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Invic

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Everything posted by Invic

  1. Thank you both. While I am unable to serve, I do all I can for those that can and do. Worst part is 2 days after my transfer, I was informed we lost a guildmate in service. It brought the whole battle of trying to get help to a ending point for myself personally. I setup to step down and hand off guild leader to someone still actively playing as it upset me to login after all the attempts at getting help, the other choices being made by devs were just a side line influence in the end. The most interesting thing I ever experienced in a multinational guild happened a number of years back. I had two friends that were actually on opposing sides of a conflict and both when they had a chance would play online together on the same team. One of the most amazing things I have experienced in my whole life and speaks volumes for people of the world in general when you remove the politics of the world.
  2. While it doesn't fully apply to this topic. I like to give Devs the benefit of the doubt, but they finally got to me and my guild. The free to play made things a bit easier to finally click the cancel button and give up the last of my hopes. I did write up a well explained and written cancel message, of course it was eaten asking me to login again... So re typed it and bit fast and sloppy. Free to play with getting no support from SWTOR in regards to our guilds transfer issues. What cracks me up and the slow release of new stuff items cosmetic ect, yet that is going to be part of the F2P revenue generation. Makes me wonder how long ago they started making new stuff and holding it for the coming F2P system instead of releasing it for those that have played since day one and paid for it. I had great hopes and dreams maybe they will get things going better but I think its time to wander off. Just a copy of the 2nd message after first was eaten, sorry its a bit messy. I might see you guys in the future to some degree! But hope everyone continues getting their enjoyment out of all the play! Besafe all.
  3. Hmm not really seeing a whole lot of a reason to not just play free. To be honest, I spent the last 3 months trying to get a answer to some transfer questions in regards to people serving overseas and unable to transfer with the rest of our guild. Not to mention the mess of guild banks not being moved easily. The silence of that has pretty well driven myself to the unsubscibe land here soon anyway. Regardless the F2P seems to always take things towards pay to win line of things and despise it for the most part. But it would let me pop in and play here and there after the transfer fiasco is driving me to stop paying anyway. Its hard to pay to play when you feel your paying for abuse lol. Hope its the right choice...
  4. Heck I'm still trying desperately to get info on a final roll over due to I have a number of guildies currently deployed in service to their country and unable to transfer.... Not willing to abandon half our group and use the transfer system right now. I have gotten a hold of a few in the service and some nice long distance bills trying to organize a move, yet not a single response from SWTOR side. Emails, PM's..in game support you name it not a single response
  5. A couple of questions So our guild has a rather large guild bank being a issue....But that is not the primary concern We also have upwards of 30-40 people not active many due to military service and others that are not active in the summer due to family ect. So transferring for us would cause the group to be split easily leaving many behind. So will there be help for us and server population coming soon? As splitting the guild player base up do to the above reasons would probably result in many not returning and those that left less likely to hang around with half our friends on another server. Given many are casual players with numerous characters a paid transfer later would probably be costly with numerous characters. Some info for us and a small piece of mind would be great Thanks
  6. Bump Wondering if anyone is also running into this bug, with few hitting the end now the odds are slim this will go noticed it seems for a long time.
  7. Right after 1.2 Came out, literally the next day I went to complete my Agents final story segment. Upon traveling back to where I was sent from, the instance shows red and cannot enter. I have submitted and updated a ticket a number of times and gotten no response beyond the SAME response telling me to do everything listed (Which I have done 3 times now) Yet I still cannot complete the final part of my story. I have Reset the quest and redone it Numerous times. I have reloaded the game I have let the server restart a few times now. I have refreshed my instances by hitting others. I have spent over a week in other content waiting to finish my story........ I have reloaded my UI I have sacrificed a goat.... (Neighbor is a bit freaked out now) You name it I have tried it..... Still the instance is Red, and heck I have repeated the quest so many times I have gotten bored and tried all the dialog options out bored. I have probably wasted 8+ hours on this now and its really upsetting to have nothing but the same canned response from an in game ticket. Then typing out all the info they ask for to get the same canned response. Can a Dev please look into this for me? The only thing I have read in the past that might of happened is the first dialog you walk into, I had to escape out of due to a phone call and in the past this would bug it. Since they I have not spacebar'd through or escaped from any conversation and still stuck with the same bug. Please help?
