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xPsychmanx

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  1. I find your lack of faith... unsettling. In all seriousness, does it kill you to gear up your companion? The quest is fun in it's own right, with or without the rewards. And I see why they made everyone wait for the "lead" quests: they didn't want everyone to beat the quest within a couple hours. Don't get me wrong, I do hope they expand the rewards. Speaking of beating the quest in a couple of hours, it seems as if everyone on Ebon Hawk rep side used the same online guide to beat the quest. It's a nice change of pace, IMHO. It would be really cool to have some sort of open world PvP event. (like a space station appearing somewhere, and players are given some story context to fight over it. Players would be bolstered to LvL 50 WH (or something like that) and commendations would be provided for fighting. IMHO). As a side note, the player-character VO's aren't there. I know you can't easily cook up dozens of possible lines form the 16 player-character voice actors this game has, but there are still the generic responses. (i.e. smuggler "You're about to see a real-live hero in action")
  2. I my opinion, the single biggest problem with the Scoundrel is the combination of healing and close range. I mean, the Jedi Guardian classes are both Close DPS/Tanking, which ends up pretty well. But the Scoundrel can only do Healing or Close DPS, not at the same time. Whereas a Commando has Far DPS/Healing, which is actually useful. Then there's the issue of close DPS being far more dangerous, which is bad for a team's healer. [Edit]: The "Disappearing Act" ability (which stops combat and sends the caster into stealth) is a way to balance the the (IMO) contradictory roles the scoundrel fills. If it were not for stealth, scoundrel would be fairly useless
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