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NayaruLovegood

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Everything posted by NayaruLovegood

  1. Great quip. Care to explain what's bad about it and why?
  2. Huh, replies. Wasn't expecting that. 1) This guide was aimed as a basic set of tips to help new/inexperienced players doing MM FP's based on the consistent experience I've had with new/inexperienced players in MM FP's since for as long as I can remember. For experienced people it won't be of much help. You already know what you're doing. If you would like to create a detailed guide on what to do in different situations based on different capabilities of different specs then please go ahead and do that. This guide isn't that and I'm not interested in doing that myself. Basic help for newbies is all I sought to bring. With that said I'll edit the original post with some of the additions suggested in this thread. 2) Anyone saying that this advice wouldn't work in ops didn't read my first post where I say this is for MM FP's and not for raids/ops. Your comments are entirely null and void. 3) For anyone who is here to gain a better basic understanding of tanking you may find my similar basic guide for tanking in MM FP's in the tanking forum more helpful. Although it is good to get some understanding on what will help you in terms of guiding your DPS players to support you by improving on their role. Now that's out of the way. Hi! Thanks for the reply. I don't take it personally however I think you're just disagreeing with some points for the sake of disagreeing because you've accurately described several things that I was getting at, then you've told me I'm wrong about them and also unfortunately you've entirely missed several points that I was getting at. All done under the banner of tanking which this thread and forum isn't about tanking - I've actually done a similar basic guide post in the tanking forum, it would make better sense to address tanking discussion there rather than here. But it's a free world and the mods didn't invalidate your discussion of this here so under that parameter we'll consider your discussion here validated I guess. This basic guide was aimed at new players that want to improve their DPS play in groups with good OR bad tanks. That's why I only gave some minimal information that would be helpful for new DPS players to know about taunting and how healers can get aggro. My notes on taunt are aimed at DPS players who yell at tanks that they should taunt to keep aggro. It's for the DPS players who don't know that you don't just taunt on cooldown but you use it much more tactically than a rotational skill. If you haven't encountered these then you have been in luck. You've assumed I mean do not aoe when I've not said anything of the sort. Further to that, being aware of how well the tank is keeping aggro on multiple targets you wouldn't necessarily want to aoe if it means you're going to get multiple targets switching to you. Depends on the situation. You've talked about taking aggro on single targets as a bad thing. I said in my original post if this is going to be a bad thing you will want to stick with your tanks target. You said targeting one at a time will take a long ass time - If this is true you are targeting something you shouldn't be targeting or your DPS is low. If there's one gold mob, five weak mobs, they're spread out, you're on a melee spec then your aoe probably isn't going to reach them all. In this situation your single target DPS will be better than your aoe. There are a number of situations where your explanation is incorrect. Your explanation is correct if the tank has successfully grouped all the mobs together. The problem is that this isn't always possible unless you're going to corner pull every encounter that can be corner pulled. A further problem is that not every tank is skilled enough (yet) to hold aggro on spread out mobs. Another problem is tanks who mass taunt a group and don't understand that if they haven't generated enough threat on targets then those targets will attack the healer or whichever dps has generated more threat when taunt falls off. You have unfortunately tunnel visioned on to "this isn't ideal in an ideal situation based on these assumptions" and then created discussion with regards to that. If you disagree that DPS are usually fine then your experience vastly differs to mine and the vast majority of experienced puggers I speak with. Besides seeing sub 10k DPS in a lot of runs I do, I also see plenty of situations where tanks, myself included, are running around during spread out encounters making sure they've got enough aggro on everything that nothing will fall off on to the healer. Meanwhile the healer is sweating at the amount of damage the tank is taking or damage the healer is taking because the tank can't pick it up fast enough which the DPS could be reducing within seconds, with little to no risk - but they're busy tunnel visioning the boss. Not everyone is a 336-339 experienced player that saunters through MM FP's with ease. This "ineptness of tanks" is in some situations a learning curve and in some situations is because their team is not playing as a team. I would recommend to you that instead of criticising tanks and writing a whole post about tanks in a DPS thread that you take up tanking and see for yourself. I'm not talking about premade groups of, as you said, your friends who know what they're doing already. I mean random groupfinder runs where you're not always going to be listened to but you can hope that at least one of the DPS players knows what they're doing and that's you and your healers saving grace for the run not being a constant unneccesary mess and stress for the team. Tanks and healers are there to pull their weight as part of the team. There is no I in team. There is no DPS in team. The DPS are there to support the tanks and healers as much as the healers and tanks are there to support the DPS. Or the DPS and healers are there to support the tanks. Or the tanks and DPS are there to support the healers. There is no priority system on who is there to support who, all roles are there to be an equal part of the team. Everyone has their job in that team. It's what a team is. Any other mindset is with a fundamental misunderstanding of what a team is. I urge you to take a look at my post in the tank forum before coming back here. If/when you do return here, do you have any positive criticism?
