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Tetrablade

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Everything posted by Tetrablade

  1. So on my launcher I log in and nothing is downloading. I go into the game and the download meter is just sitting at 0%. Anyone else having these problems? Is it a problem I can fix?
  2. No advice, but at least yours is updating. Mine has been stuck at 0%.
  3. So for the last 24 hours I have not been able to even play with my characters on Harbinger because I can't connect. Funny enough I can connect to the rest of the site, especially the ability to buy coins, but not the game itself. Which is a real pity since I was just really starting to get back into it. But if Bioware can't keep the servers they have up, I'm not sure how much I want to stay with this game. Especially since I imagine the hope is a lot of new players are going to come flooding in after the new Star Wars movie. Maybe I'm becoming a bit grumpy in my 31 years of life, but my tolerance for this level of BS is out the window. It's essentially a subscriber game, and i'm a subscriber. Wake your techs up and fix yer damn servers!
  4. I'm on Harbinger and haven't been able to get on all night. This is really making me rethink coming back to this game if they can't handle the few servers they have left.
  5. I don't know if anyone will care, or even if Bioware won't just delete this post. Hope not since, in my opinion, this isn't meant as a hate filled post. But honestly I can't even bring myself to log in anymore and I still have over two weeks left of game time. Doesn't help that with my job I only have a few hours each day to log on, 3 most of the time. Where to start? To me, just right now the game feels unfinished. It honestly feels like the developers are scrambling to catch up. Maybe EA made them put it out when they did, but reportedly a developer said that 1.2 was where the game should have been at launch. Maybe that is true, maybe not. But from the state of the game in my opinion I go with truth. Right now there is nothing to do at 50. Yes you can pvp and yes there are raids. But the pvp is unbalanced heavily in favor of the jedi. As for the raids, well they are for massive groups and it is hard for me to find time that I can log in for one. I could level an alt, but again only 3 hours and all the masked grinding and interesting story in the world won't help if you hate playing a certain type of character. Worse when you feel forced to just to gain access to a certain buff, in my case the knight/warrior. Having something like pod races or ship pvp would do wonders to make 50 gameplay more interesting. I mean why bother upgrading your ship if all you do with it are space missions? Ever? But worse has been the players. Having to log in day after day to be confronted by the sheer toxicity that is the chat and on the fourms has left me drained. It HAS gotten better, I won't say it is nearly as bad as it was at launch. But it still is bad enough for me to look to playing somewhere else. This I am not sure if there is a way to fix, to me it just is more on the players themselves to curb it. This isn't meant to be a "You all suck" post or a rage quite. To be frank I still like this game, and it has so much potential even if it is a "wow clone". I just am burnt out on it, and wanted to give my primary reasons for leaving twice in hopes somebody will actually read it. Hopefully in a few months not only will I have more time to play, but will have more of a desire to. So till then have fun, play nice, and may the force be with you.
  6. Before 1.2 when you had 3 sec timer in addition to the ride back on the speeder to the side turrets, things were much more fun/balanced. Now it is next to impossible to take side turrets since as soon as someone dies they are almost instantly right back into the frey. Can we please put the 3sec timer back in?
  7. I pretty much give the healers my mvp. On the repub side there are so few and I know a dedicated healer has a hard time getting medals, or at least did. Either way healers usually make or break warzones so I find healing most deserving of MVP. On a side note, I have to be careful in giving it out since the warzone healthpack and out-of-combat healing ability counts to that final healing score apparently. Which is weird in my opinion, but i'm getting use to weird design decisions.
  8. Blame the players who exploited and trade killed. Battlemaster therefore means jack. War hero is now the new battlemaster. Once again players ruin a perfectly good game.
  9. Yes but its the only class i've seen completely own other players at lvl 12. No, own is to light I mean outright DECIMATE other players. I know bolster is a factor and I was able to kill other players at 12 with my gunslinger, but I could not kill people from full health to dead in less then 5 second intervals. But yeah, they aren't overpowered or one of the reasons Bioware delayed ranked warzones. I'll save a 12 year old the trouble, "You a bad player Tetra! L2P!"
  10. ^This. While yeah I feel the pain of loss, and as a repub I feel it often, i'm just happy to get anything when losing since that is NOT the norm. Lowering the medal count will be nice, but then you will have the afk people back. Most of the points in the original post seem to tell me more about players then bioware's supposed mistakes. At least with the reduced medal count if you can't get any medals then you just need to find a new class. Now, if you were to say that the changes of 1.2 made a certain class far more difficult then they should be then I would have a different say. I play less pvp since I realized that my 41 gunslinger with all her tricks and cc and knockbacks is simply decimated by a lvl 12 marauder or sentinel. Since I haven't played the knight/warrior much I don't understand exactly what bioware changed about these classes, but it was to much. When people are killed just after lvl 10 in seconds then you messed something up somewhere.
