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_Kayko_

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  1. Everyone should just get along, enjoy the fun on the battle fields and listen to some Babymetal... Ahhh.. so calm and peaceful.. isn't that all better?
  2. What? you.. ummm.. what? I'm a sage, I can RESPEC to Seer if I want to heal or Tele/Balance to DPS (like a Priest in WoW and RESPEC into damge or healing) These play differently, very differently. This is just like WoWs system. Allowing a AC change for me is literally the same as Priest in WoW and the next day having a Rogue and the next having a Warrior... seems kinda stupid. Why doesn't someone suggest that we all start out with a blob class (no choices at the start, load up and there you go, Blob), has every ability, plays like a blob then you can morph into any class you want whenever you want. That's no different then letting people change their entire class.
  3. Ok, so you are saying is that you wouldn't vote for someone like me who is ranged class that can toss out some heals (even though they are mostly useless as DPS) who spends most of their time in the back, out of range of objectives being the first respond to inc calls? Or take a look at Shadows/Assassins defending in Alderann, How many of them are in range of the objective to gain defender points even though they have the turret fully covered? Not everyone that is playing objectives gets objective points. The objective points are mostly useless IMO, they are timed based so if you move out of the area, you get nothing and the timer starts over again. As for DoT or AoE damage, damage is damage. a team with 5 dps all putting out 200K burst damage is not going to fair as well as 5 doing 500K+ in AoE or Dot damage. Having a high DoT/AoE damage dealer on your team can be a very good thing since it will make even the best of the healers to start looking more at the ops frames then whats happening to them. DoT/AoE should not be attacking a healer as much as a single target player should be. We should be trying to get those non healers to scatter about and LoS or range their healer. Who to vote for then? Hmm, perhaps pay attention to whats not just in front of you. Look to see who is solo defending, are they making "inc" calls in a timely matter or in the terms of stealth attacking them, are they doing what it takes to stay alive long enough for someone to get there? Is someone putting out a substantial amount of damage more then the next? Did a healer get constant peals or were they putting themselves in position to not take a lot of damage?
  4. I play a ranged class with escapes, so.. sorry, but no. I see my job is to be a "floater" I should be out of range of the door and ready to either move in range if there are no other defenders, or move to the other door in need of help. I should be the first to the other side each and every time it's needed and do whatever I can to be the last alive for defense.
  5. _Kayko_