  3. Haha right!? I've had a few pugs listen but most of the time there's always one who can't sit still for a moment and wait for the team, usually in vets though. MM's less so but... yeah, headache haha
  4. I feel this section of the flashpoint was poorly designed for group content. But there is a way to make it much less messy with minimal risk if you can get your party to work with you and understand these things: 1) The big red aoe can be meditated/reloaded/etc through as long as no mobs have been spawned. The red aoe does not put you in combat. 2) The big red aoe only damages the player it targets. 3) Mobs do not spawn until someone moves forwards after grappling. 4) You can not grapple if mobs have been spawned. Clean method of clearing this: 1) Grapple to next platform/stairs. 2) Do NOT move. 3) Rest/meditate/reload to heal through red aoe while you wait for everyone to join you. 4) Once everyone has crossed you can move, spawn adds and kill together. SO MUCH CLEANER than everyone for themselves, someone grapples and runs forwards, mobs spawn, some people are left behind until mobs are killed or the players involved die. Please help get the word out so this part isn't such a mess on every run! ❤️
  5. Awh bless, I feel your pain! Glad you have the answer to that now though 😃
  6. Ha! Yeah forgot about that, it's the first thing I turn on when I set up the UI so forget it's not just on by default. Useful for every role I think but most important for tank. I'll add that in. It's probably why I didn't think to mention aggro drops, it's usually obvious with target of target on when it happens. Fixed*
  7. If you're looking to start tanking then here's some basic tips to help you get started. Tanking can be a lot of fun and is often much easier than it looks, once you've had a go at it. 😃 As per my basic tips for DPS this is mainly aimed at master mode flashpoint play but has some relevance else where. As tank your job is to gain and hold aggro on ALL enemies as you can take a lot more damage than anyone else in your party. The most important person in your party to you is your healer. Your healer will know immediately from the first encounter whether they're going to be able to trust you to keep them safe. Keep your healer sane and your party safe! First things first! When setting up your user interface you must enable the Target of Target window. This lets you keep track of if your enemy is targeting you or if you've lost aggro. There's a number of reasons you may lose aggro, maybe your DPS has generated more threat than you, maybe the target has a target switching mechanic. Whatever the reason if you can see what your enemy is targeting you will know if you need to use taunt to pull it back to you. BUG: Sometimes Target of Target will stop working. To fix it press CTRL+U twice and then change target for a moment to get it working again. Taunt: is a helpful tool for taking aggro but it does not hold aggro on its own, you need to do some damage or your enemies will target your healer once the taunt ends. I like to run into an encounter and tag all of the enemies with my damaging aoe's and then try to group them all together by the boss or the strongest target. If done right I won't need to use taunt at all. Taunt then becomes a useful tool to regain aggro on the strongest target if your DPS players have tunnel visioned the big one rather than help with clearing out the weaker ones. In the same situation your aoe taunt becomes useful for helping group up many targets in a situation where you have lost control for some reason. You could start the encounter with an aoe taunt but if you haven't gained control of all targets by the time this taunt runs out then you no longer have it as a back up to regain control with... You always want to take aggro on the strongest target first and then whip around the small targets. If a DPS has ignored this and has taken aggro of the boss or strongest target while you're doing a run around to keep them safe, they are doing their job wrong. You'll have to taunt that boss back off them and consider asking them to focus weaker targets first because they'll probably do this for the rest of the run. As tank it is not your job to kill everything, it is your job to get everything's attention so that the DPS can kill it without your healer having a panic attack. If DPS gain aggro of something they will destroy within a few hits, this is fine, this is normal, don't worry about it at all. If DPS gain aggro of something that will take some time to defeat, this isn't fine, this isn't normal, worry about it. In most situations you won't need to use taunt if you just make sure to tag everything a few times with the damaging aoe's you have available. If you work this out properly the only players who will steal aggro from you are top dps players. Hopefully if they're playing so well to tear aggro off you then they're also good enough to know when to lay off for a moment to reduce their threat and let you regain control. (Or it may be a crazy sentinel/marauder type about to get themselves killed a few times and blame the healer every time.) In an ideal world you take aggro on all enemies and then concentrate on the boss while throwing aoe's around to help keep aggro on as many targets as possible. Meanwhile the DPS will run around demolishing the weaker targets very quickly so that all that's left is the boss. They might do this with aoe's when everything is grouped together, or they may quickly pick things off one by one if targets are spread out. Meanwhile the healer