I can see people complaining about this but I think it's a good change. I think they're trying to avoid the situation where people just log in once a week to raid.
What's wrong with that?
I can see people complaining about this but I think it's a good change. I think they're trying to avoid the situation where people just log in once a week to raid.
Yeah, they mentioned wanting to phase out reusables, but I guess this applies to all medpacs?wut?
What's wrong with that?
Artificially forcing people into a silly grind is better? They shouldn't be forcing people to log on. If there was anything really worth doing other than raids people would find other reasons to log on. Definitely won't be resubbing if this is the path they're going to go down.It leads to dead feeling guilds. I took my time leveling up and I just reached end level and most of the week we have less than 5 people on (as opposed to 20-30 after launch) because they've done all this stuff and they only log in on Fridays and Saturdays. At least if they log in a couple of extra days I might have a chance to try some of the Flashpoints since I haven't done any of the end game ones yet, plus it's hard to get new people to join when your guild is so sparse most of the week. I realize I could schedule stuff on our forums but my playtime is hard to schedule, I just log in when I can.
Artificially forcing people into a silly grind is better? They shouldn't be forcing people to log on. If there was anything really worth doing other than raids people would find other reasons to log on. Definitely won't be resubbing if this is the path they're going to go down.
See the patchnotes refer to new races available through Legacy system - anyone got a list showing which these are?
I swear, agents get the ugliest headgear. All of our new gear looks horrible.
They're not new races, you can unlock the ability to play classes with races that previously weren't available to be picked, like making a Chiss character with the Republic classes.
Artificially forcing people into a silly grind is better? They shouldn't be forcing people to log on. If there was anything really worth doing other than raids people would find other reasons to log on. Definitely won't be resubbing if this is the path they're going to go down.
I swear, agents get the ugliest headgear. All of our new gear looks horrible.
They're craftable, and by more than one profession.
All the headgear is pretty bad outside of troopers which are just another trooper helm variant as tradition. Lot of the gear sets look fine except for the helms. Course in Star Wars you also don't see smugglers and Jedi wearing helms generally, so lot of these designs have nothing to go off of... so they are just making up random helmets for the sake of having a head gear slot.
WOW I really hate the grind 30 daily comms a week just to get a shot at the final boss. I can see if you pay 30 daily comms and you have the item forever, but that's just flat out stupid. So I'm not allowed to raid 3 times a week and spend the rest of my time PvPing 1-2 hours a day? Nope, I have to slug through boring dailies day after day to kill a boss?
FTFY. Those sets are atrocious.Everyone's new gear looks horrible.
I was hoping to resub after 1.2, if they expanded endgame and un-broke PvP. They're expanding endgame a bit, it seems, but I'm really not a fan of the forced consumables (and the continued Biochem nerfs - continued everyone nerfs - the nerf everything buff nothing mentality is really fucking annoying). I think I'll wait it out and see what impressions are about the new raid.Having said that you didn't nothing but complain about the game anyway so I don't see why this one issue would be the reason you don't resub.
That's better than being forced into running dailies for them, I suppose.They're craftable, and by more than one profession.
FTFY. Those sets are atrocious.
I was hoping to resub after 1.2, if they expanded endgame and un-broke PvP. They're expanding endgame a bit, it seems, but I'm really not a fan of the forced consumables (and the continued Biochem nerfs). I think I'll wait it out and see what impressions are about the new raid.
That's better than being forced into running dailies for them, I suppose.
As mentioned above, the stim needed for the raid fight is craftable apparently
Theres another thing were adding to game update 2. Were adding dynamic events to the universe. I dont want to go more into it as its a surprise. People will learn more about it when it gets released, but we have a whole team basically devoted to building that stuff out. Its really good.
Eventually, we do have plans to have animal mounts, but not for game update 2.
game update 3 is already well on its way, because game update 2 is in testing right now. With game update 4, we already have a lot of the content already being worked on well, all the content being worked on now and were closing in on a final state. Game update 5 has a full team working on that. Were looking at trucking along with all the future content. We want to blow our fans away with how quickly were coming out with game updates and supporting the game.
Were aiming for a shorter turnaround time for 1.3 than the time between 1.1 and 1.2.
I was hoping to resub after 1.2, if they expanded endgame and un-broke PvP. They're expanding endgame a bit, it seems, but I'm really not a fan of the forced consumables (and the continued Biochem nerfs - continued everyone nerfs - the nerf everything buff nothing mentality is really fucking annoying). I think I'll wait it out and see what impressions are about the new raid.
Was looking at the 1.2 patch notes with the changes for Operative and Sith Inquisitors on the healing trees and frankly, I don't like them, especially the Sith Inquisitor ones.
Why would you not like the OP healer changes? They got a much needed buff.
You're right, most of the healing changes for Operatives are nice, though I liked Recuperative Nanotech lasting longer than it's CD, and I don't like the change to lethality to 1% crit per point instead of 2%.
