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DarthBuckets

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Everything posted by DarthBuckets

  1. I would greatly, greatly appreciate a Legacy-wide friends list and cross-faction online status / chat. When cross-character chat forwarding made it in unintentionally a few patches ago, my friends and I used it quite a bit and it was extremely convenient. My only request is that there be a confirmation process for becoming friends, to avoid people trolling / harrassing someone on all of their alts.
  2. I've played a lot of PvP as a tank, and in a multi-tank environment, Guard collision can be rather frustrating. Good tanks swap Guards often to the teammate that needs it, but some of the current mechanics can block that from happening when the target or tank is already Guarded, even if the original Guard is out of range. Currently, you cannot place a Guard on someone if you are Guarded or the target is already guarded. In order to get a new Guard, the original tank must remove their Guard or the Guarded player needs to click off the Guard buff. In addition, if someone guards a tank, that tank cannot apply Guard to another player unless the player who guarded him or her removes it, or the tank clicks off the Guard buff. Clicking off Guard buffs is problematic in the mass of tiny buff icons, and is problematic in fast-paced PvP. I propose the following to help making playing with multiple tanks less frustrating: * If player X Guards player Y and player Y attempts to Guard player Z, remove player X's Guard from Player Y automatically and Guard player Z. * If player X Guards player Z and player Y attempts to guard player Z, remove player X's Guard from player Z and place player Y's Guard on player Z. Also, if possible, an indicator in the UI (like a buff tooltip) that tells you which player is Guarding you or which player you are Guarding would be greatly appreciated.
  3. Eric, now that it's been awhile and the promotional pets are in the Collections system, are there any updates to how subscribers can obtain these pets?
  4. For Armor, Synth, and Arms, you can RE endgame PVE gear shells to learn a custom schematic, but it is very difficult to collect worthwhile patterns. Campaign, Dread Guard, Arkanian, and Underworld are all learnable.
  5. I think class-specific gear looks are outdated at this point. I'd purchase the following as Adaptive pieces from the CM: Smuggler cowboy hats: http://img171.imageshack.us/img171/3517/screenshot2012012601273.jpg Trooper "Stormtrooper-esque" helms: http://tor-fashion.com/wp-content/uploads/2012/04/diatiumonslaughtfrontcloseup.jpg Bounty Hunter Mando-style helm (only available as purple world drops): http://i1116.photobucket.com/albums/k573/GratulorHS/swtor2012-01-1300-34-58-57.png
  6. I kind of like the ability to switch from Nightmare to Hard to clean up a lockout, but not Hard to Nightmare to skip bosses. I'd like to see the following: * Separate Hard and Nightmare Mode lockouts per character. * Killing a boss on Hard Mode locks out the entire instance in Nightmare Mode. * Killing a boss on Nightmare Mode locks out Hard Mode and Nightmare Mode for that boss.
  7. Shoulder Cannon is awesome, but looks really out of place with many gear color schemes. Can it be made to use the match color to chest feature?
  8. I agree with the OP. I am happy that it is legitimately difficult and was not cleared the first day. I also think it is appropriate to need the new tier gear (75) in order to clear the current content. Progression should be an ongoing process IMO, not months of farming and a couple of days of clearing everything. The only time I would see a nerf necessary is if it is not cleared after a very long period of time, certainly not within the first week or two. The only truly weird things are the ability to skip bosses by switching to and from HM, coupled with latter bosses in the Operation being easier than the second. I consider those separate issues to consider for designing future content. The current difficulty of Dread Guards is wholly appropriate for the final boss of an instance, IMO.
  9. It'd be cool if the empty Custom droid parts that Cybertech makes would be lowered to level 10 and made orange. Many players don't realize that it is fully moddable because it is green (a relic from beta). I've had several people request that I make them gear for new characters using HK, and you can't use fully moddable pieces until about level 30, and most of the gear available has tanking stats on it.
  10. I'd like to see these introduced as craftable orange recipes, possibly as reputation rewards.
  11. I fully support this. It is too many keys to type /em licks <Person>. This is the #1 missing feature that is hurting SWTOR in comparison to other modern MMOs.
  12. Craftable 31s imply that there will be a new BIS tier above it. I fail to see the problem. Initial capital investment of real dollars to in-game currency is an issue for every multiplayer game of this type ever (the "buying gold" problem) and isn't really solvable. If there is not a legit way to do it (which is putting $s in the hands of the developers to help support the game), then there will be a secondary market (see Diablo 2 and every other MMO) where the real money trading hands does not go toward game development, and opens up players and the game to account theft and unethical practices. Some possible "solutions" have significant drawbacks: * Remove the trading of Cartel items. This would be horrible, as all Cartel Market purchases would be a fixed price directly, and only be available with real money. As a completionist and collector, I greatly appreciate the current system. Free trade of fluff items is great, and makes excess credits meaningful (as opposed to in other games where they accumulate for no purpose, or there is massive inflation). * Make all gear fully BOP - This way there is no way to buy reasonably powerful gear AT ALL with in-game currency. There would be a problem with "catching up" to current content, crafting at endgame would be completely devalued, and you lose compelling gameplay. 2.0 made great strides in allowing the good parts of player trade of Cartel items while mitigating the "Pay2win" problem by not making BIS gear available via crafting at all. I like the current system.
