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Cleverist

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  1. BM is always an upgrade..... just rob mods from other pieces that have stats you do like and put them into the gear you want to wear.
  2. I'm guessing you have no idea what my post said and you are simply replying to any thread and posting that but sure why not. Buff everyone!
  3. I'm an oceanic player and as a result we were all online when the server went back up after patch. We all immediately went to illum and started getting our kills. We too noticed that after a little while and a few kills they stopped counting. We then realised by suiciding into their base or simply dying it reset the kills so they started counting again. Now whether its reset by dying or a timing issue, it fixed the problem for us.
  4. I'll stop leaving games when they fix this
  5. Bring back lvl 50 pvp gear, sorted.
  6. Cleverist

    Solo Que Class

    If you are American you might find that your "wierd" playing hours actually match up with the Oceanic players. You should consider rolling on Swiftsure for a PVP server or check out the unofficial oceanic server for PVE (unsure of the name sorry).
  7. I was told the guild that got recorded doing this and posted it on youtube got banned so do at your own risk everyone.
  8. Agreed! I play an Operative on Swiftsure during Oceanic time zones predominately. Having long queues is usually the main reason someone would reroll to the opposite faction. At the moment there is a group of about 10 of us in my guild who are going to roll republic alts simply because we don't like being the zerging side, its bloody boring. Now the other issue with same faction queues is it allows the zerging side to effectively gear themselves regardless of having a factional enemy to fight or not. While this is good for player experience it is terrible for balance.
  9. I would like to see a system similar to WAR's system later in the game. After being CC'd you were given complete immunity. The immunity was based on the length of the CC ability used. It was split into two types of immunity, KD/Stun/Mez and Knockbacks. Knockbacks gave a static 20sec immunity while the others you were granted immunity for 10x (I think) the duration of the CC. What this meant is for MEZ's that are LONG but broken on damage, if it was broken after 1sec you still had the full immunity. This means players become more selective with their CC and don't just spam it constantly on every target. Now my issue with resolve as it stands. I play an operative in concealment spec and most of our damage comes from melee abilityies. We have no gap closer either. So when I have full resolve and get rooted, im screwed. I will have likely already used my Trinket to break the last CC that resulted in full resolve and now im stuck (usually in the huttball fire) just holding my dick. Also, 100% agree with opening poster.
  10. Definately bonus to XP but not valour or comms. The number of comms you get has nothing to do with population balance because Wz's are always 8v8 (minus bugged games) and there are just as many Pub premades as there are Imp premades. So even solo Qing your chances for a win are decent. If not, spam region till you have a premade with dedicated heals at least. Valour is more complicated. At the moment the farming Ops on Illum reap massive gains of valour and the out numbered side simply can't compete. Perhaps Valour bonuses upto Valour 50 would be a good idea, that way the high end Pubs don't suddenly start powering ahead, face rolling in every WZ. The real problem is the lack luster design of design and the lack of design thought. There is no where for the underdog side to hold up and get some kills, there is nothing to really stop base camping (yes they can use the speeder to get out). I think adding a useable turret at each base would make the zerg think twice about just sitting there pulling people. Alternatively, NPC guards that get pulled and will wipe your zerg if you get too close, like in WAR. Illum is a problem because of how Valour is rewarded. There is no deminishing returns for the number of people involved in the kill and the Valour rank of the player has no effect on the gains. You should be rewarded more for a 1v1 than a 20v1 but you aren't. WAR did this well, introducing bonuses for the outnumbered side granting bonus Valour (Renown) and WOW did it with stats I was told. If you ran around in small groups hacking at the zerg you would gain MUCH more than running mindlessly with the zerg killing people that are hugely outnumbered. That said, Illum now is a vast improvement on what Illum was and continued development will make it alot better.
  11. The problem at the moment is there is no where for the outnumbered faction to hold up and defend the zone, make a last stand. It is all open ground and the bases can be claimed without going anywhere near the base....
  12. Was a very common problem pre-patch too
  13. I think he means the "fix" they have implemented was unintentional
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