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CitrusFresh

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  1. That's the character screen of the operative, not the sorc. It's likely because the character is stealthing and reappearing while the screen is up.
  2. If this is not sarcasm, I will submit a LOL at OP.
  3. I'm asking for them to let healers get kills from victims of the ones they are healing. Not lower the gaps in healing medals. Multiple times have I been top 3 healing done and only come away with 2 medals. We'd have to heal an insane amount of heals to gain 1 (one!) addtional damage, yet we're missing out on multiple kill medals. So that abuse healing argument there is moot.
  4. As the title suggests, this is about the fact that damage dealers generally earn more medals than healers (and in turn commendations). This is mainly due to the fact that by doing what they're (dps'ers) meant to do (killing), they're recieving medals for damage done AND kills. Healers are forced to just randomly land one damage spell on every enemy the group is fighting to get the kill bonus as well as heal to keep the group alive. Healers should be included in the kills of the group they are supporting. And I'm not interrested in a L2throw dots responses, as they're missing the point of this discrepancy.
  5. I don't see any reason why it shouldn't last longer. Content will be added. The bugs are getting ironed out and all is good =).
  6. I love the fact that that they added a risky shortcut. If it was static, there would be no reason at all to have the ramps up back at all, then they could just put the ramp in front and just remove the jumppad altogether. Keep it as it is. =)
  7. The way the game rewards teamplay and mindless killing is utterly broken. I really hope a dev confirms that they are aware of the issue and are planning to fix it somewhere down the line. Too many games have I focused on getting the objectives done and been penalized for it in terms of commendations. It's really, really bad design as of now. DEVS, please respond to this thread.
  8. Yes, I can see that people have more incentive to go hunt enemy players than staying behind to defend the objective point. And it's seriously penalizing the people that do. You can't have objective based warzones and not focus the rewards around achieving said objectives.
  9. Basicly what I'm saying in http://www.swtor.com/community/showthread.php?t=93720 Except I don't really mind the changes made recently.
  10. So basicly, from reading this thread. All of the classes have the highest dps. Anyway who the deuce cares about highest dps in a warzone with objectives. There are far more important factors than that, like survivability and disruptive abilities.
  11. And by grunt work, I assume you're refering to objective based work?
  12. Time used to carry the ball definately should be awarded more. Perhaps also a bonus on passing as you suggest, but that could also lead to exploitation, so it would have to have some limits to prevent passing back and forth for added points. Other things that definately should give objective score is CC'ing the ballcarrier, and I believe dmg towards him should be rewarded more than it currently is. As well as healing the friendly ballcarrier (or shield-like abilities). Also, BWs solution on ball-passing is rather bad. An obscure button in the ability panel that they don't mention a single time (at least not that I noticed, and I'm probably not the only one) before the match starts. Entering the huttball arena should add an element to the UI where there was a pass button. As of now the reward system isn't nearly as nuanced as it needs to be and is in a poor shape
  13. An unorganized team losing to an organized team is to be expected. I've never been part of a premade in huttball, but I wouldn't get mad if I lost to one.
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