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JMNeves

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  1. So, after the livestream on the 14th, I’ve decided to take it upon myself and list things the community actually wants. Please don't take me wrong, the whole date night thing looks really neat. But Cutscene-only missions? And while there are so many easy things that could be done to improve the game, too... I want the whole date night experience, I really do! It soulds great. But it should be an added bonus on top of other things and not main content. But before anything, it's paramount to point out how happy everyone looked on the live stream and how refreshing it is for me to see something like that. Eric, Jackie, Ashley, Caitlyn, and Keith. All 5 of them looked very excited to share what's coming on the next patch, and that really makes me think about how much enjoyment you all must get from your work. Keep it up! And I just about lost it with Jackie's costume, it looked fantastic! Just thought I had to say that before anything. I'd also like to say it again, most of what I’m going to list here is already in the game. It’s only a matter of organizing and releasing, which makes it extra easy to capitalize on it. And on this post, I go over extensive details of what I notice to be people’s biggest frustrations in the game and how to easily fix them. None of these suggestions are meant to be taken literally. They have been detailed extensively to serve as example of what would better suit the game's current needs. But without any further ado, let’s get to it: 1 - Group finder needs to be revamped. Having different sets of operations rotating on a weekly basis isn’t optimal, it doesn’t encourage players to do anything, but it discourages everyone in general to use the in-game tools to find groups. Better than making only certain weeklies available each week, give us a set of focused operations – that’d be on essentially on the same rotation as the weeklies are today, but the focused operation would give double rewards for tech fragments. Players should ALWAYS be allowed to respec inside flashpoints and operations, even if the group has been created by the group finder. I understand why we can’t do it inside warzones, but for other forms of group content we should be able to do it. We should also be able to invite our friends to a group finder activity if we have a player drop. Hey, sometimes life happens and someone has to leave, or maybe we get someone who has lost connection. We ask in guild or on discord, and we invite a friend who’s available. It’s thousands of times better than hoping that group finder will give us someone who plays well. Group finder should have a separate tab for operations, and one tier for every mode. Want to queue up for a DF SM and get some tech fragments? Go ahead. It’s time to prog Dxun NiM with your guild and you don’t feel like walking? Use the group finder to take you there! And on top of it, the group finder itself could give us more incentives (extra loot, money, tech fragments, etc). Everybody wins! Raise your hand if you’ve been in the following situation before: you’ve been waiting for a flashpoint pop for the last 30 minutes and it finally happens. But when everyone accepts the pop, it shows a buggy or wicked hard flashpoint like the Ruins of Nul, and the result is one or two players leaving before they even zone into the instance. This has happened to me countless times, and I bet to most players too. Flashpoints are fun, reasonably quick, and most of them are interesting. But you cannot with a straight face tell me that Shrine of Silence and Hammer Station are on the same level of difficulty. One has an incredibly hard healing check at the end, the other is a walk in the park that doesn’t take longer than 20 minutes. There should be categories of flashpoints, like there were during 2.0 – I remember that there was a general category with most flashpoints being around the same level of difficulty, and a separate one with Kaon Under Siege and Lost Island because they were a lot more difficult than the others. There should be 2 tiers of flashpoints again for Master Mode. So patch-notes style: 2 - Why do we not have a cartel market option to respec our characters into different combat styles? I imagine there are technical difficulties in the way, but I know for a fact that I regret a few of my secondary combat style choices. Hell, I would even change some of my primary ones. Give us a cartel market token to reset our combat styles, some for primary and some for secondary. These should be tradeable tokens. Another idea that would be amazing and a very effective way to combat gold sellers would be to finally allow subscription tokens in-game. For a price slightly more expensive than purchasing from the website, a tradeable in-game token could be a way to get more people buying subscriptions – think something like the WoW token system here. Imagine someone who doesn’t want to or can’t spend real money on subscriptions. This