  8. Overall I commend Bio-ware for the content and Legacy system in general. That being said, Prior to finding out crafting was just a massive credit sink I spent a couple million REing and grinding to make epics and tier 2 RE'd epics. At the end of that I got a couple that were useful many that had stats that made no sense, and a overall production cost so high it offended me to even put them on the GTN and hope some "sucker" would buy them. Then I hit some PvP replaced all my work in a week with better gear for PVE. Then I hit a some HM's and a Ops. I then acquired for PVE better gear then I could ever RE grind to. With the hopes of crafting either A) Being fun to make orange stuff for appearances that could be modded from Ops gear to be competitive Or B) I could RE schematics with enough work and compete with low to mid level Ops/HM gear. What we ended up with is simple. If you can get the Highest end gear, you can do stuff with it. If not then well you just waste your credits. Hell I was hoping to make normal oranges of some of the trainer green/blue gear since I liked the look. The "new" Mission schematics better be more then a handful because right now I see unless your at the top end of Ops content you get basically nothing. Not seeing any real reason to grind anything much at all. Shoveling money into a Crit and RE money pit is a waste of time. Legacy unlocks many of them take cash and give more of a benefit then hours of RE/Crit crafting. I know many guildmates that love crafting. They do it for the fun of making neat stuff not some money making GTN goal. I saw a good number of them last night. They tried some things and laughed and all said let them know when crafting is useful and fun again then they will come back. Myself Crafting is a big part of the game that I enjoy but not the biggest, so I can understand how those that make that their focus and get most of their enjoyment from it, just log out and cancel until new hope appears on the horizon. Worst part is about to start my 3rd character, and literally haven't since I can't figure out what crafting profession to do. The problem is none of it is really worth much beyond a couple of cosmetic pieces. Its easier/faster/cheaper by far to ignore crafting and just get far superior gear from PVP or HM's. That content level is the only place anyone is profiting from it too, which I find kinda funny.
  9. Special attacks are a much much higher base rate to hit. Between all my toons I have little and most no +Accuracy and all are 97%-110% hit rates. Will take a look tonight.
  10. Well with the effects into the other areas of the game cannot work. Also the Nerf would have to effect all classes, otherwise our armor mitigation would be to close in relation to non tank classes. We would be purely shield generators with no armor bonus. Also still have a healthy amount of skills bypassing shields unless they were allow to block all types of damage, then it would be very random spikes of damage given the percentage. Spikey damage would create more cases of omg 6k hits your dead sprees. As for miss interpreting that is how it reads hence why why I asked for a repost instead of labeling you as just a troll. As it reads it is redundant without more information, its lacking key pieces that do not exist or mention to be added It was a Underpants Gnome post.....Step 1 Collect Underpants Step 2 ?????? Step 3 Profit
  11. Noted as I said before I had not been through all the tool tips Posted in a earlier thread also. I been watching the number of shields vs number of hits per match. Also its more effected by other classes not just one certain one. Still overall 6s and 15s CDs need a full break down of skills and usage cycles. Might have an issue where shielding is not cycling as a bug and not attack based if this is true. The other thing to note is it looks like the hardest hitting skills bypass where as only the build ups have a chance to be shielded
  12. Problem is not with armor and the existing bypasses, its the Shield Generators (Literally over a third of our defenses) are bypassed automatically Not to mention Defense stats appear to be not taking much of an effect at all. So its bypassing Two out of 3 defenses right out of the gate, then if its a armor reduction skill even more. That help?
  13. Only on a few skills per class and are basic attacks level stuff. Just because the animation appears as one of those does not mean the source of the damage will trigger a shield. Have to look at the type of the attack. I think even knife attacks are bypassing shields lol cant get much simpler in an attack then that.
  14. I think your earlier suggestion was washed away in the troll like appearance of the posts. You might try fully posting it with a good explanation and try again. But the above makes little sense. Clearly it's the stats that bother you, so the stats gets modified to actually matter and your armor takes a hit (Got it) No damage reduction increase (got it so now their DPS stats?) Now where required to take tanking gear not to get shredded (So no increase in reduction, remove tank stats that are not working and add stats that help aka DPS stats since they only working DEF stat is armor all thats left is DPS stats without increasing Damage reduction) eliminating the tanky dps specs (No just promotes them more) Do you see how that makes no sense given the current issues? Maybe I am understanding you completely wrong??? Tanky Stats for reference End - Works Armor - Works partial and full bypasses exist in some degree +Shield - PVP does nothing pretty much broken + Absorb - PVP tied to shielding chance so pretty much broken +Defense - PVP has little to no effect due to accuracy and hit chance borked in PVP What other Tank stat is there that makes us not get shredded that they can add?
