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LordValkyran

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  1. The simple fact is theres more wrong than right with SWTOR. Some might say its a high expectations thing but I prefer to think "we've seen this **** before, show us something new" comes to mind. You know why GW2 is popular? Because it tries to be different, rather than copying the same formulae. The problem with SWTOR follows this pattern: - Bad Leveling Curve, which is gear intensive, hard to solo and extremely boring to do a second time. - PvP that just has insultingly bad balance issues. - PvE content that might have been worthwhile had the balance of mobs not been so stupid. I was told we are supposed to feel like a hero from level 1, so why is it that by the end of act 1 I feel as if I pulled the same crap on wow with ten times the effort and stress? I thought I was supposed to be able to bad-*** everything that isnt in a flashpoint/operation. Fix that, seriously, do. - "Flashpoints will allow you to go down multiple paths based on your choice, no two flashpoint runs will feel the same". I call ********, save Blacktalon "EVERY" Flashpoint has the same linearity leaving you lilttle incentive to repeat one over and over. Even then, Black Talon itself only allows you to be non linear for the "first" main choice you make, the second will always be the same. - Operations with gear content that does not reward or give motivation for a re-run. - Lacklustre Dialogue that is that annoying that I spend more time spamming the spacebar just to get to the damned point. Not "every" quest needed voice acting bioware, you really messed up with that one. - To much focus on story, which, while being good (in some places, and surpisingly bad in others) does not make up for the rest of the recepie being horribly undertended. The fact is TOR's flaws are a list without end and one might say theres no solution but I would see it like this... TOR needed alot more development time and "alot" more polish for its gameplay, not just its story. It needed to be as fun as it was enjoyable plotwise. The plot might pull you in at parts but once you leave the deep story moments you find yourself hating the game because your immediatley sucked into a wow clone. TOR was advertised to take lessons from its predacessors and add to them. Why wasnt any of this picked up, why didnt you get it that when you said were "going to be heroic by level 1" we thought you meant "we can solo 10 mobs at once and still look awesome doing it." Thats what we wanted Bioware, and thats what you should deliver. Things that should be priority for the future: - A total overhaul of the mobs in the leveling curve so that they are significantly more friendly to challange instead of being gear intensive and brutally xp insignificant. - Leveling on planets should be redesigned so that they scale with your personal level. Right now it feels like every planet is just a railroad journey and that defeats the ENTIRE POINT of having an explorable universe that the player has right to decide where they want to go. - Heavy focus on fleshing out end game so that even after hitting level 50 you have "alot" to do both in pve and in pvp. The warzones were a lazy addition which feels undeservingly unfinished and needed alot more polish. The battle for Ilum was an obvious disaster and doesnt truley feel like a galactic persuit worthy of an endevour without a galaxy wide benefit. - Putting depth to content instead of the surface level of effort. This game was announced back when I was still playing Warhammer Online, it had "plenty" of time to flesh out content to the endth instead of trying to make the voice acting top quality. - Finally, perhaps the most important one, free to play. This game wont survive without it and lets face it, DLC worked more favourably with ME and DA, why didnt you just go for F2P Microtransaction in the first place? There are lessons to be learned from this, lessons I Hope bioware takes in. I was an avid fan of Bioware untill recent days, now I just feel the content is being made to cater to the battlefield 3 market audience instead of the fans, the loyalists that pay good money to be appeased. If this game was made with TLC, it had to be the minimum most amount because the gameplay feels unfun and repetative. I do not feel immersed bioware, I feel off put the moment I log in, should that happen? No, it shouldnt. If you had just made us feel like a ****** from day one and added the challance as part of the experience rather than forcing it on those that dont want it, it might be more interesting. Unfortunatley alot of bad design choices were made and they will haunt the game for its comming days. I will be waiting till this game goes F2P, untill then, im giving up on the subscription model. Take care and goodluck Bioware, I hope you learn from the errors made.
