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MrEndymion

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  • Location
    Mountain Home, Idaho, USA
  • Interests
    Star Wars, pro wrestling, sports, and various other nerdy things
  • Occupation
    Medical Receptionist

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  1. In other words, you lied/misled your player base. This was content that was promised to players for over a year and you are now refusing to deliver. This is not meant as a slight to you, but, this is just what the situation is. While I appreciate your attempts to address this now, you can't be surprised that people are still going to be upset about this. Also, I highly doubt that people who want to do difficult content view flashpoints as aspirational content. While a very select few might have taken things over the line, asking the developers about content that was promised in the only place that we can interact with the developers in real time isn't spamming or being belligerent. A fair amount of us pay money for this game and as such are paying customers. Asking you about something is not being mean to you. Attempting to spin silencing your player base for asking about content that was promised by the development team as unconstructive or unhealthy is gaslighting in its purest form. Not a great look.
  2. Question for the story team as well, at the current point that in-game lore is at, what age would you say the 8 classes are, if you had to guess? My guess is that all of them are in their late 30's by now? The Force users might be younger, however, seeing as how they couldn't be too old when chapter one starts.
  3. Did several Veteran Flashpoints today, and here's what I have gathered. When doing Crisis on Umbara, the turrets summoned by the first boss have an obscene amount of health, are damage sponges, and also deal a filthy amount of damage. If people who do NiM Content are scratching their heads wondering why entry-level content is this strangely difficult, I believe that it is an issue. Trash mobs simply do too much damage, and they're honestly the biggest reasons why people just might not have fun with the flashpoints if left like this. If people want a challenge when doing a flashpoint, shouldn't it be Master Mode that is balanced like this? Lastly, I don't know if this is the place to gripe about this, but wouldn't it be neat if you re-added the epic enemies codex entries back into game for VM flashpoint bosses
  4. Seconded, this needs to be addressed.
  5. Is it possible that we can get some orange, or otherwise completely modifiable mainhands and offhands? If players are going to be giving feedback it would help if we are able to run with our ideal stats. This applies to tanks especially, as every tank I know that does either NiM Raiding or high level PvP is running Lethal Mods.
  6. So, I like the Mounting Darkness passive. It gives Deflection some use in fights where it's otherwise kind of crap. However, the animation is a pain. While I find the idea that we can produce a field of Darkness that suppresses Force and Tech attacks... you've made the ground around me pitch black. This greatly interferes with our ability to see AoE circles, particularly if they're placed right beneath or around us, basically, Mounting Darkness' effective area. So, I'm fine with the passive being a thing, but, can we please consider removing the animation for it? It doesn't need one.
  7. Hya! Long time no see! On to the content, here, first, I'll start with the set bonuses. I agree, keeping the taunt reductions is an idea to consider. It's useful at times, particularly for the quicker triple taunt opener and for any aggro drops, and for PvP, it's pretty good, helps tanks do their job better. And for your second bullet point, are you thinking of something like Lightning Reflexes, but possibly for Overcharge and Deflection as well? If so, that's an idea. I also agree with your third point, this was our pre-3.x Set Bonus and it was rather useful, particularly the internal and elemental damage part. I'd also favor a movement speed increase. Onto tactical items. I agree with the DV heal. If it is a 2% per tick heal like it was in the old days, it'd still be powerful, but not ridiculously slow, like in early 1.x. I'd also appreciate a tactical item that lets us speed up the channel of DV, at the cost of some of its damage, much like Madness Sorcerors get with Force Ligthning. This helps overcome the problem of having to stop your highest DPS ability to pop a cooldown. We're the only tanks that have this problem, and while it's a small one, a way to overcome it would be nice. And I'll have to brainstorm ideas of how to increase our damage but reduce our defenses.
  8. Like the poster above me mentioned, there will be a place in the plaza in front of the Castle that houses the trainers for both Jedi classes. Exiting the palace it will be to your right, near some crew skill trainers.
  9. Vicious Slash is supposed to be general filler. Almost every spec has a general filler ability they use when there's nothing else. For example, Carnage Mara has Massacre, Lightning Sorc has Lightning Bolt. Also, that rotation is wrong. Dual Saber Throw should only be used with Mind Sear proc, and for the general rotation, I'd refer to Beastfury's guide, or any Anni guide. Also, if you think Anni doesn't use enough abilities, please keep in mind that Carnage uses even fewer, as does Lightning.
  10. Marauders already have 2 specs that deal considerable burst damage. Annihilation doesn't need to be changed.
  11. Annihilation is fine as is. It's not supposed to have burst. It's meant to be a pure sustained spec. Also Deadly Saber does not do "minimal damage." It deals quite a high amount, and is responsible for roughly 20.5% of the spec's damage. It's also off the GCD. Also, regarding your comment about it not "doing any considerable damage compared to other DoT specs in game," this is false. Very few specs outdamage Annihilation.
  12. My biggest problem with this is that instead of finding a solution that aims at fixing the problems pure tanks have in PvP (the fact that every defensive stat except Endurance is completely underwhelming and borderline useless), you instead take away their ability of getting around that. Nerfing numbers isn't the answer to everything, you might consider that perhaps the reason skank tanks are a thing are because of poor design decisions regarding tank stats. Fixing bad design with bad balancing isn't going to make a balanced meta, instead, your intention to fix a PvP problem is going to have much more problems leaking into NiM raiding. Also, since Juggernauts are clearly more of a problem than the other two when it comes to the PvP meta and skank tanking, why are Assassins bearing the brunt of this nerf?
  13. https://cdn.discordapp.com/attachments/106030716147511296/426624459424923648/Screenshot_85.png Team Get Gooder (Star Forge), a mixture of people from R O G U E and Exiled Hand get their kill yesterday due to our Sorc DPS being a boss. Even if you don't count this, you gotta recognize how lucky we got lol
  14. Just gonna leave this here. https://cdn.discordapp.com/attachments/106030716147511296/426582562354495489/wreck.png This is on Thrasher. Kytera was healing on bottom, Carm was up top.
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