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Yaanos

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Everything posted by Yaanos

  1. I am having the same problem - can't see any circle under the actual animation
  2. Very useful on HM version of this fight: http://i.imgur.com/EPlVeuW.jpg
  3. You're correct, this area does exist within Dread Fortress - it's the room at the end where you fight Brontes (but it's configured a little differently on live). Here is a screenshot of me looking out onto the very same bridge in the photo you mentioned in your opening post. The original would have been taken from the far end of this bridge, but players can't get there on live as there's a gate stopping them. Here is a screenshot of me pushed right up against the gate, and you can see a droid! It's a little further over than it is in the original though, I'm guessing they just repositioned it for live... Here is a screenshot of the other side of the archway which can be seen in the original. In the original you can't see where the spire of the archway ends, giving it the illusion of being taller than it actually is. Here is a screenshot of the raised walkway and chains which can be seen in the original. Here is a screenshot of the red flag which can (just about) be seen hanging down at the far end of the raised walkway in the original. And finally... here and here you can see the 2 flags which stand on top of walls, which you can only see the edges of in the original (towards the top left and right hand corners of the original image). I would assume that the original screenshot was taken either prior to the room receiving it's final configuration for the installation of the Brontes fight or just as a promotional image. My work here is done
  4. Ermm... they named an in-game cartel market regen item after Dulfy... not sure they'd have done that if 'that source' was taboo?
  5. Hi Tait, Is there any update on when we'll be getting some news around the RotHC-like expansion please? Thanks, Giga
  6. So I've been working on my NS Stronghold for the past few days. I decide to put down a Mentor Processing Core on a medium hook in one of the little side rooms coming off the 2nd floor, but it seems rotating it to -45 degrees causes the hook to bug and and become un-selectable. No matter, I think to myself... I'll use the 'Reset Decorations in Room' function to pick up everything in the room and start again ... but what's this I see... 'This may include decorations in adjacent rooms.' OK that's fine, don't have much in the next room or even the hallway... Every item on 2nd floor was picked up. I'm a reasonable buy BioWare... but that is completely unacceptable and shoddy development! If it doesn't work the way it should, then don't have it at all!!!!
  7. /signed BW mess it up again. I can't fathom this... it's obvious that's what players wanted, and yet they simply go and do whatever they want. Not bee this disappointed since they announced GSF was PvP only... another crappy design decision!
  8. Thanks Tait! To be honest, and probably incidentally, I think that may be better in the long run. Not sure if it was intended or not, but when I did S&V last night via group finder all the boss HP was at 8-man mode and it made it too quick and a little boring
  9. That is a connection issue, you're loosing connection or getting server lag and so the client is preventing you from moving any further so that you can't get to place you shouldn't
  10. Hi Tait, Is it just the group size you're reducing, or is it the rewards and the rolling ops schedule? i.e. are you rolling back to pre 2.8? Thanks, Giga
  11. If you found/find one then please let me know!
  12. Sorry Courtney, this is going to sound like really negative feedback, but as a subscriber I feel there are more important things you should be focussing on other than producing things like this. These sorts of things are a 'nice to have', and I would rather see you spend time on engaging your community and addressing player's concerns - generally things which will have a greater return on investment of your time. Things I'd like to see you, Tait and Eric do: - Less avoidance of tricky/awkward threads: all too often I see really constructive threads with a lot of adult debate in them which are completely ignored by the community team. I'd like to see you get involved in these threads more, instead of ignoring them and leaving them to fester. - Less 'quick win' replies: I see you guys reply to posts which reinforce a message you're trying to get across, or allow you to make a point which is in line with your own views. Occasionally, I see you choosing to reply to posts which really don't add value to the discussion, and when I go to the thread and read other replies I feel you've simply picked the easiest post to reply to so you can be seen to have a presence in the thread. Please pick more challenging topics to get involved in, I for one would feel less ignored - More consistent presence on the forums: if you're going to start something, then please see it through. The Role Play posts prior to the CZ-198 and Rakghoul event were good for raising awareness, but it felt at times there was a painful and almost embarrassing lag between posts, and in some cases posts abruptly stop without any conclusion i.e. what happened to all the employees Czerka took on?! If you guys are busy and doing work which takes you away from the community then make a quick post to say you're having a busy week and won't be around much - do more to set people's expectations rather then allowing them to become disgruntled and negative Treat us like adults: I agree there are people in this community which need to be handled with padded gloves, but we're not all like that. There are a lot of adults here which a yearning to have grown up and open debates about the state of the game - capitalise on that and use it to your advantage. Stop deleting unfavourable posts: Seriously... this just erodes your credibility. I posted in a thread yesterday which was deleted, and it was simply querying your recent lack of presence on the forums. I work in IT design and development, if I simply disregarded my customer's feedback and points of view then I'd either face disciplinary action from my employer or my employer would loose the contract with the client - it's no different for you, we are your clients and we deserve our views to be shared and listened to, not deleted. I hope you find this feedback useful... I am really looking forward to hearing about what exciting stuff is coming to SWTOR this year, and I am looking forward to you guys really working with the community and helping it to grow.