  15. Making the mechanics present for the classes to function work in PVP is missing, Making the stats gained even in PVP gear effect pvp is missing to a large degree. This worry of healing making tanks unkillable is funny. But I understand why your worried you think Guard and Taunt is this blanket massive mitigation as you posted before. Kill the healer then the tank this is a PVP fundamental. This is very very doable, if your having problems with Tanks due to their guard (50/50 split on damage to guarded target) and a 6sec Cool down skill, then maybe you need to go troll the healing PVP area. As their class has pretty much all of their skills and stats working in PVP go cry nerf there if the healer is unkillable for you. Right now Guard is pretty much our main help to PVP groups. Regardless right now vs 50's one CC on a healer and you can burn a tank down before he recovers and channels a large enough heal to save a tank. People do it every day in matches. Even still healers have to die first its basic gaming 101 then your example is void as the dps on the tank is so poor its going to matter little. Seriously go set fire to the Healer Threads The main goal in this thread is to identify whats now working and how badly it effects us. As for the Devs taking our solutions verbatim is a pipe dream. The information on the effects is what they will look and and adjust things as they see fit. So your posts that appear trolling are doing nothing but fueling the flames and adding more post counts. I thought you gave up on this thread anyway Main goal for myself is to see whats broken then hope they make it work fully. It sounds like you play a tank class pushing for DPS so at the heart of it your just a DPS in a Tank's body so to speak.
  16. Problem is these are made up and have no proportional revelence to the actual in game numbers and damage rates that are being used. Also you forgot to add in that the mitigation (overall) is actually lower then the values you listed due to skills and talents that by pass partially and or completely. Regardless its not that simple and the numbers you show are not relevent to the proportion or "ratio" of Mitigation DPS and Healing in game. But thanks for the numbers Also as stated above but a few people we have skills tied to cycling shields ect that do not trigger in PVP since some of the core mechanics of our classes/skills/Talents do not work in PVP, Where as other classes core skills/talents function normally.
  17. Not seeing anyone here claiming they want to be invincible, just to maintain enough durability to offset the very large loss in DPS to work and benefit the team. Currently Tanks often end up a weak link in a team. (Subject to how many 50s your facing greatly effects this) Taking hits like a chump in PVE lol. But clearly in PVE there is no small amounts of healing so the healer can keep you up? (FYI hardest hits I have taken are all in PVP Ops bosses don't hit me as hard 99% of the time) Yeah we do a bit more then that. Let me touch on that as it is to full of ignorance to avoid the bait PVE Tanking. Main goal to maintain aggro and receive as much of the damage as possible directed to yourself. Reasons 1) To lessen the overall damage that needs to be recovered by healing ect. 2) Ability to take and survive critical crushing hits thus keeping your team alive. 3) The more damage you "mitigate" the more time/skill resources your team can use to damage the enemy. (SWTOR healers also do decent DPS so the more time they have to add DPS instead of chain healing the better odds of winning) PVP Tanking. Main Goal to hold your ground and protect team mates. 1) Protecting softest of team mates one at a time. 2) Increased presence in a fight to buy time for your team to respawn or hold out as long as you can. 3) Due to reasons one and two, you fall back into absorbing damage for your team. As you are not killing tons of people, your presence helps your team and helps obtain a win by holding your ground. In essence you are "tanking" a objective to absorb as much damage as you can to allow your team to act or react. Small amounts of healing are mechanics from other games with large raid group sizes or being over-geared for an encounter. SWTOR healing is often rather heavy due to all classes having a "balancing act" of regenerative resource pool. Where as in other games the regen was gear dependant or the smaller cheap heal could be maximized to lower the over all cost. The end result was a static pool of resources for skills to deplete with some additional methods to increase. SWTOR is built around a regen vs usage rate more so then a over all size. Much how SWTOR healers do decent damage as they are not the old sit in a corner and spam heals and watch TV classes (which I applaud) The more time they have to add in damage the more fun it is for them and the more effective you are as a team. Talking about these abilities to resist all types of damage, personally I have lets see 1 on a 2min cool down. So ya I have an army of clickable cool downs that mitigate everything all the time. Please lets add this since its assumed I have this ability in volume. You clearly do not understand the core mechanics of the classes in general or the core mechanics and roles of each class in PVP or PVE let alone in SWTOR. From what I can see you think PVP should be a ton of DPS only and some guy to heal you once in awhile. Better yet lets just make it fair PVP is all Marauders set to maximum DPS specs and see who jumps around the most and wins! If Killing is the only thing that matters then why do you care of a Super Low DPS Tank is invincible??? Its not like he can kill you? Or is it the true reason you hate them is because they are a road block in your I want to kill everyone in 6secs plan? Not seeing why you care that a TANK is in a match that is not DPS get more durability
