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drfirewater

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  1. As a PVEer I agree ... cross server queues would be a huge boost to player enjoyment for OPS and FPs. The odd time I do PvP at times I wait forever for queue just to play for 6-15 mins then get stuck in queue again if I don't queue fast enough. From both PVE and PVP a cross server queue would be awesome .. the question is : Is that even possible. I assume the reason it wasn't done during the move to free to play was because they don't run raids and FPs on separate servers from the player servers. Which means they would have to set up full time servers to deal with FPs OPS and PVP instances before they could cross merge for GF/PvPQ. But that might just be a good move. maybe it might require another Server merge so they can take the space or server and transfer it into the cross server queue server. If that happened they could solve all the issues that could happen with players being upset over another server merge with free character transfers during a specific week leading up to that change and all absent or unmoved players will be moved to a random server after time elapses. The few people that it would peeve off would be minimal compared to how happy people would be to be able to queue in less then an hour for most things PVE related (other then tacticals) and pvp queues (especially the long waits for ranked)
  2. I know not everyone loves events .. it takes peoples focus off of GF FPs and guild ops and what not. But It occurs to me that we haven't see the rakgoul event resurface and unlike gree its not available to buy stuff from vendor while event isn't active. I have a few suggestions and hope that they make it to the right ears and some of them get used. A) Have a time frame people can expect and work off of ... for instance if there is an event or exp weekend every two weekends lets say. So this weekend Bounty hunters ... next weekend nothing ... weekend after Gree .... then nothing ... then Rakgoul ... then nothing .. then snowball event .. then nothing ... then exp or double raid loot or new event etc... This means people can expect and be prepared and plan to spend time in game doing stuff when they might not log on at all outside of raids (which is very common lately) B) Have an All Events Vendor in the Cartel Bazzar area in fleet. This would mean that people don't have to go all the way to alderaan to find out that the event vendor is not there anymore. And It keeps things centralized around the one area that is suppost to be the hub of player interactions. C) Add an event section to the GF. Event ops like in rakgoul event would have made it super easy to form a pug .. but instead it was painstaking at times and often lead to short manning just cause we where sick of waiting for someone to notice a General tab shout out. If there was a section in the GF that rotated with the active event like the 2.8 changes to raid GF that would allow more people to have access to the ops bosses and open world bosses attached to events. This is also not a bad idea for other world bosses as individual queues and possibly a travel now to the location of the boss like in FPs. This would allow people doing dailies while waiting for a group to actually have fun playing rather then waiting around for hours with 10 people needing 6 more to start. Hopefully people agree and devs can add these small functionality and/or forum updates page (why isn't there an events forum?) Please add your own comments and changes and what not to this.
  3. still have to want to .. or enjoy pvp to get it .. which is what pisses me off.
  4. Wrong the other 95% prefer PVE and only play PVP when they feel there is nothing left to do cause they are sick of dailies.
  5. PVP is the hardest content in the game? Since when? I am confused ... I raid HM and NIM ... but no rancor mount there ... PVP you just stand in the corner get killed a bunch and collect ranked coms ... how is that challenging .. or even fun.
  6. FUMING MAD .... what the hell ... why should there be a special mount just for pvp'ers ... and why is it a rancor. Last thing I want to do is grind pvp that much so I can have the rancor mount I have been wanting since launch. Please tell me there will be a rancor mount for PVEers too. So sick of this game giving hand outs to PVPers and wondering why its PVE players are dropping like flies. PVP doesn't keep MMOs alive PVE does ... time Bioware starts realizing this before this games PVEers start looking to other games ... see how long this game lasts without its Raiders and PVEers.
  7. TY for the link ... It just makes no sense to me the healing end .... we have good enough healers to get us through the content .. so it makes no sense that they cant heal through assassin but can through jug and some how the spike damage assassins take isn't as bad as the permanent damage reduction jugs and PTS get? i hate playing a PT just cause i don't like the play style (have one and have gear for both dps and tanking so stick with dps cause its more fun rotation) ... used to love my assassin but gave up on gearing him after our guilds main tank (who was an assassin) got forced to play his jug because the healers couldn't keep up with the damage he was taking during spikes. (sorc op combo healers .... its possible it would be easier with two op healers to keep assassin tank up ... but sorc heals circle is still kinda needed for us as group damage still happens from time to time in the new raids especially)
  8. What I don't understand is I was under the impression that the self healing was to balance out the fact that they have naturally less damage reduction then other classes .. Assassins focus on high shield and absorb with the idea that a majority of the time they will take less damage but truth be told they end up on the wrong end of the stick more often then the % lead you to believe. This is the nature of Random ... sometimes its in your favor but like all gambling you always lose in the end. So you take away the healing .. that is fine .. but where is the increase to damage reduction that balances it out with the fact that other classes have heavy armor PERMANTLY? so rather then increase healing done by the combo you increase defensive stats by small percentage? I guess I really have to see it in play ... I hate playing my PT tank just cause I don't like it ... loved my assassin tank but stopped tanking because our guilds top assassin tank had to switch to playing his less geared Jug because less spikes in damage which lead to easier to heal over all. I don't know how Assassins now not having any healing benefit and slightly less damage in spikes is gonna HELP ... hope it all becomes obvious in 2.5
  9. And the reason I cant figure out anything from anything said on this site is because the numbers are jus numbers and not direct comparisons ... so I see tons of numbers and no explaining of what they mean and how they balance out all I know is .... our healers cant keep our well geared Assassin alive but have no problem keeping his less geared Jug alive in NiM TFB and HM snv/DF/DP. if someone could explain that ... in a way that makes sense ... it might give me reason to gear my assassin again ... cause as it stands now .. don't see the point of playing an assassin tank in this game anymore.
