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DirtyJedi

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Posts posted by DirtyJedi

  1. Have you ever done a Google search on an item? Click on that website to find out it was ‘SOLD OUT!” Not only on that website but on other websites as well. It’s kind of disappointing that something that you would like to have but are unable to buy. I purchased a CZ-13K Guerrilla armor set on the Cartel M a few years ago. I even purchased the additional transfer to other toons on my account. I can’t have it because “I might have an advantage over the Free-2-Play!” 😕   

    Think about how Free-2-Play games make their money.

    It would be nice to have that nice armor set I always wanted.

  2. Just an Idea, How about adding Commandos to the Empire side, maybe the adding Bounty Hunters to the Republic side. Don't have to make a full storyline just a small one like "The Lost Patrol" or "Exiled Mandalores" so long members have active SWTOR account and have a 65 lvl character they play the toon. Same with snipers, smugglers etc... maybe not calling them Bounty Hunter on the Republic Side re-name them Enforcement Agents or Gang Members like the Blacksuns and have Skadge in the storyline. Same with Commandos on the Empire side name them troopers- shock trooper. Have Ruck defect to the imperial side and make into the storyline Just an Idea.
  3. Okay, I'm wrong I won't spend most of the time trying to figure out what works and doesn't. My play style; have a great time!

     

    I'll wear 230 Gear in HM Operations, Play Huttball and Ranked WZ with my Vanguard and PT on Friday and Saturday. I'm sure the guild will love me for that.

     

    For those crap games, I play. Sorry, you dislike them.

  4. I like to request a little change in the game. How about PT/vanguards having a polearm, sword, or staffs. They are considered a melee class why not give him a melee weapon. Like a Smuggler having a rifle, Sith Jug having two lightsabers or Double Lightsaber.

     

    Sniper having a pistol or a standard rifle. Power Tech having a stander rifle, sniper rifle, polearm, sword. Keep their special abilities all you doing is changing that animation. Keep the saber with the force users, Jedi Guardian could have a double lightsaber. Change it up a little bit.

  5. The last seven years you guys have been saying you listen to the community. It seems that you are only listing to a select few. Amplifiers sound like something just you had before you were revamping the system again and again. You get the gear you can't use, and you have to recycle several times to get something you need (sounds like rolling for battlemaster gear back in the day), which will take you weeks if not months to get it right. For playing a few hours a night after work, it will take years to catch up.

     

    I just want to play the game, not grin for gear every night. After you get the items, you have to test it out to see if it works for you, "Great, I need another drink." Just another SWTOR trinkets that someone is going to exploit. I rather pay cartel market to get that gear I need so can play the game. Think about how much Bioware would make selling equipment on the Cartel market! yup keep listing to your free-to-play your (Select Few) :cool:

     

    How about equaling out all the characters with the same amount of damage. Same abilities of healing also stun, globe cooldowns. Vanguard and Power tech can really use help in heals and shields like any other tank in the game (by the way the Vanguard and PT Koto and shield don't work!) Maybe taking the sprint ability and putting into the general ability. I hate having gear up toons that are almost unplayable.

  6. Blame the smallest percentage of the player community. PVP players are like seagulls, they fly in, crap all over everything......then leave. The developers continue to cater to this small faction.:mad::mad::mad::mad::mad::mad:

     

     

    https://braxwolf.com/2015/02/10/gamer-demographic-survey-results-play-style/

     

    I'm sorry, did I offend you? Clearly, you’re afraid that SWTOR might give another class little bit more DPS upset your Sith Assassin. Make this clear to you! I play all the classes in all operations Flashpoints Chapters, rank/unranked WZ, dailies and weeklies. 75% of us that truly play the game, have played or/are playing all the classes, and spend the most money!

     

    I’m not talking about make one better than rest of them. I’m saying of all the classes this is the weakest one. Last 6 years I heard nothing but the Jedi whine or the Sith cry about Vanguard's or PT/s can out DPS or OP over their Sith Assassin or the Jedi Shadow.

