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Jihaw

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  1. Thank you very much for your response! I guess I will have to wait and see if the surnames will be in caps later. That would be a dealbreaker for me ^^
  2. If you add a surname to a character that is the same as your legacy name and then uncheck the "show legacy name" box. Will that show as exactly the same as if you had a single name and your legacy name showing? Ie. If my Legacy name is Potato And I have a character named Jacket - it will show as Jacket Potato If I make another character named "Jacket Potato" - it will show as Jacket Potato Potato -> uncheck "show legacy name" will it now show as Jacket Potato? Exactly similar to my other character? After having to change server several times the last few years, I am considering naming all my characters "FirstName LegacyName" and then unchecking legacy. That way I can get back the original names I am oh so fond of
  3. You can go for the matrix relics instead of light/dark req ones. (these are usually quite good) At higher level, you don't really use the light/dark relics anyway... so play the game as you want, just hold off on getting relics.
  4. Could have fooled me. Your original post and your next one doesn't say anything about that. I get that chain stuns is frustrating, but throwing out random stuff that doesn't work with the way the abilities/resolve is designed just makes it look like another "Omigawd, I gots stnued!, Nref! - post" A concept where getting stunned during a stun would cancel out the first and the second one (this would be an issue if full resolve cleared all stuns) is really flawed. It would also make the big resolve bar pointless, because anything that stuns you while at 50% or higher, would instantly fill it and break itself. My counterproposal would be: shorten the resolve bar, make it max out earlier (say 600 instead of 1000) or make having high resolve shorten the duration of stuns (diminishing returns kind of deal) I think it's good like it is. A bit frustrating for a melee that roots/snares don't affect it, but it's understandable. You really need to be able to stop people from doing their thing the way the warzones are made right now. Especially in huttball. Full resolve ball carriers are a pain as it is. If you can't control the carrier/healers, you can't really do much at all if people want to bunch up and move the ball. Not sure where you get the 13 seconds from. A 4sec stun fills the bar more then half way, so two of those and you are immune to further stuff. Some stuns even fill it completely. No silences in this game and ability lockouts from kicks/interrupts aren't very strong either. Another suggestion is to make the CC-removal skill have a shorter cooldown. This would be my favored solution to this..."problem"
  5. I like it the way it is atm. But then again, I PvP for fun. The random epics I get once in a while, I look at as a bonus. Opening random bags is enjoyable A lot of people PvP for the gear itself, that way I can understand it might get frustrating. (I don't get that part though. I hear people saying it's a boring grind to 60 and then there is nothing else to do, so they quit; playing something you don't like to then not play it anymore once you reach your goal seems backwards to me)
  6. This would just be similar to making the stun bar max out earlier. If would make them immune to stuns at 50% or so, because a stun would fill it. Moves like Shoot first would also automatically cancel itself out, because it gives a full resolve bar. Wouldn't be much point in that... It would also mean that if two people stun at the same time, the target would ignore both instead of getting stunned by one. This sounds a bit silly to me.
  7. It's actually working as intended. If you are at 80% resolve and get a 4sec stun in you eye, it fills the resolve bar, but does not clear the stun that made it full. The resolve bar protects you from further stuns though. (not roots/snares) Been playing a lot of PvP and never gotten stunned/knocked back with full resolve bar. It's very noticeable in Huttball where we make passes dependent on teams resolve.
  8. Read his post again then You don't print money anymore with slicing missions, but you get custom missions and cybertech schematics that more then make up for having a low return of creds. (over time, you actually get creds as well, but not on a per mission basis) And you make tons of money from slicing nodes in the world. The nerf was to stop afk money printing that would lead to a really broken economy. Good thing is that people don't understand the value of it now, so a lot of people dropped it, which makes my custom missions sell for more
  9. Arf yes. Or those who stay mid and kill of the enemies who are too far back to stop you anyway.. only to have them re-spawn and punch your face in right before you get to the goal line.
  10. Good point about the dps increase from stats other then expertise. I only took expertise into account in my post. I wasn't implying that healing was in any way overpowered or that you will get 100% sustain in a warzone. Was just using sustain vs above sustain to show very clearly how the scaling worked. And I was in a game of Civil war where none of the sides got the middle turret for around 5minutes+ though. Was a massive fight. A few people did however get bursted, but they got back in before one side got the upper hand. As people's expertise grows, their focus fire skills presumably grow as well. (more time spent in warzones, more experienced players) but then again, tanks will probably get better at target-swapping guards, taunting etc as well. Not sure what my point is here really, but for the OP: Healing is definitely still worth it in warzones.
  11. not talking about magic, I am talking about how expertise scales. 0 expertise: Say you do 100dps vs a healer that heals 100hps... if healer heals constantly his hp will stay the same. 500expertise (close to 10%): You now deal 110dps, but target only takes 90% of the dmg, so you do around 100dps still. (99dps if attack modifier from expertise is done seperate from defense modifier) You do the same amount of damage to your target, but now he heals for 110hps because of his expertise. The more expertise everyone gets, the stronger healers become, compared to other classes. Simple maths.
  12. Healers are the only ones that really scale with expertise, so as people get more and more geared, healers will have an easier time. (considering both teams have the same amount) I am playing republic and because the other team is usually 5 Sorcs, 2mercs and a jugger.. (or something similar) we had fights that lasts for ages, because no one dies. What you are seeing is probably that they focus fire or that they aren't low lvls, so the damage seems to be higher, but it is in fact lower compared to your scaling heals. ^^ Yes, healers are very valuable still.
  13. -They fixed the one ability that had a longer cooldown as republic. -A few abilities trigger faster for the imps. -One skill have a difference in duration, this will be fixed next patch. Wow, that was a massive list indeed. To OP: Have to agree. The class balance is really good for an MMO this young.
  14. Have to agree. As we gain more expertise, healers are the only ones who actually gain a lot from it (considering your opponent has as much expertise as you do) So far, I've found Sorcs/Sages to be the most versatile of the classes. They are strong in all warzones and have a lot of utility as well as the damage and heals on demand. I play republic and a lot of the warzones have 5 or more Sorcs. That might make them seem stronger then they are, because they always heal each other up and if something kills you, chances are, it's a sorcerer
  15. Have to agree on this one. On low pop servers, they almost never fill up after they started, at least not within time to actually win. Not starting it would be much better then having to fight a lost battle for 10-15min
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