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cymboll

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  1. I think this is fine, now there is more teamwork involved in getting your goals accomplished in a pvp match. Do you prioritize the healer, or do you go for stopping the dps, or the ball carrier? Sometimes the DPS/ball carriers are easier to drop than the healers, it is up to you and your team to stop them. In addition to promoting better team play, you can have the same heavy armor healer on your side, as well. But on the point of healers, I think they totally missed the mark by giving heavy armor users strong fast single target heals. Heavy armor should have strong aoe heals but weak single target, so that they can't keep themselves up indefinitely as is the case right now.
  2. I have already unsubbed, but I would like to say that I think this is a great change as well, along with fixing the shock frozen water. No sarcasm.
  3. This is what they should have implemented. The net effect for the average guy is the same. But everyone sees a visible progression instead of playing with rng every day.
  4. I couldn't find anything to disagree with.
  5. I guess he meant 5% have rolled both a BH and a sorc. I know I have
  6. Pyro is awesome. Use IGC instead of CGC. I have great burst, good sustained dps, and good survivability. No getaways, but you can just mow people down and force them to run instead.
  7. They definitely have strange priorities. With all the bugs in game and with the crappy UI... what is one of the first things they fixed? They "fixed" one of what I consider to be two legitimate ways to get to the datacron on the roof top in Mos Ila, Tatooine. Clearly game breaking.
  8. Don't take this personally. I too want a good pvp experience, and if that can be had without kill-trading in a reasonable amount of time without doing circles, then I am all for that. Ilum design is broken; Republics are outnumbered grossly. I pvp just for the heck of it even way after I have finished my daily, but, I also recognize that my opponents are people just like me, and they would be very frustrated had they not a reliable way to progress. Ilum does not provide that. I talk with republic guys in Ilum, and some say people are quitting in droves. I don't know for sure, but I do know that I no longer see some of the familiar names in WZs. So, if I have to kill trade to help the republic guys to stay in game, I will do it, bypassing the tedious 2-hour central racing notwithstanding. If you had looked past just your own enjoyment, you'd see that this is the lesser of two evils until they fix Ilum.
  9. No one claimed it's working as intended. Take down your straw-man please. It's definitely not working as intended. That being said, I'd rather that you leave over the republic guys who leave because of the frustrating game experience.
  10. Kill trading seems to be the only way to get the quest done on some servers with extreme population imbalances. On my server the republics don't come to ilum, and central is perma camped by many racetrack hotshots. It is 95% of the time a complete shut-out of republic players. Trying to finish the daily is a mind-boggling multi-hour adventure into patience and masochism. I do agree. Ilum being so big just makes it worse. I think maybe they should also spawn armaments every where. That way people who want to finish the daily just farming armaments can do so, while people who want to gank/pvp people can have their opportunity.
  11. I wouldn't even go to ilum if it weren't for the daily. And it is a daily that can take 2 hours to complete due to the high imbalance between republic and empire populations. Republic guys on my server mostly avoid ilum, and getting a legitimate kill can take even longer than running circles in central, which usually sees 10+ (imperial) racers at any given moment, even at 6 AM server time. Kill trading may seem unsavory, but I think game design needs to change first.
  12. tab targetting seems to bug a lot, especially in karagga's palace. 1. When the gremorians spawn next to the ranchor, you can't really target him by clicking, since the hitbox is so huge, but tab targetting doesn't pick up the gremorian for good 4, 5 seconds sometimes. 2. For the second fight, when the carbonizer droids appear, they also do not get added to the tab-target list correctly, and I often have to find my cursor amidst the chaos and do a little click targetting.
  13. sorcs/sages have a lot of toys. While most of these toys are defensive in nature, in Huttball, they can be employed offensively to great effect. I think perhaps that's a big source of frustration against sorcs/sages.
  14. no, the bubble has a 5s cd. I am talking about the mez, it is 3s duration. The way you worded it made it sound like it was a 20s mezz. edit: furthermore, you have to be in melee range for the aoe mezz to work, and it is rarely directed or intentional thing.
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