  11. I'm not sure if this is a spoiler but in at least 2 of the class storylines and the republic planets I played through all villains...die. All of them. To me this is a storytelling mistake. The two aversions I know of is on the republic flashpoint Esseles you run into an admiral that you later actually fight in another flashpoint. This was an awesome moment to me because I knew this villain and had bantered with him before, twice in fact, so this was to me the final showdown and it was good. The other was the smuggler storyline for chapter 1. Honestly I would have loved to go toe to toe with Skavik more because for the final showdown he was a bit weak. But these are the only cases I know of, the only other recurring villan you really don't talk to or have anything to do with until a 50 flashpoint. More recurring villains would draw me into the story more and I'm sure would make players more invested in the game. Especially the planet storylines. Would have been nice to have meet a villain and him recognize you or you him. Right now the storylines are great, but they kinda feel to episode'ish. The Original Saga would not have been as much fun if Vader had died in the first movie.
  12. Actually my first thought was the English dub of that one big bad off Dragon Ball Z. But that works too. When it comes to names, I usually take maybe a friends name and change it just enough where the spelling is different but phonetically it is similar. Its where I got names like "Hyla" instead of "Myla".
  13. Actually i'm ok with getting less. In theory it means my team is more motivated to win. I guess I keep forgetting that mmo pvp in general is becoming more and more "on a silver platter" kind of gameplay. 40:100 ratio? Wow, so even losing thats 40% of what you would get for winning? Almost 50%? Yeah i'm ok with it, but then again I do more in these games then just the pvp warzones. How many games in rl or online give you stuff for LOSING? Geez, its like you guys have never played an mmo where stuff changed. But i'm betting you have played other mmos that have given you more gind with less rewards before, so what makes this so different? I have played the new warzone, played the old ones with the changes (thank goodness an end to farming on voidstar, mostly) and yeah I like the changes. If you are unhappy i'm sorry for you, but please examine exactly WHY you are unhappy. Saying that its unbalanced to be getting 40% of the rewards that you would have gotten if you won is kinda...spoiled honestly. Not saying that 1.2 was without flaws, but personally I think what we got was better then what we lost.
  14. Whats so bad about the changes? All mmos change over time, nature of the beast. Stealth needs a rework and for all the people like you who are passive aggressive toward me I have not heard why it doesn't need it. I'm even willing to put my money where my mouth is, apparently people like you aren't so confident. I am fully willing to be educated, but after playing a stealth class, playing against, and having friends and guildies play them I just have to say it is overpowered. Should it be taken out? Not in my opinion. Should it be nerfed? Not really. Does it need to be reworked from it's current form? Yes. If you think differently tell me why, because I am always willing to admit to being wrong if shown to be. The only thing I have heard is it will make it less powerful to change stealth. The only propositions I have put out so far is putting a timer and maybe making certain abilities break stealth BEFORE they go off. If this will really break stealth as a mechanic then please tell me how because I just don't see it. So if they are already hard to stop when you see them, imagine trying to stop a sudden swarm when they come out of stealth with their backstabs. This is kinda the point i'm trying to make, add on the healing and now buffed healing of operatives and you have a pretty deadly team.
  15. Lol, you are right of course. The point of including voice chat was to put two optimally equipped teams against each other, and voice chat is one of the tools required for effective team based pvp. I feel that with voice chat stealth's effectiveness goes up past what even a mixed team can put out. I'm not trying to ask for a nerf to anything really. Adding timers I suppose could be a nerf or having certain abilites break stealth before you can use them, i'll give you that. But Operative/scoundrel have more problems then an overpowered stealth option.
  16. Ever taken part in wargames? You are told its a "game" but everyone is supposed to treat it as if it were the real thing. As for discrepancies like "death" and the intro with explosions and such, maybe their militarism springs for special effects?
  17. I take it then you have fought an all stealth team and have pointers for the rest of us? Stealth 1v1 is fine, stealth with mixed teams is fine, but full stealth is overpowered which affects the rest of it.