  18. Highest? Sure I need to check all the tanks for Percentage, but if I remember correctly its a rather low amount not tied directly to an of the main defensive core attributes. I have to check more but I think mine is literally not even double digits. But I need to look into the core numbers between classes but still think its marginally tiny or triggered in most cases. Sure we have the highest...... Couple percent of 6k hit = lol your still dead
  19. I stated 75% or 3/4 or most of their core role is negated or not functioning. Even with many weapon based skills the skill itself is counting not as a weapon based attack in regards to the shield trying to trigger. Percentage of core ability being un-useable does not equal 75% boost to mitigation nor did I state as such, so try to read this time as you said I did not read your post try reading mine. By allowing more of our core stats to matter aka work against more then maybe 20%? of skill attacks available to most classes seems fair. Where most decent geared tanks at 50 are looking at a net gain of 13ish percent damage reduction from shields triggering from the arsenal of attacks out there. A top top end geared tank all 140 range gear might hit the 20-23% reduction on average of a shield trigger. This still only works if it would trigger against ALL types of incoming damage and that would be still be a marginal improvement. So lets do this, instead of your proposed 75% increase of insanity to mitigation......Lets just remove what the Tanks lack now. So lets round up 3/4 of the DPS and Healing skills and make them not function except 20% ish of the time. Or lets take Critical Surge Power ect and Nerf them to the proportional level of gain that a Tank gets from +Absorb + Shield + Defense. Just take 3/4 of the stats on DPS/HEAL armor and throw them away and it would basically equal the effect Tank abilities and armor attributes give right now. (This is an example and not a solution btw ) Guard + Taunt your worried about that, yeah okay. Its transfers unmitigated damage it seems to a Tanks HP from a less armored target. So its no loss of damage in any regard. Taunt last what 6 secs? Oh noes. And only effects One enemy and has a decent CD time. Oh and guard effects one person.......So lets hack the game and guard taunt our whole team. I like this idea thanks! that would be fun! Guard does nothing but make it a bit harder for one person to crush a healer. But you still get all your damage just on two targets. Hmm so now you want to be able to kill 2 people with 1 person? Thanks to guard you are killing both at the same time. With more of their tanking skills and stats "working" in pvp it would be a increase but not unbalancing. But still I want to see other roles feel the effect of 3/4 of their core attributes not being used 80% of the time in pvp.
  20. Guess one way to look at it as Tank have 4 Defensive means HP - Stacking it to take more hits. Bad part is stacking HP is not much of an option due to amount you gain per point of endurance Mitigation - Flat reduction that does not work against all attack and in most specs partially avoid or completely ignored. Defenses - Dodge attacks....Never seen any defense base dodges ect ever happen or an opponent miss me. Sheilds - Only works against a few "basic low damage attacks" that most people do not use often or do no rely on to do damage. They are use to manage skill resource pools and that is about it. So 75% ish area of the "Defensive" Ability of Tanks is not used in pvp or is bypassed or specced to bypass more or not functioning. That is the root of the problem it seems.
  21. So your saying you had to spec anti-armor since all the tanks were running around pounding you into the ground, all the while your earlier non anti armor build was excelling vs everyone else? So I am curious of the war stories of how some evil Tanks were owning you that you chose one spec to prioritize ignoring most of the Tanks core mechanics? I'm curious as my Assassin is spec'd to screw tanks but when I chose that spec the "screw tanks" part wasn't there. It was the best damage I could get vs all the classes and Tanks being the least of my concerns since they can't shoot their way out of a wet paper bag Pretty much the best specs are to bypass defenses and many Tank defensive staples are not working regardless. Thats the issue.
  22. Yeah its a combination of things, The core stats and mechanics of Tanking gear and skills, vs skills that trigger them, vs talents that boost them. Pretty much means Tanks are playing with half a deck of cards while others have the full deck of cards. But similar thought I had earlier. DPS specs for max damage against all, sadly it renders tanks useless as a bonus basically.