person would have, combining galactic seasons and security key, enough cartel coins to buy a subscription token, and after they become a subscriber their credit cap is lifted, allowing them to farm dailies for more credits so they can buy more subscription tokens on the GTN from other players. Broadsword would have one more subscriber that would otherwise never have subscribed in the first place. Everybody wins. Patch-notes style: 3 - Gearing system must be reworked. We currently have basically one type of gear that comes from each section of the game. There’s a gear that comes from conquest, another from pvp, another from flashpoints, another from each operation mode… Not to mention the mess that currencies have become. I remember the transition (I think from 3.x to 4.x) when commendations were eliminated from the game and the justification for it was that they were too convoluted and SWTOR would try to streamline things going forward. I guess that went out the window, eh? And since we’re on the topic of gearing, we understand why static pieces of gear have become the norm, it makes it easier for the vast majority of players and it’s a good thing. But we need to have moddable gear that’s on-par with static pieces and not a tier below. Mods have been a cornerstone of the game since launch, and a fantastic feature that allows players to min/max their gear to best suit their playstyle. Not only that, but it’s also a feature exclusive to SWTOR! Embrace it! Take it and run with it! Don’t cast it in the fire. And with the reworking of the system, there would be an opportunity to create incentives for players to venture in content outside of their comfort zone. I remember during the 2.x era, I would queue up for flashpoints and get these living legends, nightmare players and ranked PvP beasts, in my groups. Do you know why? Because flashpoints gave commendations that would be traded in for the sentinel pants on the fleet vendor, and those pants contained the best-in-slot power mod. I’m not saying we should go back to those, but it’s a good frame of reference for what worked to get people involved in content they wouldn’t typically find interesting and bringing the community together. So here’s a list, patch-notes style: For example, if a player reverse-engineers a 338 War-bound headpiece that contains alacrity as the tertiary stat, there would be a chance of learning something useful from it. If the player is a cybertech crafter, he’d have a 30% chance of learning the 338 artifact versatile armoring from it, 30% chance of learning the 338 artifact power mod from it, and 40% chance of failure. If he’s an artificer, he’d have a 30% chance of learning the 338 artifact alacrity enhancement from it, and 70% chance of failure. These mods should be crafted using materials that drop from endgame content (warzones, flashpoints, operations, even chapters). It should also be possible to purchase them with tech fragments, similar to legendary embers. The higher the level, the more materials it uses. It could start at 1 legendary ember at 330 and go up 1 every two levels. So 330 and 332 would cost 1 legendary ember to craft, 334 and 336 would cost 2, 338 and 340 would cost 3, and so on. 4 - Crafting needs to be given some love! It’s an aberration that we’re still using the same augments from 6.0, and that we don’t have new medpacs, adrenals, or grenades. Another thing was the barrier for entering crafting that was created. “You need ingredients X Y and Z to craft a green thingy!” – Ok, neat. But then you need 2 of the green thingies and a bunch of blues to craft a blue thingy… And 2 of those and a bunch of purple mats to craft a purple material. And then you need those purple materials to craft legendary ones… And FINALLY you can craft… one medpac. Yay, what a waste of time. And since I’ve touched on legendaries for crafting: reusables hurt the economy. Period. As a raider, I love them as much as the next guy, but I have to recognize that they give zero incentives for people to get other crew skills besides biochem. Grenades should be given more thought as well. Outside of PvP and some very rare and specific instances, they’re nearly useless in most of the game. New types of grenades would have some people use them offensively, some defensively, and some strategically. Crafting is also a great opportunity to use the players’ greed to remove credits from the game. Here’s a proposal: automatic toggleable missions. Let’s say I send my Lana Beniko to gather some grade 5 bioanalysis materials I need for conquest related crafting. There should be a toggle next to Lana’s name on the crafting window that allows me to tell her to keep repeating the mission for a pre-defined number of times. If I tell her to go repeat that mission 20 times, she'll do it 20 times or until my character runs out of credits. This would make my game much more enjoyable, since I’d be able to fire up SWTOR after a hard day at work and just get to my crafting instead of tediously sending out missions. Slicing missions that