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AllisonLightning

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  • Location
    Australia
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    Writer and part-time earner, classified.
  1. So I used a referral link simply because I can't after their maintenance, I refuse to put the game back on my computer. I left the game almost a year ago, raided endgame content and was more dabbling PvP by the end (Australian, so it was actually more frustrating than fun there). I've had no desire to play, I watch Twitch streams to keep up with friends who still play and to watch the community. Last time I came back was on the back of a seven day click and Bioware yet again got me paying a subscription. One person suggested Bioware simply wants to make people sub straight off. Their decision, I simply know I'm still not interested in playing again because of a lot of their decisions. It might have eventually happened because of friends asking me to come back for a few days and low resistance being back in it. That will never happen now. I have so many things I'd rather spend money on than immediately subscribing for nostalgia, I'd rather buy a game they're playing on the side or buy them something. Yes, people were scamming and spamming referral links. When I got CCs it was because I posted in the forums, was helpful, contributed and the like. They prefer people paying for Cartel Coins, their choice but about wanting to bring in new players over current subs hitting links- the game has to be worth something for people to play and subscribe. And you can't keep making bad decisions, bleeding players and expecting us to come back. The seven day sub being gone is probably good for a lot of former subs breaking the cycle of returning to this game.
  2. They nerfed operative healers via set bonus because of one of the DPS branch- they are even going to give merc healers major compensation for their hurt so it might turn out they are still overtuned on final build. You'll be a lot happier, OP if you just realize they will continue to hurt the wrong spec in order to class balance which they struggle with. It took them years to balance sorc healers who feel weak because mercs are busted broken- none of us were meant to outheal mechanics or create cockroach PvP. We can do incredible things with skill that break what our classes should be capable of at the high end- I know madness sorc mains who were in a lot more pain for longer who could pull numbers. I mean my sub drops in a few days but it's because I need a break from the game because I've gotten a bit over it. Class balance has never been my priority when it comes to why I stay subbed because they will never get it right and it makes you a better player to just ignore them. Yes, they put an overemphasis on PvP- they can and will hurt the wrong branches of a spec in their poor class balancing but it's a common issue with MMOs and you're better off adjusting. You'll be surprised how good you get when you have to push more.
  3. It's just lovely when I hear that raw healing output on targets when in any fight where you are seriously trying to keep targets up, and not just HoT, nanotech and wave, with nice cooperative healing dummies who stay in one spot, operatives are the best at number fluff (great job hugging mid and eating all that cleave). We're sustain healers who generate numbers simply keeping our procs up and prep so we can keep a target up because our burst is so so at best and can't compete with a merc or sorc with burst which I've been told even in PvP is considered important. I haven't PvP healed for ages so I assume this is chasing the number leaderboard. Mercs are overtuned enough that in most situations I'd assume between DCDs and their burst overcoming sustain issues, they get much more opportunity to punch the big numbers. I do remember lots of stun lock dead moments. It's okay though. I like playing a class you have to be good at to play to its best. We've got a high skill ceiling and merc healers should be embarrassed right now when they are beaten by any other healer. The class is overperforming, they have said it's overperforming and they shouldn't stay overtuned. Operative healers weren't overtuned, they were balanced and got affected by the only viable set for healer spec being also a DPS set being nerfed- if DPS mercs get affected by this, it'll be like any other class- collateral damage is a Bioware specialty. Merc healers in PvP are overtuned because healing was hit with a nerf bat in 6.0 to stop us being cockroaches and making other players cockroaches without anyway to counter us.
  4. Good luck finding a sales team then. You go with a reputable group and they will make sure things run smoothly and even refund if something goes wrong with a timer. And with DM, they generally bring buyers in for the last boss as to ensure a smoother experience. The second request is for a Crest and that's a Hateful run. I don't know any sales team who would risk it, you are the unknown new player as opposed to these teams who have made bank on selling these titles and vanity items. If you'd like your things, find the reputable team who will get you Dread Master and the Crest. And they generally set the price.