  2. I have to agree with the OP and I also feel that in my five cents this game is a disaster. I have spent the past several months following its development, I got at least 1 character to level 50, been trying to motivate myself to get others to the same. Ive done the end game, ive played the pvp and what do I feel from it? Nothing. This game is not only under developed it needed SO much more TLC that was given to the other games in biowares franchise. Heres a few pointers Bioware, so I hope your reading this: Loosing a chunk of your player base before even a year has passed, is a sign, it means you never stood a chance against bigger mmos and now, you never will. You should go free to play before its too late, and start charcing for microtransactions instead and get a better sale out of it in the long term than looking at a short term profit followed by a long term decline. A subscription plan will only last as long as the game is popular. Look at wow and tell me how that game is lasting? Do you know how wow is stable? It went free to play. Okay, so it was only for the first 20 levels but it still went free to play and as such it attracted interest. This is what "you" need to pick up on, people dont care about subscription anymore and if your game is a generic wow clone, which it is, then your basically living on borrowed time. RIFT screwed this up royally because they presumed copying the recepie of anothers success meant you went above and beyond them. The reality is, copying someone elses success only means your success is 'based' on theirs. Who do you think wins if you dont try to be origional in at least some way or form? I would start taking pointers from Arenanet because very soon your about to see why changing the recepeie can be significantly more impactful than trying to perfect it. Sometimes, you can have something that is so perfect it is too perfect. WoW's decline comes from its success, TOR's decline comes from overhyping a concept that was based on another game and triyng to add another element to that while not making the main core of the gameplay entertaining or exploration friendly. People like to go where they please. People like an easy leveling curve. People like an end game where the content actually progresses on "after" the main game has already finished. You shouldnt need to be level 50 to finish the game or by that logic you have done 'everything' there is to offer. Thats where the game went horribly wrong, you made a concept that bases the entire success rate of its triumph on a failure that is destined to happen. Elborating that point, ill demonstrate: Wrath of the Lich King, wow's greatest expansion drew in 12.5 million players, the largest the game was ever going to see and ever will. It will never see that base again because of a core reason. Cataclysm. When Cataclysm was announced, much like TOR, they rushed development time to compensate for quality. This is not a good plan and no matter how you look at it it will backfire on you in the long term. Cataclysms early release ment that the over hyped expansion to wow did not deliver new content that was to make the mmo titan the best it could be, do you know why? Because they over hyped their expectations and delivered a flawed game. For me, TOR is the same concept, you guys had a brilliant idea one that if it had been done SO right could have taken the mmo of old tradition to a new level of potential. But you screwed up royally by making mob encounters that are boringly long, pve that is easily forgettable, overkill amounts of dialogue that are eventually skippable and ultimatley focused to much on voice acting and not enough on the game itself. We wanted more Bioware, we wanted a GAME that can be PLAYED for the FUN of it. We wanted an easy experience with a casual friendly atmosphere that wasnt catered to hardcore end gamers who will be the only minority you have left at this rate. WOTLK was successful because it was easy, easy is success, thats the fact, dont try to deny it because if it works why fix what isnt broken? So I would advise paying close attention to WHY Wotlk did well instead of trying to appease the lowest majority of any fanbase, the hardcores. Remember that your biggest consumer is a casual market, the group that pay small indoses of their annual income to find an experience they consider satisfactory. After several months of dedicating much time, effort and frustration into TOR, I feel this game is as the OP said, under developed and in so much need of polish. So start by going free to play, then work from there, and we'll see where this game goes in 2 years time. But keep on this subscription model and as the mockery says I promise you you will sink like a TORtanic disaster. So please, for the sake of your fans take a bit of time to look at what went wrong, you made the game focus on the leveling curve, the most boring aspect of modern mmo's instead of the content curve. You made the game long, arbatory and used mob battles flooding them on us to compensate for lacklustre development. We like to have character development and you got that part right, but with a combat system outdated and boring as hell nobody has the motivation to go into investing development for their characters. And that means that the legacy system will fail because nobody will make a legacy to drive behind it. So the content "should" be easier, and I mean this part: EVERY mob that is NOT part of an Elite quest, a Flashpoint or an Operation should be SOLOable because NOBODY likes being FORCED to group to advance. I dont know what IDIOT thought that was a genious idea but they should be fired for the sheer stupidity of their lacking ingilnity. The fact is, we like it easy, and in our own time. Im not saying flashpoint combat should be changed, im not saying operations should be gentler or that elite quests should be any less challanging. But the content that isnt part of this should be do-able by any random nobody in a way that makes the story progression significantly faster, while giving us more future content to chunk out. Simply throwing mobs that demand gear-intensive encounters with a system which is somewhat flawed in its design philosophy will "not" achieve any of this. The PVP isnt working, the Operations get stale after the first 3-4 rounds. Isnt this sign enough you need to rethink your strategy and QUICKLY before you start going UNDER the 1 million marker? Any..way... -Deep breathe- Ive said what I need to say, I wont be resubbing to this game untill it goes F2P and if it doesnt well thats a tragic loss from a dedicated Bioware fan. One who really wants to see the quality of their work stand out. And it can go further, it can go so much further and effort could be so much harder but right now it isnt there. I loved every game Bioware made and tried with an open mind to like this one. But this is just a generic wow clone with some voice acting which in the end I just spend most of my time slamming the spacebar key to skip it all anyway. And I am very unlikley the only one that feels 'generally' like this. So think very carefully on how many people you "will" loose vs how many people are prepaired to pay subscriptions for a game that is, to subscriber numbers, declining.
