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Pintzers

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Everything posted by Pintzers

  1. Exactly, it doesnt specify, thats my fear Is it going to be like HK, you need to pay to clear him on other alts, or like Nico, where you get them to all alts?
  2. In terms of the 2 companions, the Darth and the Jedi Master, do we get them ONLY on the dark vs light side event char we made or do we get them for ALL our characters?
  3. Rage much? Rofl When the bigshot ranked players come to regs, most of the time they go farming and dont help with the game itself: what good is doing 2 mil or 3 mil dps if it goes all down the toilet because a sage outhealed the group or you didnt take a single position during the match? Anyone can read skill trees and understand, reading where the foes are, where they are going and antecipating movements is a whole different level, far more than just mindless brute burst, and if 8v8 ever comes back you will learn that very fast buddy.
  4. Tait, does this imply that the dev team isnt planning, currently, any changes to the current PVP or stats system in the near future or do you guys have something working in mind?
  5. 11/10: the return of beloved vette to my marauder and that super passionate kiss made it all worthwhile <3 The extra 1 is just for gault and the wookie jokes XD
  6. A suggestion for adjusting Guard and Heal on PVP, addressing the class inbalance issue, without affecting PVE content and players: -Make trauma debuff stackable (2-4 stacks), to allow players to be able to respond to the high hps ingame; -Increase mercenary and operative healing output to match sorcerer output; -Make Guard a more complex system: turn it into a function that is directly proportional to Shield rating, Absorption rating and missing HP of the person being guarded, with a cap of 50%; -Increase the reduction of damage output of tanks from 10% to 30-50% (these last 2 are to address guard and the defense stat issues).
  7. Look at warzones, thats is clearly not working, not even remotly close to that: compare a sage with a merc healer or op healer and you will see. Compare 2 or more sages with tanks with a team that has none and it shows... the debuff idea of trauma is to separate people who actually are aware, ok i need to use this if i want to beat him, from those who just go in for damage and end up with 0 contribuiton to the warzone result.
  8. Everyone has seen how PVP has been having a lot of discussion on forums due to the considerable healing output of sorcerer/sages during matches and how that makes the game very harsh when you have a inbalance of these between teams, not to mention when you bring a tank or two along for the ride. There is always that pressure for change, always the issue with not affecting PVE... i was thinking, and im going to propose a suggestion (not sure if someone has talked about it yet, but at least its out there). In PVP, change the trauma debuff in 2 ways: -make it stackable - max 2-4 stacks, 20% reduce healing each (probably some preliminar testing would be good to find a middle ground. -provide the buff to more classes (dont recall all classes that have and dont have debuff, but make sure that everyone can apply it) - bit discussable this point, not 100% sure but... This would need to be accompanied by a buff to mercenary and operative healing, i think, but its also something that should be tested. This wont affect PVE, since trauma will stack thanks to debuff from players, not Operation bosses or ones from flashpoints. For the tanking issue, i would suggest this: -Adjust guard so that the amount of damage transmited reduces over distance: from 5 to 10 meters, going for 50 to 0%, again something to be tested. -Reduce taunt associated damage cut (perhaps?) Not sure what you guys think, but hope this helps.
  9. Our team didnt have what they had and it was regular game, dont think its too much to ask of them for some reasonable matchmaking. Too hard for bw to put 1 healer per team instead of 2 on 1 team and 0 on the other?
  10. 8v8 on novare coast. Enemy: 5 sages, 2 scoundrels, 1 guardian 3 sage healers, 1 healer scoundrel. They win how? simple healing each other and bubbling, 0% skill or effort. This is why we need matchmaking devs, its not simple imagination, this IS happening.
  11. Pintzers