  5. I'm really annoyed- they are double dipping with the crit chance nerf which will hurt operative healers where it counts and it's stupid, because we can't double stack- I mean, I appreciate Dxun was made to take advantage of sustain healing requirements. What I don't appreciate is that it looks like NiM Dxun will launch without merc healers being readjusted at all.
  6. Conquest is a point farming joke mode. Take out the high rewards and simply give them as rewards for op weeklies/pvp ranked and unranked- the only reason anyone who plays endgame usually touches it is for mats. And you conquest farmers with your CQ farming monkeys are likely going to ruin the way raiders hit CQ because they'll do something to all the trash in raids we kill on our way. Unless it happens while I'm raiding, I don't seek out CQ points.
  7. Can games do the right thing and not capitalize on a global pandemic? I mean, the exchange rate in AU has made the subscription more expensive and I would rather measures addressed to keeping sub prices static for international players or actually policing their own game when Italy has an insane death toll towards people who are treating this as one big joke. Send a message to all players telling them we're all in this together and to stay safe. But a double XP event isn't going to do a thing to help anyone. SWTOR has an insanely fast levelling system.
  8. I did notice that running the tactical, so this fix for the Regenerative Waves will while remaining a situational tactical, will make it less of a joke. At least you're openly admitting the change to the Tactican's set. The change to the Diagnostic Probe tactical actually make it halfway interesting, I'm not sure if it's worth nerfing surgical probe or what the loss of crit chance would mean for using Injection- which is more worth it the higher it crits, depends on translation.
  9. Has anyone noticed any stealth changes on live? I was having some very weird TA issues and someone else in the group was having an issue where one of their abilities was hitting for less... might just be lag issues for our group but some weirdness.
  10. To be frank, you're about to deliver a whole bunch of class changes that may or may not affect things again with your bolster and everyone will be able to play with the Master Mode changes now. I get you're desperate and likely want more data to play with but please understand, you are skewing your own results unless you deliberately want to see what it's like on live. Please don't come to a final decision beforehand and use this opportunity to collect data- especially when there are many DPS classes you are currently in the process of balancing on PTS with an effective nerf in numbers. I mean, otherwise you'll have ended up upsetting everyone in this debate on both sides which leads to further population loss.
  11. It comes down to EHPS and how well it can go where it needs to which is why raw HPS numbers are the wrong metric to go by or even a sustained damage enviroment. How well can this healer triage based on their skill set, how well can they keep a tank up and so on as a more specific example but what you said was very right and why balancing in this game has gone to hell.
  12. Wouldn't it be ironic if healers perform on the same level as they do now or worse, with the Master Mode buff and everything. I really wouldn't care as long as it didn't lead to the exclusion of any of the healer classes (they can't balance worth a damn so I'm making noise for my main class) but anyone raiding on NiM currently? If healing pre buff is easier than healing post MM buff, then there would be a problem given their supposed intention, at most it should equalize out. I'm going off your statement and haven't touched PTS (I'll be doing that tomorrow night) but it'd be kinda strange for them to make healing more difficult than no stacks healing- kinda like they should give us the 'mathmatically impossible Dread Guards'... for science. Guess they really want people to die in PvP.