  10. went through it briefly and didn't see anything about changes in 2.5 and the numbers are so blanketed that its hard to tell what they say .. but i know from experience that our healers cannot keep the assassin tanks up but they have no problem with jug and PT .... wish i understood that
  11. Man i never do the old dailies ... they are so boring ... every now and again BH or Illum just for fast cash ... But the problem with the end game FPs isn't that there are 4 of them (cause you should count again there are more then 4 there are 6) but that no one uses GF .... never enough tanks or healers ... They did a good job on balancing the SM so that you only need 4 people but the problem becomes the hard modes .. the benefits do not balance out with the long wait times. Since they removed the ability to get set bonuses from HM FPs no one has bothered to do them. If one piece of set bonus arkanian dropped from each of the HM FPs more people would do them ... shoot if 1 piece of arkanian dropped form each end boss ... implants ... relics and earpieces alone would increase the number of people doing them. The problem is if a tank and healer are geared what advantage do they have to do FPs? shoot haven't seen the raid GF pop in months. People need better rewards and useful rewards ... to make it worth doing. I tell you this if lvl 55 HM FPs dropped 1 ultimate com per boss and a chance at either a set bonus piece of arkanian gear or a relic/implant/earpiece arkanian ... i bet you no one would ever have a problem getting into HM FPs ... because between those crafters who want to learn the recipies and people farming for Ultimate coms so they can improve there gear scores .... and non raiders who want to have better gear including free to players (who should have GF restrictions removed including sm raids cause what is the point of having more people if they cant do the content people need them for) increase the value and the people will come flooding in.
  12. 1) Dailies and complete weeklies for 6 different 55s but only czerka and new ones ... 2) FPs now that elite coms get you 72 gear my non raiding toons need upgrades so they can be raid toons 3) Space missions for quick coms but only do that once a week and only the quests assossiated with Foe Smasher weekly. 4) Toroboros Courtyard .... if i can get a group (wish this was on group finder with teleport into quest) 5) Pug SM raids ... good for both experience with mechanics and coms ... while a lot of them seem like a waste of time ... a good one will pound out the raid in average of 1.5 hours easily sometimes less then an hour if the group is willing to zerg a bit. the biggest problem is old content isn't in GF for raiding just for the fun of it or for looks gear and special mounts and what not. EV KP and EC have weeklies that no LVL 55 get because they are not in the GF and most people don't want to waste time trying to form a group for them when they could be earning funds by doing dailies or FPs. The solution ... create a classic sm raids GF .... put EV and KP and EC in one and TFB and SnV and eventually DF and DP in the other .. when more raids come out make more tiers or move TFB and SNV down in to classics. These should be completed in a little under 2 hours if your geared in full coms (no set bonuses) and would get more people playing together ... more raiding for people who don't generally raid ... and more coms out for starter gear for new raids which increases the amount of people able to do end game raiding on HM and NiM.
  13. I don't know how many of you have been attempting NiM raids or new raids on HM using your assassin tanks but for a long time they where the best tank and now they are not even viable for a large population of well geared players. Our raid group has been doing NiM TFB and new content on HM and have basically stopped using assassin tanks in guild runs quite some time ago because they take too much damage in comparison to other tank types. This is what puts Jugs and Powertechs above them (currently use one of each dispite the fact that our jug is more experienced as a tank on his assassin). The question is HOW do we improve upon the Assassin tank without OVERPOWERING it making it by far the best again but still making a tank a tank so it can do its job in an equal standing to its competitors. Right now the biggest difference is damage reduction. Assassin tanks buffs are focused entirely on Absorb which would give you the impression that they should be able to take a hit .. but truth be told they can't. Because there damage reduction is so much lower due to light armor vs heavy armor when they DO take a hit its twice as hard as any other tank making it twice as hard to heal them as any other tank which in raids developed to have high damage output like HM and NiM raids is a death sentence for the entire party. So the question is how do you battle this? If you change there armor type to heavy and give them same damage reduction will that do it? prolly not enough but it would be a step in the right direction. The rotation for an assassin tank used to be its saving grace ... self heals that acted like a buffer to the fact that they take more damage but that was nerfed so now it no longer is an effective tool for balancing the way it is. I propose this .... 1) Change harnessed darkness into a 4 part tree enhancement .... granting (2% 3% 4% 5%) of health back per tick of force lighting WHEN used during third stack. 2) Increase Dark Wards effects to 35% and to balance change its CD to 25 seconds What these will do is allow assassins to play to there strengths ... light self healing which in conjunction with healer will balance out the difference in Damage reduction and with the increase from 15% to 35% with a 5 second interval between dark ward activations will allow assassin tanks to do what they are designed to do and don't ... which is absorb damage more frequently. So for 5 seconds between dark ward activations (plus time for tank to click which in poor tanks will be longer then in good ones) they will be taking more damage then any other tank .. but will make up for it with a small amount of self healing and when dark ward is active they will be absorbing large amounts of the damage inbound at a round 75% shield chance (which is still a 25% chance to take more damage then any other tank for those who think my plan is OP) to use absorb. I believe these changes will balance out with Jugs ability to reflect damage and the better CDs on both jugs and PTs as well as there drastically better Damage reduction. But I would say that if the math works out too much in favor of assassins i would simply then say lower the CDs on Jug and PT defensive buffs by a few seconds to balance it out. In the long run that will make for better balancing then nerfing Jugs and PTs to balance out assassins. NOW FOR COMMENTERS Please i look forward to long discussions and friendly debate on this topic ... but before you start jumping to saying something is OP .... rather think of how you would balance against it. You think the healing i suggest is too high ... well what would the Jugs or PTs need to balance that out ... show some math or explain how it balances out like i have above. Keep in mind the entire reason assassin tanks are not used these days is because of the high amounts of damage they take which is the opposite of what a tank is suppost to do.