  3. In my opinion I agree that immersion must come partially from customisation. Why "cant" my Trooper have Bounty Hunter gear? Or Look somewhat Sithish for the sake of having a fun personalised customisation. I get that Bioware wanted the idea of "uniform" characters but that "IS" boring especially if everyone DOES look the same. I believe a panel that theorycrafted on dragon age 3 did clearly say bioware wants to avoid making companions look uniform so why should the player look uniform either? It may be a different game but the relevent point stays the same Bioware, we like to make our own looks not have them chose for us. I can understand say, the customisable gear with its armor slots being uniform, I can understand the epics with the same fundamentals. But those greens and blues that have plenty of colour and choice should be free form so we can dress up as we so please when we fight our foes in style. Perhaps give it a faction reskin if you must but dont remove the model just to make it look increadably uniform. Perhaps Imperial Trooper armour could be black and red or variant tones of black/dark grey and X instead of white and X. Perhaps Republic Sith armour could be variant tones of dark blue and navy instead of black and red. Something like that could certainly work, non? I know for a fact Reskins only take half the time it takes to make a fresh model so it certainly wouldnt be "that" time consuming to make it a priority for 1.3
  4. The suggestion takes the wrong approach but isnt entirley wrong. I think what needs to be done is "another" bracket. We have PVP for level 1-49 We have PVP for level 50 But there is a ****-ton of expertease gear that ultimatley destroys any fair play for the early level 50's and thats due to two things, class imbalance and overpowered expertease rating. Heres what I propose, which would work a ****-ton better. Battlemasters Get Seperated from Any Rank Below in PVP. So, you have a level 1-49 range You have a level 50-champion range And a Battlemaster-War Hero range. Ultimatley this creates a branching PVP system where the champion gear can still be equalised by pvp daylies and everything else. While the guys at the top can busy themselves away fighting each other. (And dont give me the excuse battlemaster is hard, it isnt after a few days of "Actual" Ilum) Either way, this would work significantly better than the current system and be a favourable medium for everyone.
  5. Why should a class that is "melee dps" be stood around acting as a secondary tank, thats clearly the Juggernauts job. Yes you can buff allies, yes, you can charge but these things are irrelevant when your a med armour squishy death trap that cant even pull off 2.5 in the first hit (barring rage spec). Now compair that to every OTHER melee dps class out there and you can see the imbalance in combat advantage and it is "very" clear what the problem is: A class like a Maurader needs to have an early advantage and it just doesnt "have" that. It doesnt have a way to slow the enemy that isnt melee range reliant or costs at least 3 rage to cast. It doesnt have an effective method to slam the enemy. I mean come on, an ability that gives you 5 seconds of 99% ressilance in returnf or 50% of your health... thats a juggernaut ability if I ever saw it, Mauraders dont "need" defencive abilities they're all about "attack". Instead, you need cloak of pain, undying rage, and saber ward to endure full battlemasters. You need these things not just want but need them to live a few seconds longer and the point is, you shouldnt need them because you shouldnt have to worry about being killed. Sure, I dont mind taking 50% more damage if I can deal 100% more to my enemy. My class should revolve around hitting harder than the guy whos hitting me, not taking a beating from him like a Beach while he strikes me down for 7K crits in melee (operative refference). Honestly, thats whats wrong here, this class doesnt feel like a scary class to play in melee and thats bad. When your playing a class thats only advantage is up close and personal and it not only lacks damage but build up to that damage, something, is wrong. Pro Mauraders? Theres a few out there that have the capacity to faceroll, sure anyone can do that but even that doesnt compensate the majority of casuals saying quite clearly what the problem is. Im not just whining im telling you HOW to fix it. If this was a pure QQ, there'd be no tangiable proof or method on how to make it better, read and you'll see im clearly making the obvious suggestion. Mauraders are an offencive class, they need offencive abilities. Im happy to trade out every defencive ability a Maurader has to be able to do 2.5K damage Mauls, because lets face it, the fact an Assassin can pop 2.5K on the FIRST ATTACK and a Maurader cant even hit for higher than 1.7... is Wrong, straight out wrong. Assassins are made for hit and run, they're made to strike you sneakily then soften you up for others, then go back in and finish you when the laymen have done the work. This class, this class was designed to hit you like a brickhouse and during beta, thats exactly what it did. Now it doesnt, and thats unfortunate because there was a time playing this class meant you could hurt people. Now the Sage laughs as I try to hit him for damage while a Vanguard shields him, I hit the Vanguard but the Sage heals them up in no time. I stick with allies to bring down the class combo and it matters little, these guys have near enough instant cast heals, shields and other defencive abilities that can outdo anything I throw. Thats wrong, a melee dps class should NEVER have to fear being able to hurt people, you should be able to smack people around for a ****-ton on the first blow. And if that means giving up defences to hit harder I dont mind that. I dont mind being fragile as long as my glass cannon class can HURT people when im close enough to do just that, which is what it "should" do.