  13. Getting so fed up with people like you always playing the victim. You are not being bullied. You are not being abused. I don't particularly care for this event, I think it's really quite poor content and doesn't bring anything new to the game. However, I realise that some people are enjoying it and that can only be a good thing for the health of the game I have been infected about 20 times now... and I have simply used the vaccine to cure myself... job done and end of story. I have not felt the need to come onto these forums and preach to the community how this event is doing blah blah and enabling blah blah. If you don't like the event then don't participate. If you don't like being infected then buy and use the vaccine. Also, while I'm at it, you should really consider that you're not the only person who plays this game. By the sounds of it, you're not really suited to playing an MMO - where players are encouraged to interact with each other. Perhaps you should try single player games, or maybe Minecraft. I've heard Farmville is good too (not my cup of tea though).
  14. OP - please PM me. We can find a nice quiet spot in-game, where we can sit down and chat, and I can counsel you through this. Being raped by the forums is not nice. You can show me on the doll exactly where all these nasty people violated you. We will get through this.
  15. I am no more than a casual PvPer, so all my suggestions below are based on my experience of being an end-game PvE content Operations healer. At the moment, I really only have issues with 2 abilities; Resurgence & Static barrier. So here goes... Resurgence As a corruption Sorcerer I cast Resurgence whenever it’s off its cool-down in order to trigger Force Bending, which ideally I always want to have active. Naturally, I will favour casting Resurgence on targets which have HP missing in order that they benefit from the immediate heal and the subsequent HOT. However, both the immediate heal and HOT are extremely under-powered and are secondary to gaining the Force Bending buff. The Resurgence HOT accounts for the majority of my over-healing, partly due to the fact that by the time the HOT has expired (15 seconds with 2 points in Reconstruct) the target’s missing HP has been healed by another source, or I may choose to cast Resurgence on a target with 100% health in order to trigger Force Bending for my next heal. Also, the 10% armor rating increase from Reconstruct is fundamentally flawed – with current low armor rating values this provides a negligible increase in kinetic/energy damage. As new gear is added and the game matures, Reconstruct will become more valuable as its kinetic/energy reduction scale with armor rating values, potentially up to a point where it becomes overpowered. I have made some suggestions below on potential changes to Resurgence which would make it more valuable as an ability. I am not suggesting all these change be made, I am just providing a set of suggestion which could be considered. Suggestion 1 Re-design Resurgence to be a reactive heal similar to that of the Bounty Hunter. The total amount (immediate + HOT) it heals for remains unchanged. This would allow the healing provided by Resurgence to be delivered more effectively. Currently, my Resurgence heals for 1,583 - 1,806, and then for 2,214 over 15 seconds. For the example tool tip below I will average 1,583 - 1,806 to 1,695. Resurgence Instant Force: 30 Cooldown: 6s Range 30m Grants the friendly target 3 charges of resurgence, which heals them for 1,303 whenever they take damage. Cannot trigger more than once every 2.5 seconds. Last 9 seconds. Skill tree update: Reconstruct (1|2 points) – increases the charges granted by Resurgence by 1|2 and increases its duration by 3|6 seconds. Additionally, Resurgence has a 50|100% chance to increase the target’s armor rating by 10% for the duration of Resurgence. Suggestion 2 Remove the HOT element of Resurgence and build it into the immediate heal. The total amount (immediate + HOT) it heals for remains unchanged. Essentially this gives Corruption Sorcerers a more competitive instant heal which can be cast on other players, but would remove armor rating increase from Reconstruct. Currently, my Resurgence heals for 1,583 - 1,806, and then for 2,214 over 15 seconds. For the example tool tip below I will average 1,583 - 1,806 to 1,695. Resurgence Instant Force: 30 Cooldown: 6s Range 30m Immediately heals the target for 3,909. Skill tree update: Reconstruct (1|2 points) – Increases the health restored