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heilhead

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    Ukraine
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    Programmer
  1. nice. give me your dps meter plz, i wanna do some measurements aswell. yeah, bro, they all roll with a 100% crit chance and prolly alot of surge to make them 3k cirts with tracer. but if they do, as you say, crit every 1.5s, then this change is gonna affect them even more then poor snipers. say what tracer spammers are easily kited/los'ed and killed, not by all classes, but who would balance the game around 1v1's? oh, you threatened to leave, now they gonna fix it fo sho!
  2. i play a pyro merc in almost full champ gear (some pieces are still centurion) and i have never even critted for 4k. max was like 3800 with sticky grenade. dunno where u get them "3k - 5k all the time"... or are you talking about occasional crits under relic/adrenal? well, anyway, most of your statements are false. like that everyone's wearing a bm gear or scoundrels/operatives not able to kill anyone. i've been killed countless times by some my server's best scoundrels after the patch and i'm not the worst geared merc on the server...
  3. who told you that bs? they actually do not reset, atleast not after the tuesday maintenance. or u saying they reset after a week of not respeccing? from my observation you just have to either do X respecs for cost to reset or X+N (whatever number if you respeccing too often).
  4. i think you should of read first at what i replied to. the guy was saying his income ~1mil a day, and thats not what you can get from dailies. i do them when i have some spare time, and they are around 300k tops. not even close to a million, right? as to me failing at raids - guess you've done all the nightmares already (or farming normals), well kudos to you. but unfortunately for me, i'm not as pro as you and we wipe in our progression raids.
  5. and what that has to do with respec price? -.- you should probably get a work or life of some sort, cause not many of us can spend as much time as you playing, to farm 1mil every day. i spend 2-3 hours in evening actually raiding/pvping, not doing bs dailies and spending like 100k on repair bills after the raid is too much for me already, not counting that i have to respec contantly between pve dps, pve heal and pvp dps. and yes, i do have different sets of gear for these specs and actually know how to play them. spending like 400k credits on full respec circle is just absurd. this game forces you to have one spec and one spec only, choose whether you want to pve or pvp and stick to it. not encouraging taking different talents, experimenting with them, finding the build for you.
  6. i can't see what you crying about. some players already did that - first grenadetech, then drop it and roll armortech/whatevertech to get your critted best-in-slot belt/bracers and then drop it for biochem. there is no reason for them to drop biochem now because of this "nerf". what should be done is make all profession's bonuses to require profession to use/wear them (just like grenade and medpacks/stims/adrenals) so you can't just drop armortech and take that one crew skill that forces you to have it to get its benefits. OP is obviously crying too much instead of asking friends how he could max out his stats with available crewskills.
  7. yeah. we kinda get that functionality through neutral AH, but its so annoying to transfer money first, they place an item, transfer money back etc etc. especially when every purchase takes an hour for money to arrive. i mean this is actually stupid - your alts on the opposite faction carry the same lastname, yet you cant mail a lil gift to them? >.> all on the same galactic network, all speaking the same language. why not let you atleast mail items to your alts on the opposite faction? make it with same fee as the neutral ah, just a less retarded way.
  8. The problem is in timing of this solution. They basicly building a wall between a fresh 50s/alts and those already geared up with champ epix. I myself have both of these - a lvl 50 almost full champ main and a very fresh 50 alt still in blues, and i cant tell you how much frustration i get facing those full-champs in a warzone. Not even that i cant kill them, but that i cant be geared up to their level until i hit valor 60. The change should have been made either 2 month ago or at the start of next season, but not right now, this is just ridiculous. Like said above, PvP is going to be fun on either alts 10-49 or already decently geared 50s.
  9. The buffs panel on ops unitframes is useless in its current state. Not only because they like 4x4px and you can't see anything on them, but because it shows all buffs on a player. There's no need to display stims or other 1hr+ buffs, they only overload the ui and make it hard to track the things that actually matter -- debuffs on a player or your own buffs (like stacks of hots, shields etc). So my suggestions about the ops frames: hide unnecessary buffs make icons bigger (maybe using the space in healthbar -- they usually high and wide enough to carry 2-3 buff icons) make debuffs easier to spot. and also indicate in some way either the type of debuff or that you can purge it (for quicker response). maybe outline in some color or something similar. also, time text on icons would be nice too, because current implementation is not very obvious. Now about buffs/procs on your own unitframe: hide unnecessary buffs (again, like stims or 1hr party buffs) so it would be easier to track your procs/adrenals/relics etc. same applies on target's debuffs -- either hide other players' debuffs, show them separately or make your own debuffs larger or highlighted in some way for more easier tracking. or ignore the above and make procs esier to spot via power auras-like visual effects, because with the current design its ridiculously hard to track stacks of upper hand (or any other proc) jumping from one line of buffs to another And a one quick suggestion about health numbers on own/target unitframes. The problem is that the font is really small and numbers are too big on ops bosses, so it takes up to 40% of healthbar and without rounding the numbers they obstruct large part of healthbar (for example hard to see when boss is at 10%) and cant be easily read either. E.g. 1335891/1809516 -- I'd rather have 1.3kk/1.8kk or 1336k/1810k, also a percent indication would be nice too. Cheers.
  10. Yep. A known bug that as soon as last boss dies you can not enter the FP anymore. So try not to wipe or DC after/when he's about to die. Same happening in all HM FPs afaik.
  11. Nope, they're very easy tactics-wise on a normal/pug difficulty. Think of a first-tier WoW raids (Onixia/Molten Core etc). On a hardmode/nightmare they require really good healing/dps although still remain very simple in tactics. Yeah, flashpoints are real fun, but they might not be very friendly to a fresh 50. You absolutely need to buy anything you can get on a GTN and prolly should do the dailes on Ilum/Belsavis for some more mods/barrels. Plus you should probably do the pvp dailies for champion bags which can contain pvp set items with lvl 56 mods - really useful. Normal mode operations are alot easier then HM FPs though. And if you can, you should probably do them aswell because its basicly a free loot. And remember to do the pve daily/weekly quests to gear up faster. The progression you described is pretty much it. Although you can start with HM FPs if you group is geared with craft/GTN items/mods and know what they're doing Yep. Pretty much. You get 4pc t2 set (which comes with lvl 56 mods in it) + some random epics with lvl 51 mods. For comparsion: normal raid bosses drop the same tokens (t2) which final HM FP bosses drop. So you can gear up in HM FPs and jump straight to HM Ops (although someone in you group still needs to complete the normal mode to switch it to HM )
  12. No need in cross realm LFG. Would be enough if theres a server-wide LFG chat channel. Later when you start doing HM FPs you prolly want to stick to a group of friends anyway, cause they're pretty hard to succeed with a pug.
  13. I dont think that adding +damage aura for melee could fix that encounter design flaws - it really just creates another one. One way around this is like you said adding some kind ranged damage, forcing most of the players (including healers) to stick in melee zone and only a few (like 3 or 4) needing to stand at range to take some kind of voidzones/projectiles/whatever spam that prefer ranged targets. Another way is to just fix the fights like Soa so he creates mindtraps inside a melee zone or not far from the boss, cause running all the way on the other end of the platform to kill mindtrap and then running back is plain stupid when you can stack ranged classes and do the fight 10 times easier (and yeah, some melee classes can force leap or sprint, but still). And the Bonethrasher... I can't even think of way to make it melee-friendly without reworking either the fight itself or the UI so that players can actually run away from the player targeted by the boss.
  14. You can actually "exit area" inbetween add packs. Also, this out-of-combat time can be used to rez someone But the bug is really annoying as we could finish it only on like 5th try.
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