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HotLeadSingerGuy

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Everything posted by HotLeadSingerGuy

  1. It's not a CC effect...it's a debuff. OP, and people agreeing with him, I'm not saying it's broken or not...I'm saying that maybe BioWare doesn't define "Controlling Effects" the way you all think it is defined (or should be defined). It seems to me that "Controlling Effects" means, literally, effects that control (CC abilities). If so, knockback/knockdown/stuns wouldn't be included in that. Why is it that you all believe HD should protect against knockback and knockdown? Those aren't controlling effects. I guess this is just where I'm a bit lost on it. You're assuming these effects are CC effects, which I wouldn't include them as part of.
  2. Or maybe you should learn what a "Controlling Effect" is. Nobody can CC you while you have it on, so I'd say it's doing its job properly. Force Choke isn't a CC, neither are knockbacks. Stop complaining in a rude way.
  3. Actually, I've played since launch. I was in every beta and started on the earliest pre-start. Stop your whining and complaining like a child. Maybe they fixed it to work like it *should*.
  4. Three things: 1) Who says the ability is broken at all? The tooltip says it makes you immune to all "controlling effects" while active and while you remain in cover. Controlling effects are things like CC. Knockbacks/downs or even some Stuns will most likely still function. 2) Don't be a ******* to people if you want them to do anything. If this were my game I'd ban you purely for acting like an adolescent. Grow up and write a support ticket and post in the requested changes forum, if you truly want it changed. Don't pout and cry about your problems...find ways of fixing them. 3) You have no idea how hard it would be to code anything. Most likely it's something simple (setting a flag to create the immunity), but the change also hinges on staying in cover, only being immune to certain skills, ending if any number of modifiers are enacted (getting out of cover, knocked down, etc...), and more that you couldn't even think of. Don't ever assume a coding change is easy...most of the time when people assume something like that it's because they don't know a thing about enterprise-level coding. Just because you can make a simple VB script doesn't mean you know how to code an MMO that millions of people play.
  5. This happens all the time and it's extremely simple to stop. Cryo grenade one of the DPS. As soon as he breaks the stun, hit him with the CC. He'll be out for 45 seconds while you and the other DPS crushed the remaining enemy. Then you have plenty of time to make sure both you and the DPS are up on health and ready, then you go after remaining DPS. Learn to play the class and you wouldn't have as many problems. It sounds like you just like crying. Instead of whining about your inadequacies you should learn a better strategy for playing. You'd be surprised how powerful CM still is as long as you don't play it like a 12 year old.
  6. Err...what? You realize that Sniper doesn't equate to Commando, right? Sniper equates to Gunslinger on the rebel side. Commando is the only class that can effectively use the Assault Cannon weapon class. BH is our equal and uses single pistols. If you'd rather use a single pistol, go for it. I'm just not sure what the reasoning would be to use Blaster Rifles...Assault Cannons are just as good lol and allow us to use more abilities.
  7. This. Our guild DPS Commando is still near the top of every raid, in terms of damage, and my Healing Commando still heals just as strongly as I did before. The patch changed a lot, but it didn't make us inept, in any way. It *should* make you rethink strategies and plan new ones. Combat logs that show reduced damage are pointless, since that could just mean the DPS wasn't adapting to the changes, or the bosses he was fighting put up different defensive abilities, or there were LoS problems, or...fill in the blanks. Unless you have 2 identical fights (which is impossible), the comparisons are useless. I have plenty of combat logs where the DPS Commando is doing just as much damage as he was before. And on the topic, OP, your plan will go nowhere. If you want to instill change, write up a request for the devs instead of waste board space.
  8. I agree with everything Torch said except that I think CM is still fun to play. I don't really PvP too much, but even when I do I'm usually at or near the top in healing. PvE is fantastic for CM, though. With a good tank, you can easily keep a group alive and there's no need for downtime like there would be with a Sage (after awhile). Ammo management can be tough in a group setting (if the tank isn't too great or you get a lot of adds), but once you get the hang of it it's pretty fun.
  9. I'm assuming that the big change came in the way that Armor and defense work, since it seems like Heavy Armor users take more damage now than they did before. But I *heavily* disagree that it's made us less fun to play. I find Trooper far more fun to play since 1.2. Before the patch it was far too easy (in pve *and* pvp) because we could just spam 2-3 things and easily win. Now there's actually some amount of challenge to the class and it's far more on par with the rest of the classes...and now all the kiddies complain. Notice, it's not the people that actually know how to play or are willing to learn new ways to play that are having problems...it's the kiddies that want an easy game and are now being forced to actually have a challenge. I love how one of the recent replies was "before 1.2 it was easy to stay alive, and that was with one eye on the game and the other watching TV". Do you seriously want the game to be that easy?? Why are you playing a video game if you just want to sit around spamming a few things mindlessly?
