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jaakkeli

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  1. I've never been knocked off but I have to agree that this is a really ridiculous design failure. The game already has a mechanic to punish failing in an encounter (dying, having to run in and having to try the fight again), having a mechanic that punishes a simple fail by screwing people out of all rewards after a long dungeon is just lazy design. You can tell a polished game by how well the game plans for unusual situations and this game really fails at it. There's a load of situations where if you happen to do random thing X at just the wrong time everything goes wrong (where X might be failing at a mechanic or just using some ability at the wrong time or even being the wrong class for a bugged fight - think Interrogator with Mercs), the game just isn't polished. It's full of lazy design with scripts that work most of the time and then sometimes get totally broken. And really, not falling off in this fight is not the mark of some super pro, so please drop the silly cockiness over it. What if someone gets knocked off when it's their first time in this fight? That might easily happen to a new guy if someone kites the boss around in a bad way during the solo fighting part. And then the new guy learns he's screwed out of all rewards because he made a simple mistake in a fight he hadn't seen before. Not a way to keep people enjoying the game.
  2. You have some moves that stun weak or standard mobs so they fit together with Headshot. Frag Grenade + Headshot works nicely.
  3. I'd much prefer having a very small selection of cc, knockbacks and the like and *no* resolve and no general cc escape button for all classes. I really don't understand the decision to hand pretty much every class a vast selection stuns, ccs, snares, immobilizes and knockbacks and then invent this clumsy mechanic to try to limit the use of them. Why not just have less of that stuff in the first place?
  4. Huttball was really the only good thing in this game. I could stomach Voidstar but Civil War was too much. I unsubbed immediately after hearing that 1.2 brings ANOTHER zone like Civil War and still no possibility of choosing only the zones you actually enjoy.
  5. You can almost always pass when "stun locked". Obviously not when in a stun but between stuns. Just spam your pass hotkey and your mouse button frantically and you almost always get the pass off between ccs. This is one of the reasons why clickers really suck. I tried playing PvP with a mate who clicks and... it's really frustrating when he can't do passes that are easy for anyone who actually keybinds throw the ball.
  6. I expected you to be another genius posting their 500k Huttball damage as if the class having high damage means it's great, but..? You're not just being a newb for thinking that the scoreboard means something important, you're also posting a scoreboard where you aren't doing anything even close to half-impressive.
  7. You realize they're changing expertise entirely, right? None of this will apply in 1.2.
  8. Some of us have played a hundred Voidstars and still don't know which door is west and which one is east. How can you tell? I can't get a sense of direction in an inside area where there's no obvious way of telling which way is north, east, west, south, whatever.
  9. The only class that isn't complaining about 1.2 killing them are Snipers/Gunslingers. They're complaining that 1.2 doesn't buff them enough to bring them out of uselessness...
  10. Cull lasts 3 seconds, that's 2 globals. So, you spent 6 globals doing this. Not to mention that if a Merc has anywhere near 20k hp he must be in full PvE gear. So, you burst down a 0 expertise guy fairly fast. GRATS.
  11. It's a hack. Google and you can easily find out how people do it.
  12. I keep having this same bizarre experience. I first keep getting Huttballs where I recognize and remember almost everyone on the team and the matches are interesting, can go through lots and lots of matches without getting a total derp team. Then I get placed in Alderaan and suddenly there's no one I remember in our team and I spot several people with 11.8k health and we get our *** kicked bad while half of the people doing stupid stuff rage on /ops (most often you have everyone leave a turret and then some of those people who left declaring the other people who left noobs for leaving). Then after Alderaan I get Huttball again with good or at least OK teams... There's definitely something strange going on with the match making. Every time I get a warzone against the Republic, it's like the Empire team was pulled out of some twilight zone that has nothing to do with the player pool that ends up in Huttball.
  13. Umm, yes they do, since the game actually has cc... If it's 1v1, a stealther can just do vanish + out of combat cc + heal and if you don't have your cc breaker up it's gg. I don't know how many turrets I ninjaed from a solo defender when I was still playing an Assassin by simply baiting them to use their cc breaker early - that's a guaranteed loss against a stealther who knows how to duel. Not that I think it's a huge priority to be changed or even much of an issue with dots (both stealth classes can remove dots anyway). If they wanted to prevent the vanish + cc + heal while the other guy can't do anything they could just leave a debuff preventing healing after Vanish which they actually do... but they let you talent out of it in stealth specs so I guess it's intended.
  14. I wish I could do one of those heavy snipes.
  15. Again, this "balance" idea is simply rubbish. Pyro PT does very strong burst against anyone. Full Leth spec bursts pretty hard on anything, the only weakness compare to MM is that it takes a few more GCDs to set up. And so on... Bioware most definitely has not "balanced" burst specs to be gimped against defense. The only burst spec with this issue are MM Snipers. Again, this simply isn't true. MM Snipers are, once more and more and more, THE ONLY BURST SPEC IN THE GAME THAT IS GIMPED IN THIS WAY. It could, of course, be that Bioware screwed up and only Snipers are "balanced" while everyone else is more powerful than intended... but the more likely explanation is that they just accidentally gimped the MM Sniper or simply intended MM to be a PvE spec. Again, they are not significantly harder to kill. Whether they are supposed to be is another question but for most specs they take a bit less damage. Again, this may or may not be true, but as it is the only thing we can say is that whatever balance problem they created uniquely gimps Marksman Snipers. Whether or not tanks are squishier than intended against most specs or whether or not Snipers are more gimped against tanks than intended isn't relevant to the points which are, once again, a) Marksman Snipers are uniquely gimped against tanks while a lot of DPS specs almost entirely ignore tank defenses b) The ability to kill tanks fast is going to be damn important since tanks are going to be used for the tasks where the opposing team wants them to survive the longest (once the ball is on that tank it is simply not enough that you can burst down a healer in the time it takes for the team to run close to scoring) c) Marksman Snipers bring nothing special to compensate for their exceptional ineptness against tank specs and a further point that you still haven't argued on d) most classes, tank or not, have a defense cooldown which does almost nothing against most specs but makes you almost completely immune to MM Sniper damage (when the strong point of the class is supposed to be burst it's laughable that almost everyone has a cooldown that's useless against most but completely negates the MM Sniper's burst *and* to make things even worse the Sniper throws up a huge "use your cooldown!" warning sign with all their major attacks) You see people here trying to argue against c) with something like "but we bring good burst against sages!" or "but we have leg shot!". Sorry, those other specs can do good burst against sages without being so badly gimped against tanks and defense cooldowns, no spot for Mr Marksman. Sorry, everyone's got some utility, Sniper utlity is just nowhere near good enough to compensate for the weaknesses. People try to argue against b) with something like "but someone else can kill the tank once we have bursted the healer down, it's our job to focus on sages!" and that's just nonsense. An 8 man premade might be made up of, say, 3 healers, 2 tanks, 3 damage dealers. In a premade like that you just can't expect the other damage dealers to compensate for your weaknesses: as long as there are damage specs than can do proper damage on everything you have to bring the ability to do proper damage on everything or you have no spot. Again, whether or not this is because they unintentionally made defenses useless against most specs or whether it's because they unintentionally made MM Snipers useless against defenses is beside the points. The issue is that if 1.2 doesn't change this, then MM Snipers are just no good for high rated play.
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