  14. I don't know how many of you have been attempting NiM raids or new raids on HM using your assassin tanks but for a long time they where the best tank and now they are not even viable for a large population of well geared players. Our raid group has been doing NiM TFB and new content on HM and have basically stopped using assassin tanks in guild runs quite some time ago because they take too much damage in comparison to other tank types. This is what puts Jugs and Powertechs above them (currently use one of each dispite the fact that our jug is more experienced as a tank on his assassin). The question is HOW do we improve upon the Assassin tank without OVERPOWERING it making it by far the best again but still making a tank a tank so it can do its job in an equal standing to its competitors. Right now the biggest difference is damage reduction. Assassin tanks buffs are focused entirely on Absorb which would give you the impression that they should be able to take a hit .. but truth be told they can't. Because there damage reduction is so much lower due to light armor vs heavy armor when they DO take a hit its twice as hard as any other tank making it twice as hard to heal them as any other tank which in raids developed to have high damage output like HM and NiM raids is a death sentence for the entire party. So the question is how do you battle this? If you change there armor type to heavy and give them same damage reduction will that do it? prolly not enough but it would be a step in the right direction. The rotation for an assassin tank used to be its saving grace ... self heals that acted like a buffer to the fact that they take more damage but that was nerfed so now it no longer is an effective tool for balancing the way it is. I propose this .... 1) Change harnessed darkness into a 4 part tree enhancement .... granting (2% 3% 4% 5%) of health back per tick of force lighting WHEN used during third stack. 2) Increase Dark Wards effects to 35% and to balance change its CD to 25 seconds What these will do is allow assassins to play to there strengths ... light self healing which in conjunction with healer will balance out the difference in Damage reduction and with the increase from 15% to 35% with a 5 second interval between dark ward activations will allow assassin tanks to do what they are designed to do and don't ... which is absorb damage more frequently. So for 5 seconds between dark ward activations (plus time for tank to click which in poor tanks will be longer then in good ones) they will be taking more damage then any other tank .. but will make up for it with a small amount of self healing and when dark ward is active they will be absorbing large amounts of the damage inbound at a round 75% shield chance (which is still a 25% chance to take more damage then any other tank for those who think my plan is OP) to use absorb. I believe these changes will balance out with Jugs ability to reflect damage and the better CDs on both jugs and PTs as well as there drastically better Damage reduction. But I would say that if the math works out too much in favor of assassins i would simply then say lower the CDs on Jug and PT defensive buffs by a few seconds to balance it out. In the long run that will make for better balancing then nerfing Jugs and PTs to balance out assassins. NOW FOR COMMENTERS Please i look forward to long discussions and friendly debate on this topic ... but before you start jumping to saying something is OP .... rather think of how you would balance against it. You think the healing i suggest is too high ... well what would the Jugs or PTs need to balance that out ... show some math or explain how it balances out like i have above. Keep in mind the entire reason assassin tanks are not used these days is because of the high amounts of damage they take which is the opposite of what a tank is suppost to do.
  15. I have this in my prayers every night that it will NEVER HAPPEN. Space exploration does nothing but take players out of the Queues for PVP and PVE FPs and ops. The biggest problem this game has right now is not enough people wanting to PVE together in pugs. with the removal of classic ops from GF you cant even EV or KP or EC for the fun of it in groups unless your under level 55. which lasts about a week. the biggest problem this game has is giving people something to do TOGETHER when they are not progression raiding with guild. Space exploration would be a little WORSE then datacron farming. Please never put it in this game and rather put old raids into GF under classic raids and let lvl 50s and 55s party together. The gear in those raids is pointless anyway .. let people play for fun cause that is what MMOs are suppost to be.
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