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Darth_Philar

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  1. While we're at it, let's pull out classes and gear too, since those clearly make the game less fun for some people. In fact, with the next patch let's just mod Star Wars skins onto CoD and call it a day.
  2. Like I said, the ability always sucked, but in the past it used to give you powerful buffs to your other heals which made up for it. Then they nerfed those buffs so it now sucks for no reason.
  3. I did no such thing. I provided the historical background that supports your conclusion.
  4. Resurgence's original purpose was to grant Force Bending, through which you could gain access to powerful heals. They couldn't design it properly which allowed double-dipping on the proc and rather than fixing the bug, they decided to change the way Force Bending worked. Now you gain no useful procs from Force Bending other than the one for Innervate (only useful if you need to use Force Consumption, and therefore has no direct benefit to healing output). Net result is that Resurgence still does next to no healing, while simultaneously proccing a nearly useless buff. The only reason you even use it now is if you want the armor buff or a "free" Consumption.
  5. Incapacitates that break on damage are called Mezzes and add 100 Resolve per second of duration. Incapacitiates that do not break on damage are called Stuns and add 200 Resolve per second of duration. Bubble break Incapacitate is currently the only RE in game that violates the rule, strongly suggesting it is an oversight/bug that will be changed.
  6. I'm actually kind of shocked that they went with a stun instead of a root for the change to the bubble. As a Sorc, the absolute worst case scenario is facing a full Resolve melee class, the bubble before was simply giving free Resolve to enemies (since it hits incidental players who are close by, as well as players who break a bubble you placed on someone else and broke on damage). The breaking on damage was changed making it less fun for those fighting near a Sorc (not that I really have any pity for them, as a Sorc) and the Resolve will be fixed eventually to match the stun duration meaning everyone is going to be spending a lot more time with full resolve than before.
  7. I thought this was a thread necro... If you can't kill a healer as a Marauder in this game you probably aren't ready to play anything more difficult than checkers.
  8. I always thought it was the Bigfoot, but Loch Ness Monster makes more sense since they both smell kind of fishy...
  9. Again, you will only be spending more time stunned if you previously spent a lot of time facing really bad opponents who all burned their REs on the same guy at the same time. This situation requires your foes to: 1. Be ignorant of game mechanics 2. Have the ability to coordinate focus fire The two never go hand in hand, meaning the only time you ever benefited from the bug before is when by random chance (or if you are marked as a healer) you were incidentally targeted by multiple foes at the same time AND they all used their REs on you at the same time. The law of averages suggests that such events are possible, but in reality these events do not occur often enough to merit any kind of change in game play.
  10. That was a bug that only happened when you faced really bad players. They fixed the bug so that REs provide the correct duration to Resolve Point ratio at all times. Resolve gains remain unchanged, so it does not take 50% longer for the bar to fill. Stuns still give 200/sec, mezzes still give 100/sec and movement effects still give 400/instance. No change. The real problem is that they added new weapons, increasing overall damage. It feels like Resolve is filling more slowly, but in reality you are just dying faster. If Resolve isn't kicking in, then it can't be the problem because it kicks in after 2 REs (3 in some rare cases and 4 due to a bug with the Sorc bubble). If you are dead before 2 REs finish then you are dying far too quickly. Also, healers were never "god mode", even when they were considered OP by the masses. They required player skill to defeat (i.e. actual PvP skill, not a gear advantage in a DPS race) and very, very few SWTOR players have that. I swear, DPSers won't be happy about healers until they can solo 3 of them at once.
  11. It depends on the node. In ACW you can use the node to LOS, so if you get mezzed and the attacker ducks behind the node and caps, you then need to not only eat 8 seconds of mezz time, but also need to run past the node. If the attacker was in the right position and you weren't you are going to lose the node.
  12. No one is complaining about Resolve in a 1v1 situation. The problem is that 2 or more players can burn you down before Resolve ever kicks in. That isn't a problem with Resolve, that is a problem with DPS being too high or your health pool or armor rating being too low. Tier to tier, the percent gain for DPS is much higher than the defensive gains. That is the root of the problem. It is simple math in the back end that causes problems onscreen. Unfortunately, those problems are perceived by players as being with Resolve, which is not the case.
  13. There is no problem with Resolve. It worked just fine from launch all the way up until now. The difference between then and now is that TTK has decreased to the point where 2 players can kill you before your resolve bar fills. The bar still fills at the same rate, so you are factually incorrect in your assessment.
  14. Why are your teammates not using their stuns and mezzes to prevent the focus fire? Seems like you aren't using teamwork to me.
  15. So... you can't? You're mad but you can't explain why, yet you think that one of the systems should be changed for reasons unknown. Fact is, Resolve is not the problem. TTK is the problem. You are not mad that you were stunned, you are mad that you were killed while stunned. Rather than trying to bandaid the problem by changing stuns or Resolve, you should be trying to get Bioware to fix the root problem, which is that you can quite easily be killed during a single stun from incidental focus fire.
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