is sitting safely in the back watching you all run around and pretty much only has to heal you and any aoe damage taken by the party. Finito! Extra Notes: 1) I have not found a need to use taunt much in MM FP's at all except to pull targets away from healers when I've messed up taking aggro or there are mobs too far for me to reach before they shoot/kill the healer- or in situations where the boss has a mechanic where it will stun you and target someone else, taunt helps to be available to pull their attention back on to you. Additionally there are guides out there on the interwebs that explain about taunting having a multiplicative effect on your threat and you may wish to look those up also for more advanced play. 2) Some healers have skills that lower their threat such as Sage's "Cloud Mind". These skills will NOT stop enemies attacking them if you don't do damage to them. Asking a healer to use a threat lowering skill to prevent them being targeted is not a solution. You must deal damage to enemies so that they don't target the healer. If a healer has a skill that can lose aggro entirely it will stop them being able to use heals. They will only use this if they're going to die, it is your responsibility as tank to make sure they don't need to do this. 😃
  8. Ohh that's actually really good advice! I could further add it might be worth attempting one of the easier MM FP's with two people and companions. My first ever MM FP was as a tank in Esseles with one friend as healer (who also was able to explain mechanics) and companions as DPS. It took a while but I learned a lot more than I otherwise would just randomly joining through groupfinder.
  9. The only info I could find about where to get these is old in terms of where they drop. I know they can be bought from prototype jawa scrap vendor but I wanted to know if there is any other method of getting them? They no longer drop from FP's and appear to be replaced by the processed version. Is there some way the processed ones can be crafted into refined? Allegedly they might still drop from MM FP's but I do plenty of those and don't get any. I'm guessing these have been sort of retired outside of jawa scrap.
  10. This bug started happening after the initial 7.2.1 patch. When I toggle a map filter on or off with either the left or right mouse button the drop down closes. If I toggle a filter on or off usng both mouse buttons simultaneously the drop down does not close. To replicate: 1) Open World Map (M) 2) Click on the [Map Filters] button on the left to open the filters drop down. 3) Toggle a filter on or off with left OR right mouse button = drop down closes. 4) Click on the [Map Filters] button on the left to open the drop down. 5) Toggle a filter on or off using both left and right mouse buttons at the same time = drop down remains open. It's important because most of the filters are off by default and re-opening the drop down after each toggle is inconvenient and did not used to happen. I am not sure that players will figure out that they need to use both mouse buttons to prevent that happening.
  11. tl;dr: If your role is damage dealer your target priority is always weaker targets before strong targets, clear out the weaker ones before you join the tank on the strong target. If the only targets are strong targets then the damage dealer needs to stick with the tanks main target so you're not becoming an off-tank in situations you may not be built to do so. This is always true unless otherwise specified for specific encounters. Note: Titled it for MM Flashpoints because things change in operations depending on encounters and veteran FP's are built around anything goes so it's not as relevant, but if everyone in the group is paying attention these tips will still help understand most encounters anyway, unless otherwise specified at the time by the group. Long version: I play tank or healer almost exclusively. I'm not the best in the world at these but I know my role. Increasingly I find that damage dealers know their role the least and whether I'm tanking or healing I'm often having to work harder than I need to because the DPS are tunnel visioning the target they can spend the most time doing damage on. A good tank will try to get enough aggro on all targets so that very few (or no) enemies will attack the healer, this means hitting every target at least once and then holding aggro on the most threatening target, usually a boss or other strong target - the tank will also AoE or CC mobs when possible to aid in protecting their team. A good damage dealer will mitigate the amount of work the tank has to do to achieve this by taking out the weakest targets first. Weaker targets can do a lot of damage even though they have low health pools, in many encounters a good number of weak targets will do more damage combined than a strong target. Taking out the weaker targets makes the tanks job easier and makes the healers job easier. If the only targets are of similar strength then the DPS need to focus on the same target as the tank unless there is a need for off-tanking of some sort. If you can aoe then aoe! But it will help you to give the tank a chance to get some aoe's out first so that you don't immediately enemies attention to you. Some info about tanks and healers to help you: A tank can taunt enemies, this has some downsides: The first downside is that taunts don't have short enough cooldowns to hold aggro on multiple targets on their own. The second downside is that the taunt on its own will only hold aggro for the duration of the taunt. If