  6. Evidently you didnt read the bottom at all. Also, two group oriented AOE's that require you to be in a certain radius to work effectivly mean absoleutley nothing if they are on a rediculasly long CD, the buff, you speak of, that grants a +15% damage buff is 15 seconds long and has a 1.5 minuate cooldown every use, it is far from game changing when your enemy has a ****-ton of expertease rating. Again, you sound exactly like the kind of person im defining here, someone who fears your class will be ousted by someones point because its VALID. Your evidently afraid of a class being adapted to be useful because it might accidently nullify your own use in the process. That is "not" what I am talking about at all, read the damned post. I am saying that no class needs nerfing, the Maurader, needs buffing. I am saying that I have done everything mentioned in the list, ive taken advice from some of the top battlemasters and even THEY agree that I have points. This class "does" need to be upped to be better and more on par with its rivals in the dps run. You can TL:DR all you want but the fact is if your not reading it properly you obviously dont have the capacity to make any dignified argument what so ever, your not pointing out whats wrong with the class your trying to justify why it SHOULD be as weak as it is. That, is WRONG flat out and simple, it needs buffing and you need to stop crying because your class could potentially be on par with a Maurader. And your other points make me laugh. Please, the only class that can jump? You evidently know nothing, nothing of bounty hunters, troopers and juggernauts, not to mention te force pull from sages and sorcerors. You are horribly outgunned by inconsitancies sir.
  7. Maurader is one of the most melee dependant classes (sentinel being its mirror) and its problematic for a good reason that Mauraders need a buff, not just a small one but a god-*** giant one. Every other class and I do mean EVERY other class has a utility viability that makes them capable of being able to "do" something useful for a team. This class, Maurader, is only good at ONE thing, dueling, it was designed entirley to be a one vs one class which is WRONG for PvP. Maurader excells in that in close combat it can hit consistnt dps (provided you get off enough rage to dish it) but it fails in that everything about this class is just bad. No, this isnt a user fault, I can get 6-7 valor commendations if I try hard enough, its just the fundamental "flaw" of the class and the OP raises some valid issues but id like to expand them. There is lilkey a number ofposters that are posting purley because they dont want mauraders to get buffed. Why? Because they have never PLAYED a Maurader, and therefore, tehy are adamantly determiend to remain the top DPS for fear that there class will get nerfed. No, your class wont get nerfed, but your class is god *** powerful enough so its about time ours was too. I have played the following and seen the clear differences in dps: Guardian/Juggernaut: This class is literally indominable if done right, not only can it hit for higher and harder than a Maurader (which it shouldnt, ever) but it can endure everything thats thrown at it (which it should). Being a hybrid tank DPS class, im sorry but the fact this class can out DPS a maurader and take less damage is "bad" since the Maurader is NOT a Hybrid it is a RAW DPS class designed entirley for melee. Assassin/Shadow: The ultimate faceroller class you have to be downright F-ing incompitent not to be able to play this class. It is so easy, TOO easy to play. The Ninja is purley there to have the easiest 2.5K rolls, instant 9 medals per match and can easily dominate a PVP WZ singlehandedly if played properly with long range crits and stupid stuns and fast vanishes. Again, its a hybrid, a tank and dps class that can not only use RANGED attacks awell as melee but IN Melee it can OUT DPS a Maurader no matter what valor equipment you have. Operative/Scoundrel: Again, why should a ranged dps class have melee benefits that out melee the pure melee class? Not only can an Operative/Scoundrel out heal dps but they can dish out stupidly high instant death attacks aswell. You may be wondering why I didnt bring up any other classes, thats because none of the other classes (including powertech/merc) are melee dps viable to an endth degree. Most of their abilities are ranged. But when you have a class that is melee focused and clearly underpowered in comparison to its competition there is something just "bad" about this. Lets look at some of the reasons Mauraders are in need of a buff: 1. Rage Generation Juggernauts can instantly pop 6 rage without any prior melee attack needed. They can also refund rage using Shien form. Mauraders DEPEND on melee and worse still TAKING DAMAGE to generate rage, so a class that is designed ot be pure DPs has to get wacked around to hurt something? Thats bad, especially with only medium armour and the lowest dps in the game. Solution: Shien form should be given to Mauraders, and Juyo to Juggernauts. Juggernauts dont NEED that much rage they have a ****-ton of damage and damage ressistance without it, where as Juyo is F-ing useless for a Maurader unless your Annihilation spec and even then its underpowered. Any abilities that potentially yield rage from taking damage should also be given to Juggernauts, and Mauraders should be given all abilities that create and generate rage to maintain dps consistancy. 