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Rexell

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  1. Sadly, after writing that it really sunk in that I felt what I was writing was true and not just witty banter. I've now changed my subscription from a 180 day cycle to a 30 day. I figure since the monthly pay period starts in a day and some change I'm only giving them 30 more days and $15 to make some serious progress. This game has some of the WORST customer support I have ever seen. Even Vanguard CS during launch, which had much worse bugs, was able to at least talk to me like a CUSTOMER and respond to in-game tickets intelligently. The in-game 'customer service' I've received thus far has felt like the worst of the worst dell outsourced rejects they could find were hired to pound on keys like monkeys as cut & paste messages were flung like ***** in response to tickets. Then I come to these forums and read about how the Devs perform game balancing with Gallagher's Sledge-O-Matic rather than a scalpel... *sigh* Is balancing needed? Undoubtedly. Are trade skills anywhere near the investment put into them? Obviously not. I don't think any of us were expecting this game to be perfect, especially those of us who played in beta. We are paying customers though. We all bought a copy of the game though and deserve to be treated like paying customers. Fix the customer service. Slowly tweak things that you feel are "unbalanced" and be sure to really investigate what the consequences of every change is going to do before implementing it. Please.
  2. Meh... let's reduce pvp burst dmg until healing becomes so powerful that nobody ever dies. Then we'll nerf healing until everyone dies. Then we'll reduce overall damage until healing is useful again. By then you'll be making your game free to play... so who cares.
  3. Snares should be added to root. Knockbacks/push/pull effects should be added. Each effect should add to resolve and while resolve bar is full and for a little while after you should be immune to ALL such effects. Having to spend the entire fight just being thrown around like a dog's chew toy doesn't make for much fun. Nor does being perma slowed or mezzed for long periods of time. for the mezzes, especially out of combat cc mez effects they need to be capped at around 5-10 seconds vs a player. If you use your CC breaker against a mez it should put you in combat so you can't immediately just be CC'd again. While rooted, snared, mez'd your resolve bar should slowly tick upwards.
  4. Actually I don't see the problem with that... 10 tokens for 1 bag, where you will get back either 3 tokens (plus some credits) or 1 token and an item (and some credits) So if you bought 10 bags for 100 tokens you might get back 30 tokens if you are unlucky... (and could buy 3 more bags) or you get a few items and very few tokens back.
  5. This fight is not bugged. With no exploits you should be able to DPS him down if your group has even decent gear from farming a few BT's and such. Use Stims and such if you are close and not getting it yet. Like I said, just focus hard dps, ignore adds, but DO click the switches every time they respawn (since you are ignoring the adds) and you can definitely beat the enrage timer. We also did it with 2 melee dps and a tank where we would jump out every time he was about to AoE and would interrupt his other ability.
  6. Enlighten me. Because, seems very clear to me
  7. Of course there is also the people flying off the handle in this thread with blinders on.... oblivious to the Dev Tracker posts or something I suppose. http://www.swtor.com/community/showthread.php?p=1347418#edit1347418 The ability is the same on both the IA and Scoundrel. A simple typo. Now get down off your crosses and queue up for some warzones.
  8. I love how people think a game where the primary balance focus will always be PVE in some way is going to be completely balanced for PVP as well. Nerfing something like the burst damage for a burst damage class because it 1-shots undergeared people in PVP would then require a whole round of balance changes to then keep that class viable in PVE.... which then would break other things for some to cry about in PVP.... causing another round of PVP/PVE balance changes which goes in cirlces forever. I've always played PVP since UO, Rallos Zek EQ, DAOC, Vanguard, WAR, WoW, etc. There is one constant that I've just come to accept. Game devs don't focus on PVP. We are the minority of the playerbase. They won't break the PVE gameplay/balance to satisfy PVP concerns.
  9. so to the OP, if you make them mirrors are you going to give bigger stat bonuses to the agent's offhand? Right now Vibroknife of the same rating is not as good as a pistol. Just using the Battlemaster's Enforcer for example. The pistol and offhand pistol both are Cunning 103 End 126 Exp 51 Pow 77 and the Vibroknife is Cunning 85 End 98 Exp 51 Pow 82 Plus all through leveling the blaster pistols available far outclass and outnumber the vibroblades available. Pistols come in orange and are easily upgraded... vibroblades do not. Personally I'm OK with a few differences. I think it would be boring to always be playing an exact mirror match every time I queue a warzone. If you wanted to do that, why even have 2 factions?
  10. What exactly makes Cybertech too strong? Is it the armoring / mods? Because I get stuff equal to the best they can craft from daily quest rewards from Belsavis and Illum. Is it the once (sometimes twice) per warzone grenade they get to throw? Because I'm pretty sure they can make you a blue consumeable version that does about the same thing. Or is it the earpiece? Because I bought a Rakata earpiece with daily tokens and it's better than anything a cybertech crafter can make (including from recipe drops in raids) So which part was the overpowered part?
  11. Definitely something that needs fixing. I really hope they put minimum skill req to USE said items, not just make the BoP items.
  12. I think what everyone else says is pretty accurate. 1. EMP - use it to destroy 2 sets of minefields. I tend to use it on the 2nd and 2nd ot last minefields, but that's more just personal preference. Plenty of time to use it twice during the mission. 2. Power converter - Several opportunities to top off your shields... if you are taking a lot of dmg hit '2' for shields and use missles for a bit. With high end missles you will never run out and can recharge whil fighting. 3. Don't hit asteroids. Most of the time if I take any real damage on this map it's because I was lazy and didn't avoid asteroids hits. 4. If you want the elite fighters, make sure to focus on fighters during that first pass at the minelayer at the end. You get 3 passes on it, which is plenty of time to take it out, so make sure to get the fighters first.
  13. Rexell

    PvP death penatly

    I'm for forcing respawn @ med center on pvp death. Kind of annoying to have them just keep standing back up and attacking over and over again.
  14. Agreed... roots and snares both need to fill (or for god's sake at a minimum maintain) your resolve bar. I get pretty miffed when I am rooted/snared being kited around because my 1 ability to break cc is on cooldown. Snare and Root ARE forms of crowd control. I think it would also be nice if the CC breaker ability not only broke CC but made you immune for 2 seconds after (maybe fills resolve bar for 2 seconds after hitting it)
  15. Yesterday we were able to kill him (not using any bugs or anything) Just poured DPS non-stop on the boss. Ignored the adds completely and just clicked the buttons really fast after they got repaired. Never hit the enrage.
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