reward credit lockboxes would be excluded from this system for obvious reasons. Maybe the use of this toggle should cost jawa scraps, giving those items yet another very useful possibility. This toggle should be exclusive to subscribers, and there should be a warning of the total amount of credits that would be used by sending a companion on that mission N number of times. Finally, there should be a cartel market unlock for extra crafting/gathering slots. The current maximum is 8 at level 80, but we should get an unlock (let’s say, for 1000CC each) that give us the opportunity to add more slots at a maximum of 16. It would finally give us an incentive to reach higher levels of affection with those companions we never use, it would also be a great QOL change for crafters, and it would be another easy way to make money from the cartel. Patch-notes style, here we go: The new medpacs, stims, and adrenals should be completely different from the ones we have nowadays. New stim variants! These give bonuses instead of stats. Green stims give 3% bonus, blue stims give 5% bonus, and purple stims give 7% bonus. New adrenal variants. These give temporary bonuses. Greens give 8 seconds, blues give 10 seconds, and purples give 15 seconds. They do not share a cooldown with each other, allowing all players to benefit from them at different moments during the same fights without having to sacrifice damage output for survivability. New grenades. Different grenades share cooldown with their counterparts. 5 - On the topic of operations... Why not give us what we already had not too long ago? Recently it’s been patch out of the game a way to glitch us into nightmare EV/KP/Rav/TOS. It had to be patched, of course, because on top of being unintended, it also allowed for exploiting of other things in the game. Not to mention it caused problems for players not getting appropriate rewards from some nightmare instances. But… What if we had them for real? Give us nightmare everything. Add EV/KP first with The Infernal and The Unyielding titles. Small changes to HP, damage, heal checks, extra adds spawn, myabe one or two debuffs, but largely the same operations. Then on the next patch give us Rav/TOS. Same treatment, HP and damage tweaks on top of one or two extra mechanics. Make Revan Great Again!!! Bring back the hell on earth experience that was Revan at launch and make it Nightmare. Add some titles, maybe a cool mount, and call it a day. Same thing could be done to lair bosses too: give them a nightmare mode, make the fights incredibly more challenging, and give us a title for completion. This kind of low-hanging fruit is so easy for the taking and would shut the raiding community up for quite a while. And a page has to be taken out of the R4 book: these new nightmares shouldn’t have 16M availability. Creating 16M content is extremely counterproductive – Nobody does it, game performance isn’t great, and it only adds nearly unobtainable achievements since the community isn’t large enough to justify investing the appropriate development time into these. So forget 16M. Also, this opens up the possibility for a new/old addition to the game: old gear sets with their actual names. Make it so every nightmare boss drops one token piece to be traded in a vendor on the Operations Fleet (Gav Daragon on the superior side, and Ziost Shadow on the inferior side). Use one of the unused doors on those ships and add a room with vendors that accept those tokens. One for Kell Dragon, and one for Dread Master. Make them reverse-engineerable too! So to give crafters some love. Specific bosses would drop these cosmetic-only tokens, and only one per kill to encourage players to come back to those fights. Excluding, of course, Nightmare EV/KP from these loot tables because they would be too easy to make these cosmetics worth fighting for on other content. So let’s put it together nicely patch-notes style: New nightmare mode for EV. All bosses have their HP and damage increased. New nightmare mode for KP. All bosses have their HP and damage increased. New nightmare mode for Ravagers. All bosses have their HP and damage increased. New nightmare mode for TOS. All bosses have their HP and damage increased. New nightmare mode for all lair bosses. They have their HP and damage increased. Marks of mastery of all operations. Some obtainable in SM, some in HM, and some in NiM 6 - Changes to Operation mounts! All mount drops from operations should be legacy-bound to encourage players to come back to the same instances multiple times a week. Oh, so you didn’t get to win the drop for the Titan 6 mount on your main character this week? No problem! Come back here on an alt with your friends and try again. Then just transfer the item to your main character and be happy! All mounts should have 100% drop rate on NiM, 5% on HM, and 0,5% on SM. This would give players a chance to see these drops on very rare occasions dropping on easier content, which would engage them in looking into ways of getting these items. The idea would be to encourage