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Udo_Jokyar

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Posts posted by Udo_Jokyar

  1. I completely understand the concept of punishing players who chain CC's on a single player. My idea of refreshing the CD on your CC breaker if its on CD when your resolve is at max seems pretty fair. But either way it would require massive sweeping rebalancing of all CC.

     

    Right now I hate the fact my Sorc ends up being punished more for using my CC's when compared to a sentinel or guardian, etc. Its quite contradictive to see that my class get penalized more for having only 2 CC when other classes with more get better leeway because of their amount.

     

    When it comes to interrupts however this I disagree with. Even in PvP its a coordination effort of knowing whether other classes are aware of the healer, etc trying to interrupt their abilities and chaining them together. Remember the lockout only applies to their current ability interrupted not the school used.

     

    Interrupts atm seem balanced where as CC breaking needs heavy fixing.

     

    it will be interesting to see how the 1.4 changes take effect - i still havent had a chance to see how theyre effecting resolve and CC effects, i think your resolve idea is nice btw, its intuitive and leans on the idea that building a tactic around suppressing one target endlessly has some kind of diminishing return.

     

    really glad theyre giving a chance for every heal class to "stand and heal" because atm the sage/sorc class is a preventative heal class (not a reactionary) and when the **** hits the fan, we get spam CC'd then cant cast anything for fear of being interrupted anyway and people die with us powerless to do anything about it - and if we get focused we have hardly any method of escaping if they stun us mid-sprint.

    and the inclusion of an emergency heal should allow them to be on a more even playing field in the sense of reactionary healing - which is the most important in pvp!

  2. and it looks like BioW have listened/acted on this, as 1.4 sees some interrupt ignoring buffs coming to the other heal classes.

     

    their take on it was to give an activated buff with a cooldown - which will be interesting in how effective it is and whether it maintains a level of balance.

  3. this thread is amazing, it includes so very many of my bugbears about this game, and i hope at least a handful of them are acted upon.

    to the OP: i wonder if you know the full extent of what you have undertaken in this project ;) looks like a logistical nightmare to maintain, and wish you all the very best in your attempt!

    this is how the suggestion box should be used, and id be dissapointed if BioW doesn't take advantage of it.

  4. i imagine BioW might have plans for extra character slots based on cartel points when the game goes f2p, i think 8 slots as a base makes sense, but hopes that buying extra slots via this system will be not too expensive if they choose to make this option the way to go. im one of those that have all character slots used, but have an appetite to make more, but would be strongly discouraged if they were subscription-slot based or too expensive in terms of cartel points (unless there wasn't much option as an alternative and there was enough to spare).

     

    another possibility is via legacy (which i would prefer, but would therefore need to be done via an in-game-moneysink or very high level unlock), which would make sense - unlocking more slots at higher legacy levels would mean that those who play a long time get rewarded with more scope to play for a longer time whilst keeping things fresh.

  5. nice ideas - especially like the quick travel beacon, although there would be some obvious necessary limitations on its placement (not inside enemy territory for example - and not inside instanced locations either - would solve pvp and pve unbalancing - imagine a beacon on the enemy huttball score line :p)
  6. I completely understand the concept of punishing players who chain CC's on a single player. My idea of refreshing the CD on your CC breaker if its on CD when your resolve is at max seems pretty fair. But either way it would require massive sweeping rebalancing of all CC.

     

    Right now I hate the fact my Sorc ends up being punished more for using my CC's when compared to a sentinel or guardian, etc. Its quite contradictive to see that my class get penalized more for having only 2 CC when other classes with more get better leeway because of their amount.

     

    When it comes to interrupts however this I disagree with. Even in PvP its a coordination effort of knowing whether other classes are aware of the healer, etc trying to interrupt their abilities and chaining them together. Remember the lockout only applies to their current ability interrupted not the school used.

     

    Interrupts atm seem balanced where as CC breaking needs heavy fixing.

