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justdodd

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  1. There is no difference in HPS. The only difference is in damage and abilities that you are locked out of (such as charged bolts). I use a blaster rifle for PvE and an assault cannon for PvP.
  2. 1) bind every key to aoe heal 2) set cat on keyboard 3) repeat step 2 as needed.
  3. PLEASE allow transfers from Ajunta Pall to Jung Ma.
  4. I laugh at the thought of someone rolling into pvp without any expertise.
  5. So... how are you doing in HM Denova and against premade pvp groups?
  6. I would use your tools. I still adamantly support this game and play a combat medic. Didn't like the 1.2 nerfs, but I've adjusted. Still don't like them. Would still be interested in your tools, RuQu. Sad to see you leave. I don't post much, but you were always a beacon of reason amidst a cesspool of ignorance.
  7. GZ has no basis for his metrics (especially when he says that commandos are now on par with other healers). It has been proven on multiple occasions (check out posts by RuQu, check out other threads detailing this assertion) that combat medics are statistically the worst healing class in the game. As for your other point, I won't believe what GZ says until he actually PROVIDES his metrics. Especially when other players are stating the opposite and actually proving what they are saying through (GASP!) mathematics and metrics. Yes, solo queueing. Great. What I'm saying is the magnitude of the nerf wasn't justified. If you can't explain it simply, you don't understand it well enough. -Einstein Actually, Recruit gear is considered the equivalent to Columi gear. This is because it is vastly superior to Champion gear in terms of expertise. Although Recruit gear has a rating of 128 and Columi has a rating of 136. Even though champion is 136, it is still inferior to Recruit gear for pvp. That also wasn't the argument. The argument is that damage (particularly sentinels/marauders) can utterly erase the healing that is put up. This is caused by their production of larger numbers, exacerbated by fact that they their damage more quickly than is healable. Sorry, but the adjustments I suggested are NOTHING like the nerfs that healers - particularly combat medics - were handed. We were handed heavy nerfs to our benefit from expertise and our resource management IN ADDITION to minor nerfs similar to the ones I suggested. No, sorry, those nerfs are too ham-fisted and heavy-handed. Allow me to suggest something very similar to what you suggest while still picking apart every word you say.
  8. Maybe it's showing up as not triggering because you press AMP without using MP, maybe in SCC? Is that what is happening? For example: Cast AMP. Field triage procs. Cast AMP again. I have never noticed an issue with field triage not proccing, so it must be this situation that is causing field triage to not show a proc.
  9. I refuse to heal PvP this patch. I just can't do it, or I'll smash a hole in my monitor. PvE is fine, and I'll keep paying my sub for that reason. I still love this game.
  10. Unless you're referring specifically to combat medics and their ammo usage, please provide a link showing what dev posted this and when. He wasn't complaining about tanks. As a healer, he loves them. They're simply TOO useful. They made healers go from near-unkillable to completely unkillable pre-1.2. Now, they make healers go from free kills to somewhat difficult to kill. He wasn't wanting to pigeonhole anyone. They're fantastic on their own and if you read what he said earlier, they're just too good when paired with other players. Either way, his post wasn't meant to QQ on tanks. He was simply stating that "tanking in pvp" exacerbates the issue of healers being unkillable. You honestly think that a healer and a tank going head-to-head with 6 people is balanced? It wasn't balanced, which is why it was changed. Unfortunately, healers are the ones that got the nerf because people whined about them. Sorry, but throughput is throughput. 1500 DPS is still 1500 DPS, but when you take 1500 HPS and turn it into 750 HPS, how is that balanced? Healers don't have "burst" in case you missed the memo. We heal in a (relatively) steady stream even including our "oh ****" buttons, and DPS players have their insane amounts of burst that levels out to 1500 dps. How are we supposed to keep up with that? Zergfests where DPS is king is not a good game design, pal. As if resolve was hard to understand in the first place. He posted a simple "in a nutshell" explanation and you ripped it apart. Sorry, but simplification is sometimes best, especially when you're trying to get a point across. That's not even the point of what he said: if you're stunned long enough for your resolve bar to fill up, you're either already dead or at a point where you'll never recover. With the overabundance of CC in this game, this system needs to be adjusted. Yes. Revert to pre-1.2 values. Maybe you're not totally clueless. As a combat medic in Columi/Rakata gear, some of my largest crits are for 5.5k. In recruit gear, I'm lucky to get a heal over 3.5k in pvp combat. When dps can hit me for a much larger portion of my health in a much shorter amount of time, how is that balanced? Penalizing healers just for playing as a healer is not cool. Yes. Healers are not viable in PvP combat at this point in the game. I wish it were different, but that is the point we are trying to get across. Basically. If they were to revert to pre-1.2 PvP, guard / taunt WOULD need to be adjusted. I don't want to be an unstoppable juggernaut of a healer if I were to run around as a tank / healer combo again. 50% transfer is just to good, make the split 65/35% (or in that area) and reduce taunt to 20-25% reduction. I say again, healer / tank combo was just ridiculously good and there is no denying it. This is coming from a healer. In fact, post-1.2, those minor nerfs to pvp tanking would make things MUCH more balanced.
  11. This is wrong. Armstech is one of the most worthless professions in the game atm. They can only craft blue-level items at endgame, while armormech can craft 2 BiS armor pieces trainable from a vendor: bracers and belt.
  12. Snipers don't open up with a 3 second stun and 8k crit. That's the issue.
  13. You're grossly under-exaggerating the damaging capabilities of an operative. The damage needs to be tuned, plain and simple. I'll reiterate my earlier point: operatives complain about not having much damage outside of their initial burst, other players complain about their initial burst. The logical solution is to tune operative / scoundrel damage to the point where their initial burst does a reasonable amount of damage (rather than an excessive amount) and give their following attacks a reasonable amount of damage (rather than a lackluster amount). Where is the issue with this highly plausible and sensible solution? The only reason to argue with this is: "I want to remain overpowered."
  14. I'm perfectly fine with the stun. It's the exorbitant amount of damage that operatives / scoundrels are able to do in such a short period of time that is the issue. If you're worthless without your burst, maybe the burst should be toned down while other abilities are given a boost? That's called balance. Being stunned for 4 seconds and being crit for 8-9k, then 4k and leaving someone with barely any hp is not balance. Anyone who thinks otherwise is fooling themselves.
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