players to participate in operations in general. All operations mounts should have a flourish animation, too. Here are some ideas: 7 - Where are the set bonuses we have been promised? At one point it was said that over time more set bonuses would be added, and some of the old favorites would make a come back. We didn’t exactly have many of those so far. He’s a list of set bonuses that would be greatly appreciated: 8 - The ability pruning was necessary, but it was too extreme. At this point it’s clear that some of the ability choices aren’t really choices at all. In general, having to choose some abilities over others only makes some classes less enjoyable to play. As a sage you have to choose between having a CC with Whirlwind or being mobile with your Phase Walk. It gets worse if you’re a DPS, you have to choose between survivability with Valorous Spirit (Force Mend DR) and being viable as a DPS with Metaphysical Alacrity (Force Speed cooldown reduction). As a vanguard you have to choose between being viable as a tank with Hold the Line or having a stun with Cryo Grenade. And don’t even get me started on commandos, we get the worse deal possible. We have to choose between having a stun with Cryo Grenade, having some measure of defensiveness with Echoing Deterrence, or being mobile at all with Propulsion Round – Effectively this means that no commando has a stun, some are a little mobile while being made of glass, and some are a little resilient but move like potatoes. It’s infuriating. And the fact that Vigilance Guardians have recently lost the cooldown reduction on Plasma Brand is mind boggling. The goal was to nerf the usability of the Cut to Pieces tactical – ok, that’s understandable since it is extremely overpowered in situations with multiple targets. But all that change did was nerf everything else because Cut to Pieces still functions exactly the same. The critical chance utility had to be nerfed, and not the cooldown reduction one. This is yet another example of a disconnect between what’s happening in the game and what Broadsword staff needs to do to improve it. We don’t need to go back to the number of abilities we had at the end of 6.0. Although I believe most players would enjoy this, I also believe it’d go against the overall goal of streamlining and simplifying gameplay in general, so that new players don’t get overwhelmed. However, some of these abilities need to go back to being baseline and not choices. It’s game breaking for me as a shadow tank, for example, having to choose between my Force Wave and my Force Lift in PvP. An think about it for a second: which commando DPS in their right mind would choose having a threat drop with Diversion over getting more DPS potential with Overclock? That’s right, nobody would do that! Bring back some abilities! 9 - Can we get high-resolution images or the in-game abilities? This wasn't going to be in my suggestions list at all, but the whole crafting kit for cosplayers made me think: hey, how nice would it be to get some high-res icons for stuff like discord icons and avatars. Please make it happen, Jackie! 💙 Finally, all these things I’ve listed could be done over time. Let’s say new crafting and group finder changes come in December along with new NiM EV and KP, and new marks of mastery achievements for EV/KP/EC, and some bits of story. Three months later we get the revamped gearing system with NiM Ravagers with marks of mastery achievements for Ravagers/DF/DP, more bits of story. Another three months and we get cartel market tokens for combat styles and subscriptions along with NiMs for lair bosses (Eyeless, Xeno, Queen, Golden Fury, and Mono), their marks of mastery, and also marks of mastery for TFB/S&V, some new stronghold. Another three months and we get NiM ToS, a story-tied flashpoint, and the rest of the marks of mastery achievements. Every small patch bring in another implant set bonus or a new tactical to keep things fresh – small constant changes go a long way! This is over a year of constant and very welcomed changes that the community would love! Not to mention a lot of it is already in the game, so there wouldn’t be even that much work to do. I don’t expect to get an official response from any Broadsword staff on this post. I understand why it could be potentially problematic to publicly engage directly with a post like this. But I love this game, and its best feature is waning: the community. The endgame community is slowly fading away. The pvpers are mostly gone, the raiders are quitting, even the conquest legends are fading out. Instead, what we have is a seasonal community – some people come back for galactic/pvp season and are gone as soon as those end. For someone like me who has been here since launch, has over 74 thousand achievement points, over 5200 hours of gameplay on my main character alone… it’s saddening. But it can be fixed. This has been a lengthy post, the word document I typed this on is 16 pages long. Thank you for taking your time to read it, and may the Force be with you.