by Resurgence by 5|10%. Suggestion 3 Re-design Reconstruct so that it gives a flat percentage increase to kinetic and energy damage reduction. This would be a small buff to this skill, but would deliver a more noticeable benefit to placing Resurgence on a target. Reconstruct Passive Increases the duration of Resurgence by 3|6 seconds. In addition, Resurgence has a 50|100% chance to increase the target's kinetic & energy reduction by 2.5|5% for the duration of Resurgence. Static barrier Without a doubt one of our most potent abilities. Sadly, I find myself using Static barrier less and less these days due to its collective high force cost when used in high succession. Static barrier is great for those moments when you know that the target is about to take a huge amount of damage, well beyond that which a Static barrier can absorb, for instance when Kephess jumps onto a random raid member in TfB NiM. Or when you know that the operation group is about to endure a lot of operation wide AOE. In these situations the 35 force points (with 2 points in Efficacious Currents skill) invested in that Static barrier are capitalised 100%, as you know the shield will be depleted long before it expires. However, Static barrier is just too costly to cast liberally on a ‘just in case you take some damage’ basis and is very situational and boss dependent. Another problem with Static barrier is that it can cause you to spend more Force in the long run. Up until recently, if I saw an operations group member drop below 40% health (in most cases this is a DPS who could have avoid that damage) I will immediately place Static barrier on them if I cannot divert a heal to them immediately. Why do I do this? I do it because it will offer some protection from further damage they may (or may not) take between the moment I cast Static barrier and when I (or another healer) can get an actual heal off on them. What I have come to realise though is that in reality that Static barrier actually expires having absorbed little or no damage, and I have to expend more force points to heal that target up to 100%. I now reserve Static barrier for when I believe it will prevent a death or one of those ‘oh crap’ moments when multiple players in the operations groups aren't at full health and I know there’s more damage on the way. I have made some suggestions below on potential changes to Static barrier which would make it more valuable as an ability. I am not suggesting all these change be made, I am just providing a set of suggestion which could be considered. QoL suggestion When Static barrier has been cast on someone and I hover my mouse over the buff tooltip on their frame, it would be great to see how much HP the Static barrier has left to absorb. Suggestion 1 Allow Static barrier to crit, increasing the absorb amount equal your critical multiplier (surge rating). Suggestion 2 Re-design Efficacious Currents so that Static barrier releases up to 25|50% of its absorb amount as healing over 16 seconds, and decrease it’s duration to 16 seconds. My thinking here is that whilst Static barrier is active on a target its absorb capability is reduced by 1.66|3.33% each second, but in exchange the target is healed for the same amount of HP. For example, if a Static barrier is cast with 6,000 absorb then for each second its active it would heal the target for 99.6|199.2 HP, but its absorb rating would also be reduced by the same amount. If the player takes damage and the Static barrier absorb amount is exhausted then the healing stops. Efficacious Current Passive Reduces the Force cost of Static Barrier by 15|30 and reduces the duration of Deionized by 1.5|3 seconds. Additionally, for each second Static barrier is active 1.66|3.33% of its absorb amount is discharged as healing onto its target, but its duration is reduced by 14 seconds. Suggestion 3 Re-design Efficacious Currents so that if Static barrier expires on a target without having expended at least 40% of its absorb rating then 50% if it’s force cost is refunded. Efficacious Currents Passive Reduces the Force cost of Static Barrier by 15|30 and reduces the duration of Deionized by 1.5|3 seconds. Additionally, if Static barrier expires on a target without having expended at least 40% of its absorb amount then 50% if it’s force cost is refunded. I hope this feedback helps! - - -
  16. This had made me very angry. This is basic management of software deployment - lately you guys really seem to have been very careless. You really need to buck your ideas up.