no one does damage to that target by the time the taunt expires, that target will then attack the healer. It typically takes a single hit on a target to have a higher threat value than the healer generates by healing. As a good damage dealer you will support a tank by clearing up the trash before taking on the tanks main target. If the situation doesn't require destroying the weaker targets you can mitigate bad tanking by hitting targets once to protect your healer from gaining aggro. It is always better for your group that anyone besides the healer has aggro on anything. There are bad tanks out there who will charge in, won't taunt, won't aoe excess mobs and the healer will usually be unable to do anything except for panic heal. Healers gain a very small amount of threat by healing players who are the target of enemies which is why they often get aggro at the start of an encounter. A healer may have a threat lowering ability or a skill that can entirely drop threat. Threat lowering abilities do not remove aggro, if no one has attacked a target then the healer lowering their threat will not cause the enemy targeting them to choose a new target. If a healer uses a skill that entirely drops threat they then lose the ability to heal the party. So they may be able to protect themselves for a moment but they will not be able to heal you during that time and as soon as their threat drop ends or is cancelled they will once again have the highest threat on any target that hasn't taken damage from tank/dps or isn't suffering from a taunt effect. I hope this can help someone who plays DPS in MM FP's. Damage dealers doing their job right is one of the most consistent problems I see in MM FP's that puts unnecessary pressure on the tank, and the healer more specifically.
  12. Again, some of us enjoy playing the content and being in a group. It's not a mad rush to get to the end for the rewards. I play other games and take breaks though. If you've only been playing swtor for 11 years and are bored of the content in it, content that you choose to play, then that is definitely a you problem. Edit: FYI This is my second account. I started in 2012. 30 Characters across both. Still not ragging on random people who don't speedrun content that I've played over and over many times.
  13. Just chiming in to say that I am here to play the game, not the GTN and I don't seem to make enough credits by playing the game to do very much with them on their own in terms of buying things from crafters or cosmetic sellers on GTN. Costs to travel will further impact this. I feel now required to play the GTN in order to pay for things. Which I've now done a little of out of necessity. I have half a billion which is an amazing number for legacy unlocks and such but if I want to say, augment one of my many characters or buy products or services from other players it feels like a really pitiful amount and was only possible by using my game time in a way that is not enjoyable for me. I'm still working on crafting which will take some time for me and I'm hoping this will benefit me greater for my goals but I'm disappointed that earning credits from saving the galaxy is no longer a viable avenue for very much. Logic dictates that the genuine reason for such lackluster attempts to address inflation is that someone doesn't want to piss off the credit hoarders of which I would assume many are people who regularly put cash into the game, being aggressive enough to affect their profits could negatively impact predictable cash flow. Which is understandable and would definitely need to be done carefully. Affecting poor and new players isn't going to change anything at all. I've now been in a few fleet conversations with billionaires complaining that their sales are being undercut by such steep values that these undercutters must be morons. Having many billions of credits and being annoyed at not getting billions more fast enough is moronic to me. I don't even know what the benefit of having billions and billions and billions is, except to make more billions. There's some effective solutions suggested in this thread and employed by other mmo's that could balance the economy and in a fair way, but given the response to this issue so far I don't have much faith in the devs to research or employ anything relevant any time soon - This is now proved given that their initial attempts to address inflation are costs that should exist to prevent inflation but won't solve inflation. It may also be relevant to point out that many studios under the EA banner are pushed into negative development choices due to lack of resources, unfair deadlines and an inability to apply systems that put long term benefits because they can or may affect short term revenue - but then very few companies tend to value losing out on short term profits to work on things that could positively affect regular profit in the long run, really only the smart ones can do this and pull it off. Here's hoping someone in the dev team is able to do turn things around seriously at some point.
  14. Not all veteran players care for speed running. This is divide between grinders and people who enjoy the game. Grinders are generally impatient and rude though so it would be nice if they had a category that kept them to themselves, it's kind of a big ask though and would further saturate what is already a low frequency of people queueing. It's a shame that group content experience can be ruined by people who's only interest is the rewards rather than being in a group or even the content.