     

    Got love F2P kids fake news websites.

  7. At this time Vanguards and Powertech are unplayable. Adrenaline Rush is a total joke, you have to WAIT until you are below 35%> then it only takes you up to 35% = or > less and within a minute, while and Sith or Jedi is stunning you back to back then crediting you 3 times for 45K within 10 seconds.

     

    DPS is half of Commando/Merc, Shadow/Assin (unless starphase lying), Shields only do 25% of damage (down form 75% from ‎Jedi Knight, ‎Jedi Consular, ‎Sith Warrior, ‎Sith Inquisitor, Commando, Mercs). I haven't seen shield's do any damage reduction especially in PvP.

     

    Number One major problem in PVP is back to back to back Stuns. The leap or Storm ability only work 65% of the time. The resolve bar DOES NOT GO HIGHER THAN 75%! Harpoon only work 55% of the time in Warzone

    You bring a PT or VG into ranked PvP you number 1 target and dead with 5 to 10 seconds of the match starting.

    Vanguard takes more than 90 seconds for the power cell to generate, PT 90 seconds for cool down, which take Jedi Knight, ‎Jedi Consular, ‎Sith Warrior, ‎Sith Inquisitor <5 seconds.

    One stun is 4 Seconds and others stun is 2 seconds (nothing more than glorified interrupts) While other melee toons have up to 3 stuns for 8 seconds.

     

    Why Vanguards and PTs have range weapons and they are melee class?

     

    You do this game a great disservice, and discredit by playing favoritism, nerfing and the lack of abilities.

     

    :cool::(:mad::mad::mad::mad::mad::mad:

  8. Patch Notes: found this out via a friend of a friend's brother's, cousins, step sister that knows a friend that known someone that said "Hey wazzup" to a GDV on line web posting.

     

    Still sounds like the Troopers and Bounty hunters are still OP

     

    Classes + Combat

    Jedi Consular

    Sage

    Damage will start 2742-3982 @ lvl 1 and increase by 4% every lvl after

    Overwhelming healing abilities with using little to no force at all, Healing during the full duration of the Flashpoint Operation or Warzone without using any force

    Force Armor now has a base cost of 0 Force absorbs 100% damage (99%) and last full duration of the flashpoint or Warzone

    Global cool down .001ms (down by 2%)

     

    Seer

    Force in Balance’s instant AoE damage and DoT spread potential is currently too low a in PvE and PvP, so we Increase the AoE and DoT to 99m and last 90 seconds and can't be use until every 98 seconds

     

    Shadow

    Serenity

    The radius of Force in Balance has been increase to 65 meters with blinding flash of light effect

    Shields will last for 520 seconds having 99% resistance all incoming damage. This can't be reused after 3 seconds

     

     

    Sith Inquisitor

    Sorcerer

    Damage will start 2742-3982 @ lvl 1 and increase by 4% every lvl after

    Overwhelming healing abilities with using little to no Darkness at all, Healing during the full duration of the Flashpoint Operation or Warzone

     

    Corruption

    Darkness in Balance’s instant AoE damage and DoT spread potential is currently too low a in PvE and PvP, so we Increase the AoE and DoT to 99m and last 90 seconds and can be use every 4 seconds

     

    Madness

    The radius of Death Field has been increased to 65 meters.

     

    Assassin

    Hatred

    The radius of Death Field has been reduced to 65 meters nuclear bomb effect .

    Shields will last for 520 seconds having 99% resistance all incoming damage. This can't be reused after 3 seconds

     

    Trooper

    Rifles and Canons, blasters will be unaffected against force users

    All Range weapons, Blasters, Pistols, Heavy Canons, and finger pointing will have 10 meters range

    Explosive Round now has a base range of 10 meters

    High Impact Bolt now has a base range of 10 meters .