2. Ranged Attacks Every class gets some kind of ranged ability, even Juggys get a good long distance throw saber and other abilities that go far beyond 5-10M. Every Maurader ability reaches a max range of 10M save Force Charge. Thats bad, especially with a class that has two sabers and cant even pound off higher than 1.7K from Vicious Slash (I have next to full champion gear and some centurion peices keep in mind that means I "can" have an opinon that counts enough to be considered). That would be fine, if every slow ability we get, crippling slash and force crush, wasnt also melee range dependant. Not to mention can easily be interupted and broken free from. Solution: Crippling Slash should create an effect that prevents using debuff breakers from stopping its effect. It should also be a throw, aka: Crippling Throw, with a 20M range not just a ****** melee attack that costs 1 rage a tick. If I have no rage, I cant use it, duh? 3. Why does everyone else get knockdown/knockback? Honestly this is the one thats insulting. Everyone gets some kind of hold you in place stun but the class that would BENEFIT from holding you in place. Thats wrong, badly designed and dumb. So what do they do, they give everyone but Mauraders knockback of some kind. Either single target or aoe oriented but no, Mauraders dont get any knockback at all. And with no knockdown or stun beyond a certain tallent tree that allows force charge to stun for ... oh wow, 1 second, and force grip to be non interuptable (which by the way, it is and its broken, its stun doesnt always trigger) this means the Maurader is guarenteed to be a bit screwed for a lack of better words. The moment Mauraders get into melee range, Knockback will instantly trigger and force charge you just used will be on cooldown while some guy gets distant from you or knocks you off the edge, into a firepit or into the acid. Its a waste of time even using charge ntill after they pop off AOE's. Solution: Maurader needs a knockback ressistance ability, something that allows Maurader to be utterly immune to knockback temporarily. Either that, or they need some kind of long range knockdown that allows them to stun a target for X seconds. 4. My class can get 9 commendations, coolstory bro. Guardian and Healer Medals for every class but 4 is just bad, this is a dumb move from Bioware on the account that Mauraders can never get higher than 7 valor marks unless they get invincible, indominable and immortal, but since everyone else can get 12 becase of that and Mauraders only get a max of 10 with those included that guarentees an imbalance. Solution: No healing benefits, simply dps focused valor marks for DPS clases (that means sniper, gunslinger, maurader and sentinel) to balance valor mark aquisition. I propose a mark for 10K DPS that only pure DPS can attain and a mark for scoring 3 succesive crits for DPS. 5. My Maurader Vs The World Why is it every melee dps class can pop off 7K's and I cant? I am a Pure Melee Dps Clas, I should be hitting for 7K AVERAGE in PvP, sure, I can accept being slowed, stunned, knocked down, damage reduced and generally screwed but what I cant accept is how a Juggernaut can hit for twice the amount of damage I could ever pull, or an assassin/operative. Now im not saying they need a nerf but... Solution: Mauraders desperately need to beheavier and punishing in DPS, they need to be able to pound out masses of DPS in the first few swings, you should FEEL threatened when a guy in close range can hit you that hard and you never do. Ive faught as and against Mauraders and the fact is, Mauraders damage is laughably as hard as being hit by a squeegy ball. We need to be upped to at least 50% more dps than we can currently dish out now. Again, a class that is melee orientd should feel like the punisher in melee, you should feel scared that its close to you,y ou should be worried that its going to mince you with saberstrikes. Right now, thats not happening and thats what desperatley needs fixing. Conclusion: Mauraders, need a buff, its a big one, a desperatley revolutionary one. No other class needs to be nerfed to equal our suckyness, we simpyl need to be buffed to equal there awesomeness. Its that simple.
