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Tempuro

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    Cape Town
  1. I think in addition to this it should indicate: - procs - long term cooldowns (1m +)
  2. hi stephen, Maybe an opacity scaling bar in the pref menu would be an idea? then everyone could set the opacity of the effect themselves from '0' (i.e. similar to the old effect) to '1' (the new effect). gr
  3. What are your plans for extra guild functionality and management?
  4. I've done some PVP tonight, and I must say it is ALOT better for healing (even accurate in my experience), so...good work!
  5. I have a similar feeling. I can understand that they dont want healers to become overpowered. Since balance is all about not letting a certain group being constantly outplaying others. But if healing in general becomes so easily overpowered that a 30% (which is immense!) debuff is neccesary...is healing itself then truly the problem? Or is there something 'wrong' (I hate the word wrong, but im not an english native, so forgive me) with the PVP game design that makes healing such a valuable asset? Seeing as we dont have the debuff during leveling or during PVE (FP's/OPS)! On top of that I often have the feeling being incompetent in healing in PVP: we (as noted by someone else in this thread) already have to deal with literally TONS of knockbacks, stuns, etc, and a 1,5 (!). I can literally be stun-locked to death! (and not just once...). In addition to LOS (sometimes even 'silly' ones like small boxes), cluttered battles (its impossible to distuinguish names when 4 people are stacked up, let alone target them manually [game targets enemy first]), and giving everyone a title, a normal name and legacy name, all of that doesnt make quick response healing easier...Raidframes are often bugged (10 players in an OPS?, and its difficult to look at a name, and look it up in the frames)....ok, i dont want to sound too negative...but the game at its current status lends itself easier for a DPS role, than a healing role (no companions in raidframes for example?). I dont mind a challnge, but please let the challenge itself be in the strategy/fight (what we have to do: carry a ball, cap a point), than in the mechanics and the game tools. Lets turn it around: if you found out people would die too easily in PVP, would you give everyone a 30% damage reduction? I you would feel tanks would shield too much, would you give them a 30% shield reduction? Maybe these sound silly, but for me they are in the same department as a 30% healing debuff.... And I'm a bit double about medals in PVP. On the one hand i feel a balanced team should have all roles in it. If you want to play your role good, you would have to stick to the role you're given (supporting the team = healing / utility (stun, etc)). Doing this would very often result in two medals (and if the situation lends itself for it, maybe 3). On the other i also feel like you should be role flexible (especially in PVP, less in PVE), which requires a healer to dps, or a dps to heal). As far as i discovered there are 4 technical healing medals, 4 tank medals, 2 situaional (defender medals), and 8 dps medals. I know gabe & co might not want to classify it as strictly as i just did (probably because of the role flexibility in PVP), but you have to look at it from a perspective like 'what medals are most likely to be scored by people with a certain role'. Even for tanks this is different, because part of fulfilling that role is doing damage. So very technically (!): in the current medal system, if I-Healer see a teammate on 10% health, or I can score a medal killing blow, which i dont have yet...the game motivates me to do the last...and thats weird...Isnt there a situation possible in which I can fulfill my role (healing the 10% guy) enables me a chance at getting the killing blow medals because that guy now does that 'for me' (since i kept him alive?)? It just feels weird... - off-topic: kill medals will let people focus on killing...are there no 'i scored the ball twice medals?' Good behaviour doesnt buy you gear, neither do compliments from teammates (which are always welcome ). The biggest thing about the 30% debuff, is the question 'why am i being 'handicapped for fulfulling a specific role and trying or being competent at it?'. I know the trauma debuff only applies when you actually damage someone (engage in PVP combat), but its impossible to not do that (defense, for example stun als damages). All and all: maybe 30% healing is a solution for a problem which isnt easily (or cannot be) fixed, if that is so, i would like to just hear that. the game doesnt have to be perfect, but id like to understand why (maybe you just have to read this topic as: why, not as 'dont'). ps: im giving this feedback because i totally LOVE the game, and want it to become the best game ever & sorry for the critwall-o-text.
  6. Does anyone know if the affection rating on your companion actually increases their effectiveness, efficiency or crit rating on crafting? and so, how?
  7. could you indicate where this option is?
  8. this was a bug in beta, and i guess is still in the game. do the 'false' nodes also appear on your minimap?
  9. Killing my time, I'd though I'd read the game manual. But apparently the page it links to (from the launcher) is not available (yet?)?
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