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slelfief

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  1. I consider myself a calm, reasonable human being. As a developer myself I understand the challenges behind a project of this scope. I have never outright complained about a feature I didn't like nor most small bugs in any game I have played. I have always provided feedback and suggestions with thought-out reasoning and explanations. That said, the state of this boss is simply unacceptable. It is completely beyond words why the various bugs of this major piece of content have not yet been fixed. You all sound very excited to push forward with 1.2 but how am I supposed to look forward to future content at all? How can I trust you that new bosses will not suffer from bugs which will never be fixed? The simple fact that these bugs have yet to be addressed shows a complete lack of respect for your players. Mike Krahulik of Penny Arcade had that much right; but what I thought would remain relegated to a few poor design choices though has obviously spilled into the rest of development. I'm tired of pillars "missing" the boss when a Fraps playback shows otherwise. I'm tired of, when being flung around the room that sometimes it will kill a player from full health, throw them into a different "zone", or just cause them to hang out in the air. I'm tired of poor collision detection on the Lightning Balls causing players to take unnecessary damage. I'm tired of the shield sometimes refusing to come down in phase 2 and 3. I'm tired of platforms not respawning after a wipe. I'm tired of "extra" mind traps. I'm tired of the speeder bike not taking you to the last stop after a reset. These bugs can be maddening. What is more is that they are extremely damaging the morale of a group which can lead to further regression per pull. Fix this nonsense.
  2. Unlike WoW, you are not supposed to tank everything in a pack. Your job is to build aggro on the strongest mobs in a pack and work your way down if necessary. DPS are supposed to pick off the weak mobs first and work their way up. If your dps are attacking the strong mobs before killing off the weak guys then let them die until they learn otherwise.
  3. Sorry what did you say about Juggs having more utility?
  4. I'm getting really tired of seeing these posts so let me clarify it for you. Spec of people who think Jugg leveling was easy: Immortal Spec of people who think Jugg leveling was hard: Vengeance/Rage You could say "Well they should level as tank spec" but that's not really fair now is it? There is also the fact that Juggs have significantly less CC to control mobs and damage is lighter than other classes while leveling.
  5. I think there are a few key changes to be made to perfect the ability bars. The CD/GCD effect should be much more subtle. Bright blue is incredibly distracting. The effect itself is fine, but the color/transparency need to be less overt. It would be nice to see a numerical countdown on icons on full cooldown to be able to tell exactly how much time is left. Don't darken icons that aren't on full cooldown. Dark icons on GCD makes it very hard to tell which abilities are actually ready to use. It would be extremely nice to be able to immediately be able to tell the difference between abilities that don't have enough resources to use, abilities that you are not in range to use on your current target, and abilities that don't meet "use" conditions (ie: Shatter requires Sundering Assault debuff).
  6. The UI is like a strobe light now? Ability buttons should not become brighter when they are unusable. Dark Grey - On CD/GCD Dark Red - Out of range, conditions not met Dark Blue - Not enough resources
  7. Another thought. Keep Rampage as is, delete all the bleeds in Vengeance and turn them into Ravage buffers.
  8. I love these ideas but I want to throw out one of my own. Your Ravage hits reduce the cooldown of Ravage by 1/2/3 seconds and grant Rampage. Rampage stacks up to 3 times and gives you 11/22/33% increased Critical Strike Damage for 2 seconds.
  9. It's not even remotely that complicated. Assuming there are already different light types (say artificial and natural) it would be extremely simple to fade up or down lights based on their category and other factors. And skyboxes are equally as simple, there are multitudes of ways to implement changing skyboxes. That said, I could care less about day/night cycles. What I really want to see is weather. Why do I never get caught in a bone-chilling blizzard on Hoth or a flesh-ripping sandstorm on Tatooine?
  10. While I agree we could find this very useful, no more abilities plz.
  11. Dunno about Mercs as I haven't played them yet. But PT could definitely use a baseline ability to get faster into melee range.
  12. I never really liked the idea of Vengeance having DoTs. To me the whole class, and in particular that tree, was all about big, slow, heavy hits. If they don't want to simply add the damage upfront then I would much rather see the DoTs become some kind of buff/debuff for upcoming attacks.
  13. Just so we're on the same page what do you typically do for a 3 pack (2 normal 1 silver)? I charge in and hit the 2 normal mobs once or twice with strong attacks and then finish them off later with a Smash while I'm attacking the stronger mob. The whole ordeal takes maybe 18 seconds average. A rough estimate would put the time value of each of the normal mobs at 3 seconds each. And technically, since Quinn still does some damage, I usually just let him poke at the normal mobs while I have already moved on to the next pack. Also, his Carbonized Stream lets me use the occasional Pommel Strike on strong mobs, which is a huge amount of damage. So, with the bonuses Quinn gives I could probably shave off at minimum 1 second average per pack. With a dps companion I would save roughly 3-5 seconds. I would basically spend that extra gained time recovering my health plus my companion's after every pull unless I was chain eating medpacks.
  14. I don't know what spec you guys are playing, but even with my Vette or Jaesa geared out they usually only will kill 1 mob on average in a pack (a pack generally being 4 normal mobs, or 1 silver and 2 normal mobs). Considering the ~3:1 ratio with significant down time between pulls, it is insanely faster for me to just put my foot on the extra mob's face especially considering they often simply die to Smash damage. Nothing takes forever to kill. Normal mobs die in 2-3 hits, silver take about 10-ish seconds, and gold might take roughly double that.
  15. Anyone who says anything other than Quinn is absolutely incorrect. I had used Jaesa and/or Vette primarily while leveling. I kept them geared to the teeth. I would always have them aggro mobs first so I wouldn't take as much damage and made tougher groups/mobs easier to kill. I even meticulously manually used a few of their attacks. I still died occasionally and very often had to stop to recharge my health. Then I gave Quinn some garbage, equivalent level gear to try him out and leveling became a LOLercoaster. I never had to stop moving from that point forward and never even came close to dying even on tougher pulls. Go Quinn or go home.
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