  8. Given the graphical potential of the games already interesting stylised engine, I was wondering if you guys have any plans or perhaps could possibly impliament in the future more custom saber and beam effects. Example's: - Lightning shimmering around a light saber - Turning a beam into a series of ring waves In essense, giving our crystals more colourful effects aswell as just giving them colour.
  9. I wasnt fond of Corellia or Balmorra since they had very bland and forgettable atmospheres. Sorry but no matter how much effort you try to sugarpaint ugly, it will never be pretty or visually appealing to the eye. That may sound elitist but then ask yourself, would you stare at the backside of a baboon with facination and say "I really like the red." No, you wouldnt, though some might most wont. So yeah, I do admit I want more Voss, more Alderaan, worlds with detail and scenery thats memorable and enjoyable to look at.
  10. I approve this thread, Cross-server PVP is a must. I propose divisions between server types to keep atmosphere correct: 2 groups for PVP servers. 1 for RP+RP-PVP and 2 more for PVE.
  11. All of this, Bioware, either in a big patch or a future expansion, all in one go, and I will love you, perminently.
  12. Im with you OP, DF is useful though it can be the lazy mans dungeon tool still it does save time if little else.
  13. The scores of TOR are brilliant and some of the best music really stands out, like Korriban and Tython, but then you have areas where its just all ambience and when I say that I mean "boring" ambience so yeah I do agree it feels very, missing. Stories are told in music, stories of war, or of epic days or tragedy. A song that can give that atmosphere to a land can make the story that bit more immersive.
  14. The fundamental problem with the Maurader is that it is underpowered when COMPAIRED to its rivals. Ive got an assassin which by comparison I can practically "faceroll" to 2K hits every god damn backstab, being the second melee dps class in the game (with tanking options) I can easily outdoo my level 50 maurader with some champion gear. Does that make me a poor player? No, It makes the fundamental design of the spec poor. Maurader has several big problems: - DPS doesnt happen frequently enough, especially for a class dependant on "raw" DPS. - Cooldowns are FAR too long for melee abilities. - No CC, no real combat equaliser. - Both Carnage and Annilhation are utterley broken specs. Problems with Carnage: - Too much chance to DPS with cooldowns. - Not enough consistant DPS when compaired to other classes. Problems with Annihilation: - DOT's tick too slowly to be of any consistant damage against any healers present. - Most powerful ability has a 12 Second CD if you have used it 3 times, 15 if you havent. - Again, too much cooldown length. Mauraders Need: - Less cooldowns for a class that depends strongly on doing punishing MELEE damage. - More ways to get up close and personal to the enemy faster and more brutally. - Being squishy is fine, being squishy and not hurting anyone isnt. All in all id like this class to be a berserker, something that can pound a mass of hp out of anyone that gets too close but lacks the surviability to last long in a fight without support. Right now it got one part right, the latter, it lacks the former. What mauraders need is to be an utterly offencive melee dps class that can PUNISH you with dps in close range but MUST be able to reach that range to balance it. Right now, it does a max of 3K ticks no matter what expertease rating you have, you really will never go that much higher and trust me, I know. I would want my abilities to be able to hit people for 10K a hit, but force me to be in almost dick hairs length with them to do so. This way ranged dps can slow us down while we take quick deaths but if we get close enough, you know to be afraid. Im a maurader, not a school bully. I want to tear somethings heart out and present it to the horror striken face of its owner, not stab it a few times with minor lacerations only for it to laugh and run off with cuts.
  15. I agree with most of the above and I would like to add a suggestion of my own: - Ship Customisation. Ships really feel uniform atm and companions get reskins, so why dont ships, im talking literally a compainon custom skin for ships, it would be easier to add than people like to believe. - Dont change the companions. One of Biowares trademark features is often with later content to add new companions instead of focusing on glorifying the present ones. I would like a scenerio where my companions could be influenced by my own alignment for example, that would be awesome. Give them more depth rather than constantly adding new stuff for the present classes, give them benefits to what they currently have.
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