    Watchman stats

    Not sure on the 105% accuracy for PVP...are you sure of this? Wont it sacrifice power? If i may note, Juyo form increases your critical chance of bleeds by 2% per stack, so 6x2= 12%: for a 50% chance of critical bleed, you only need 38% base critical chance, so you can get to that value and use the remaining 2% of points for alacrity (or accuracy), perhaps. Just a suggestion, hope it helps.
  12. We are ok, ty for the concern. Fix matchmaking and we are happy.
  13. "Hey folks, Here are the current Known Issues for Game Update 4.1! This list will be updated as we come across other issues. •The Alliance Alert "Reclaimed Treasure" is present in the Alliance UI but is not usable. •The Outlander gear has changed colors. •Schematics can be missing from Crew Skill Crafting lists for some players. •Lokin's Influence amount is not appropriately reflected until the item turn-in step of the Mission "A Kindly Old Monster." Eric, just wanted to let you know that "Shinning in the Darkness" mission from Sana-Re is also bugged, like "Reclaimed Treasure".
  14. Skillful --> Stoic / Debilitation / Adamant (maybe Unwavering Resolve for Watchman or Combat?) Masterful --> Defensive Role / Incisor (Concentration) or Ardor (Watchman / Combat) Heroic --> Fleetfooted / Enduring (or Zealous Ward) First setup i use mostly to maximize my defense and survival as well as ensure i have enough Focus: since there are so many roots, stuns and physics it is easy to get your Focus bar filled up through that. Debilitation i tried NOT to use it but its advisable to have it, the root is more necessary that it may look at first sight. Second setup may seem strange due to Incisor, but i use it for a rather annoying fact: you may be able to run or even slightly outrun your foe naturally, but the ammount of impares and slows i get in my warzones is so much i have issues reaching out to foes sometimes, and they fall out of grasp. To compensate, i use this to slow the enemy down and i dont use Ardor. Instead, i switch between Transcendence and Zen, depending on the situation, since i can build 30 stacks about every 15 seconds, average. For outsider the Concentration form, i would advise Ardor, though. Last setup is more or less self-explanatory: the speed and unroot utility and the survival utility. Hope this helps.
  15. I was gonna say "return to TRE, youre a lot better there"... Seems you beat me to it
  16. Saw a 21k today,so youre probably not far. Depending on enemy gear it can go higher, naturally, but most if the time they are like 12k-20k. depending on mitigation.
  17. 1 - Nerf sorc healing CONSIDERABLY for PVP; 2 - Nerf the redirection of damage and loss of DPS due to taunt on Guard/tank classes for PVP; 3 - Compensate the last 2 points by reducing damage output from bosses on Operations and flashpoints for PVE; 4 - Impose rules so that NO MORE THAN 1 healer and 1 tank can be on the same warzone group (stop having 2 healers or a horde of tanks and healers on the same warzone!) 5 - Make warzones that are actually balanced: 1h/1t/2dps vs 4 dps is most of the times a certain defeat for the 4 dps, regardless of focus; 6 - Impose restrictions on premade queing. If you have doubts why i write these ideas, check a PVP forum: you will find a lot of supporting evidence. Good day
  18. Same, cant log in either "Login service unavailable, please try again later"....
  19. An interesting reward would be, in terms of mounts, something like the Basilisk War Droid with an anime like the Turret mount, for shooting, or something that opens up and moves (bit like transformers, but only slightly). Another possibility, for titles, would be something like "Eternal Keeper", "Emperor of the "class name""
  20. I suggest making unnatural preservation a lifesteal and triple its healh income. Also, increase range of all force attacks to 300m and make all of them root foes!
  21. Everyone so worked up about PVP FOTM, heals and overkill joys, lets give the devs some "ideas" and have fun for a change! Here is my suggestion: -Buff orbital bombardment for snipers: increase radius to 5km, make it instante cast and with each strike on the ground its damage output is increased by 100%, stacking up to 50 times and lasting 10 minutes (and make it off the GCD )
  22. On my last Ravagers run, i won a rol for a Storm Carrier Rocket decoration (74 was the highest), yet NONE of my teammates won the decoration and neither did i: could you check this situation please?
  23. I just noticed that there is a clear situation that should have been corrected on last patch concerning the critical strike damage of these specs: -Marauder, Fury has a skill called "vehemence" which increases Critical Strike damage of all abilities by 10%; -juggernaught Rage has a similar skill called "dark ressonance" which increases the same critical strike damage, yet this value is NOT 10%, but 15%! Please fix this so either BOTH have extra 15% critical strike damage OR 10% strike damage, its a simple matter of fairness for 2 specs that are a mirror image of each other for 2 sub-classes.
  24. To answer that last question: Sins --> if they are tanks, i would say to focus on force attacks that you know are auto-criticals (for exemple, raging burst), so that it can tackle their shields (might even backfyre on them). If you are carnage, just burn past the armor with gore. Stunning them during depradating volts is the best way, since its a nearly 20k hit when fully charged and it has a cd, even though its short. Use your defenses timely, focus on using cloack of rage early since the fight is likely to last long and you can make full use of it. If you fight the other sins, mostly deception, they will do the same thing almost 90% of the time: stun, proc maul, maul then burst with force attacks. From what i tried, you should be ready for them (translation: experience, "gut feeling"; per say, but this you need to get with time). When they stun you, use your breaker, then FC right away. Go behind them, use chocke, and use und. rage right after they are unstunned: that way , if you get stunned again and they burst you, it will all be for nothing and you can control the fight from there Scoundrel --> predation and force attacks are key: main thing about scoundrels is that rol and dodge but its mostly efficient versus melee or ranged attacks, so force attacks can pierce right past them with less reduction. Try popping predation to chase them, disrupt healings and you should do rather well
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