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Sami

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  1. I also did not receive my coins. I saw the promo in my launcher and have been a subscriber since pre-launch.
  2. The fact that none of these achievements are being applied from my existing legacy makes me unlikely to participate at all. I understand that the goal is to encourage participation, but doing so by forcing people to repeat what they have been doing for 4 years is stupid. Yes, I have a few open character slots. I do not have *eight* of them. There is no way I am *paying* for more on my home server. If the crate goods are all BoP, then they become pointless if I delete the character. And what on earth is the use of XP boosting armor. I ran a shadow through to fleet last week on a new server with no guild or legacy bonuses and was level 20. If the goal is to encourage play on the lower level worlds, then making it so people can hit level 50 before they have their starship may not be the best idea. If I could go back and fill out the achievements I am missing with existing characters, this would encourage me to play. This? No thanks.
  3. Oh look...as predicted this buffed PvP heals for sages... If you stack alacrity it's not horrible for PvE for the most part. Now I expect them to do something horrible to sage heals again ala 1.2.
  4. As someone who mains a sage healer, I just suggested *nerfing* my heals instead of mucking with my resource management. I am all in favor of class balance. This will make sages even *more* OP in PvP, while making them less useful in PvE. I have at least one of every healing class and I do play them all. Every healing class has a resource recovery skill that takes one GCD. The equivalent skill in other classes recovers more resources, but has a decently long cool down. They also have heals that act to recover resources, or in the case of scoundrels, proc a free heal. Sages do not have those, but our resource recovery skill has no cool down, and now that it doesn't kill us off when we use it, it's actually reasonably useful. Unfortunately for these changes, we will have to use it a lot. That means that we will be saving the proc that improves it for resource recovery. That same proc also buffs the puddle heal (which was nerfed in 4.0 already), and reduces the cast time. It is a seriously long cast for not much of a heal without the proc, which now will also cost a ridiculous amount. So yes, the puddle heal will be useless in PvE. It is already nearly so. If you have resources to waste on the puddle heal, you would probably be more useful doing some DPS on the boss. I would suspect that you haven't healed ops recently. You don't have tons of downtime to play resource recovery. It works right now. A minor nerf to healing output would still be functional. I don't want sages to be overpowered nightmares to face in PvP. THIS CHANGE DOES NOT FIX THAT PROBLEM. It
  5. No one cares about fluff, they care whether their raid team can make it through healing-intensive fights. The point was that a capable commando or merc can keep up with sage heals in PvE. What sage healers in PvE do care about is being able to heal all the way to the end of a fight that requires constant high heal output, which is a significant chunk of the operations bosses at this point. I stopped playing my sage healer, which had been my main literally since beta, and swapped to scoundrel heals in 3.0 because resource management and mobility issues put sage healers at the bottom of the barrel. I was finally able to swap back in 4.0 because those issues were finally addressed. Sage heals are where they should be in PvE. A capable commando can match the healing output of a sage in PvE content, plus do more damage and not be as squishy. Scoundrel heals need some serious single target buffs, but as a secondary healer they are fine as well. The issue with this change is that it does not address the PvP issue at all--they just gave sages *more* healing capacity at the start of a fight. That is a weird thing to do for a class that is supposedly over-performing. Resource management is almost never an issue in PvP. If a healer lives long enough to run into resource management issues, the opposing team is doomed anyway. Where it will make a difference is long fights that require continuous high heal output--like Monolith. Two healers are always in a raid group because you need two, not because it's a nifty nice thing to do. If one is continually out of resources, it's a problem. In addition, the nerf to the puddle heal takes it from barely useful to useless in PvE. Sages are already behind the other two healing classes in terms of group heals. It's not an issue right now because you can bring one of the other two healing classes to compliment and carry the group heals while the sage focuses on the big single-target heals. It becomes an issue if the other healer has chunks of time when the sage can't throw heals. Again, the devs just said sages are *overperforming* and instead of nerfing their heals slightly, they *increased* their healing output, but made them useless in long fights with continuous damage...which describes operations bosses, not PvP.
  6. So in order to address the fact that sage/sorc healers dominate PvP you are buffing their healing in situations (like PvP) where resource management is a non-issue while breaking them for PvE where they actually have to be able to heal for long fights. I would love to see the devs stream something like Nightmare Dread Guards with a pair of sage/sorc healers with these changes applied...or Monolith...or any of the beastly long fights y'all have become so fond of in operations. Sages could tolerate a slight nerf to healing numbers and still be viable. Actually boosting our heals while nerfing our ability to heal in long fights does the exact opposite of your stated goals for the change.
  7. There seem to be two separate but related issues: some people can start patching but then fail out when the patcher tries to reference their local host for some reason. Some of us can't get it to start at all. Mine is consistently instantly directing to the local host despite attempting to pre-load the patch with the community tool and reinstalling the launcher. My son reinstalled completely from disc and it can't access the servers to patch at all. DNS flush, changing DNS host, resetting the router all have no effect. I let it sit for two hours. Nothing. I have force quit and re-launched. Nothing.
  8. I am getting this error showing up when I try to close the launcher after getting the lovely 308 network error that fails to patch. I posted the requested log files in that thread. I will PM these files. I'm also having issues with the launcher running even after a restart. It takes about 30% of my CPU even when I haven't actually launched the game. It is (obviously) not in my startup list.
  9. My son and I on the same network but different computers are having the same issue. I have only included the most recent log.
  10. perhaos you should clarify that you are *fixing* a bug making all crafted relics BoP instead of *making* them BoP.
  11. Will arms tech and artifice have hilts and barrels learned from the trainer that can be RE'd to endgame equivalents as well? (Or perhaps non-moddable light sabers and guns similar to what other crafters are getting)
  12. Maybe I'm missing it, but what exactly are artificers suppose to make now, you know, since relics are apparently the only end game gear that can't be crafted and enhancements have been moved to another skill? I'm also not entirely sure why you would gate crafting goods with conquest while simultaneously making crafting close to useless for conquest. I am tentatively positive about a lot of the changes, but these seem...poorly thought out at best.
  13. Small guilds have been at a huge disadvantage in conquest from the beginning, and this update won't help that. I would agree that crafting was probably too important up to now and was skewing the game economy, but having PvP and GSF be the only repeatable objectives skews it in an entirely different direction. Suggestions: 1- Track objectives by character instead of by legacy. This allows smaller guilds with lots of alts to compete and removes the penalty for being in multiple guilds (as you have to be to play both factions). 2- Make all objectives repeatable (heroics, kill counts, operations). This allows people to grind whatever content they enjoy most. 3- Make the per character point objectives achievable for those who don't choose to do PvP or GSF. It was difficult to impossible for non-crafters until now. Don't make it impossible for a whole new group. I say this as someone from a decently large guild that has conquered every planet at least once and has rarely finished out of the top ten since the entire conquest concept launched. We will still be competitive under the new rules, but they will limit the contribution of many of our members.
  14. The real question is whether these new packs will be priced the same as the current packs, or whether they will drop in price somewhat (perhaps to the level of the previous smaller packs). The number of items in the packs has been steadily falling. The most common items are simply re-colors of existing items and therefore aren't desirable to much of anyone. The new and popular designs are ridiculously rare and expensive. I stopped buying cartel coins a while ago because it just wasn't worth it. These changes aren't luring me back.
  15. Thank you, folks. Genuinely friendly competition is the best thing about this server.
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