  2. Finally, progressive tax. I've been telling everyone that should have been a thing since the beginning. Anyway, what we currently have from the GTN functions well enough, but: 1 - The function of sorting by unit price has been broken for idk how long. We have to first sort by price, then click to sort by unit price. That's annoying; 2 - As many have pointed out, the credit limit is a big problem since many items are worth more than what the GTN allows; 3 - The fact that there is a 3 day limit on listings is also a factor that makes item prices fluctuate wildly. At the very minimum a week would make the economy much more stable and consistent; 4 - Alternatively to being able to list items for longer, we could have a price history for items on a separate GTN tab. Just like how today we have a tab for buying and another for selling. We'd have a third tab, but for price history, with averages, highs and lows. That would also make everything more consistent and healthy; 5 - For the love of all that's sacred, let us list all non-bound items. Lord knows how many of us have reconstructed hypergates, Apex statues, and whatever else stuck in our inventories. And people want to buy them! That forces us to advertise in general chat on the fleet. That takes time; 6 - Work orders and wishlists would be nice. You select the item you'd like to have, and choose a price you're willing to pay and you "pre-pay it" to the GTN. As soon as someone matches your order, the trade is automatic. Alternatively if money isn't an issue, you put an order up on the GTN and it notifies you similar to an in-game ticket that the item you've requested is available for "x" and you may choose to pay that price or no; 7 - One thing that I deeply dislike about the GTN is how it currently handles dye names. If I search for "black and black" I'm not looking for dyes with "black" on the name. I'm looking for a specific one. The GTN should accept quotation marks like a google search that will match your results to exactly what you've typed (ignoring capitalization, of course) EDIT: 8 - Some kind of "unlocked to this character" and "unlocked to legacy" indication would be nice for people trying to snipe cheap deals to progress on their collections unlocks.
  3. I wanted to also give my two cents on the UI. It looks made by an amateur, it's awful. Why would you make the character screen so big? I apply my outfit and I can't see my character. I have to close the window to have a look at it. Why are things sooooooo spaced out? It takes about 75% of my ultra wide monitor. I get making the inventory window open side by side with your character sheet, but why isn't it colapsable? Why is the contrast so damn high? I can't identify rarity at a glance anymore, not to mention it hurts the eyes. And God, the corners - make them rounded again. The currency tab also has a ridiculously long list, with extremely large item names and icons, and it is also bugged. Sometimes I go to it and I see 100 different currencies which I do not own at Zero. Good job on the loadouts, but boy... The new UI is your worst decision ever.
  4. Too many overly-vocal elitists commenting and I feel I must leave my two-cents here as well in order to better reflect the community's feelings. A little about me: I'm a 87% operation player, I've been here since launch and I've seen pretty every fight when it was released. I haven't done Gods from the Machine nightmare, a few of the 16M achievements, and about half the special achievements from Dxun. Those are the one I'm missing to be 100%. I dream of one day living this game at a point that it resembles it's prime. Back around the time of 2.x, we could get a 100% pug from fleet on a damn Saturday morning and clear both DF and DP HM with no wipes. And those weren't "pugs" (I won't mention names, but when you have the best tank on the planet and the top 0.1% DPS, you can't call it a pug). They were real stuff, getting random people we had never talked to from fleet (only double-checking achievements, of course). I loved those days. Anyway, back to the matter at hand: this game's dwindling community does not hold enough numbers to justify such changes. I get it, nightmare is supposed to be for the best. But when only a ridiculously small percentage of the player base is capable of doing it, you're not readjusting content, you're effectively limiting what is available. It's the same as not having the content in the game at all. I'm by no means the best, or even close to it. But I'm absolutely a nightmare player, I've done all of them successfully (again, except gods) at level when they were launched. I've cleared them all as tank, heals, and dps. But nowadays the community is so small that most of my peers simply don't make the cut. I mean, no wonder. The cut that has been established is the absolute crème de la crème. I'm sorry, but folks from the likes of Failure shouldn't be considered for even a second as a baseline, and it's baffling that they have been. They're not baseline material! They're the freaking ceiling! And it certainly doesn't help that the gap between HM and NiM is so huge, specially now. tl.;dr - waning community with insufficient players for the content proposed, over-tuned NiM by devs who have been befriended by elitists, too wide of a gap between HM and NiM. edit: I was going to say that pulling a fast one and ninja-removing VE from NiM was just additional insult to injury. However, as it has already been pointed out by others, this was no secret to the raiding community as most of us had already heard it through the grapevine that devs were going to grant the wish of few in detriment of many.
