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Mdesade

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  • Location
    Chicago
  • Interests
    Gaming, writing, Dungeons and Dragons
  • Occupation
    Freelance Writer
  1. Thanks again for the time you guys have put into these posts. Just wanted to give an update. I'm still working on collecting feedback and have been PMing some people that have posted in other threads to get as many responses as I can. I haven't been able to post a ton due to being busy out in the real world...and I've also decided to give it one or two more weeks just to give people some time to post here and respond to my PMs. If you know anyone with some strong opinions on the topic, feel free to direct them here as well.
  2. I would agree with that. Some people in that threat also made the point that not all damage is created equal - so, while the damage numbers may be close, the amount of time it takes to do that damage is a significant factor. I may have to start taking screenshots in regular warzones to see if the same population disparity plays out in less competitive play. I'd expect numbers to be skewed a bit due to perspectives on which classes are powerful, but that sample puts the balance way beyond what I could legitimately call a percpetion issues.
  3. While I'm thinking about it, does anyone have some general comments regarding the state of class balance? Are the balance issues significant enough to make any class not very fun to play or are they things you can live with for the time being?
  4. Thank you very much. This is definitely helpful for getting a better idea of the perspectives of other classes. As I have only seriously played various specs of assassin, I greatly appreciate the depth of feedback here. Keep the thoughts coming, though. I'm interested in as much feedback as I can possibly get from as many people as possible.
  5. Still interested in feedback. Will respond and collect good posts as I have time. For now, I must rest up for my day job. Night SWTOR.
  6. Hello SWTOR, I'm looking for opinions on class balance in SWTOR for an article I'll be writing either this week or in the next couple weeks (depending on how much of a discussion gets rolling here). So, discussion topic: How do the classes in SWTOR compare to each other in PvE and/or PvP? In order to get some specific feedback, I'm going to list a few guided questions below. Don't feel like you need to answer all of these to contribute. I'm interested in getting a kind of community pulse for how people feel about class balance as well as some specifics. Feel free to give as much detail as you like. If I end up using some of your feedback specifically, I'll make sure to: 1. Ask you for permission 2. credit you in my article, so don't worry...your name won't end up on the internet at large without your knowledge! Guided questions: Which specializations/classes could use some buffing? Which specializations/classes are currently too powerful? Are there any specific abilities that could use tweaking? Is there a spec that lacks PvE- or PvP-centric abilities? Do you have suggestions for improvement related to a specific talent tree or class? Please be respectful to each other in your responses. There is nothing wrong with discussion and strong opinions, but there is no need to be mean with each other. Although I'm doing this for research, I would hope, if a great deal of valuable insight happens, good feedback will make its way to the developers. Thank you.
  7. Good point. I considered this, but I was looking at things from the perfectionist point of view. That is a good option, but it's still pretty expensive if you consider things from a cosmetic perspective. I'm not the type to collect gear just for the looks, but I know there are quite a few people out there who do.
  8. Thanks a bunch. Checked out Just Swtor. Looks pretty cool - I wish I had time to contribute. I've at least bookmarked and will be following things over there
  9. Hey everyone, I wrote a review of patch 1.3 for End Gamers and just figured I'd share it here since it is feedback for the game. Check it out here: Hutts don't have feet: SWTOR patch 1.3 review TLDR: I like the direction the patch is going in with better customization, more viability for crafters and added convenience from legacy etc. My major concerns are a few balance issues that could be addressed before season 1 of ranked warzones starts, and I'd like to see some more inexpensive customization options - it is cost prohibitive to fully augment gear simply for cosmetic reasons, especially for players who like having multiple gear sets for looks.
  10. I definitely wouldn't argue with more avenues of generating meaningful income. I'm primarily a PvPer and my more PvE-oriented friends are considerably more well off when it comes to credits. Character income is also becoming a significant factor for advancement, so offering credit perks for a larger range of activities wouldn't be against the general theme of many recent game changes, either.
  11. Thanks for the compliment! I've also been debating this particular point. I don't think I'm going to be able to drag myself to do more dailies, though. At my current rate, I do about 2-5 dailies per month.
  12. I still appreciate the heads up, though. Thanks. The overall impact will still depend heavily on server economies - cost of mats to make the augment kits and such - so we'll see if the swapping cost reduction is enough to make customization viable for most players.
  13. Hey everyone, I wrote an article summarizing some of the adaptive gear/augment stuff coming in 1.3 and included some of my own thoughts on things as well. You can check it out here if you're interested. TLDR version: Overall, the gear/augment changes are good. My only concern comes with the potential cost of augment kits and mod swapping. If it is too cost prohibitive for players to add augments and swap mods, it limits both cosmetic customization and stat optimizing options.
  14. Thanks for your input and for spreading things around a bit! Things are about the same on my new server, so I definitely understand that. The folks from Juyo are working on maintaining what we had on our original server, while finding places on Canderous. I have certainly witnessed a lot of original server pride from those transferring (much of my guild included). I'm interested in seeing how things go once people settle in to the new spaces.
  15. Don't feel like you have to answer every question. I mostly had those as guidelines. I'm also interested in hearing about instances where people on your server came together on something. For example. Before server transfers on Juyo, a few of us started organizing server-wide premade nights. It sounds simple, but I actually started seeing guilds in PvP that I didn't recognize, and our warzone queue time went down. It also stimulated quite a bit of camaraderie on Juyo. A lot of games ended with a flurry of "GGs" on both sides. Overall, it was a highly successful event, and all it took was someone to point out "hey. we should all try queuing with groups at the same time."
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