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metwars

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  1. So after playing around a little bit more, there is a little more I want to talk about. First, I really like the achievement "Can I really keep him?". Finding the fruits you need is easy enough while doing the daily missions. My only feedback on it is that doing it 15 times feels a bit too much for having a 24 hour cooldown on the nutrients you need. If you are keeping that cooldown, maybe somewhere between 5 to 10 times would be better. I really do enjoy these types of achievements that let you explore and gain something like a mount or pet to get, more of these in the future please!! The 2nd thing I noticed is that the nutrients that you buy from the nutrient vendor seems to be marked as junk, because when you hit sell junk on vendors it sells the nutrients as well. This is way to easy to do and kinda sucks due to how many tech frags it needs, so this should be fixed.
  2. Which missions did you play? - I was able to play all of them from what I cna tell. The one time missions and than the 6 repeatable missions Were there any missions you were unable to complete? - no Were any missions frustrating or difficult to progress? Which ones and why? - no, I was able to figure out every mission pretty quickly Which was your favorite mission? Your least favorite? Why? - My favorite mission is the Cantina mess one because of how fun and different it is compared to most missions you do in the game. Don't really have a least favorite right now. Did you complete any achievements? Which ones? - I completed the monster hunting achievements, the picnic achievement, the contemplation achievement and I did find the small creature achievement Did you have a favorite achievement? - the picnic one was fun, since it was neat naturally finding the different ingredients that I needed for it, and then finding the perfect spot to have the picnic. Have you run into any bugs? If so, please offer step by step details so we may be able to reproduce your experience. - not with any of the missions as far as I can tell. But there might be a bug with the nutrients vendor. one, there seems to be only one nutrient that you can buy there, not sure if there is suppose to be more. Also when I first arrived in the area the nutrient vendor just had the nutrient that you can buy there, but later on 2 decos, the shrine and the bench, just popped up on the vendor for no reason. don't know if that is suppose to happen, and if so are the other decos suppose to show up there, because I have only seen those two during my playthrough Is there any other general feedback you would like to share? - Just want to say that its a fun a little area to explore. Obviously its not a full blown daily area like manaan or Runuk, but it is nice to have what is suppose to be a story area have some small amount of repeatable content in it to do. Also the achievements where you explore and interact with the environment are always so much fun, I would love to have more of those please.
  3. So I just finished Story mode and so far I really enjoyed its atmosphere. How did you feel about the difficulty and mechanics of the flashpoint bosses, either in general or in specific? What did you enjoy? What did you dislike? For Story mode it felt just right, never felt like I was in danger which is good for what this mode should be, though with the second boss, I didn't really feel like the mechanics mattered at all. How did you feel about the runtime of the story mode experience? felt just right to me. I don't feel like it dragged at all and I had gotten to the final boss in no time. I also like the open the door bit with the flames. I think it was a nice change of pace and didn't take long at all to figure out what to do. Have you run into any bugs? If so, please offer step by step details so we may be able to reproduce your experience. I think I ran into a couple. The first one is the bonus boss. I have no idea how to access him, and there was nothing that had popped up for a bonus mission to follow. I did see a flame shrine near his area that I think I had to ignite, but I have no idea where that flame is. Again not sure if that was a bug or if I just missed it, but I did go back all the way to where the flame shrine puzzle first began and I didn't see anything. the second glitch I saw was during the final boss, where he would summon a tentacle, but I couldn't target the tentacle at all to attack it. Third one I saw was that the second boss encounter seemed to have respawn after I defeated them. I noticed this when I went back to the flame shrine puzzle to see if I missed anything for the bonus boss. Is there any other general feedback you would like to share? nothing much at the moment for story mode. Edit: So I did the FP again and realized what I did wrong for the bonus mission. Neat little logic puzzle there to gain access to it.