  5. I just feel like not enough people have said this: WE DO NOT WANT MORE RNG We need there to be a clear path to gearing without getting a single unintended piece. Not one. Any RGN into it makes it feel like it's an endless system, specially because now we'll have multiple set-bonuses for each spec. "Oh boy, I finally have enough tech fragments to buy this box and it's going to complete my DPS set and it'll be so cool.... aaaaaand it's a piece I don't need". I mean no offence, but it feels like you guys didn't learn anything from when the command crates were first implemented. There should be a vendor for each class - make it expensive if you must - that allows us to buy specific pieces. Similar to the old days of 2.x with the (I think they were called) Ultimate Commendations. Renown sounds great in theory, but as long as we don't have a clear path free of RGN we'll keep looking for more objective ways of gearing. Like that Kay-whatever vendor with random weekly inventory. His inventory is random and the items are expensive, but we are 100% sure of what we're getting. That's what we want. We don't want to be 100% that we're getting a headpiece for the class we're playing, no. We want to be positive it's the exact piece we're after. tl;dr - look at what was done with gear during 2.x and copy that with renown on top, eliminating the multiple commendations what existed. Perfection.
  6. I loved every word of it. Someone give this man a medal.
  7. I love the idea, but maybe a stacking healing debuff as suggested by Snave would be better? Idk, some things such as scamper are overpowered for Huttball because they get you through fire unscathed, but Force Speed and Charging abilities are fine on my book as they do make the match more dynamic. Specially the sage/sorc's rescue ability. They only become a problem when the same person holds the ball for a long time (specially with a good healer in their pocket). The way it is today it isn't fun when running into premades because they get one tank holding the ball and a healer keeping them alive. So changes are welcomed regardless. Still, I'd prefer if we kept moving at 67% speed (maybe a bit faster, 70 to 75%) but losing scamper, translocate, and getting a 10% stacking healing/ damage taken debuff every five or ten seconds. The way I see it, it's better to force people to pass at the face of death, than to deny people the use their abilities.
  8. People don't want the sync removed completely, they're asking questions such as: what about GSI areas on lower level planets? Those are 55. And class quests (Like the trooper's and the warrior's) that send you back to old planets to fight high level mobs inside instances? And daily areas? The vast majority of people don't want level sync in daily areas. Other than that, I think pretty much everyone is happy with it... We would just like to have some answers. =/ On a side note, this isn't the thread for it, go over there and read some of it.
  9. Great job listening to us, Bioware! Thank you! Except maaaaybe you want to take a look at that OTHER post with over two thousand posts of angry people arguing over level sync... You know, just a thought.
  10. You're missing the point if you're arguing in favor of sync in daily areas. As a level 60, doing dailies isn't about the money, much less the fun. Instead, it's about HOW MUCH money you can make in the LEAST amount of TIME possible. Simply put, is a credits/time ratio. I solo'd the Black Hole heroic as a level 50 with Tionese gear (most of you don't even know what that is), but it would take me about 40 minutes to do so. Very smart CCs, good use of skills, somewhat geared companion, a bit of luck, and it all worked out fine. Fast forward to today and I can do on that quest. And this ends up happening when I go do a . When it comes to the Black Hole heroic not only it's about 20 times faster, but also I can kill every single one of them and get extra loot for it. I don't care about gear, I'll vendor it anyway. The whole point is getting those sweet credits. Again, the point IS NOT to be able to solo, but to be able to pull that kind of stuff off in a very short amount of time. Not to mention it is ALWAYS fun to drop an Orbital Strike on top of 60 mobs grouped up. You could argue all day that as time goes by those daily areas are less populated, therefore being overpower isn't a factor. However, you're missing a piece of the puzzle: Most people don't care about dailies. They sell cartel stuff, play the GTN, server hop, craft items... They make their money in a number of different ways, but not through dailies, and the only time they visit those areas is to get reputation. Once their rep is legend they're gone, and the only people left are those who are new to it, or who actually care about making money doing dailies. This level sync will screw both of those groups over and will incentive people not to go back unless a friend needs help. Effectively, such areas will be doomed to be forgotten. Again, I welcome level sync on lower level planets. It will be awesome to be able to go and join my friends who are starting to play the game. Bravo, Bioware! But... Com'on, not on daily areas. Also, I'd like to ask our supreme lord and community manager, Darth Eric Musco... What about bonus series quests like the ones on Nar Shaddaa, Hoth, Taris... Their levels are quite a bit higher than the rest of their respective planets. And GSI stuff in general such as Seeker Droid areas? Those are level 55 and they are present on planets as low level as Taris on the pub side (which is about level 20, I believe). And class missions that send you back to a level 30 planet and when you enter the phase there is a mini boss fight with a level 45 elite inside (that doesn't happen often, but there are a couple in the game) What's going to happen to that?