  17. Simply put (for sorc healers): A full set of power augments (448 points) = 80.72 bonus healing A full set of willpower augments (448 points) = 73.80 bonus healing & 1.37% crit chance This takes into account 11% buff to willpower (sorc class buff + will of the sith) and the 6% bonus healing from penetrating darkness. So, if you choose willpower over power you're trading 6.92 bonus healing for 1.37% crit. The difference is SO small that you can choose either. However if you're augmenting for the first time then go for willpower, as considering diminishing returns on % crit chance rating right now this is really a good deal (for giving up 6.92 bonus healing)! Giga PS. If anyone is interested (and if anyone can spot if I've gone wrong anywhere) I used the following equation (where 448 equals a full set of advanced 28 augments): PW = 0.169989506820566 base bonus healing WP= 0.140015785319652 base bonus healing PW: (448* PW)*1.06 WP: ((448*WP)*1.11)*1.06
  18. This is straying off the topic I originally set out, but this is one of my huge bug-bears about some SWTOR players. It never ceases to amaze me how aggressively people oppose EA generating profit from this game. You do realise that this game exists purely to make a profit for EA and it's shareholders? If this game doesn't make a profit then it will cease to exist. With a huge amount of money invested into the initial development of SWTOR, EA are most likely not investing any more money until SWTOR can prove it can generate a steady stream on profit and therefore provide a return on any further investment. Stop being so narrow minded. If they decided to deliver a parser via a cartel coin purchase so that they can make profit from it then that isn't such an evil thing.
  19. If you are a TORParse user you will have probably read the recent announcement: http://torparse.blogspot.co.uk/2013/07/end-of-service-announcement.html?showComment=1373735036090#c3397597620827155095 I am bringing this subject to the suggestions box as I think it would be a travesty to see this fine parser software disappear. I am hoping that someone equally as talented and enthusiastic as James Davidson will take the project on and give it a future - so hopefully there may be a few interested people who will read this message and make contact with James (james@torparse.com). What I would really like to see though is EA/Bioware to integrate the parser into the game client - which is the second reason I am raising this topic in the suggestions box. So on the off-chance that a developer or EA/Bioware representative may read this post, this may be some food for thought! Thanks for reading. Giga
  20. Free bottle of mountain dew for every reader!
  21. You need to understand the complexities of working to an Agile software delivery model (Agile being where updates are designed, built, tested & deployed in small cycles of 2-8 weeks as opposed to years). With so many people working on the same code base even the smallest and most trivial of changes can have unforeseen side effects. Some may say this is base coding discipline, which is true to a certain extent, however in order to deliver content to us at a pace which we are happy with it's a necessary evil. And then their is the technology stack: the array of different virtual and physical systems which run the game... and the numerous developers and technicians who support them. Again a change to a virtual system can have unintended affects on other virtual systems and/or physical systems and vice versa. It's very, very difficult to plan for the unknown... especially with so many moving parts. This is why a large number of IT projects, both big and small, are delayed and/or postponed. An SWTOR content update patch is no different. It's easy to say very flippant things like 'don't schedule an update which isn't finished' ... well that's just stupid. People complain that they're not given enough information to wet their appetite i.e. a roadmap of what's coming in the future. You cannot then in the same breath criticise the developers when they're honest enough to put their hands up and say 'something went wrong, we need more time'. TL : DR - you probably don't have a thorough comprehension of the development complexities involved in content updates. Trust that the developers are making the right decisions for the health of the game and its players.