  4. SO I just got off of the server and did one PVP, one Vet fp, and one GSF match. Keep in mind I am playing in America. For the most party everything felt fine. Nothing changed all that much. I did notice some lag with activating the abilities though I am sure that is from the fact that I am playing from America on this server. My ping on there was around 200 while on my normal server it was around 80 maybe less sometimes. It was really noticeable in GSF but it wasn't anything I couldn't get used to, was still playable. I only ran into one issue and that was that part of the fleet disappeared at one point, though I don't know if that was because of the server. I do have a video of this happening. https://youtu.be/MTf5EzRHN-Y other than that, everything felt like it usually does.
  5. So I did it again on SM with the new patch, again with a group with full 330 gear on. So with the new patch the bombs damage was increased so that meant we couldn't ignore it which is great. now having said that, I think there is way too much damage going out for SM. for being in 330 gear, we are dying way too much. the lasers and floor pits do so much damage that the healers can't keep up. Most people will not be doing this in 330 gear so it will probably be much harder for them. I also think that the cast times for the bombs is a bit too tight. if you can make it last a bit longer that would be perfect. one other suggestion to make this fight better on SM is maybe have the floor pits wait a couple more seconds before they activate. Sometimes it feels like I have no time at all to move before it activates. maybe also make some of the red circles you get from grenades a bit smaller on SM, so people don't have to worry about spreading out as much. Not really sure if the length of the fight felt good since we couldn't get past first bomb phase that often. Overall I still really enjoy this fight, and think its a great opener for the ops, I just think that in its current form on SM, it is too over tuned. lowering the damgae going out to players and maybe lowering the health more on some of the adds and dps will make it better. edit: So another thing to add after watching so footage of someone else do it on twitch. i think this op fight might be great if it was more of a survival focus that it was a huge dps check. I like the idea of having to go through 2 phases of bombs before the boss goes into burn mode to kill everyone. problem is that I have seen some pulss of people in 330 get to that phase around 50%, and dying at 41%. if boss had lower health, that survival feeling of a fight could really work.
  6. I am a marauder and I have recently beaten this boss with 330 gear on SM. on the live servers I usually do a lot of vets and SM ops. To start off with, this fight was really fun. I love the idea of having to pay attention to my surroundings and being constantly on the move to avoid damage. Doesn't really make the fight feel stale, and it was surprising how challenging it actually felt, especially for SM. There is just a couple things I would like to see tweak. First off disarming the bombs. While I did eventually figure out how the mechanic worked it did feel really weird at first because there really was no visual feedback that the panel I was clicking was actually doing anything to the bombs. It took me far too long to realize that when we hit the panel with matching color, it changes to a different one. Mind you, the game was muted for me because my computers sound was broken, so if there was a audio cue, I could not hear it. Also wasn't sure if once you bring down the shields on all bombs if they just disarm right away, or if you had to dps them down to stop them from exploding. In the end, we kinda ignored the bombs and just focused on the adds. As for the difficulty in SM, I do think it can be toned down just a bit. Our whole raid group was in 330 and it took a long time to get down some of the adds and the boss. I might understand that if I was in vet, but in SM the health should be a bit lower. I also think the amount of aoe effects going out my be a bit too much for SM at the moment. Might be a bit too much for the more casual player, so my suggestion would be that if you can, trying making it so not as many lasers and floor panels go off at once, and for the gernades, maybe not have the huge red aoe show up in SM. Also for SM mode, maybe have it so one enforcer spawns instead of two. Everything else felt really good. Overall this is a really good opening to this op and I cannot wait to try out the other bosses!!