  10. One thing I've started to find, as I play my Commando more, is that Commendation vendors do not sell certain items for DPS- or Healing-based Troopers (Commando or Vanguard). What I mean is this: The only items that give +Aim and +Endurance of the 3 types affected are purely made for Endurance (tanking). The three types are any kind of full Equipment (armor/equipment), Mods, and Enhancements. There exist no Mods or Enhancements for DPS- or Healing-based Troopers...which is very unfortunate! In addition, there is no equipment on the Equipment vendors of use to those of us that aren't tanking. Is this just an oversight, or was it intentional? Every other advanced class has items of these types, but we're left out. It's really hard to get these items on servers where the crafting is almost non-existent.
  11. I'd say go a completely different way. Combat Medic and M1-4X are an easy leveling solution with very little downtime. Even against Elites I maintain high enough ammo to keep Forex alive and near the top and still fight the Champion. Very little downtime, and if you spec right and gear right, still high dps.
  12. This. I don't pvp much with my shadow tank, but I do at times with my CM. Pre-1.2 I couldn't stand it, because I'd usually finish the match with close to the least deaths, easily the most healing, and usually a good number of kills too. It was unbelievably cheap. I felt like Jordan playing against a high school team. CM *needed* cutting back. The difference is while many of you think the changes went too far, I disagree. I can still stay near the top of the healing and still keep a low number of deaths...which is exactly where I think we should be. If you don't have a team backing you up and doing *their* jobs, then you won't be able to do yours. Once people start learning that they need to protect the healers (more like they would in PvE encounters), everything will start running more smoothly.
  13. I think a point should be made that was brought up here...no class should be really able to do 2-man Dailies alone, unless you and your companion are both tier2+ geared. They're quests that are specifically made to be done by 2 people...including companions. They should be *really* hard to do with a single person+companion. Then again, I don't do dailies on my Commando. I have a Shadow Tank even the +4 isn't too hard with a shadow tank.
  14. Not useless. Tanks are meant to soak up damage, which they do fairly well. A Tank and a DPS should be able to go toe-to-toe and be about even, since the Tank can take a lot of damage and deal a little, while the DPS can deal a lot of damage and take a little. It should be close to evening out. A healer on either side of that formula should change the game though (which it does). Tanks are meant to protect the people that can't protect themselves. If this weren't true, there'd be no need for a tank in raids. The way you guys seem to suggest that DPS and Healer should be even makes it seem you would also believe a raid should be able to consist of a tank and all healers...which would be ludicrous. Every archetype serves a specific purpose, which finally they do.
  15. I'd say 1.2.1 proves that a majority of players don't understand English grammar, spelling, or tact. 1.2.1 only proves that there are far too many adolescent kids playing this game.
  16. I'm kind of getting sick of seeing the crybaby posts on this forum. It's hard to actually come here looking for information on the class anymore since there are so many kids on here throughout the day whining about everything under the sun. Commandos are still fine. We're still near the top of every WZ I've been in, and we're still near the top of dmg in every raid (thanks to the combat role I can prove that one). Learn to play and stop relying on your previous knowledge of everything MMO. BTW, you either have a horrible memory or are lying to everyone...because I worked for Blizzard from launch of WoW until around 4 years ago as a GM/QA and I played a Druid, Pally, and Necro. Saying that WoW was more balanced, fair, or nearly as good as this game is now is ludicrous. The game was horribly buggy and unbalanced for the first few years. Take off your rose-colored-history-glasses. Basically, what you're crying about is that you can no longer jump into a fight without thinking ahead. This is honestly your criticism? What are you 12? A *VAST* majority of people actually prefer a game where some amount of strategy is necessary. Just because you want an idiot-game doesn't mean everyone else does. I couldn't be more happy with 1.2...since now if I plan ahead for a second or two I can mop up.
  17. Well then eventually people will realize they *have* to be there, and play accordingly. As a healer, you're a support class. You're not an assault class or defense class...you're a support class. Your *ENTIRE* purpose is to be there to help others. Thinking you should be able to stand toe-to-toe with a DPS or Tank archetype is utterly ridiculous. I'm sorry to ruin everyone's misconception of a healer class...but just realize it and learn how to *correctly* play your class, or roll something else. Again...those of us that learn how to play correctly don't have the problems that the rest of you seem to.