  18. Assassin Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability's functionality has not changed. Madness (Assassin) Raze's activation effects are now more visible. Force in Balance no longer heals the caster if no targets are hit. Not seeing any nerf there so how is 1.2 making it weaker? As for Scoundrel/Operative while backblast is getting an increased timer, the healing and overall sustainable dps is being improved. So again, whether it is 30sec or 1min how is it nerfing stealth? Cause 30sec is plenty of time to get my scoundrel behind someone. As for losing a lot of stuff to composition, with an 8man team and voice I can easily see them dominating anyone. Range and area deniability mean nothing if you don't see them coming. Stealth is only weak if you can't get creative with its use, cause I can think of literally dozens of ways on the current maps to dominate. Novera Coast however I don't know since I haven't played it yet. Tell you what, I will personally ask for this thread to be closed or deleted if someone can refute my claim that an all stealth team is overpowered with either some actual stratagems or video that show a way to defend against a team of stealth users using voice chat. I'll even give 100k credits in game to someone who can prove that it can be done.
  19. Ok, was at work when I finally thought of something that might tweak stealth without destroying it in the process. My proposal is to make stealth at base level last 15sec with a 10sec cooldown. This is the level of stealth you get if you make absolutely no investment into stealth. I would put an extra effect of increasing stealth time by 15sec in talent levels 2,3, and 4. For instance with say a scoundrel the first 15sec boost comes with sneaky, the second sucker punch, and the third Fight or Flight. Basically putting it into key talents that one would take pretty much all the time as a dps regardless of build. The point isn't to take away stealth, but to give it more to the class that reasonably uses it while letting the other trees have stealth while intended without making the AC overpowered. Having all roles filled by classes that can indefinitely stealth is overpowered and no one has shown me or explained any evidence to the contrary. Even with this change those who are more specced to healing or tanking will still be able to stealth to either retreat or move into position without losing any ability to stealth which is one of the key features to these ACs. Those that DPS will still have up to a 1min to strike which is more then enough time to get into position.
  20. Well here is another case, empire side full of 20-30 players vs republic 30-49. Alderan map with empire nothing but stealth and there was no way to defend. You can't really capture without committing the main bulk of your team to attacking a node and hoping that whoever is defending can hold out until help arrives. So how do you defend against what you can't see? I know people don't like it when people say something is op, but stealth is op. Especially assassin/shadows but really all of it is overpowered especially when your team is nothing but. If you think I am wrong then tell me how you defend against an entire team of stealth because I am seeing more and more of them and frankly i'm at a loss as to how. Especially organized teams like we will be seeing tomorrow with voice chat.
  21. Are there any plans to mix space combat with flashpoints/operations? I.E. Maybe at some point having one or more portions of the instance taking place with space combat that may affect later portions of the instance? Also, is is possible to mix up which combat song plays in space combat? Hearing the same bgm after a few missions is overdoing it.
  22. i'm not talking about 2 or 3, but an ENTIRE team. That sits there in stealth and can't be targeted unless you win a behind the scense roll to see them. Or sits there in open world and saps you over and over so you can't quest. On top of that many times have I seen someone and they still are in stealth to attack me even after 2 or 3 attacks on my part that doesn't break their stealth. Or they are right on top of me so I can't react in time. Needs a buff? Yeah right. I'm not saying to change the current stealth much beyond making certain attacks break stealth either in casting or before they actually go off. On top of that I would like to see it on a timer. This is coming from someone who PLAYS a stealth toon. The only other game I know that gives tanks and healers stealth would be Rift, and even they had it on a timer. Did it kill the class? Nope. I can't see how 30secs, especially if you have full speed from talents will break the class. I can easily get behind people in 30sec. I assume the shadow/assassin has an even easier time with force speed in it's current form.
  23. Well I didn't exactly time it since my attention was trying to stop the stealth rush. But the as soon as doors were blown people were going stealth and we couldn't stop or even slow them down because of it. If you don't believe me go out to tattoine with some friends and try it yourself.
  24. I would normally agree Aetou, but the 31 point healing is not only an aoe but instant and boosted. Scoundrels will be much more effective healers after 1.2. As it stands they are some powerful healers or have the potential to be. I was a healer for pve and pvp, backup as pve but definitely a hard healer to kill as pvp. I don't want to nerf stealth as I always have enjoyed the mechanic. But it needs to be more tactical imo. A timer forces people to be more cautious in its use because you don't want it cutting out right before you strike. Having it break on a few more abilities also forces more tactical thinking. Oh, and for the record I hate that PvE change to stealth. I have no idea why they would make such a change as having bosses break it like that. I was thinking a 30sec timer personally. That should be plenty of time to get into position.
  25. I agree, maybe if overall they did less damage then non-stealth, but I don't think that is the best way to tweak it. Taking force speed out might be an option, or at least have it break stealth. One major problem is you can not snare, root, or stun someone in stealth unless you get luck with an aoe. Right after breaking a door, especially the second one, they could stealth and be at the next capture point before we could catch up or slow them down. This is part of the reason they won in 2min.
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