as defense, so realistically speaking defense can be reduced to 10% with 400 accuracy (it takes a guardian 1000 defense to hit 21% for reference.) You have a shield chance of 40% or so on that guardian, but you can't shield dots or crits. Dots asside, if they have a crit chance of 25% before any talants boosting it, you are shielding 40% of thier non crits, which is 30 of every 100 hits, where even if you absorb 40% of the damage your expected mitigation of like 16% from the shiled and absorb, before crit boosting things like force potency or attack specific boosts (scream auto crits for carnage maruaders, for example) and auto crits. Armor is negated entirely by dots and many classes ignore all or some portion of armor for many attacks. So where does the guardians advantage come in and make it the main tank? They have 5 defensive cooldowns to the shadow/vanguards 3-2, so they can spend much longer mitigating much more damage than the other tanks can, as they rely more on passive boosts to shield/absorb that don't accomplish a lot in pvp or do anything to dots. That whole thing is symptomatic of dps being overtuned. It outstrips tank stats, it outstrips healing, it outstrips in game mechanics. People can put up 3 and 3.5k parses in boss fights depending on the fight (hm nefra for example, when they don't have to do anything other than dps the boss so long as someone grabbs the adds) and can put up 4k numbers in ideal situations (ie perses) where fully geared guardian tanks struggle to break 2.3k threat per second. The devs have straight stated that taunts are not supposed to be part of a tanks rotation, but unless the dps is threat dropping on cooldown in situations like that, taunts are in fact required to hold aggro. Not because of threat drops like with drakus, but because the tanks just can't keep up. If your dps is any good, then they know to threat drop pretty much on cooldown in situations like that, but the tanks cannot consistently hold aggro if they don't unless mechanics force the dps to do other things (like handle adds.)
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