     

    yea, so perhaps its the number of healing abilities available to each class that needs looking at, because sages/sorcs have 3 or 4 as a healer, depending on their spec. thats not enough atm, or it feels too little. especially when their cast times are all 1.5 seconds or in excess - every other healer has their cast times capped at 1.5 sec, but sages/sorcs have their cast times set up in a way that means their 3 sec (2.5 talented) cast is equal to a 1.5 sec cast of a mercenary/commando for eg, which is simply ludicrous!

     

    what id rather see though, is the penalisation of mindless zerg CC on one target. id rather people had to actually time their CC and stop this blanket effect that currently happens.

     

    edit: 1.4 sorcs/sages get an emergency heal! thankyou BioW!

  7. what i'd like to see is more possibilities for colour-scheme unification, such as unifying to helm, unifying to legs, and so on.

    it would also create far more possible aesthetic options just because of unlocking these options. that said, i can understand that each chestpiece probably has three distinct colour choices involved (that can be shared via the unification option) and im not certain the helm or legs share the same number of colour options. but if it does/can be done, that would be amazing!

  8. I hope you guys read this because I think it would be a huge breakthrough for SWTOR, and I don't know if any other MMO does this.

     

    We all have unique legacy names per server now that connect us to every character we make on that server no matter the character's faction.

     

    Use this name as the user identifier on the server so that a guild could invite the legacy name to the guild and then see if a user is online no matter what alt they are playing. Guild rosters would no longer be clogged with character alts. There would be no more shouts in gchat checking to see if mekan is on in any form.

     

    You would also allow tells to go to legacy names which would filter to whichever character associated with that legacy name happened to be online to get the tell.

     

    You could friend a legacy name and see if your buddy was on any of their toons instead of having a billion names in your friends tab that you forget what toon belongs to what user.

     

    Made items should be legacy name tagged and GTN should show legacy plus character names.

     

    I person should have the ability to be on the server where they do not display as online if they want to for private time or whatever reason they wish.

     

    Legacy names should be searchable in a /who and be displayed when looking at who is on world etc.

     

    I don't code and have no idea how difficult this would be to implement, but I think it would add great functionality and more meaning to the concept of Legacy.

     

    On a side note, it would be great if I could see other people's legacy relationships, and bios if we could have a mini bio blog per character to tell a story of how the character fits into the user's legacy. A mini legacy blog would also be nice to have a mini story of what is going on with one's legacy as a whole.

     

    Well there it is. I think it would be a fabulous improvement and unique in the MMO world.

     

    Really great suggestion, the /who facility needs a LOT of work regardless: whilst you can search by guild, the guild isnt shown otherwise, and there is frequent issue with tells bugs, where one name/channel becomes stuck as your default until you change zones, even if it wasn't your last outgoing/incoming tell.

    also, when using the /who <search> command, all it does is the standard /who command, which brings up the search box but not the search itself. in addition, you cannot /who directly from a name linked into chat, nor can you even interact with a name that is in one of your outgoing messages (to: <name> doesnt include the link like the <name> to you version does)

     

    these really need fixing in order to streamline communications between players!

  9. wich interrupts your current spell - wich is a nogo from my pov.

    im fine that leaps are rooting you but they should nor interrupt aswell.

     

    thats a very good point, though i wonder how much of an effect this would have on pve, given that reducing the number of available interrupts is an obvious pve nerf for encounters that rely on these effects.

     

    what id rather see is some kind of diminishing returns for pvp only, which means it doesn't effect pve in any shape or form.

  10. Those are fine they can be purged.

    no, they can't, stop misinforming.

    Same ^^

     

    Why am I not surprised that the OP is some kind of warrior?

    Id like to see how "balanced" PvP will be if we remove force leap and force change from knights/warriors and no replacement ability at all.

    actually, i main a sage healer, and my other main character is a sorceror (also a healer)...

     

    these are broken, that doesn't mean they aren't relied upon by these classes, the fact they do rely on them so extensively is a concern, but it is something which can be fixed in conjunction with the obviously needed fixes to these talents which can be exploited in such a ridiculously overpowered way.

