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Scelerant

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Everything posted by Scelerant

  1. This list makes me think "Damn, they must really have worked hard and had fantastic beta testers!"
  2. To be honest, at this point I'm starting to think they should fire everyone who has worked on a game and restart staffing from the ground up since every current game developer in the world seems to be emulating rather than creating.
  3. I'll just give you my current toolbar on my assassin: Bottom toolbar 1: Thrash/Voltaic Slash Shock Saber Strike Discharge Maul Assassinate Electrocute (stun) Force pull/Low slash. Force Slow Spike (stun) Jolt (Interrupt) Lacerate Bottom Toolbar 2: Force Speed Death Field Stealth Force Cloak Overload (knockback) Dark Ward Mind Control (Taunt) Mass Mind Control (AOE taunt) Force Shroud Guard Crushing Darkness Throw Huttball. Left toolbar: Mark of Power Revive companion Revive Mount Sacrifice Sprint Seethe Whirlwind Dark Charge Lightning Charge (swapped to surging if deception) Tumult Blackout Right Toolbar: PvP heal consumable. PvP expertise consumable. Trinket Reusable medpack Reusable resolve stim reusable force adrenal. Squad medpack Recklessness Overcharge saber Unbreakable will Deflection Mind Trap. Ideally, I'd like to have about half of the abilities on my right and left toolbars on a third bottom center one, because it works better with where my vision is during PvP,
  4. We have tons of damage that bypass armor, we have tons of armor pen floating around, shield doesn't work properly in PvP, from what I hear parry/dodge doesn't quite work on every ability and so on. If you want to make tanks, they need to be resistant to all damage not just some damage. This is just like Vanilla WoW where the difference between a fully geared tank in PvP and a regular person was that a pom-pyro mage had to actually use fireblast on the tank, whereas pyro alone was enough for a non-tank. The problem is that if they make tanks actual tanks in PvP, then all their warzones fail, since a tank would be able to stay up vs the zerg in both Aldaraan and VoidStar long enough to prevent doors being capped and could easily stay alive walking through the opposing zerg + fires in Huttball.
  5. While this is true, since Bioware/EA is a US company and operate servers/customer centers etc in Europe, they are not taxed on overseas income until they "bring it home" to the US. So that should offset the VAT quite a bit if not entirely since if they have to pay any taxes in Ireland (their SW:TOR operations center in Europe) it will be that extremely low corporate tax that is the reason for BW/EA setting up business there in the first place.
  6. For me there are just questionable decisions. - The UI is really poorly designed, everything from a lack of bottom toolbars, not being able to scale or move UI elements. - Flytext that doesn't show status effects such as roots, snares etc. - Hard to see who you have targeted. - Once you hit 50, there is pretty much nothing to do except dailies, PvP queues or repeatable flashpoints. - Copying everything about WoW combat except responsiveness.
  7. In my experience quite a few of the competitive gamers who have experience outside "competitive" gaming in MMORPGs look at E-sport MMOs with disgust for good reason. For one class balance, combo balance and so on become very important so unless the game can be balanced perfectly so that every combo is equally viable, the only truly competitive gameplay you could come up with would be mirror combo vs mirror combo. I'm not against a PvP ladder, but it needs to be done in a way where it doesn't require classes to be perfectly balanced because they never will be.
  8. I wonder how long it will take before game designers realize that tanks need higher mitigation for all damage, otherwise you end up with the vanilla wow syndrome where classes that are largely not mitigated rip through tanks, which kinda renders tanks as a low dps/high HP version of a dps.
  9. The challenge is that it seems Bioware have completely neglected the concept of "huge open world" in favor of a series of very small worlds, tied together with loading screens. I felt like I was playing DA2 again, just going room to room to room.
  10. You know what would keep me around as a PvPer? Not having my days consist of "queue for warzones to get medals, so you can buy PvP gear, so you can get more medals and buy more pvP gear" How about "objective based pvp" where fighting other players didn't conflict with the objectives all the time. As a matter a fact, take the ****er who came up with the idea of "objective based PvP" and draw and quarter him. Huttball is one of those games where fighting the other players is secondary to carrying a ball and avoiding fighting with other players. I like Huttball, but seriously I can get 10 medals per game if I just hang around the combat, throw guards and taunts while doing damage or I can get 4 medals for carrying the ball to the goalzone, what am I going to do? Ability delay, I mean it helps me so bloody little that the animation is pretty if my character is constantly dying because I can't get it to do what I want according to the global cooldown Bioware came up with. I've played this game for a month and I feel the same way I felt when I quit WoW after 5 years of it, and years of non-stop MMORPG gaming before that. When I hit 50 in SW:TOR I literally felt like I was max level in WoW again, grind for gear, so you can get more gear, so you can get more gear. I get it, gear is a big deal in themepark MMORPGs, but honestly if getting gear is the primary motivation for doing anything, and the main motivation for getting gear is doing the same thing in a slightly different wrapping, what's the point?
  11. The funny thing is, despite being on what has been a full PvP server since early game access I rarely see more than 2 - 3 level 50s on each side unless they are premades.
  12. IGN would give a game with the title "Leisure Suit Ted Bundy" where you reenact the life of Ted Bundy in gory detail a 10/10 if the production company advertised enough with them. Please understand, media are prostitutes, the concept of an objective media exists but is not practical.
