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Kayes

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  1. Kayes

    Bugfixes

    How is it that some widely know and common bugs are still not fixed? When people get knocked down (Shadow/assassin spinning kick and spike) right before you die you respawn stuch and unable to move. Since you're then stuch in the respawning point you get removed from the warzone. Same old story, still no fix...
  2. Kayes

    Nerfing OPs

    There are so many simple and relatively small fixes (like these) that can make us almost on par with classes like maraurders/senti. Even just cooldown changes. - Give Operative/Scoun a 45s (or atleast less than 2min) cd vanish (that removes DoT's - like shadows' vanish). - Make the Acid Blade DoT (from both Hidden Strike and Backstab) stackable, or just applyable multiple times. - Make evasion work on tech, not just white hits (like shadows' evasion) since that's way more usefull. - Give Op/Scoun a talent allowing them to stealth faster after combat. All these changes are basicly abilities that other classes already have. They nerfed the Op/scoun dps (burst) but gave them nothing in return and now they're lacking the utility and DPS to matter in a warzone. The uselessnes of Op/scoun dps (esspecially in huttball) compared to the untility-rich classes like Marauder/sent and Assassin/shadow is getting more and more noticable now a lot of people are rerolling to those classes and there are WZ's full of them. The sheer lack of defensive cooldowns is often balanced by pure damage (burst) or stuns, but unlike Powertech/Vanguard -who get 2 stuns and higher burst-, we barely match Assass/shadow and defenatly can't compare to Mara/sent. Yes I play one and no I'm not asking for all of the buffs above. They are just a few examples of what BW can do to make Op dps a little bit more usefull whilst not allowing them to stunlock people or do crazy damage. With the reducing of burst damage the last few (and upcoming few) patches Op's are having a hard time competing with the FOTM classes.
  3. Bioware should never have officially posted that they'd change Operative's because they'd ''stun people into unsubbing''. Now everyone starts these ''threatening'' posts about how they're going to unsub if this or that doesn't change... So much for constructive critisism...
  4. Howcome some people don't get it? You have to EARN your gear. Like everything in life, the people who work hardest for something get more/better stuff. If you work a 40 hour/week job you expect to earn more than someone who works (the same job) 10 hours/week. If you PvP 40 hour/week you expect to get (just) 6 iLvl more than someone who PvP's just 10 hours/week. I'ts all to create a reward system for those who play more. Like stated earlier, the 10 expert. and the few stats you get from WH isn't game-breaking.
  5. I don't get you people. If you can't beat it in 1-2 hours it's too hard, if you can beat it in 1-2 hours you cry there isn't enough content after 1 week... Make up your minds!
  6. Are there plans for any form of damage/healing and/or threat meters?
  7. I made a list from the start of ways the game could be more convient. I won't suggest game-changing changes but rather a few tweaks to make it more smooth to navigate trough the game and some changes to keep track of what I'm actually doing. I know these changes won't make the top of your priority list but I hope to see them in the future. For starters, the companion screen is not visable while on a mount/speeder. I'm currently done with gearing my character so I'm in the progress of gearing my companions. I found that it is really hard to navigate trough my companions' gear and stats because they are ''inactive'' while on mounts or speeders. I think these little downtimes are ideal to review my companions' gear etc but they're not visable because they're not summoned while on a vehicle. A second thing I'd suggest are inspectable companions. Like I said I got mad gear for my companion and I want to show it off! While we're on the topic of inspecting; I think it'd be nice to be able to have both my own character screen and an ''inspect screen'' open at the same time. This way I can more easily compare my own gear to someone elses. This goes for more screens aswell, only being able to have 2 screens open maximum can be a hasle when crafting for example. Screens automaticly closing instead of overlapping can cause confusion aswell. From what I get Bioware is going for a closed modding system meaning we can't create modifications ourself(right?). While I am a fan of an open modding system I suggest you make a forum about which addons/ui mods are most desired. For me, as a fan of raiding and being awsome, a few key addons/ui mods are: - DoT timers; it's extremly hard to keep track of the timing of dot's and hot's. To keep track of which one is who's, when there are more of the same class in a raid, is nearly impossible. - SCT; a better scrolling combat text. As it is now you can be out of range of the SCT and there is no way of tracking the dps or healing in a clear way. There are advanced mods in other mmo's that help keeping track of what you're actually doing. For me as a healer it would be nice to have my total healing grouped for example so it doesn't show 8x500 healing ticks (all over my screen), but just 1x4000 rolling down my screen. And I'd love to see how much of my healing is overhealing for in the SCT so I know if I'm doing it right... - I'm a sucker for numbers. I love to crunch numbers for DPS and healing and I know there are more like me that like to ''theorycraft'' and things such as damage meters and healing/threat meters are extremly fun. Like I said, I don't expect you to open the UI/mod system, just make a way for us number-fetishists to get our fix! I know some people hate them but in theory, someone could jsut tag along and press ''1'' the entire raid and no one would notice (except the boss 'cause he'd enrage and still be alive at the end of the day). Damage/healing meters help keep track of people's performance, thats all. Oh, and can we please get itemlevel numbers on things such as relics aswell. A /roll function would help also. I have no clue if you guys (Bioware) even read these posts and I can't imagine if you do that you run to the designers with another set of ''great'' idea's. But hey, atleast I tried.
  8. We've seen group-choice related content in 4-man flashpoints, will we see 8/16-man operations with more story and choices?
  9. Enrage timers are fine. I don't get why people go to forums and try to convince designers to make stuf easier that has been done by thousands of people. Even with the setup that is obviously not the optimal one you should be able to clear 90% of the flashpoints, easily. Get more gear and try to optimize your stratagy and keep trying, it's part of the game... Me and my brother 2manned (With companions obviously) every flashpoints except for D7. Enrage timers are hardly a problem once you get used to the fight. You should be glad the game still gives you a challenge if you can't beat the current enrage timers.
  10. We had the same problem on 16man. The mobs kept spawning twice as fast as the week before. Don't know if that's intended or not.
  11. What a mess... The game could be awsome but after 3 crashes on Taris resulting in a que of 500+ people. I can't be bothered anymore... Where can I get my money back?!
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