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adrenalinee

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  1. Just so you guys know when tab targeting and complaining about having to cycle through 6 people...The tab targeting system in this game is dumb. So the trick to targeting the person running right in front of you, closest to you, is to DROP your target, THEN tab. So you're shooting your pewpew ultra grav round telekinetic throw at someone, and someone else comes in front of you that you want to pewpew down. If you just tab, you will cycle to the next person that was next when you targeted the first person. So, click off target (I have clicking ground releases target option checked), then tab. It auto finds the closes person to you on your screen.
  2. adrenalinee

    Kill Traders

    If you have champion geared and are getting crushed in WZs or PvP in general against battlemasters, you are bad. That said, it certainly is unfair to those who legitimately obtained their ranks.
  3. Basically, Ilum is a dumber form of Tarren Mill/South Shore.
  4. Agreed, and also, make clicking players actually possible. It's retardedly difficult to accomplish this. I have an easier time playing starcraft 2 at 300 APM while managing 5 bases than I do clicking someone in this game. Or alternatively, you can fix the fricking OPS UI so people on your team actually show up on them for crying out loud.
  5. Since I've gotten FIB, in every voidstar/huttball, I've topped 300k from level 20-37 now. In Alderaan, you're looking at 250-300 tops if you're actually playing objectives and defending points. Mercs and Commandos come nowhere near sages, and you are the hard counter to those classes. A lot of people are smoking crack in this thread too. The only sages that question sage dps in 2/3 warzones are bad ones. You guys are insane if you think Mercs/Commandos can even compare to sages. The amount of utility we get and the amount of overall damage we do is insane.
  6. I'm not certain why people are so against premades. First of all, it's not as if it's an 8 man premade. Second of all, any good players know what they're doing. On Voidstar, if you're killing 2 people and you noticce you have 5, it's time to move to the other side. On Alderaan, if you're fighting 5 v 5 on a node, and you start killing a few people, probably the other side or middle will be hit next. The only map that premades (especially guardians/sages) really can rock is Huttball with passing/pulling/cooldowns. I regularly beat premades with people on my team that know how to play. Am I the only player that has a faction that has solid players? I'm on the Fatman, Republic side by the way.
  7. I think you're bad. I run with a premade of 2 (me and one other) 50% of the time and we beat 4 man premades regularly. I soloqueue 30% of the time and we win most of the games as well. On top of that, we beat 11v8 premade exploit stuff. Maybe you should stick around a premade. You may win more than you think if you're a solid player. You can also help direct people around. Sure, it's more work, but it isn't much more work. It isn't like WoW when it was a premade of 10 or 15. But really "I leave the moment I see it's a premade" sounds pretty pathetic.
  8. The moment someone stops chasing is the moment I turn around and telekinetic throw again. There really is no running away. If you're chasing me, I'm using MC instead of Disturbance and Weaken mind is already on you. None of your arguments are making any sense in regards to Sages.
  9. Sigh. You have to be trolling. What you are saying is impossible for responsible objective players that are trying to protect doors/nodes. The map is designed to be too small. If I don't hit 5 people with TKW, I hit 4, or 3. What if you're melee and the 2-3 of you are trying to focus down a healer? It's unrealistic to say "hey don't stand next to each other." By the way, "don't stand next to each other" in the realm of these AOEs means stand really far away from each other, which is the issue to begin with. Like I said, the FIB imprint on the ground is significantly smaller than what the actual range is.
  10. I don't think you understand the mechanics of the AOE unless you play a sage. If you do, you should know the range of your Force in Balance and it certainly isn't the blue circle on the ground. It is significantly bigger, and so is telekinetic wave. Unless we're standing at separate pillars on a map like Voidstar, we will be hit by the AOE. And when you are forced to clump around the door to stop cappers/try to defuse, sometimes there's no choice. Guys, before we get into more of this stuff, considering the range of the of a Force Sweep for Sentinel. If you've played a sentinel, you know it SUCKS, and misses half the targets in a group. AND you have to stand next to it. Consider how powerful a hybrid build AOE spec is in comparison to a melee range AOE. Let's put that part to bed already. It is way different than Jugg Smash or Marauder Sweep.