I guess it's the whole change I don't like for Operatives, given that it makes soloing and duoing even more annoying for me specced as a healer.
Was just reading through the healing nerfs to Merc/Sorc. I can't help but think they went way too far with both. I didn't think Merc healing was that overpowered anyway, bar possibly their survivability in PvP. Was slightly more needed for Sorc's, but I still don't think they needed a nerf, just buffs to the other two classes.
If an healer wasn't reletively difficult to kill then they'd be practically useless in PvP, because they'd be focused down every time they ressed and tried to heal people again. The game isn't balanced around 1v1, and so it shouldn't be, healers are a support class, they shouldn't be 1v1ing anyway.I like it. I shouldn't have to pop every thing I've got to down a geared healer 1v1.
If an healer wasn't reletively difficult to kill then they'd be practically useless in PvP, because they'd be focused down every time they ressed and tried to heal people again. The game isn't balanced around 1v1, and so it shouldn't be, healers are a support class, they shouldn't be 1v1ing anyway.
Honestly, the problem of killing them only becomes an issue if there's another healer around, or there's a tank guarding them(God forbid if they have both).
No, tanks should be the least killable ideally, but at the moment that isn't the case due to abundant Force/Tech damage bypassing defences. They should be able to out heal DPS to a certain extent though, yes, because if they can't out heal DPS to a certain extent, how are they going to heal multiple people getting DPS'd down?So everyone else should be more killable but healers? Makes zero sense. Healers are a support class and if the aren't guarded they should die easy as that.
Shocked at the massive drop in population. I resubbed yesterday, and saw only 2 european servers at heavy in prime time. everything else was standard.
the republic fleet had 60 players on mine. it used to be over 200. wat.
Shocked at the massive drop in population. I resubbed yesterday, and saw only 2 european servers at heavy in prime time. everything else was standard.
the republic fleet had 60 players on mine. it used to be over 200. wat.
The entire OP changes are horrible. My OP spec is concealment which got hit with another huge nerf without addressing and of the issues with it. Healing seems to be the only way to go come 1.2.
My Jugg got hit with a nerf as well. Vigilance, which I like, has been apparently gutted, and Rage got a DPS decrease in the form of one talent and longer cooldown on smash.
My assassin is the only one that came out fine and he's my least favorite guy.
If an healer wasn't reletively difficult to kill then they'd be practically useless in PvP, because they'd be focused down every time they ressed and tried to heal people again. The game isn't balanced around 1v1, and so it shouldn't be, healers are a support class, they shouldn't be 1v1ing anyway.
Honestly, the problem of killing them only becomes an issue if there's another healer around, or there's a tank guarding them(God forbid if they have both).
That's what I was saying though when I said reletively hard to kill. I never meant they should be unstoppable.In WoW you can make an argument that classes shouldn't be able to 1v1 a healer. SWTOR is very very different with the introduction of spammable taunts, guard, and a plethora of knockbacks. I don't think you should be able to easily 1v1 healers, but if the healers messes up, doesn't bait interrupts, has poor positioning, blows his trinket at the wrong time, etc... he should die. If played PERFECTLY which rarely happens over the course of a 1 min+ fight or duel, he should survive, but eventually he's going to mess up and die. I think marauders are one of the few classes (along with ops maybe) that can 1v1 a healer effectively, but that's because most healers don't purge marauder dots. An annihilation marauder will never 1v1 a healer the purges his DoTs, never.
That's what I was saying though when I said reletively hard to kill. I never meant they should be unstoppable.
Not really. You're lucky to get people marking on my server. I always do it if I'm leader, but even then they don't attack them, despite the big marker. As I said before though, I still think the bigger issue is that interrupts aren't doing enough.But on live they are VERY hard to kill. The reason you might think they are easy is because of marking--there are always 2+ people on a healer that's marked or healers that don't purge DoTs.
A healer should never be able to go one on one with another build, it's a support class. Healers right now sadly can take quite a beating and heal themselves while still being able to heal others in their team. Healers should be fragile and required to work as a team with others to be optimal. I can see them nerfing the merc and commando healing (though don't like it) because of their increased survivability as well as them having much more flexibility in being able to pump out damage if need be. But then this also becomes an issue that they are nerfing based on pvp, while it hurts the pve portion of the game.
They try to balance on pvp and your going to have folks in pve situations not wanting to group with a healer just because he has more survivability.
I can see people complaining about this but I think it's a good change. I think they're trying to avoid the situation where people just log in once a week to raid.
Not really. You're lucky to get people marking on my server. I always do it if I'm leader, but even then they don't attack them, despite the big marker. As I said before though, I still think the bigger issue is that interrupts aren't doing enough.
And thats only the case because you can't easily interrupt them. By making interrupts more effective, you could make it so healers are more easily countered in PvP, but not screwing them over in PvE.I don't think you understand just how much more dpsing a healer takes than any other class. Its borderline ridiculous.
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