  18. LOL what are you talking about?? Our guild demands a mix of CM and Sage healers when doing Ops. The reason is simple: Both classes have huge benefits and severe restrictions. Benefits: The Sage can burst-heal an incredible amount of health. The CM can heal the same for very long periods of time. Downsides: The Sage now has trouble maintaining high Force, and after bursting can be drained quickly. The CM can't heal multiple people all being hit at the same time. The combination works wonders, but one without the other would get the raid killed. If the tanks are doing their jobs effectively, there's no need to be able to constantly heal the entire raid.
  19. Yes. That's the reason that the Tank and DPS classes are *SUPPORT* for the healers. They're meant to protect the healer. If they can't, the healer should die. The Healer class is a specified archetype that should barely be able to defend itself...and that's finally what it is in pvp. The entire point is that the rest of the team makes sure the healer remains safe, so the healer can make sure the rest of the team remains alive. rjavig is completely correct. I should have mentioned that when I play my CM, despite only being tier1-geared, I'm almost always at the top of the list and earning the most medals. That's because I know how to play my class, and I play with people I know know how to play theirs. lol I can't tell if you're semi-joking. It sounds like the rant of a child that doesn't understand game mechanics. The reason the team would bring a healer is to keep *THEM* alive. DPS classes are meant to kill the opposing team...healers are meant to protect yours. For a team to be most effective, they have a mix of both, along with a good tank. Thinking we weren't unkillable juggernauts pre-1.2 is similarly ridiculous...there's a reason every idiot that didn't know how to play CM was still at the top of the leaderboard. That shouldn't happen. In order to be at the top, you should be able to *PLAY* like the top. Once again, I don't seem to be having problems post-1.2. I'm still near the top, and I still get praises from my teams at the end of each WZ for doing a great job. And the numbers do *not* back up the claim that CM are worse than the rest. The difference is that we don't have the same capacity for burst healing...but we have a *MASSIVE* capacity for long-term healing. The reason I end up at the top of each board is that I stay alive and continue to heal the entire fight (because the rest of my team is competent). I'm sorry some of you guys feel that you can't stay alive...but if you learn to play how 1.2 demands you play, and you get people that know how to play (or teach them how), then you'll stay alive. If the tank and DPS are doing their jobs well, you won't be taking much damage at all unless you get ganged-up-on.
  20. Completely incorrect. The problem is that most of you don't understand the role a healer is supposed to have. This isn't WoW, where a healer can stand there and tank another player. The healers, in this game, are meant to be healers. They're not meant to be able to take a high amount of damage, or go toe-to-toe with another class. If a healer doesn't have support, he/she *should* die. One-on-one against a DPS, a healer should always be killed. Sorry to ruffle your feathers, but that's the entire point of the class. If you want to do damage or take damage, roll a dps or tank. If you want to fill a specific role that's immensely helpful but can't do everything on its own, stay healer. And yes, this is coming from someone who *IS* a healer, and has no problems at all with 1.2. I have a Shadow Tank and CM healer and feel that CM has been vastly improved upon with these changes. We were way OP before, and needed to be brought back in line with the class description.
  21. Then explain why Shadows got a re-skill lol. I have a Shadow Tank and the only things that were changed were visual (a tooltip was changed, and 2 animations were changed that have no effect on combat). Don't get me wrong, I'm glad I got another free respec, but I'm not sure why I did!
  22. What he was asking is how did such low numbers not get the raid wiped because of the enrage timer. To take down Toth+Zorn or whatever their names are we had to sustain about 4k dps across the entire fight, which takes into account the amount of time lost because of the bosses switch mechanics and such. That means that when actively dps-ing the raid has to sustain around 5k. This is on Story-mode. On HM you'd have to sustain around 6k while fighting. If you don't, the raid wipes. The enrage on these guys is brutal.
  23. If using M1-4X as a healer, it's no problem...however if I try taking any amount of damage I go down pretty quickly now. *VERY* noticeable difference between pre-1.2 and after. If I use either of the first 2 companions (dps or heals), I barely survive most encounters. Quite unfortunate...Trooper was one of the only classes that really had a choice in which companion they needed to use (for instance: Knights have to use a tank for a majority of the game until they get a healer, Consulars have to use a healer until Nadia, and Smugglers have to use a healer or tank, depending on focus). Now 3/5 companions in each class can't be used to solo with.
  24. In terms of the new Op he's right though. Ranged is much preferred. Many of the bosses have AoE attacks or ranged attacks that can be avoided entirely if the DPS is ranged. For the first bosses (Toth and Zorn) you can go the entire fight without anyone but the tanks getting hit. Things like that shouldn't be possible. Yes, melee dps is still ranked higher in damage...but as long as you're beyond the Enrage threshold the extra damage is pretty much irrelevant. From what I've seen so far, ranged is much preferred in the new content (not sure about the FP, but at least the Op).
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