  13. I'm fairly satisfied with the UI and Interface Builder, with a handful of notable exceptions. 1. Buff / Debuff tracking I would like to see better buff/debuff tracking with options in Interface Builder for Ops Frames and for target/player frames. I would appreciate an option to separate or collapse buffs/debuffs that get in the way most of the time, in order to better view the ones that matter. The one mass of buffs and one mass of debuffs make it difficult to meaningfully track them using the current UI. Increasing the size via Operations frames was a very welcome addition, but you can only increase the size of all buffs or all debuffs, which means in order to view Kolto Probe on Operations Frames, you also have to make every buff on each player large as well. I would also like a visual indicator on which buffs/debuffs are mine, and which belong to other players (for example: whose Kolto Probe is which). Things that don't matter very much in real-time combat: the 4 cllass buffs, In-combat revive timer on all players, stim, boss immunity, redundant debuffs (example: additional 20% Armor reduction from multiple players), other players' DoTs that have no synergy interactions, etc. Things that matter: Kolto Probe ticks, relic procs, Tactical Advantage, Flame Engine procs, DoTs, Static Barrier lockouts, reflect, immunity mechanics (force shroud), etc. 2. The Crew Skill crafting window The current Crew Skill crafting window is unwieldy once you have a lot of recipes, and suffers from useability and performance problems. It takes a very long time to load when you open it, because it loads all of the recipes at once. On my main it locks up my player interaction for a few full seconds while it loads. In addition, each section being one long list is difficult to efficiently scroll through to find what you need. I would like to see it broken down into sections (kind of like how the Abilities page is organized into groups), and only load a section you choose. Long lists (such as all Armorings, etc) could be further broken down into level-ranges or stats where appropriate to improve performance. I never need to see all of my Armoring recipes when I am looking for an individual earpiece. Also, a tracking mechanism for learned and unlearned recipes obtained via REing crafted gear would be appreciated, as well as grouping the schematics learned by RE into a single item entry. 3. Long, uncollapsed lists Long lists in GUI windows that do not save collapsed state take a long time to find anything and are annoying to use. The Achievements menu and the Collections menu are both large lists (without search), and they are fully expanded each time you open the window, requiring a lot of scrolling to find the section that has what you are looking for. Collapsing the interface into sections by default, or saving a player's collapsed state would be a great change to improve the useability of these interfaces.
  14. At 3000 Primary Stat before augments (which is high - will scale in favor of Power): 9% Primary Buff Power gets 0.9 Bonus Damage Primary gets 1% Crit 6% Primary Buff Power gets 3.58 Bonus Damage Primary gets .97% Crit 0% Primary Buff Power gets 8.96 Bonus Damage Primary gets .92% Crit I usually recommend that everyone go Primary Stat, but if you are a spec that utilizes things with 100% critical chance (like Smash / Force Sweep), you can get slightly bigger Smashes from Power augments as the critical will not help you on those abilities. We can make a reasonable estimate on which is better using some math: Assume you do x DPS if you don't crit before augments with 25% Crit and 70% Surge. Your DPS with crit factored in is: (1 + (.25 *.7)) * x = 1.175 x If you add 1% Crit, your DPS is: (1 + (.26 * .7)) * X = 1.182 x So you gain 0.7% damage from the added crit. It's difficult to compare a % benefit to a bonus damage benefit, since bonus damage gets multipliied and varies wildly depending on spec, individual, abilities, etc. Your damage without crit factored is basically: x = bonus damage * average scaling multiplier = y * z The average scaling multiplier z factors in a lot of things like % boosts to skills, Armor mitigation, etc etc. It's very hard to model but it is likely between 1.0 and 2.0 for all DPS. So let's go back to the earlier math.Your DPS with crit factored in is: (1 + (.25*.7)) * x = 1.175 x = 1.175 * ( y * z) Let's add bonus damage as variable v: 1.175 * ((y + v) * z) Let's assume the best possible case for Power (2.0 scalar and 9 bonus damage added): 1.175 * ( y * 2.0) = 2.35y 1.175 * ((y + 9) * 2.0) = 2.35 y + (1.175 * 2.0 * 9) = 2.35 y + 21.15 You gain 21.15 DPS with Power in this scenario, vs 0.7% damage with the critical. Your DPS has to be higher than the following to make the Power better: d = 21.15 / 0.007 = 3021.43 DPS Since all of the assumptions and variables above favor Power augments, but you need to do more than 3021 DPS to make the results favor Power in that scenario, I would go with Primary Stat augments (unless you want to Smash as hard as possible).