  11. I agree with your points (post above me), but 2000 is just too little... I can't hardly be away from the fleet that my comm reaches it's cap. When we had the vendors inside WZs was easier. Now you're forced to fly back to the fleet after 15-20 WZs

     

    an inconvenience no doubt, but at least you can move yourself whilst the queue is continuing.

  12. There is a distinct lack of ways in which you can check what guild someone is from in this game.

    Please include on the Who Pane, the popup for the Group Finder, and the Friends List; the name of the Guild for players shown in these frames.

     

    It would go a long way to helping the social aspects of the game.

     

    It would also be nice if you could instantly search by targetting someone and typing /who ; or typing /who <name> ; that'd be great, because the /who command only brings up the pane atm.

  13. to be honest, i'd rather have more flexibility with some removed features sooner, with the features to be put back in at a later date.

     

    by that i mean, i dont care if i have to use subtitles to understand my character if hes speaking kashyyk or trandoshan or jawanese or whatever, i dont care if my head slot and/or boots never customise my character's aesthetics, i dont care that after my character starts to go through his mid-life skin-shed, the pigmentation of my character's skin doesn't get changed.

     

    i want to be able to play cathar, trandoshan, wookie, jawa, rodian, gungan, iridonian, togruta, kel dor, kaminoan, houk... you name it. having the option to sample the favorite species from star wars is something that would make this game far more available to star wars fans. at the moment there is not enough deviation from the standard humanoid form, save the odd zabrak or twilek here and there. theres loads of amazing species out there, lets see what you can do bioware, go nuts and give us the choice im craving ;)

  14. there are several inherent issues with this idea.

    those with maxed level 50 pvp valor and gear-sets have no actual commendation sink. if they are allowed to stack up their commendations, what will actually happen, is that they will have nothing to farm when the next tier is brought out, because they will just be able to buy all the pieces at once. this will only server to reinforce the current gear gap between full war hero players and non-full war hero players.

     

    those coming into lvl 50 for the first time are not supposed to be capable of walking into level 50 pvp with fully kitted out gear, it breaks the progression of pvp at max level if you can just farm as many comms as you need for a full war hero set before you even reach level 50.

     

    removing the normal warzone commendation cap makes the ranked warzone commendation cap redundant.

     

    full war hero is as good as if not better than columni, which is the second tier of pve, beaten only by loot from denova and hardmode operations (rakata or better).

    by giving a chance to fresh 50s to be skipping entry level entirely is not fair on those who have no interest in pvp, because it means they are being supplanted by those who want to pvp for the means to pve as well in this case.

     

    the fact we can already acquire a wh weapon, or 2 wh trinkets + a battlemaster item is already enough convenience for those that dont have access to legacy item wh mod transferring.

  15. lets set a new precedent that logically satisfies everyone.

     

    lets make a legendary item encompass ALL the many facets of swtor.

     

    that is to say, make it require crew skills (bought from trainer or dropped outside a raid - BoP. trainer or vendor would be better as this would avoid over-farming - even if different crew skill schematics dropped in different places)

    make it require pvp - both open world and instanced

    make it require pve - both flashpoint and operation

    make it require questing - both solo and group (with priest/hunter epic-quest-like breakers for when you get outside help when doing what is intended as a solo quest - sorry for referencing wow, but those quests are worth referencing because they were... epic)

     

    these parameters would make such a thing legendary.

    whatever order the process takes through the facets mentioned above, the item should be upgraded in power and rarity level, so as to reward the continual progress through the system. the item shouldve reached legendary rarity before it hits the operations part, but not its complete power (yet the difference should be equatable to the current progression of gear (126 pre op, 136 pre HM EC, 140 post HM EC, which is to say, not a big leap in power)

  16. There are two problems:

    1- The "Wiping the Slate" quest objective near the end need reviewed.

    2- The quest does not reset properly when abandoned, leaving me in a state where I can initiate a cut screen with Major Damarus, but it never loads properly, and unable to see if there is more to this questline or try the quest over.

