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Kerbs

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  1. I have tested this myself as well and definitely not working as from 5th of July. I have submitted a ticket as well outlining the issue and explaining how I tested, hopefully a resolution shouldn't be to far away. I wonder if the Marauder ability is working fine.
  2. Just to add been on both sides of the fence, we have killed him and other guilds have been waiting to get to him and have had to quit and same thing has happened to our guild too. Just a shame on a PVE server where the boots are Campaign (PVE related) that it can be very awkward for a high pop server at times. Putting the boots on an EC boos wouldnt hurt, chuck them on HM Kephess or something.
  3. How can you loot farm it when you get a debuff from killing it anyways.. Guilds plan their raid nights and this is a silly thing that doesn't need to be there... If it was a competition then people should just start spoiling peoples attempts
  4. Issues with the way NP is set up at moment (keep in mind I play on Dalborra an Oceanic PVE Server) -Has to be 16 man, (we group with another guild be this is unfair to 8 man guilds in general) -Open world and mechanics allow for others to exploit and grief your attempts -Have to wait in line for attempts on raid nights -If boss is killed there is a 2 hour re spawn timer (why is that when the people who kill it get a de-buff, this just penalises others) -The de-buff you get once killing NP makes it harder to swap to another night to make sure the spread of guilds can operate on different nights. -Lag is an issue with open world format with a lot of players waiting on attempts.hard to eve Can some of these concerns be addressed please and looked into for future end game content as well.
  5. I got to Legacy Level 50 about a month ago with two level 50 characters. How? Raiding on both toons but the big booster is Dailies! lots of them, they move up legacy very quickly.
  6. Would it be possible to buy the Exotech Biochem patterns with daily tokens in the future? farming trash mobs in old operations for slight chances on drops is not fun and very tidious.
  7. Roots definitely need to be on resolve it is a complete CC to Melee, The fact that you have consulars and Sorcs purposively breaking there shields to snare as well is getting to be a joke. I don't mind getting my fill of CC but teams are rolling in now with roots as overkill Melee cc
  8. 20-40% hey.... care to back that up with numbers for ranged/melee
  9. I have a 50 Commando and Sentinel that PVP's. Commando is more of a jack of all trades type of player minus the Interrupt. Bioware have said that it is a purposeful ***** in the armour to offset other utilities. Commando has... (Gunnery Spec) Self heals Good dps (it does if you say otherwise then your are not doing it right) Burst damage can be quite high if timed right. Excellent Knockbacks two of them in Gunnery. 4 Second stun 25% damage reduction along with Heavy armour Excellent AOE damage which even in PVP can be more than useful. no Interrupt no gap closer (not that one is needed) Sentinel has. (watchman spec) Awesome single target sustained pressure dps with dots Excellent interrupt abilities Gap Closer Force leap Force Camo used as either gap closer or defensive ability Excellent short term defence in Saber-ward, rebuke and Guarded by the force Damage reduction/cancellation on tech and melee users via pacify Medium armour small heals but no on demand large heals. No significant AOE No stun that can be used whilst damaging the rest are mezers or channeled. Only dps in Melee with the excpetion of short range attacks at 10 meters, in world of stuns and roots where they are not on resolve this hurts melee a lot in general. no knockback TLDR - Different classes are different and need various forms of strengths and weaknesses to keep gameplay interesting. Balance may still need to be required but putting in abilities that change how the class is defined should not be the case in my opinion.
  10. Just wondering if Bioware is looking to implement IPv6 with SWTOR or at least get testing in for it. I live in Australia and my ISP runs dual stack IPv4/6 so I could test and participate in trials. It is not a big deal at the moment but something to think about http://www.isoc.org/internet/issues/ipv6_faq.shtml
  11. I can confirm this is also happening in 8 Man normal mode too! instant deaths for people well outside the circle, issues was not present before 1.2.3
  12. Can we get the sound issues fixed in this game already, it has been like 3 minor patches and it is still occurring. I know a few of us missed out on new cinematic's because of this and restarting the client over and over is just getting ridiculous. Game breaking issues of immersion lost. I apologise for the rant and I see there is a maintenance tonight I hope it fixes it.
  13. With no stuns (without channelling) no push or knock-back we need these skills to be able to be competitive. Cool down timers are fine as is.
  14. I believe one of the biggest issues is that you can be chained stunned by multiple people. The resolve bar does not give immunity until your are un-stunned where you see the white bar going down, whilst in the stun I think you can be kept that way until the people around you run out of stuns. I know I have be stunned for like 10 seconds before dying by multiple Sorcerers. Needs to actually give you immunity when you get full resolve. i.e stun breaks. This may need to be reworked a bit and probably should include roots as well. Just needs some balance with it all, total loss of character for such long periods is very frustrating not to mention on top of that the many knockbacks that occur.
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