    Rage Quitters

    http://imageshack.us/photo/my-images/836/ntku.jpg/ Note the time stamps... waves - 8 seconds later, leaves 3 seconds before the WZ starts. Even better, they get to get back in queue and end up filling their own spot that went unfilled for nearly a minute and a half just to leave again. We went near 4 minutes short one person because of this player and in Alderann, being down a player is amplified due to travel distances after deaths. I find it laughable that this players $14.99 is more valuable then the $104.93 put up by the rest of the ops group that were basically penalized by their actions. Now, does one person make or break a warzone? No, but even a body to soak up some damage is far and above better then no one at all.
  6. Reduce it's energy cost to 20 (put a talent in to reduce the cost even further or perhaps add a 1-2 meters per roll for DPS specs), have it still go 12m (6 when slowed) on a 6 to 8 second CD and perhaps have Dodge reset it's CD. It can keep the avoidance increase, it can keep the whole it's actually a teleport and not a movement buff. That seems fair to me. This would put it in line with things like Force speed which can be negated completely. Force speed gets you about 30 meters (out of combat) away from a target for it's full duration on a 20 second CD. Even if one roll was slowed, 3 rolls in 18 seconds would get them 30 meters away from their target, and if needed a CD reset can be used to go 42m. Even at a 6 second CD, it overall reduces the distance gained over basic out of combat run in most warzones. It still can be used as a quick escape tool or gaining over longer distances and it creates a valid cross counter with Force Speed.
  7. I honestly believe that it shouldn't be allowed at all. I understand where the support is for it, but I guess I see it in a different way. With the assumption that solo queues are designed to lose, I'll make my point towards ranked (though with server transfers coming soon, I suspect that there will be more future focus towards a more competitive style of PvP) With that, I believe that a ranked team (or individual) rating should reflect being able to adapt to the variables given by the game. Teams are carefully chosen and that is what should be played. There are pure advantages to have certain amount of class archetypes in different warzones, if your team chooses incorrectly on what warzones you may get versus another who has a more balanced team, so be it. While your teams make up might be just dominant over a more balanced team on the other map. I believe that Bioware somewhat had this in mind when designing the queue system, to add an element of surprise but of course, I think they overlooked field respec when it was added to the game. I think that without being able to choose specs once the map has been decided that the more common stalemate would be reduced and the outcome of each warzone would weigh more heavily on the skill of the teams playing, rather then the chosen specs based on the map.
  8. Hello Bioware, I'm a Sage, a DPS sage, one of the telekinetic skill tree. As many of my abilities require cast times, I am requesting that like another "casting" type class to have an ability that has up to a 1/3rd up time that allows me to sit and cast without any concern of being controlled in any form. I feel that in this game of burst and control, 20 seconds every 60 seems fairly reasonable of immunity all while getting a natural damage reduction and being able to do damage as I please. Don't get me wrong, I like Barrier. 10 seconds every 150 of not being able to be controlled AND taking NO damage? come on, whats not to love about that.. the amount of damage I can put out in that.... ohh, wait.. umm ... did I mention I take no damage? Oh ya, I also have to mention Mental Alacrity, 20% alacrity and no interrupts for 15 seconds out of ~100-120 seconds???? The amount of casts I can get in during this time is amazing.. baring lots of pushback of course and well, if you don't include different class knockbacks, every classes stun, or any of the multiple other control abilities...errr, ok.. lets skip this one. Perhaps if I mention "Cartel Market" in this post that they will get their Iphone or Android notification and pop in here to say something. And inb4, l2p or whatever other quip you want.. just a little bit of venting. Everyone is entitled to their own. I'll have another about conditional abilities (aka finisher type abilities) later tonight so be on the look out!
  9. Seriously, everything I understood about huttball seems to be not true. Before it was the 2nd tie break, learned that all you need to do is last hold the ball to win in a tie, not actually have it or have scored in the last 10 minutes. But now.. oh now.. Stunned/CCed opponents can apparently catch the ball? WHEN?? When did this happen? How is a player that is in a force lift and (later in the same match stunned) catch the ball? This is wonderful, See that someone is about to pass to someone, be quick enough to stun the receiver and... they get the ball with a nice head start on resolve. This HAS to be a bug.. just has to be.. I can't imagine that this is actually designed to work this way, a stunned player can catch a ball.... this game i tell ya.. this game.
  10. As a DPS Sage, there are only a few uses in where barrier will do any good. First, last alive on a noncapped or defended node. Use barrier to eat up some time and prevent a cap at the last second. Second is if you know you can keep 3 or more enemies hitting you for the 10 seconds. Other then that, for DPS, it is mostly pointless. An additional CC break doesn't go all that far in cloth. For a healer, use as an additional CC break is very strong, perhaps and more likely overpowered. It would be nice to get a talent in the DPS trees that give barrier an additional effect to make it worth something other then a kill me in 10 seconds ability. As for the 2 melee stand and build focus, why wouldn't they? Seems like the correct option. Build focus on a target that you know isn't going to move or fight back. They now are able to go full burst mode on anyone else they choose. At the very least, you are still dead at the end of barrier and they will both have focus and many CDs to spare.
  11. After some thought, I edited my post. Can't let people think I actually like anyone in this game.
  12. I would think that server transfers would have been listed in the patch notes if it was ready... So perhaps this may be too early of a goodbye letter. Though I seem to have only made enemies since my return to the game, I'll miss seeing certain names in warzones. Even in some serious beatdowns, was often fun to see the "accidental" B30 or US superqueues. Though I won't miss seeing those who rock out in their partial PvE gear setup to take advantage of a broken bolster system. Really wish they would have figured out X-server rated for you guys instead of going with server transfers. For myself, I'm putting down the PvP focus and heading back to peaceful PvE in FF:ARR and might even go back to my youth and jump back into consoles. Then again, my enjoyment of this broken game has dwindled down to just the bare minimum of to get the daily done as of late if I even can stomach that most days.
  13. Smash doesn't need a nerf per say, it needs a change in skill curve or how it works on targets. I don't think that a smasher should be able to randomly attack someone then turn and crit smash someone else. There is currently no defense against a 30m smash. Nearly no amount of perfect timing can stop it with ability queue (along with the issues with the game itself), it always hits, and will always crit. 9K's (8910) on near full Conqueror (missing only belt atm) cloth is too much for an instant crit ability that can't be defended against without pure luck. (of course, the person that hit me for that was mostly PvE geared.. but that's another topic) One classes AoE ability should not make or break anything PvE, It would be bad design if a PvE encounter counted on a smasher being able to Crit AoE trash or adds. There is no reason for this ability to AoE crit. If it were to require a stacking debuff on a target (even if it couldn't be cleansed) would create at least some sort of skill to using it effectively. It would still be just as effective in PvE single target (again, trash and adds Bad smashers would never hit their target or forget to build stacks on the target. It would separate skill levels of players which is a GOOD THING. To compare, I am nearly fully min/maxed power/surge. I just need to get a new implant to be maxed out on all the surge I can get, so 64 short of maxing it. My auto crit ability is a 2 second cast (means big blue line that extends past any single GCD) Single target, and hits in the 7K range. I have to make sure that I am in a spot that I can't be interrupted and can't be LoSed... which I will admit most times it can be casted but in a 1v1, no chance.. especially against a smasher. I really don't care about the damage if it were to apply to a single target.. maybe even give it a boost, but the AoE crit aspect needs to go and maybe add a stacking target debuff that is consumed when smashed. Heck, make it a small DoT debuff to give it that little extra damage for being single target crit only. Make debuff last 12-15 seconds so it can be applied to multiple targets.. I don't care.. make it so it can be defended against by someone paying attention. Make it so the there is skill involved with it so the difference between weekend warrior and skilled player stands out. Whats the problem with thinking that skill should be involved?
  14. In case of a tie, it's whatever team holds the ball when the timer hits 0... but what about in the case of the ball not being in control by anyone? Though I can not remember the last time this happened, but I thought it went to the team that either scored first or the most recent score (can't recall what one I thought it could be) We lost, was a good match, not complaining at the outcome, but our team scored first followed by 3 unanswered by the opposing team with 2 of ours to follow. They were able to get the ball during last possession but it was thrown away only moments before the ball carrier died and the timer hit 0. So no one had possession of the ball, we scored first and last and had 5 less deaths.. so that means the tie breaker is the team that has control of the ball last? I really hope this isn't the case, those last few moments of a tie game are a lot of fun for me at least.. but kind of disappointing that in those last moments, you know both teams are in full swing somewhere in range of whoever the ball carrier is.. to be able to throw away the ball for the win knowing that the other team has no chance to get to the ball seems to somewhat ruin those last tense moments.
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