  13. Two operatives in zero VE stacks are not optimal. There's barely a handful of fights where you could get away with it and you wouldn't want to try it. All healers can single target heal. All NiM/MM healers are expected to be able to handle spikes, the issue has been across several expansions and easily repeated where operatives have been tuned to put out the numbers but can't because of class design as yes, our burst is barebones- but is meant to be there, just punishing if we haven't set up our sustain. Operatives have AoE potential. But between our set bonus changes among other things- we are sustain primarily with mid range AoE to back it up. A bunch of those things act together that to someone who can't see beyond kolto wave spam, thinks that is what gives us our kick- an energy intensive situational heal. We are not AoE healers, we have things in out toolkit and the best way to tell this is the healing challenge on Raptus, a good operative definitely punches up there with a merc and sorc because we're designed to have the strongest single target sustain. No, we should never have a merc or sorc's burst (in a brief window from near zero, even a sorc can outburst an operative now) but we need to have an acceptable for NiM/MM capacity for the barebones burst, supported by our sustain. It's critical surgery and forcing HoT ticks as healed. Sorc healers spent so long as the meta they don't understand what it truly means to be sidelined as a healing class. Most sorcs weren't forced or asked by anyone to play something else- they simply didn't want to work hard the way operatives have had to work hard always to meet checks. My sympathies go to sorc healers who have been still playing their class and need a buff (sorc healers are still able to do NiM) but seriously, the only double healer comp people generally run is merc. And ironically- often the double healer comp in a NiM Gods fight is two mercs. I posted that earlier but then it's not nearly as exciting as trying to get an argument or not understanding how class balance affects things in PvE and PvP, as well as other specs in an Advanced Class when targeting one branch which was what this thread was about.
  14. I have no problem with sin tanks being able to have their unconventional set bonus that some of you run and don't think much of Bioware's approach to balancing via set armor. I wasn't going after the current live incarnation of sins. I was addressing the criticisms brought against a person highlighting an ability from last expansion which hurt non sin tanks immensely as someone who wasn't out of touch. Assassin tanks still have a majority in this expansion and most NiM teams either run one or both- it's just not as prevalent for a dual sin tank combo. They're still decent tanks with amazing utility and aren't considered less viable than the other two tanks the way operatives do as healers every time they affect the mediocre burst we do have, at the same time as everything else. What we do have keeps the class, the least played healing class from being relegated by the other two when the primary weakness is a key requirement for healers on the NiM/MM level. It's not about shinies and it's rather disingenuous of you to compare this to a comment about the force speed cheese and defending the tank who pointed it out to this, especially since I didn't cite an opinion about your current set bonuses or tacticals or the state of the class.
  15. My sentiments exactly. Without the autocrit, it's an energy intensive gamble I can use to proc a TA, usually at the start of a stim boost cycle. Critical Surgery has just been perfect but Underworld Medicine/Kolto Injection is an expensive heal where the guiding knowledge has always been only cast when it's worth it. I heal in a very sustain/sustain single target fashion so the waves tactical just isn't worth it to give Kolto Waves back the kick it had in 5.10. I've always specced into the HoT and periodic restoration so for me, Infusion is an essential cast- one of my favourite moments when I was rewatching a Brontes team kill was the tank going far getting ticks from probes/nanotech/infusion and their health up and up- full. I heavily use Infusion so I know the probe refresh won't make up for the crit loss which affects so much. I'm downloading PTS tomorrow while I'm at work but the loss of crit, theorycrafting should even have a knock on effect on TA generation as well. I mean if they'd just unhook the utility and give us the burst and HoT automatically as Medicine/Sawbones (still worth taking for double probes and DCD heal), I feel like it would go a long ways to accommodate nerfing the set for the sake of Concealment. I don't think they can balance properly if they don't understand our HPS generation after designing our class around HoTs, sustain and positional punishment after all these years. I mean I'm not sitting here and insisting we should be the most powerful because we're the most difficult/ high APM ceiling healing class. But our class should be able to handle or compensate for our lack of burst and a huge part of that is our HPS generation which has the most stringent requirements for a corresponding EHPS- including things going very wrong with heals that can't keep up. It's also how you keep endgame PvE content balanced and not have, one healer class whose OP skillset overpowers the content. Sorc being too strong- they can bubble and mitigate damage and heal to the point it becomes worth it to run two of them, mercs- this current expansion and simply outbursting/DCD avoiding mechanics, so you run two of them. No one runs dual operative and we're considered the worst class in the game to double stack (outside of Gods, then sorcs are as well- except for one of the fights). Ranked brings a whole other level of criteria where you don't want a situation where 'you don't run this healer against this team's healer who is the best class for it and your group is screwed'. I really think they need to make two versions of all the sets and tacticals, a PvE version and one that only works in PvP. It's worsening the friction between PvE and PvP players and making both groups frustrated.
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