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TOGFelix

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  1. Nice list, and I agree more people need to understand how to help the tank, not make life harder. (Could use a thread for healers as well). One the issue above, I had a tank the other day that started most fights by running into the middle of a pack and doing their knockback... the dps had to keep waiting to open with our AOEs. Then I had a "ranged tank" vanguard, who thought he needed to kite everything, and kept running us into other mobs in a boss fight.
  2. So in Huttball today, we faced a nasty team of stunlocking operatives that hit me with their stunlock just as I was about to get the ball. They then proceeded to stunlock every member of my team in succession. At this point, they simply continued to rotate their stunlocking madness for the entire match!!! They had plenty of time between stunlocking rotations, so they proceeded to play a game of Monopoly, and then sat there in mid having tea and crumpets, as I stood there stunlocked, within tantalizing reach of the ball, I could only rage and dream of a time when I could be free and unsub. After nearly 15 minutes of this maddness they waited till the last second to pick the ball up from mid for the win. Truly, something must be done, as my entire team unsubbed. Also, as my Legacy children were in attendance, I sat and watched them unsub one at a time.
  3. Hmmm... L2reading comprehension then On a side note, I for one will miss Granny's gravy. She may have only been valor rank 6, but that was some mean gravy.
  4. I have had this happen several times, and have even been kicked from WZ due to it. The other day, in a RATED WZ, this happened to one of our healers... as a Sorc, I pulled him from the start (voidstar) to get within range so he could heal... this took 5 pulls. Please please please fix this. Oh & while you’re at it, also fix the missing from raid frames bug, you know, that you guys already fixed last week...
  5. Ok, so why are there no orange vibroknives? As a DPS Operative my "offhand" weapon is my main weapon. The other classes that have offhand weapons, Marauder/Sentinel and Mercenaries have orange offhand weapons. I am ok with a generic option for a low level and a higher level, I would not ask for a change to the animation, just the option for a modable offhand weapon. In the immortal words of Fenster “ what tha ****?”
  6. I would go a step further and say this is unacceptable as it is in game with no orange option. The other classes that have offhand weapons, Marauder/Sentinel and Mercenaries have orange offhand weapons. I am ok with a generic option for a low level and a higher level, I would not ask for a change to the animation, just the option for a modable offhand weapon. As a DPS Operative my "offhand" weapon is my main weapon.
  7. As a DPS Op, the offhand vibroknife is my main weapon... Does anyone know if any of the purple ones have mods? This is crazy, think of a myra or a merc with non modable weapons in their offhand.
  8. As a DPS Op, the vibroknofe is my main weapon... Anyone know of a modable virbroknife? Even a purple that has mods? Think mara and merc offhands... unbelievable
  9. P5 & have been experiencing this as well. In mumble, everyone will experience it at the same time (those in the same wz) and it was even worse last night. Happened on planets as well as the fleet and wz, and a 1st for me... in my ship.
  10. I went to the grocery store today, and found myself stunlocked for over an hour and completely unable to buy any groceries. On top of that, when I tried to get back into my car, I found that I had been unsubed due to my blind OP rage fest and did not even realize I had done it, so I did the only thing I could do at that time, I unsubed again. Gosh! Fix this now, people need to eat you know!
  11. This is nice! What would also be nice is if we are in a war zone, that we do not get ported back to our starting location (the one we entered the WZ from) and then have to port to the instance. Double port not needed.
  12. This could have been avoided on several levels. The easiest way to have changed this, would have been to apply level restrictions to augments, just like mods, so that a level 11 in an orange gear with a 22 augment could not equip the item, till they were 50. The tooltip indicates that this was KNOWN internally, but they were unaware of the ramifications of their actions. (Left hand, meet right hand. Right hand, meet Left hand.) Creating a system that has multiple levels of slots was poor design from the start. All of this to avoid an appearance tab. /sigh Bioware: Hey I have an idea, lets reinvent the wheel, and replace it with an octagon! They will love it and we will be “innovative”. This on top of the antivirus issue…. Can anyone say 1.3 was rushed?
  13. Well thought out and insightful, thank you. Where I do like the ability to customize stats on gear via the ability to change mods & the use of the augment slot, the current implementation is still very clunky to me. With augment slots, it could have just been 1 kit to allow any level augment, keeping the augments with a level restriction to avoid abuse. The lack of orange gear still has a very limited set of choices for the end game. As a Jug I can look like a BH or a Jug, but not some of the more creative choices of gear I can equip, while this palette will expand come 1.3, it is still rather limited. As for the armor out there to get, I am all for having exotic sets and pieces that are earned not just made or found on a Koraban, but the appearance tab should not affect this implementation. In AoC, every class had an end game armor set & looked like little clones running around, (sound familiar TOR *cough*), the addition of the appearance tab, created many more creative looks and variations. Once that was implemented, I was a much happier customer as the ease of use was there.
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