  15. In my opinion, Bloodthirst could use some re-balancing / re-structuring. In addition to his or her own damage and assuming all DPS being equal, a single Marauder contributes additional damage to the raid due to Bloodthirst (not counting the significant added benefits of controlling it for burn phases / CD stacking). This damage is attributed to the Marauder's groupmates in parses, but it is really contributed by the Marauder. If DPS contribution is the only balancing factor, then Marauders should be parsing a certain % behind the other classes, equal to the DPS that Bloodthirst provided. If there is a DPS balance issue in the Marauder's favor, Bloodthirst accentuates the discrepancy by at least that %. Multiple Marauders tripping over each others' Fury could be a problem if you hyperbolically bring ONLY Marauders, but there is no appreciable downside to bringing at least one Marauder per 4 players. At the very least, I think 2 Marauders per 4-man group would be totally viable. I'm not sold that a "Hybrid tax" is important at all in PVE. With the exception of the value of using 2 vs 3 tanks on some fights in 16man, I don't see top tier players switching all that much mid-run (especially with the way gear acquisition is now). If role-hopping is required, they need gear (especially the DPS -> tank swap). On top of that, this game is extremely alt friendly. Most off-spec gear collected can be transferred to alts via Legacy gear. With the exception of acquired Ear/Implants/Relic (and some base Armorings/Barrels for off-hands), a character with an alt with a different role offers the exact same "hybrid" utility that a character capable of respeccing between encounters does. PVP is a different matter, as being able to respec mid-warzone to a different role in order to counter the enemy team or map is of valid usefulness. In combat, in non-trivial PVE encounters, if a DPS Sorc is off-healing or a Pyro is off-tanking adds (which doesn't really happen - DPS taunting the boss in PVE isn't really a valid tactic / help in most cases), I would consider that utility. I would say that a "Utility Tax" should definitely be factored into PVE class balance, but out-of-combat options and things that do not work during non-trivial PVE encounters should not. The important part of discussing Bloodthirst are the following: 1. Is Bloodthirst mandatory (or greatly beneficial with no downsides)? (I understand that the word "Mandatory" can be subjective here - the current content is all easy and a buff is only really appreciated if an encounter's tuning pushes up against the efficacy of a given group). If so, a single role / single class out of 8 bringing it is a comp problem that affects class balance, operations comp, and representation in progression. On top of that, multiple Bloodthirsts can be used in a given group sequentially to added benefit. There really aren't many buffs/debuffs left like that other than Sniper's shield, but a defensive buff is only valuable if you really need it, whereas damage output is always desirable. If fights get tuned in nightmare to require DPS in BIS firing on all cylinders to make Enrage, the additional DPS that Marauders bring via Bloodlust can and will make a difference, skewing group comp. 16man NM tanks pre-nerf is probably the best example of this. 2. Do Marauders do appropriately tuned damage and provide appropriate utility relative to other classes in light of the great DPS contribution that Bloodthirst provides? If Marauders are on top of the charts *and* they boost the other DPS via Bloodthirst *and* the other DPS classes don't have additional utility / contributing factors that make them situationally preferable over Marauders, then there is a PVE class balance issue. I don't think Bloodthirst needs to be removed or trivialized. I think it is a worthwhile mechanic and a good "macro" gameplay element for a group attempting an Operation. However, its current incarnation makes Marauder stacking a net gain over other comps with no apparent downsides. My suggestions would be the following: * Give a similar effect to at least one other class so that Marauders are not "required" in every Operation. * Make it a raid wide buff. * Put a debuff on the raid after use to avoid stacking multiple Bloodthirsts in a given time period. * If Marauders do an appreciably lower amount of damage relative to other classes from the loss of a scalable Bloodthirst, give them a minor buff to compensate. I also don't think Marauders need to be nerfed unless hard data proves a discrepancy, although re-structuring Bloodthirst would be seen as a nerf by many. I don't have metrics other than parses and my individual group, but *if* there is a discrepancy in damage output, I would like to see additional utility/toys given to the specs without them, or their base DPS brought up to compensate for their lack of things like Bloodthirst. In evaluating usefulness of classes in PVE, there is a pecking order right now for most people I've spoken to: 1. Snipers and Marauders on top 2. Other Ranged - Sorc and Merc - decent damage, some fights prefer ranged (although Darvannis and Asation don't really have many issues) 3. Powertech - decent damage, still represented because they were single-target top dogs pre-2.0, no real utility in PVE 4. Leftovers - DPS Jugg, DPS Op, DPS Sin - underrepresented and no significant utility in PVE That being said, balance is "close enough" to be pretty good in PVE right now, especially since we are without a legitimate progression tier until they implement Nightmare TFB. In my opinion, Bloodthirst could use some tweaks though.
