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goulet

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  1. selecting quality doesn't always work though, for some things it does like with companion gifts before the patch you had to do it this way. but i've noticed that other areas even if you select quality, without something typed in the search area you won't yield any results. this happens with crafting missions specifically i've noticed, had to actually type "mission" or the gathering profession name before i got any results. Long story short i think it needs to either be changed to the work with the quality selection or reverted, having to know by name what your looking for without the ability to browse screws with the economy too much.
  2. one servers frequency of games isnt the litmus test for sustainability. there's to many variables at play for one server to work as an accurate picture, maybe you have more pvpers active at the same time, maybe you have players across multiple time zones playing at all times so theres a more steady population at all times, anyway you cut it's not sufficient. As to the issue of there being queue time issues i think it has multiple causes -population density: its server dependent, but on the servers where it's problematic you get the same 8-12 people per faction on your team on a highly freqeuent basis. -warzone theme: playing against your same faction in a game that's set in a war time period between two factions. -war hero gear acquisition: this is when it becomes a grind. the biggest issue is the lack of ranked warzones, causing you to grind regular coms to then exchange. the lowest cost item is 1425 ranked coms and 200 regular coms, thats 4475 regular warzone coms, or 45 wins basically for one item. the high cost items take 2 times that. 135 wins for your earpiece/implants alone is a lot of game. -gearing rewards: the difference between bm/wh is minute. there's some changes in what stats are provided but at a certain point bm gear is more then sufficient to perform well in pvp. -Gearing as it relates to augmenting: the cost of these items vs the rate you gain credits in pvp is laughable. You maybe get 5k credits from a win, but removing the mods from any armor is 111k for 3 mods, 148k for weapons with 4 slots, and that's before you even consider the cost of the crafted armor (either farming and making it yourself or buying it) and the cost of the augments. its nice to have customization but the cost can't be met reasonably with just pvp, and for those who prefer pvp the idea of going out and grinding credits is equally unappealing. long story short i think a lot of people will hit a wall before server transfers come up. ranked warzone will buy you some time if they come out before then, but by the same token could just annoy people even more when they only have a finite population to compete with. Not to mention those that already have the rewards from ranked warzones prior to them being released, pretty looking armor isn't enough to keep them motivated.
  3. you can exchange the empty shell to upgrade the item. I have a full suit of augment pvp gear, and have traded in an empty bm gun/chest/helm/legs so far. as to the actual stat issue: somewhat of an oversight from the way i look it, especially given that its not like you're freely exchanging pieces as you please, its basically a one time deal, so its not like you'd be constantly changing your gear/spec to what you feel like. What is further problematic is the stat design of the same gear across different tiers. There are stats on wh gear that arent found on the same type of bm gear, and the stats on bm gear differ from those on recruit. Recruit will have crit/accuracy, then bm will have crit/surge, then wh will have crit/power. So its not like you're even upgrading based on the stats you were focused on in the previous tier. It would be one thing if there was uniformity to stats, and their increases on gear, but when you get to buying wh gear and find suddenly the piece you bought in the previous tier has different stats in the new tier its hard to plan for. All of that excludes the fact that my "best in slot" items for one tier based of my spec/class is completely different by the time you get to the top tier. So if im really going for best in slot im getting 2 of a lot of bm items just so i can be the most affective while in bm gear, but still be able to upgrade to the most affective wh gear with a piece of bm armor ill never wear.
  4. the problem is both with the ability specifically as well as its conjuncture with other abilities that make it problematic. UR specifically -the cooldown. 1.5 minutes by default, lower with talents. 5 seconds of not fearing death by itself wouldnt be so bad if you couldn't use it as frequently. -penalty for use. Sacrificing your health doesn't seem substantial enough (has a lot to do with other abilities). If it had some incurred penalty, like a reduction to healing received it would be another story. WIth other abilities -careful planning gets you a "get out of jail free card." The combined effect of the reduction in damage, followed by the in combat stealth creates far to many situations where the marauder can be healed to full, or simply escape as they've stacked enough buffs to get the sprint by the point they use it. -by the time this ability is used in the vast majority of situations your opponents health is roughly equal to your own, and marauders arent exactly lacking on dps.
  5. i think part of the problem with the group quests, is that for a lot of them you dont have to group to complete them or you can avoid them all together and still level to the appropriate level on that planet before moving on (there are some exceptions). So when you get to the higher levels you have this whole solo mentality make it less likely for people to group for the stuff you need to group for.
  6. you see... the world dont move to the beat of just one drum, what might be right for you may not be right for some. Seriously though in phrasing that original post, did it even occur to you that for your theory to be correct you homogenized the entire pvp community into one stereotype? pvpers ruin games? is there some secret cabal where pvpers forced bioware to place pvp in a game that takes place during a galactic war that i don't know about? Cause if not its kind of hard to blame someone for ruining something they dont create. this whole pvp ruins pve argument is a joke. Just because npcs dont post on the forums calling for nerfs doesnt mean certain classes that excel in pvp don't also excel in pve more so then other classes. saying pvp or pve is better for an mmo is like someone giving you a quarter and telling you that you only want 12 and a half cents of it. Ill take the full value of the coin thank you very much.
  7. if you didnt say 'while leveling" id tell you to get on it, max level you produce one of the best pve belts/bracers and can craft augment gear (pvp or pve). While leveling though, you just get better gear from questing, with orange items from class quests/world coms and the mod upgrade most armormech schems wont surpass these relative to your level.
  8. 2 out of the 3 stuns you shouldn't cc break from, one's duration is too short (its supposed to be 3 seconds but its bugged) and the 2nd is short and on a 1 minute cd. The only cc you should be breaking out of is debilitate (and the smuggler equivalent). people also fail to realize an ability that puts you at full resolve will still have its full duration applied. Now then on to the gear problem issue. Im assuming that because of your expertise you have a mix between recruit gear and some battlemaster, and your opponent is battlemaster or higher. Now if you look at battlemaster gear relative to recruit, most people just stare at expertise, but when you look at the other stats you see a huge gain in dps based stats. For operatives/agents in particular theres a large crit/surge gain between recruit and battlemaster. expertise isn't this master stat people make it out to be, it just sucks when you don't have it. once you do the damage gained vs the damage reduced is only like a 4 % buff. the last thing to note is this: the way operatives kill you is by bursting you hard in the beginning, then widdling away at whats left or your life. the longer you draw out their initial attack the harder it becomes to kill you. If you break what is usually the 2nd cc applied to you, and kite its night and day.
  9. so are you just supposed to exclude things that become fixed from patch notes because they dont have the greatest priorrity? don't get me wrong we all pvp, but youre not just gonna flip a switch and solve the problem, nor does it become your only problem to deal with.
  10. and when do we get to the part of the story where there's cc breaks, taunts, guards, your own chance to apply cc after said cc break is applied? or how bout the part where there are other classes who can pull of the same duration of cc through stunning? or the part that the agent specific stunning requires an ability with a cd of 1 minute to be up?
  11. not saying i dont find it annoying, but it does reinforce the idea of having alts and experience the other stories. I dont necessarily have a problem with that in and of itself, and am more lenient with the idea of using different classes to fill different roles, where it becomes problematic for me is filling the same role with a different spec. Certain specs are better for pve then pvp, and vice-versa, even while filling the same role (ie dps). The cost of respecs+ the spec differences has lead me to reserve one character solely for pvp, and another for pve, just because of the cost of respecs. The kicker is I use both those characters as dps. While it's nice to mix it up and have options, there are specs (some classes more then others) that are more pvp and pve oriented, which is fine except with the idea of switching between specs to enjoy multiple parts of the game on the same character. I think duel spec is an easier fix then the other options (not that ease needs to be your defining characteristic for acting). If you take those "pvp oriented specs" and adjust them to make them more viable in pve you run the risk of making it imbalanced in pvp. If you take my pvp spec and fix the main complaints about it as it applies to pve, suddenly i have more energy for more damage, further imbalancing me in pvp.
  12. goulet

