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Varthag

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  1. Don't know about other people, but I'd be glad if they just stuck with whatever they announce, instead of changing their minds and ruining my schedule.
  2. Way to shove it to the European customers, Bioware *clap-clap*. There goes my playtime for today, since maintenance is off by merely 5 hours!
  3. You both might be right. As a PT myself, I've seen my grapple rendered useless plenty of times by leaping guardians. Resolve is out of the question, I don't pull if I see the white bar. The way I see it, it's a matter of who does it last. If the guardian leaps first, you can pull him back, if the pt pulls, the guardian can leap and cancel the pull. There's also the lag factor that could make it look like they both happen at the same time with one taking priority over the other.
  4. After pvp'ing for a while on my PT(currently WH/EWH) and reading the arguments on this topic, the only thing that messes up balance IMO is people piling up to play this spec. There's really not much you can do against teams of smashers, since the damage output is huge compared to any other team setup. I raise my hat to people who actually play this class well and have been doing so before 1.4. It's irritating though when the average fotm smasher can pose serious issues with next-to-no skill. They can be countered to some extent, some of them I can kill 1vs1, but most of the time it's not just one. And to the OP, smashers may not be the only subscribers, but they sure make the bulk of them. The only reason I see for this state is BW catering to the masses.
  5. PT/VGs are not meant to run away. You can easily beat pretty much anything in a 1vs1 situation(except for smashers. maybe). If more opponents are focusing you, it would be pretty weird not to die, whatever class you're playing. There's a lack of utility, compared to other classes, but the damage is so good, often when I get targeted by two or three enemy players, I manage to take one with me before going down. What I do mind about this class is the simplicity of the Pyrotech tree, which doesn't allow for much variation in play style. Such a shame that the Prototype/Tactics tree has a lot of interesting features, yet the devs chose to completely ignore it, rendering it unworthy compared to Pyrotech/Assault for both pvp and pve in the end.
  6. Shockwave/Singularity is ridiculously easy to build, thus the aoe can be used more frequently with guaranteed crits. Also, the damage goes off the moment you press the skill, not when you hit the ground(as it used to be), so no way of escaping it.
  7. The credits are there. It takes 15 minutes to do the Black Hole dailies. You can augment your gear piece by piece within a couple of days. Yet still, you're asking an awful lot, considering some people still join warzones pve equipped and there's not much you can do about it.
  8. The Focus/Rage spec in itself is not such a big deal. I don't mind fighting one smasher, as hard as it can get. What I do mind is the hordes of brainless fotm rollers who switched to Jedi Knights lately. On Red Eclipse it's become impossible to pvp as an Imp most of the time, because there's always tons of smash monkeys(I've seen premades composed of smashers!) spamming that stupid aoe. I've been in a warzone with 6 Jedi Knights yesterday! 5 of them were Focus specced! Try dealing with that! If you want a class that has strong mechanics, heighten the skill cap. At least this way, some people will move away from it and the game becomes playable. Otherwise, there's really no sense in having any other class. We'll all just roll the 1 button wonder that is Focus/Rage.
  9. Been in a civil war wz recently with 5 healers. Nobody was killing anybody, 'cause of too many healers and too little dps on our side. We fought in the middle for the whole match(1-2 deaths for the whole team), we won when the opponents gave up in frustration. Some of them inherently act like douche-bags, but most of them just get frustrated because nobody protects them while they heal the group.
  10. They're not that hard to shut down if you learn to use your stun/mez or taunts whenever you see them leaping. I found that it really helps a lot if you focus on keeping them off your team mates as well, even as a dps(team play, I know, right!?). One smasher is not such a big deal if you can stun, taunt, knock-back etc. The problem I see is that so many people play this spec that I frequently have to deal with 3 smashers in the enemy team, which makes it impossible to do anything about it, since I die in mere seconds(2 sweeps in a row + dispatch is all it takes). If this game is supposed to be balanced around teamplay, then making teams of knights/warriors more viable than anything else is a really bad way of doing it.
  11. Hands down one of the lamest, most infuriating moments in that movie. OT: all Jedi/Sith learn Shii-Cho before anything else. Just because they learn new forms afterwards, it doesn't necessarily mean they completely abandon that style.
  12. I've introduced some people to the game myself, got about the same reactions from them. I think most of the new people are happy to try the game for free, with the option of throwing a few bucks in every now and then. I could never switch to f2p, after subscribing for so long, but the newcomers might feel different about that. The only thing that looks bad for this f2p model is not having the option to unlock the credit limit. I hope they put it in the game sometime in the future, otherwise I don't see how someone would stick around after level cap and pay for the weekly passes and what-not and still be restricted to that awful 350k. There's no point in running f2p just to goad people into subscribing.
  13. Here I thought it was just me, but I get the same thing since yesterday. And since I do no pvp on my sith jugg, it appears to be universally broken.
  14. First of all, sorry for unearthing old topics, though I'd prefer this to opening a new one. I just had the same trouble with the last encounter of FE HM. Everything went perfectly until the moment I used force push + grenade on the boss and it got me straight into a loading screen, then back on Ilum with no way to get back in. This happened the very same moment I pressed the skills. Then the log showed dying from "fall damage". I seriously doubt this is a "working as intended" case, as much as some people would cite failing the mechanics, because there's nothing that showed me dying, or gave me the option to release after. No, I simply got kicked out of the instance. No loot, no daily reward. Everybody else got it. I've done The False Emperor countless times and I never got this, but the usual being pushed through walls, which is curiously not fixed yet, although it's been happening for ages. TL;DR: is there at least any workaround to not being permanently kicked out of the instance the same moment the boss dies?
  15. I know, right? Ops are so godmoad, even after being nerfed to the ground. The nerve of those devs, designing classes that can punish people for wandering around aimlessly in warzones. Waiting anxiously for the next nerfs this class will receive, until BW decides it's on par with the lowest skilled players out there, giving everyone a shot at operatives, regardless of gear/skill, so that the terribads can move on to the next thing to complain about. Meanwhile, they can all roll Marauders/Sents and post about how they need a slight dmg buff.
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