  16. They are on the trainer, but not Orange. They are green, but fully moddable.
  17. It is more of a priority system. You want to maximize Heat Screen stacks, because it stacks 1% Absorb per stack (up to 3) and 3 stacks are required to use Heat Blast. Every time you proc one (even if you are already at 3 stacks), it also lowers the CD on Heat Blast by 1 second. Use Heat Blast (off the GCD) whenever it is available, unless you want to save the 6 sec 25% Absorb effect for something specific like a big hit coming in the next 7-15 seconds. Use Rocket Punch whenever it is up. It does good threat and generates an IGC proc. The cooldown will reset often when you Shield an attack, so pay attention to when it is up. Use Rail Shot on CD. It does good threat and generates an IGC proc. Keep the 5% damage debuff up at all times by using Flame Burst or Flame Sweep on enemies at least once every 15 seconds. If Rocket Punch and Rail Shot are both on CD, fill with damaging or free abilities. Try to stay close to 40/100 Heat, since when you are under 40 Heat you are venting Heat at the maximum rate. Flamethrower: If Flame Engine procs, a sped-up and free Flamethrower is great for damage and threat Jet Charge / Flame Sweep: If the boss is stationary, working in Jet Charge and two free Flame Sweeps is an effective way to spend 3 GCDs and generate no heat. Flame Burst: If at low Heat, Flame Burst does good damage and threat. Rapid Shots: This is your basic attack. You generally use it only as a last resort, because of its weak damage/threat, but (unlike the above Fire-based abilities) it has a 15% chance to proc an IGC effect (which gives a Heat Screen stack). If you want to maximize uptime on Heat Blast at the expense of damage/threat, spamming extra Rapid Shots will net you more Heat Screens.
  18. I ordered the digital one on 4/29. I got an email notifying me that my "digital product" was ready for download a few minutes later, but my library was empty. I let it be since I saw there were issues reported with the system, and I logged back in today to check and my code was there.
  19. The re-useable consumables for Biochem and Cybertech are purposefully inferior to the consumable ones (which IMO is fine), but the Self-Replicating Pyro grenade seems really underpowered compared to its consumable counterpart. It takes a much larger hit than the Biochem re-useables do. (I understand that there are no perks like this for the other four crafting skills. I really think there should be, but it's not entirely relevant to the discussion). Prototype V-6 Pyro Grenade - 5026 Damage (12 sec DoT) Self-Replicating V-6 Pyro Grenade - 3149 Damage (12 sec DoT ) Difference: 37.35% nerf by using the re-useable Nano-Infused Attack Adrenal - 675 Power Re-useable Nano-Infused Attack Adrenal - 625 Power Difference: 50/675 = 7.4% nerf by using the re-useable Nano-Infused Fortitude Stim - 169 Endurance, 70 Defense Re-useable Nano-Infused Fortitude Stim - 154 Endurance, 63 Defense Difference: (((169 - 154)/169) + ((70-63)/70)) / 2 = 9.47% Is this intended? Is it a bug? Will the re-useable Pyro grenades be buffed to be worthwhile for Cybertechs?
  20. My guildies and I are unable to complete Big Game Hunter because of this. It has been ticketed as a bug.
  21. I actually like the mob density. The weak mobs get taken out with AOE before focusing on the strong/elite/champion mobs, and it feels "heroic" to take on large amounts of enemies. However, the non-hostile mobs (protocol droids / diplomats / etc) being flagged as hostile is weird. They are often level 8-10 on Makeb. There's definitely some interesting AI at play - diplomats that will run away and go cower in another room - but I get stuck in combat with them. In order to drop combat, I need to hunt them down and execute the defenseless diplomats. It is often annoying, and not very Light V.
  22. We won't know until it goes live, but I'd guess that they just updated the level of the missions (and nothing else) so that the XP and the rewards they grant are higher, so you're still getting XP at levels 53-55.
  23. I'm in the boat that thinks this need is filled by third party programs very effectively. The only time I think it would be worthwhile would be for normal PVP and Flashpoint queueing, as you cannot set up communication before hand (especially in PVP, where you can't easily stop at the beginning of a match to get together). However, based on the behavior of players with the in-game text box alone (and the state of behavior on services with integrated VOIP such as X-Box Live, etc), I'm glad that it is not in.
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