  11. Not quoting your Sirolos. I can see your points of view too. Just don't want to make this an uber long post. What I was referring to when nerfing AOE damage is, by the same token, buff single target sustained damage. As I said, my only gripe with Sorcs/Sages in PvP right now is the amount of damage a group puts out. Similarly, I felt Scoundrel/Operatives needed a sustained damage buff to go with their burst nerf. In other words, I wouldn't mind a Weaken Mind buff, a disturbance buff, or the corresponding abilities depending on spec). You also rarely see 3-4 juggs in a warzone together. Secondly, you also don't see them on the same target. Their abilities are not done from ranged too. So FIB + TKW in a hybrid Spec between 3 Sorcs is MASSIVE, at range, and includes all utilities. This is my primary issue with sorcs/sages. Shadows have absurd burst. 3 Shadows could melt one target to the next to the next. But 3 sages could melt 3 targets in voidstar with ease, with the same amount of time it'd need for the 3 shadows to kill one. This is absurdly powerful and why Warzones dominated by Sages/Sorcs on one side is almost always a theme of most Sage/Sorc whine threads posted here.
  12. Just like the Shadow gameplay nerf, I feel nerfs should affect damage output strictly. The game was intentionally designed with innovation in mind (at least, I hope this is the case when BW created the possibility of having hybrid specs). WoW eliminated this completely because balancing it was a nightmare. You are now forced to put in X amount of points in order to open the next tree. Following BWs logic of allowing Hybrid builds/gameplay/styleplay, I felt that a few nerfs were unjustified, and will continue opposing these suggested types of changes (removing CCs, removing utility, removing buttons essentially). I play both a shadow and a sage. I also play a couple of other alts regular (sentinel and commando). The #1 thing I want in this game in terms of class balance is NOT removing hybrid and class utilities. For example, I would have much rather had BW nerf Shadow DAMAGE while in combat stance. So rather than -5%, I would have preferred them trying 10%, or 15%. Instead, they nerfed the damage by making the class incredibly clunky to play in tank stance (for those that care, Project now costs double in combat stance while infiltration spec'ed). The real issue for Shadows/Assassins is that you need to trade MITIGATION for DAMAGE. This is a constantly evolving thing in an MMO. It also is highly dependant on gear, understanding how your stats work together, and understanding when/how to use what's available to you. Instead, it was taken away completely (pretty much) and replaced with "unfun". I would rather nerf the damage on telekinetic wave and force in balance than take away the CCs/AOE Roots/Stuns. Following this line of logic, I also feel Sorcerers/Sages do too MUCH damage when in large groups. With 1 person doing damage, Sage damage is manageable compared to other classes. Both Shadow and Guardian are capable of putting out more burst (different types of damage for different classes, it's acceptable). However, when there's 3 sages, what ends up happening is the GROUP BURST phenomenon. 1 Sage could do 4-7k damage amongst 3-5 people. 3 sages would be doing 15 (probably within 2-3 GCDs of each other) to 3-5 people at once. This is my concern in a warzone considering how small some of them are designed (Voidstar comes to mind). This is my opinion on this matter, and I more than welcome criticism. But I am against anything that CHANGES a class by removing the utilities which make it fun/important in PvP. In short, I would prefer the nerf come in the form of AOE damage (FIB and TKW) moreso than its CC/utility, which is an important role Sages/Sorc play for their teammates.
  13. Double everyone's health. Making healing 1.5x what it is now. Make losing cost you credits. See mass players with no skills leave. See guilds that coordinate and focus fire down people with nice switches. Make gear less relevant. Oh and by the way, watch how server population dwindles. There's no such thing as real PvP anymore because the mass amount of players in all gaming are casual players that don't want to risk anything. CS used to be 1 round per life. BF3, you respawn every 6 seconds. Shadowbane, you used to lose cities. UO, you used to lose your loot. In WoW, you make a graveyard run. In SWTOR, you spawn right where you died (in world PvP). Diminishing Returns have gone the way of Resolve bar in this game too. Too complicated to set up different variables for snares, roots, stuns, and incapacitates, obviously.
  14. Our server (The Fatman) is too stupid to kill trade. Ever since that screen shot came out that basically says as long as you're killing each other, it's OK, our server still has a massive zerg sitting in front of our base while we pull them in for the kill. only a few guilds do the kill trading.
  15. This game is beyond sad at this point. Can we even trust that they will make a rated BG that works properly, won't be bugged (stuck at spawn while getting killed in a knockback?), and won't be exploited to all hell, making legit players having a massive uphill climb to compete? Sigh.
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