  23. Make a choice of your own and use DPS gear? Thats not a choice its forced then. So playing a tank and wearing DPS gear to make yourself useful does not strike you as ironic? It shows full tank gear is silly. So why play a tank? Every piece of tank gear you remove to improve damage, means the net gain of defensive stats is so horrid that losing it makes little impact. Clearly shows that Tank gear and Tank roles in Pvp are needing work. A DPS speccing to bypass armor is not a I choose to go down this road to kill tanks choice. Its the best DPS they get since they get to ignore the defenses of ALL classes the difference becomes non tank classes can deal a ton more damage in return, where the Tank class can spec to well not tank. Still ends with the bottom line being Tank gear and Tank roles in PVP are in need of work. So dps specs for max damage vs all, makes since your dps. Tank specs for max durability and uses dps gear...... and end result is even with all Defense gear is not durable at all....... See the issue? I have no problem with doing little to no damage. I find fun in holding down a Cap point and defending it. Problem is my damage is soooo low that I kill no one. Thats fine. My goal is to withstand the beatings and buy time for team mates to turn the tide or respawn. RIght now that is not really happening. Once its all lv50 tier you'll see tanks die so much faster due to full talented by pass skills on EVERY one instead of just a few per match. So at lv 50 Tank gear and Tank roles have no place in PVP.
  24. Been recently hitting warzones pretty hard after doing some pre gearing for Tanking PVE ect. I currently only have on Champ piece of gear (12 bags in a row of commendations blows). I run 126-140 Gear 19,500 HP 51% mit 48% shield 38% absorb 17% def. In pvp I do little to no damage, I barely register damage on HPs of any target (unless their like lv 12 buffed opponents) Pretty much any class 1 vs 1 can solo me. If their level is low it takes a good deal of time, and I can win those on occasion. Its like firing ping pong balls at people. Overall the only joy I get is guarding a healer and disrupting caps. 90% of my matches are run around and get trucked by anyone that wants to waste some time. Healers ignore my damage since they can easily heal any damage I do every 1min or so of me dpsing them. As for life expectancy if healers are near, its okay on occasion (Usually matches full of lower level folks) if its lv 50 full talent people attacking me I go down so faster then I can say "Whoa I thought I was a tank" I seen constant spam of 2-4k hits non stop and die in seconds. If I CD Shield they just stand and wait 12secs and let their skills refresh then own me when it drops in 3-8 secs. Or just Stun me and take me down 60-80% before it wears off. Every other match I run into someone that is non stop 3-6k hits and I die in under 4secs. Just not seeing any fun in a Tank, all I am is someone that is barely a threat to anyone, Disrupting is fun but its short lived and rarely feel durable. Once we introduce 50 tier warzones odds are I will stop PVPing since any normal 50 seems to ignore my "tankyness" and kills me in seconds, leaving me with my ping pong ball gun. In summary I run 126-140 Gear 19,500 HP 51% mit 48% shield 38% absorb 17% def. Best damage keeping heat okay for the long haul of killing anyone is channeled (Those never go off or people run around jumping facing changing they never hit for anything and are useless or CC or Disrupt) My other DPS is so meager vs heat vs dmg that "killing" someone is a fluke lol. Base 51% Mit and have been hit for 6,120 somthing damage pretty much tells me to give up PVP and go find a stealh class to have some fun. Hutball would seem fun due to Ball carrier but plagued by the same issues, So I work on CCing ect grapple rarely works (They hit a object and do not move) or simply they are immune to my cc after everyone else has done some 1 sec stun a couple of times. So I run around trying to help the whole time wishing I would of not Q'd for Pvp. I feel like a dog chasing his tail in a burning building 90% of my matches I have not true role in pvp.
  25. Reading up on crystals and color options was exciting at first, then the rare drop part of it came into play really was a let down. I like the long leg work so to speak a journey to discover one, but waiting for some boss drop to then discover the recipe really does nothing but limit a cool feel of a journey to the few with the drop. Top end stat drops with colors on boss sure, Decent stat items with cool colors looks even through non boss drop methods rock. Sorta like datacron's its fun to get a group running around trying to get to them, it would be lame to say "hey everyone kill that boss get a rare drop for each one of us then we can run around figuring it out as a group 2 months from now as we all are waiting on one to drop..." Top top end stats are what raid stuff should have, decent stats and cool look color should be obtainable for all (This goes for all crafting imo) I also am a heavy raid person, but find the coolest things (cosmetic/decent) being limited to a few players to be a shame to the masses.
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