  13. The problem isn't so much the performance issues and bugs, its that I find myself drifting away from the game as the question "Do I get enough enjoyment and see enough future potential to keep paying subs? Yesterday, I spent 5 hours doing PvP to get my daily done, during that time: - 4 wins did not count towards quest completion. - I spent the better part of 2 of those hours cursing and waiting for the "invite to char-screen" thing to pop. - I spent the remaining 3 hours, playing PvP inbetween having the floor and everything in that range of polygons disappear of my screen, half the huttball arena showing the outside of the building and thus had to relog quite frequently. Now, I like SW:TOR PvP in the current state, when I get to play it and when I get credit for what I'm doing, I do not enjoy it when I constantly get the fake-invites and various other things.
  14. This "disgrace" does quite well on his level 20 - 30 characters and that includes beating 50s in expertise gear, because I know how to play to my strengths and their weaknesses. If you find that you have to take it hard every game, then its probably because you play like the new meat on the block. If you, like most of the players I come across, stand around without your defensive spells like the Sorc shield up, are guarding a node solo when you're not a stealther, clearly keyboard-turn or click, etc then I will target you every single time, not because its a challenge, but because I know its easy damage that goes towards medals. I also know that the chances of having to run back, thus losing in-combat time are very small. Sure, the 50s who know their class well, use keybinds, have a decent FPS and less lag, are much harder, yet they are the most fun fights there are.
  15. Yeah, there is nothing I love more than being punished because the game kicked me to desktop, crashed, had a graphics glitch (which I seem to get more and more), stuck me with a bunch of people who let 1 guy carry a huttball past all of them and score. People leave because they view a game as a lost cause, why do they view at as a lost cause? Because the players they were put in there with and against are not in proportion to each other.
  16. Dude, I could probably dominate 50% of the players in this game with half my gear off. The average player is so bad that if you were playing poker they are the guy going "guys I have 4 aces, is that good" right after they went all in.
  17. What however is a good reason not to add content is because only the dudes that used to stand outside IF all day with a list of 10 things you weren't allowed to do in a duel. What is the return on equity for the content? If SW:TOR has 1.000.000 players and 10.000 play arena, then the return is pretty bad. WoW arena has been anything but a success and somehow I doubt that SW:TOR arenas would do much better.
  18. Your title should say "Why are operatives doing more damage than really bad marauders in PvP?"
  19. Roots should fill resolve and you should be immune to them when your resolve is full. Snares, depending on how much they snare should reduce how fast resolve drops outside of full-lock CC.
  20. Well, full champ gear hopefully give you the competence needed to hit your CC break with less than 0.5 second delay, hit your heal pack and a def CD, since they are both of global you can get them off in under a second. Yeah, I just tested and I can get deflection and my heal pack off in under a second, meaning that if the gods are in my favor I get both off before he hits me again, if they are in his camp he gets a second attack in. We know that the Operative opener is a 3 second stun that fills the resolve bar, so just that alone negates any possibility of the OPs statement being true since it would take 4.5 seconds to get off 3 hits. So there is clearly a 1.5 second gap in the OP's statement.
  21. Ok, let me put it to you like this: 1k Damage per hit. 1 x Healer with Guard and a tank taunting anyone who attacks the healer: 1k damage - 30% from taunt = 700, half of that moved to the tank, 350 damage done to a health pool of 15000, meaning that without any healing you'd need roughly 43 hits to take down that healer. With a global of 1.5 seconds that means a little over a minute to kill that one person. With no healing, this means you'd have to spend 8 minutes in a warzone just to kill everyone on the other team once.
  22. Since the whole "Operatives are OP" thing seems to be coming from people in **** gear, who claim to be full battlemaster, low levels who claim to be 50 and a mixed assortment of other people with a lack of critical though and a very bruised ego, I will sum up the entire thing in a classic AABBA. Being a badly played lowbie left him dead, So please nerf everyone else mommy dev! Nevermind that I have no equipment, no experience or developed skill-set I should beat everyone, /END THREAD!
  23. Can't speak for everyone but I sure do at times. First off the visual target confirmation is just not visible enough on normal terrain, but then in Huttball that, plus the ground aoe target icon disappears in certain places such as the ramps. For my personal taste I wouldn't mind a WoW style Hunter's Mark arrow pointing at whoever I have targeted at that time. But to be honest, Bioware has completely and utterly failed at what is a very simple task, namely making a good GUI (Graphic User Interface). Its a failure on such a scale that it makes me want to go to Bioware's offices, use my fake press pass to get in and ask the GUI designer point blank : Did you or did you not draw up the entire UI plan on a cocktail napkin from Friday's a saturday when you, DE and Reid were busy trolling people via Reid's twitter account?
  24. When your rotation makes that of an arcane mage in WoW look complex, your class/spec needs to be looked at.
  25. Part of the challenge here is that many times you will unlock additional quests at some point, or have a follow up which means having to reclear a whole heap of trash from a corridor before you can proceed. I can't remember the amount of times where I've finished an area, came back to my hub, found a new quest that meant clearing the whole area again. Fair enough, I feel like I'm running in corridors the whole game, but Nar Shaddaa just makes it obnoxiously obvious.
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