  7. Played with a full DPS group on IMP side How do you feel about the boss balance? - The first, bonus boss and Final boss felt really easy for vet, we were able to just ignore most of the mechanics and just do a tank and spank. The bonus boss looked like we were suppose to have them interact somehow with each other due to what the debuffs said, but we didn't have to worry about that. Final boss especially didn't really feel like it was doing any kind of damage, which is a shame because it didn't really feel like the climatic fight like it should have. we were able to first try all three of them. The 2nd boss on the other hand I thought was perfect. The mechanics were easy to understand and execute, the damage being done was enough for us to pay attention and use the med packs, while not being high enough to seem impossible/infuriating. we wiped a couple of times but we were able to beat it on our 3rd try. How do you feel about the trash balance? - Trash was fine. No huge group, and they were very quick to kill Are you experiencing any functionality issues? If so, please explain in detail. - Yes. During the second boss fight, if you get too close to him, practically touching/inside of him, the boss will vanish, combat will end and the whole fight will reset. Also during the stair portion, the first set of mobs despawned, which made it so all of the other republic enemies stop from spawning while we were climbing up. We were able to easily fix this but just starting again from the beginning of the stair segment. Are there any friction points that hinder your progress? - Outside of the trash not spawning on the stairs, nothing really Are the objectives clear and easily understandable? - yes they were How does the pacing of combat feel? Felt fast pace to me Please give us details on your experience with the stone stair segment where you need to traverse a tight path with enemies and other area dangers. - When the trash did spawn, I did find this part very interesting. The adds being quick to kill while trying to avoid the aoes was a nice change of pace from what we normally do in FP's. The only thing to me was that the damage that the AOE's did seemed to be inconsistent. Sometimes it took out half my health, other times it barely did anything. it might also feel a little bit better if it was 2 or 3 little aoes that you had to avoid, but I am not sure about that part. Overall it was a pretty nice segment Overall I really enjoy this FP. I liked the pace and the look of the planet was great. The only big issue for me was that all but the 2nd boss was a bit too easy, though that might be fine for Vet. Can't wait to try it out on Master Mode
  8. So I mostly just played the watchman tree right now, and overall, its feels pretty good. The A route feels almost exactly like it did in the live server and some of the new passives that I have are really nice. the damage still feels good and for the most part the rotation still feels fun, though the lose of force clarity is a bit of a downer, but I will get to that later. With B route, having force lash is great and it does change how the rotation works, but in a interesting way. honestly, just looking at the tree, I get really excited about the different combinations I can use with the passives once we get the choice of customizations. lots of different things we can play with. Also I don't think the different load outs are working correctly. No matter which build I choose, I always get inspiration and guarded by the force, and never receive force clarity. Having said that, there are some options that do not make sense to me. Making force camo and all of the level 70 abilities a choice is not a good move. each one of those abilities are very needed in a lot of fights. having a threat drop should always be required because you never know when you will pull of someone when you don't mean to. This happens a lot more often in fp's than you would think. inspiration and force clarity are also abilities that I use in most major battles and just taking them away doesn't really changed how I think about a rotation, it really only takes away utilites to use, and in a lot of way make marauders weaker. honestly from what I gather here, I think the mixing and matching of the passives is a great idea and there is a lot of cool concepts here that could be played with. But once you start making us chose the abilities we have to use, it doesn't become fun anymore. Please, don't not make us chose are abilities like this.
  9. at first I was ok with this. the idea of having a bit more choice to your abilities sounded pretty neat, and I thought it could add some nice variety, but the more I look at it the more it just doesn't sound appealing. there are too many core abilities that are being taken away and it doesn't even feel like playing the same class. if this is what you did to jedi guardian, I really hate what you might change to the marauder. Most of the classes are really fun to play as of today and I can't really imagine them being dumbed down with less abilities. the complexity of some of them is what makes it really fun. I loved the initial idea of combat styles. force users having access to all force advances class sounded great for customization and character creation, and honestly I think that should be the only thing that is added at this point. There might be one or two abilities that could be remove due to be unnecessary, but what you have currently on the pts is way too much.
  10. So, a lot of people in my guild go disconnected, and cannot log back in, but I am still in the game along with a couple of other people. this is weird
  11. So those knight changes, are they only for the knight or will that also apply to the Sith Warrior as well. Not very sure about that.
  12. Yea, This seems to be mostly a leveling flashpoint then anything else, though hopefully they add a HM version later
  13. Well if it makes you feel better, we are getting three events this month. We are getting the gree event, the bounty event and the life day one
  14. Well, seeing as they only have two repeatable events right now, there really isn't that much to mix it up with. Also I am pretty sure that bounty week has been stated as a monthly event, so its going to happen once a month. I wouldn't be surprised that we get two events, the gree event and bounty week, in December
  15. U.S.A but it may have something to do with the fact that I was trying to watch it through my phone. Edit: yea it was only blocked on my phone.
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