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Auru

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  1. This really was some of the best content that you guys have put in the game so far, it literally brought life back to my server... sparking up conversation, conflict and a general desire to play in loads of people all trying to find out more about what was going on on tatooine! I think putting one of the bosses inside the outlaws den area was a master stroke of genius.. the sheer amount of interest and fun going on with everyone trying to get that Bantha was great, I did it with my main character a few times and helped others alts.. every time there was fighting going on out there which made it all the more fun I really hope there is more in store for us along the same sort of lines as this, be it on different planets or in space somewhere.. it breathed life into the world we are all playing in. The one thing I wish not to see is a repeat of this event.. I don't want to see it become an annual thing or a monthly thing.. it progresses the story and should be a one time event in my opinion.
  2. Auru

    Civil War has issues

    Some good points made, thanks for posting people I disagree that more nodes are needed, the map layout is actually quite good.. and the number of players/size of the area feels right Hopefully bioware have some plans for civil war, be they changes like some of us have suggested here or something else entirely.. i'm just tired of seeing 50% of my own team or the enemy team leave the warzone depending on who grabs two points first
  3. Auru

    CC and You.

    I feel that resolve actually works pretty well to combat CC, my darkness assassin has piles of ways to CC people.. but theres no way I can throw them all on one target, it's a waste of time Same deal as when stuff gets thrown on me, sure i'll get stunned.. incapped for a bit, but after that I am free to do as I please for a while Maybe some of the harder CC's need to fill resolve faster, it's early days yet in this games life.. plenty can still change
  4. Auru

    Civil War has issues

    I agree that it's definately possible to retake a point as it currently is, but the sheer amount of effort and coordination required on the attackers part compared to what newly spawning defenders need to do isn't even close I feel much of the 'defending' should be reinforcing the side that is being attacked hardest in good time (calling out the side the enemy are on) and then beating the attackers straight up in that scenario.. the wierd game of cat and mouse that goes on now is too weighed in one sides favour, having to leave players on low health to kill them off at the same time (ensuring they don't rejoin the fight one at a time as you try to cap) or having to chain stun newly spawned people within moments of there arrival to ensure your cap... I think if the attackers did enough work to wipe out the defenders, that point should go to them.. simple as
  5. Auru

    Civil War has issues

    Every game has problems, be constructive with your feedback or just don't post at all
  6. Auru

    Civil War has issues

    At level 50, Civil War turns into a scramble to get two points first.. usually the two outer points, the reason being.. they are easy to defend because the route under the central point is fast due to the speed buffs and the travel time the enemy team needs to reach either side, more travel time = more time to setup a defense. Now the problem. Wiping out a defending team on one of these side points should without a doubt give the attackers the advantage, but the defending team can take speeder bikes to each side which 'spawn' them extremely close to the objective, making interupting any attackers fairly easy.. it is extremely hard to fully wipe a group of players holding one of these points at max level pvp, healers are extremely strong.. tanks can outlast many opponents and clever use of line of sight mechanics can all lead to giving reinforcements (who spawn very close) the time needed to stop a cap. Hopefully that all makes sense to you guys, i'm sure you have all been in the same situation whether you are attacking or defending. I think these 'side' speeder bikes should spawn players in at least 10/15 directly away from the objective from where they currently land, this would give the attacking team time to react properly to newly spawning defenders and it also means if the defending team gets fully wiped.. then they suffer the consequences, I believe with something simple changed to the warzone as this will lead to more dynamic matches. Currently on my server (basalisk droid) people just leave the warzone if your team doesn't control two points after the initial skirmishes.. this is just not how the game should be played. tl;dr Move the speeder spawns for the side points further away from the objective, to punish the defending team for getting wiped out and giving attackers the time they deserve to cap
  7. Hey all, I leveled up as a madness assassin, loved the playstyle alot.. did great in pvp as well.. once I hit 50 I changed into a darkness tank to help my guild through the hard mode flashpoints, and for operations now that we are getting alot of spare gear pieces, I want to build a madness set again.. I have a few pieces of Columi gear to trade in right now but i'm completely stumped as to which tier set is best for the madness spec, none of the set bonuses really cry out madness.. is it the sorc set or the melee set? .. feel dumb asking but it's got me stumped lol
  8. During my time beta testing Swtor one of the things that stood out to me was the lack of music in the game. Far to often the game is left to the ambient sounds and the noise of combat, which is all well and good.. but this is a star wars game.. coming from a kotor background even, star wars and kotor are renowned for there good score and I feel that the old republic needs alot more of it. Just stream the music more often, or have an option to continously loop the music.. I can make comparisons to other games but really I shouldn't have to, music/sound is as important to a game as the graphics.. and I feel that swtor has more to give in this department.
  9. No one uses Madness spec in pvp? Can't say i'm having many issues.. less burst, but it's not needed if you play smart
  10. You can tank with the assassin.. just spec into the tanking tree
  11. The way this game is built is a bioware staple Think of the way the 'zones' were setup in Dragon Age and Mass Effect.. it's bioware sticking to what they know. I'd love to see the sunset on the planets.. hell it would be different on every single one of them I understand why it's not built that way though.. it's pretty much all I miss from wow
  12. I just hope that they come along with the Legacy stuff sooner rather then later, to me the point of the Legacy system is progression past the point of your first high level character i'm already legacy 6, I don't want to login one day and just have a pile of extra stuff handed to me.. I like the progression aspect of it all and i've already rolled some alts.. i'll be ticked off if I have to roll them again to reap the benefits
  13. What I find annoying is that we pay the same amount of money, but another region is favoured for this That sucks
  14. Once you get death field.. madness is fun For leveling you just aoe the hell out of everything.. death field.. lacerate .. overload.. then finish off whatever remains, once the weak are out of the way you can get stuck into the tougher targets with free crushing darkness procs and more death field In pvp i keep dark charge up almost all the time, just for the added armour.. you aren't a burst class with this spec, but you are basically impossible to kite.. you will always have some way to reach out and touch someone.. and in a bunched up group fight you can cause extreme damage It's a fun spec to play, i'm regularly walking out of warzones with 8 medals through damage done, and shielding done to friendly players.. if you play the objectives and not just run around for kills it's a very effective spec death field is awesome
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