  15. It seems very strange to lock out every class from changing specs because of stealthers. The problem would seem to be stealth in that case rather than the swapping builds. It would seem to me to be obvious to limit the effectiveness of stealth during FP's rather than corner everyone into being stuck in a role. But given that the devs here have a funky way of handling things - dealing with inflation by taxing the poor and the new players, as an example - experience suggests not to expect a logical address of this issue, if any at all. =( I see my post was stealthily moved to suggestions which means some staff member has seen it and chose not to respond, I'm guessing it was a simple forum moderation move though. Given that very few developers of most games have time for player suggestions I would guess that this isn't going to be looked at, at least not any time soon. I'll remain loosely optimistic that something may change in the next few years as the result of some other factor. Sadface times.
  16. Thanks for your response. I'm not finding them to be easy but they are less challenging when everyone in the group is up to 336IR. Not everyone has the same reasons for doing MM FP's so whether or not they're boring to do is subjective. Thanks for validating my thought that rewards are lackluster and this may be contributing to the lack of interest in them. 😃
  17. Hi, I wasn't entirely sure where was the right place to post this but it's something I feel should be addressed by developers and in general appears to be design bugs but could be coding bugs, it's hard to tell from a player point of view. I couldn't find adequate explanations or information about this by searching. I play on Darth Malgus server on Republic side. Since I've returned to the game (didn't play since pre-7.0) I'm observing quite serious issues to the state of the queue system for Master Mode Flashpoints. Uprisings too, I've never seen a queue pop for these but as I've not had a reason to play uprisings I don't know what the point of them is. 1) Except for a small window of time in the evenings there is barely anybody queueing for MM FP's and even in that window of time the numbers of people queueing are low. I always queue as tank or healer and I'm almost always waiting for other people to queue, I'd say this happens more than 95% of the time. I can workaround this by recruiting in fleet chat to fill a party but it seems strange to need to do this for what used to be (and IMO should be) popular content and when some of the significant rewards are locked behind using the groupfinder in the first place. I believe part of the problem is that the difficulty of the MM FP's is harder since the level cap was raised and this may be partly addressed by upcoming raises in irating potential but it would seem also that the available rewards are not lucrative enough relative to the difficulty to make these worth running - on top of that one of the currencies FP-1 is severely limited by a weekly cap that is easily reached within a few runs which further limits reasons for running these. It of course doesn't help that the population of Darth Malgus Republic side appears to be very low at this time, I don't know if it is different on other servers. Enquiry 1) Are there any plans to make MM FP's more worthwhile in rewards to draw players to running them? 2) For some reason it is now impossible to swap builds while in the queue or when in the flashpoint. This raises these issues: 2a) If waiting for a queue as a tank or healer it means that running solo content such as daily missions or heroics must be done while setup as a tank or healer. This takes a considerable amount more time than doing them as a DPS. Which means not enjoying the daily content in the desired way on top of not being able to get into the desired group content. 2b) If the queue does pop for MM FP's and someone leaves, the group is then locked into the roles they've chosen and will be back to point 1) of waiting for someone to hit the groupfinder for MM FP's with the role that is missing. This is less of an issue when it's a missing DPS, as always, but if the missing player is a tank or healer it can be a really long wait. The irony is that due to how the lockout system works you can leave the party and switch to another character with the role that's needed, queue up with that new character and almost always the queue that pops will be the group in progress that you left. So there is a workaround it's just tedious and shouldn't be necessary. Enquiry 2) Are there any plans to address this lockout that prevents players changing their role while in the queue or while in the MM FP? Thank you 😃
  18. Slight necro but still relevant. I have this exact same problem. Had story mission until I left the Crisis on Umbara FP. Mission log is now empty. Traitor amongst the chiss FP has a purple door that I can enter but there have been no cutscenes leading me here and when I'm inside there are no cutscenes and I can pick my companion rather than having one picked for me. The FP terminal outside the phase is dead, I can not interact with it. The mission terminal on my ship only has the mission for Ossus. I've tried taking Lana out and speaking to her in various places but nothing happens. there is no purple quest marker anywhere. Submitting a ticket but given that these are delayed at the moment I'm hoping someone can respond to this or maybe the OP gets notified of this response and is able to fill me in... <3
  19. Wearing endless offensive set and yeah. This skills description is not the same as it's function. The tooltip states that the empowered stacks boost the next blitz/rush's damage but they more seem to be an indicator of how many times blitz/rush has been cast. For example when I have 3 empowered stacks the next blitz I do removes all stacks and does the base 100% rather than boosting it further. So I'm getting 2 boosted blitz's with EO and the fact that empowered stacks 3 times is misleading because it implies that there will be 3 boosted attacks up to a total of 190% damage (Or 2 boosted attacks up to 160% damage without the set but actually it's just 1 that's getting boosted). I really enjoy this skill and blitz/rush totally deserves to function as described in game rather than how it's actually functioning.