     

    Walkthru:

    I and a partner were doing the Nar Shaddaa quest, Wiping the Slate. Near the end, the minimap objective appeared to lead to a button on a lift. Clicking this button sent us outside the quest instance area and turned the doorway red.

     

    Unfortunately, we then couldn't see where to turn in the quest or go for the next objective.

     

    Thinking we had bugged the quest, we abandoned it. We then traveled to Major Damarus to pick the quest back up. Unfortunately, we can attempt to talk to him, but once we do, the screen drops out into a void/torn screen, which then pops us back to the normal screen after 5 seconds, almost like the game doesn't know what to do with us, but knows we should be able to talk to him.

     

    I attempted to wait a few days and also leave planet by way of the Imperial Fleet, but I came back and the quest is still unavailable and Major Damarus is still bugged.

     

    I'd really like to see this fixed so I can see whatever next content there is in this quest line. I opened two tickets, but both were closed, the later one suggesting I post here.

     

    Thanks!

     

    is it part of the world-arc quest? if so i would recommend taking a look at my thread on this issue: http://www.swtor.com/community/showthread.php?p=5019318#post5019318

  17. there is a very easy way of ensuring that this doesn't effect the carebears.

    allow people to toggle their inclusion in this system (at a cost) - removal from the system cannot be done whilst a bounty is in effect*, nor during a minimum period of inclusion (so, 24 hours or so).

     

    this would also mean inclusion on all servers doesn't become a problem either - if you want in, your in, if you want out, your out.

     

    other things that need to be added to the list of parameters:

     

    cooldown on being subject of a bounty hunt - you cannot be targetted by a bounty for 24 hours upon dying to a bounty hunter or bounty hunters.

     

    the hunt can be activated (the dual bit) on any terrain of the hunters choosing, putting it up to the discretion of the hunter as to where the fight takes place - so the hunter can choose whether to attack his bounty as soon as he finds them, if theyre difficult to track, or pick the right moment, if they stalk their pray.

     

    players can hunt players that are of their level or above (this means <50 can take part without griefing/ganking taking place) but not players below them. players levelling up to 50 have a nominal bounty (unless they keep evading ganks) and this bounty is reset at 50 (due to the gear differential - even if the player amassed a huge bounty from events previous to 50). this should be in effect from when the bounty is received, so if you outlevel your pray you can still take part in the hunt on your prey.

     

    all bounties on players are reset upon reaching level 50, both as hunter, and as huntee (so there is a 10-49 bracket and a 50 bracket)

     

    if i think up anything else ill add it here

     

    * this could mean endless bounty times - unless you put a duration on each bounty -

     

    bounty durations could go up as a player's actual bounty increments, but the cooldown for being outside of a bounty (having died or the previous bounty worn off) should be effectual based on the character being logged in. this would ensure that people have a chance to get out of the system if they're getting chain-bountied whilst theyre offline.

     

    bounties should have a duration that fits their time in the system, first time users have a nominal bounty and nominal bounty duration, the longer in the system, the bigger the bounty and the longer the duration.

     

    there should be an achievement for getting vengeance on a hunter who killed you as part of a bounty on your head, which should give a title (eg: the Avenger)

    there should be one for taking part in your first bounty, for acclaiming a bounty of a certain rank, and for having a bounty put on your head - which should give a title (eg: the Hunted)

    there should be an achievement for staying in the system for a certain length of time without dying - which should give a title (eg: the Elusive)

    there should be an achievement for having survived the longest in the system on the server - once every other player has been removed - which should give a title - it should be something to reflect that this character holds the greatest bounty. (eg: Most Wanted - as opposed to "republics most wanted", a bounty hunter title from the class quest)

    there should be an achievement for having collected on the most bounties - with a title (eg: Public Enemy No#1)

     

    which gives rise to the idea that bounties could be ranked by pure value and the players in the top 50 or top 100 could use their ranking as a title.

     

    some players would want to keep their status a secret, some would want to show it off for prestige, it would add interest.

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