    Get rid of Huttball

    i like the concept, the execution on the other hand favors certain classes/'team makeups over others beyond the point of simply having a well rounded team.
  13. does complaining about luck of the draw in terms of class makeup seem a bit of a stretch? i would say yes but i seem to recall a dev stating that groups of classes cause people to unsubscribe......
  14. rail shot hits for 10k?......how exactly does an ability that base is around 1800 damage somehow crit for 6 times that amount? even with the 90 percent armor theres no way you have that much surge or power.
  15. expertise isn't the issue, its not like it buffs your dps to the point that healing can't compete. Look at your damage gained versus your damage reduced from expertise: the damage gained is about 3 percent more then damage reduced. If i have 18 % reduction and 21% damage, against similarly geared players thats only a 3% gain in damage. As a healer you're dealing with a 3 % damage increase with a 15% increase to healing. thats not to say there aren't issues, it's just hard to say that the problem is based in expertise. healing becomes only becomes an issue in focus fire situations, one on one or even 1v2 it's fine. Its more then likely class related and do to imbalances. additionally and theres to much to consider to list it outright, but people dont exactly engage in the most affective use of their damage reducing talents as relates to group play. Ever notice how those tank acs specced dps usually have really low protection rating at the end of a game even though they still have access to all those taunts from being a tank ac, which doesn't jeopardize their survivability by using them?
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