  20. Hey! Thanks for the work. I want to provide my opinion for feedback based on the patch notes. 1) Uprisings: I enjoy these but I don't play them enough because the rewards for the time are not worth it compared to other game modes. If Uprisings had rewards comparable to FP's such as those equipment crates and maybe a weekly with tech frag rewards, I'd do these much more regularly. 2) New set bonuses: I don't see how any of those set bonuses offer so much more than what can be acquired from vendors that it makes sense for these to be locked behind the hardest content in the game. All of these set bonuses are ones I would consider trying out just out of intrique but given their accessibility I'm not going to try, and even if I was doing MM Ops at this time I don't feel they are worth the effort to work through RNG to get. Sentinel - Comet champion: 1 second speed boost on kill that stacks 5 times. So a best case scenario if you kill 5 things at the same time you've got a 5 second speed boost. The Zen aoe is not unwelcome, I guess I'm curious if this does a serious bunch of damage or not. Guardian - Fulminating Defense: Out of all of them, this is the only one I'd be interested to try, but also I don't need to try it versus what I have already. Sage - Undying Protector: This looks like the ultimate "oh crap" button for the entire party. However given that the related ability is on a 2min 30sec cooldown and we try to avoid "oh crap" moments, it seems a bit of a waste of an entire set bonus when there are options that are helpful for every second of combat, not just every > 2min30. If this was a diminished version using Force Armour instead of Force Barrier then I could see it being appealing. Shadow - Ballast Point: I'm not even sure why this is good. It's maybe an ok tank spec set bonus but again, there are better options from the NPC. At least going by the text descriptions. Other than that it all looks good. Just these mediocre (on paper) set bonuses applied as RNG to the hardest content... seems unusual. Once I get up to MM Op's I'll see for myself or if/when I get a set of these through SoW. For now I'll wait to hear feedback from others and judge from there.
  21. Oof yeah and that's even slightly a different issue altogether. Some of these MM's are tough even at 306 so when new players (or players not familiar with the runs) come with less than that, it can be a real pain. On pubside half the time these people are silent or will back out of they can't perform well enough. Only occasionally will they rage. Although I did join a random MM Nathema and before I even joined the map I apologised because I vowed never to do nathema with random party again, wished them luck and left. Then the healer started PMing me abuse for not joining them because they were lv70, asking me if I was retarded for not joining due to their level. A good level 70 healer might well have been fine but I just won't do Nathema with a random group anymore and did not deserve the toxicity that player threw at me via PM. x)
  22. What is it with this game and random groups? Particularly on impside but on pub side a little bit. And much less so than other games I've played. People are rude as heck, regularly and after many many runs of nasty people today I've snapped at someone who wasn't even the worst one of the day but they then goaded me over and over again and I'd lost my patience by this point so I raged back instead of just ignoring them and moving on with my life like I usually do. You know, those players who are "..." or "*** are you doing?" at you or other players when things aren't done how they want them done or when something goes wrong or a mistake has happened. Like honestly what the hell? What are these people getting out of treating other people like this? And what is it about impside that makes this so much more common? I'm trying to play a game here which is supposed to be a fun thing to do but it's not fun when these people are turning it into a crap fest of toxicity. I'm trying to level the last of my toons to 75 on impside and it's like every 4 runs or more I'll be in a party of people who are friendly and not rude. But all the runs in between are these rude people who are at BEST people who don't say hello and don't say thanks for the group/run/whatever. It's pretty much polar opposite on pub side. And I know, I know "It's the internet" but I've been on the internet for a very long time and very few places have I seen this toxicity so consistently than in SWTOR group finder... impside. Really.
  23. As Steve said it was a sarcasm post you're replying to. I just wanna add though I couldn't care less about what DPS people are hitting as long as they're pulling their weight within the role. Well, of course it's a problem if someone doesn't know how to DPS with their DPS spec class... I've seen some tele sages who really don't know what they're doing and don't like taking advice either.
  24. Oh that serves me right for coming on forums when I'm sleep deprived. I've swapped small for big on the part that was wrong. x) I maybe don't disagree with what you're saying but I'm personally experiencing bad DPS a lot more than bad tanks or healers. but given that I'll see DPS players more than twice as much as healers or tanks then the ratio makes sense that I'll see more bad DPS players than bad healers or tanks I guess.
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