  11. You're missing the point if you're arguing in favor of sync in daily areas. As a level 60, doing dailies isn't about the money, much less the fun. Instead, it's about HOW MUCH money you can make in the LEAST amount of TIME possible. Simply put, is a credits/time ratio. I solo'd the Black Hole heroic as a level 50 with Tionese gear (most of you don't even know what that is), but it would take me about 40 minutes to do so. Very smart CCs, good use of skills, somewhat geared companion, a bit of luck, and it all worked out fine. Fast forward to today and I can do . Not only it's about 20 times faster, but also I can kill every single one of them and get extra loot for it. I don't care about gear, I'll vendor it anyway. The whole point is getting those sweet credits. I'll write a lengthy post about this very subject later tonight, and on it I'll also include this video of a . Again, the point IS NOT to be able to solo, but to be able to pull that kind of stuff off in a very short amount of time. Not to mention is is ALWAYS fun to drop an Orbital Strike on top of 60 mobs grouped up. You could argue all day that as time goes by those daily areas are less populated, therefore being overpower isn't a factor. However, you're missing a piece of the puzzle: Most people don't care about dailies. They sell cartel stuff, play the GTN, server hop, craft items... They make their money in a number of different ways, but not through dailies, and the only time they visit those areas is to get reputation. Once their rep is legend they're gone, and the only people left are those who are new to it, or who actually care about making money doing dailies. This level sync will screw both of those groups over and will incentive people not to go back unless a friend needs help. Again, I welcome level sync on lower level planets. It will be awesome to be able to go and join my friends who are starting to play the game. Bravo, Bioware! But... Com'on, not on daily areas.
  12. I did not think about bonus series for a second, and I don't think Bioware thought about it either. Very good point, Empress.
  13. I wish for daily area they would give us an option, like a vendor item, that would disable level sync for like 30 minutes on that area and for those quests. My main thing is the heroic quests such as Chasing the Shadow (Black Hole), or fighting that champion mob on CZ-198, or even the Heroic 2+ on Oricon. While on lower level planets this whole level sync business will very likely revitalize a whole lot of that, when it comes to daily areas... Well, let me put it this way: I have 12 characters on level 60, and every day I take 40 to 60 minutes of my time to log on, do dailies on CZ/Black Hole/Oricon (best areas considering how quick they are and how much money they give). If level sync is to be enabled on those places I simply won't visit them anymore. If today I spend an hour playing the game, I'll be reduced to basically logging on two or three times a week to raid with my friends and that's it. Don't get me wrong, I'm not complaining that the game will be a little harder, not at all. What I'm saying is that today it takes me 15 minutes or less to run all Black Hole quests and that's because I'm overpower. It is only worth my time to log on and visit those places because I out level and out gear them so much, it takes no effort to do it. I can pick one of my characters at random, go do dailies without even really thinking about it, at the same time I study something for school.
  14. Remove the current 6 piece and use the old 4 piece in its place (damage reduction 2% plus the 5 extra shield rating from the 2 set bonus). Problem solved. What real shadow/assassins are doing now is running the old 186 set bonus + 192 or 198 chest piece for the extra little bit of armor, and Belt/ Bracers too of course. So we end up with 3 198 or 192 pieces, 1 "new" set bonus, and 2 "old" set bonuses. We're really squishy as we are. I'm not saying we can't clear content, but I tank with my shadow, vanguard, guardian and jugg on progression. I'm 8/10, and I've also killed monolith on HM. Shadow is my main -and favorite character- but I must say it's a pain to survive compared to guardians and (specially) vanguards. Like this we'll have extra charges and duration on kinetic ward, extra shield rating, quicker taunt (really important for the newer operations), a tiny bit (2%) of damage reduction, and also the other 2% from slow time. Over all I believe survivability would go higher than 5%, yes, but only because the other tank's survivabilities are already quite a bit higher than the shadow's. Fixing the set bonuses and putting shadows at where the other tanks are right now as far as viability goes. Just give us what we want and it'll all be fixed.
  15. Just applied for a run. Will edit and update this post after it happens saying how it went. =) EDIT: Just got my wings. Nice people, it was quick and easy. True to their promise.
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