     

    Vanguard

    Reduction is speed debuff from 30% to 90% (up by 300%) in Operations, Flash points and Warzones 100% Reduction in speed Huttball when you have the ball

    99% effected by all stuns

    Koto effect only will affected with health bar is below 10% (down from 40%) health can only be resorted 10% for 90 seconds and can't over 30% total health (down from 60%)

    No resistance to Stuns (Stun to Death) will happen in all PvP areas 100% unable to brake stun

    Global cool down .9999ms (up by.01%)

     

    Bounty Hunter

    Blasters Pistols will be unaffected against force users

    All Range weapons, Blasters, Pistols, and finger pointing will have 10 meters range

    Missile Blast now has a base range of 10 meters

    Rail Shot now has a base range of 10 meters

     

    Powertech

    Reduction is speed debuff from 30% to 90% (up by 300%) in Operations, Flash Points and Warzones 100% Reduction in speed Huttball when you have the ball

    99% effected by all stuns

    Healing only will affected with health bar is below 10% (down from 40%) health can only be resorted 100 for 90 seconds and can't over 30% total health (down from 60%)

    No resistance to Stuns (Stun to Death) will happen in PvP areas 100% unable to brake stun

  9. Hey folks,

     

    Vanguard

    • Entangling Tools now reduces the movement speed of targets affected by Tactical Surge, Ion Pulse, and Explosive Surge for 3 seconds (down from 6 seconds).

    Designer Note: The Vanguard’s suppressive potential is currently a little too impressive with the Entangling Tools Utility. In its current iteration, players fleeing from Vanguards are far too susceptible to suffering a perpetual state of reduced movement under the effects of Entangling Tools. To better the player experience and balance Vanguard target control potential, we have reduced the duration of movement speed reduction provided by Entangling Tools.

     

    • Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.

    Designer Note: Vanguard survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Guard Cannon to bring the class more in line with the other tank classes.

     

    Commando

    • Mass Accelerator has returned in a new form: Increases the range of Explosive Round and High Impact Bolt by 20 meters. Acquired as a level 10 passive ability.

    Designer Note: Mass Accelerator has returned, granting Commandos a range boost alongside the new Explosive Round and High Impact Bolt maximum range changes to maintain their current range on Live. This additional passive preserves the Commando’s design as a ranged specialist on the battlefield.

     

    How about bring the Vanguard and the PT Healing ability as the same as the rest of the tanks???

    I forgot Vanguards and PTs don't have a healing ability. The class is too OP!

  10. I would like to request some little bit of structure on the Valor rank. It would nice to have to have some really really really nice looking armor without stats, That only the "War Hero" and \or "Elite War Hero" can ware. not something that has been washed, rinsed, reused re-colored and, but something totally different. The Conquorer gear (on the Imp side) I look like a zombi with a broken welder's mask.

     

    Please

    Put this armor on the vendors that are in the warzone alone with some PvP supplies

     

    :ph_good_post:

  11. My Lord's

     

    The peace treaty between the Imperials and the Republic is not what it seem to be, We are still fighting in multiple small skirmishes with the republic over small piece of dirt on a plant that doesn't matter. During the war we have taken over whole systems and half the galaxies, Now we are fighting in small eight man team, sometime for the amusement of the Hutts. Many great imperial's have die in disgrace over a wagers with the Hutts. Many more imperials are leave their post in pursue of other adventures because of this.

     

    Many Imperials including myself, believe the treaty of Coruscant should be broken. We should take over the galaxy as was planned in the beginning. Start with three major systems Tatoonine, Hoth and Coruscant, with teams of 16, 32 or 64, with awards for taking over major adjectives.

     

    The Mandalorians are a good fighting class but we need to start training more imperials troopers to beef up our backbone instead on relying on Mandalorians ( I don't trust them) as the main force, The Mandalorians only have pistols as their main weapon. We need to start equipment them with rifles, canons and melee weapons. I would like to incorporate a few smugglers to help spy and supply the outer rim garrisons.

     

    One other thing, I have other Imperials who were captured on the other Galaxy, I tried to have them released to me, and failed, I wish to pay the ransom to have them released to me. I find these Imperial are good soldiers and they will serve the Empire well.

     

    DirtyJedi

    :ph_thank_you:

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