  22. Imperial Commander / Republic Sqaud Leader The first class with a skill tree dedicated to the role of Combat Support (CS). Commanders / Squad Leaders who choose the appropriate advanced class will have access to a CS skill tree which will allow them to sacrifice pure DPS for abilities which enhance the DPS and HPS outputs of other players in their group. Commanders / Squad Leaders specced into CS deliver around 50% of the damage an equally geared DPS would, the other 50% is achieved by increasing the effectiveness of other group members. This effectiveness increase is not achieved passively... the Commander / Squad Leader must maintain an optimum rotation, react to changing circumstances and manage their resource pool carefully in order to sustain their own DPS and the increased group effectiveness. A skilled and well-geared CS Commander / Squad Leader can easily increase the overall DPS of a group in excess of the DPS generated from filling his/her group spot with a pure DPS. Additionally, Commanders / Squad Leaders have extensive healing skills, and when they choose the appropriate advanced class will have access to a skill tree which will allow them to improve the effectiveness of their healing. On the flip-side, Commanders / Squad Leaders will also have access to a skill tree which will allow them to use knowledge of carbon-based lifeforms offensively - removing beneficial effects, reducing their enemies' health pools with biological poisons and reducing combat effectiveness with diseases. Commanders / Squad Leaders use Concentration / Battle Fatigue as their resource. As they execute abilities their concentration wanes / battle fatigue increases. Too little concentration or too much battle fatigue will limit the speed at which they can execute their abilities. Primary stat: Aim Resources Concentration / Battle Fatigue Imperial Commander Through years of serving in the Imperial Navy, Imperial Commanders have ascended through the ranks and their combat prowess is unmatched. As well as excelling at melee and ranged combat, they are skilled at inspiring the soldiers they command, increasing their effectiveness in battle. Imperial Commanders also have an in-depth an extensive understanding of applied medicine, making them efficient healers. However, they also have the ability to turn this medical knowledge against their enemies, making them a formidable foe. Advanced Classes: Strategist Tactical Role(s): Combat Support, Damage Armour type: Medium Weapon(s): Pistol, Vibrosword Tree 1: Critical Analysis - Combat Support Allows the Strategist access to powerful short-duration buffs which increase the effectiveness of group members. Also, with a pistol equipped the Strategist can deliver damaging attacks to enemies which not only harm them, but significantly decrease their defences causing them to take more damage from other sources. . . Tree 2: Swordsman - MDPS When equipped with a vibrosword allows the Strategist to deliver DPS through precision swordsmanship. . . Tree 3: Supremacy - RDPS (shared) When equipped with a pistol allows the strategist to overcharge their weapon, delivering massively damaging blaster bolts which wreak havoc on their enemies. Medical Specialist Tactical Role(s): Healer, Damage Armour type: Medium Weapon(s): Blaster Rifle, Pistol Tree 1: Field Surgeon - Healer Allows the Medical Specialist to significantly increase their healing effectiveness. . . Tree 2: Medical Warfare - RDPS Allows the Medical Specialist to load their blaster rifle with specially developed shells which deliver a payload of biological poisons and/or diseases. These poisons and diseases sap their enemies' health and decrease their effectiveness in combat. . . Tree 3: Supremacy - RDPS (shared) When equipped with a pistol allows the strategist to overcharge their weapon, delivering massively damaging blaster bolts which wreak havoc on their enemies. . . Republic Squad Leader Through years of serving in the Armies of the Republic, Republic Squad Leaders have ascended through the ranks and their combat prowess is unmatched. As well as excelling at melee and ranged combat, they are skilled at inspiring the soldiers they command, increasing their effectiveness in battle. Republic Squad Leaders also have an in-depth an extensive understanding of applied medicine, making them efficient healers. However, they also have the ability to turn this medical knowledge against their enemies, making them a formidable foe. Advanced Classes: Tactician Tactical Role(s): Combat Support, Damage Armour type: Medium Weapon(s): Pistol, Vibrosword Tree 1: Tactical Thinking - Combat Support Allows the Tactician access to powerful short-duration buffs which increase the effectiveness of group members. Also, with a pistol equipped the Tactician can deliver damaging attacks to enemies which not only harm them, but significantly decrease their defences causing them to take more damage from other sources. . . Tree 2: Fencer - MDPS When equipped with a vibrosword allows the Tactician to deliver DPS through precision Fencing tactics. . . Tree 3: Courage - RDPS (shared) When equipped with a pistol allows the Tactician to overcharge their weapon, delivering massively damaging blaster bolts which wreak havoc on their enemies. First Responder Tactical Role(s): Healer, Damage Armour type: Medium Weapon(s): Assault Cannon, Pistol Tree 1: Patch 'em up - Healer Allows the First Responder to significantly increase their healing effectiveness. . . Tree 2: Biological Weakness - RDPS Allows the First Responders to load their assault cannon with specially developed shells which deliver a payload of biological poisons and/or diseases. These poisons and diseases sap their enemies' health and decrease their effectiveness in combat. . . Tree 3: Courage - RDPS (shared) When equipped with a pistol allows the First Responder to overcharge their weapon, delivering massively damaging blaster bolts which wreak havoc on their enemies. . .
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