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lueckjathom

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  1. It's a nice game update. Unfortunately, for me personally, the only thing that would save this game would be a server merge after re-releasing it on a game engine that could actually handle Massive Multiplayer. I'm not a WoW fanboy or I wouldn't be playing this instead, but I did play it and... I'm pretty sure that Orgrimmar or Stormwind alone in WoW could handle having more people in those single areas than an entire SWToR server can handle having online at once. Sort of kills it for me as an MMO. Glad so many found a happy home here though! But hey... it will last me another month until Diablo 3 is out. Thanks Bioware for the 6 months of being sort of entertained! I don't feel as though the $135 I've given was wasted, so I'll simply call your game a success and move on to something better for me.
  2. Because when doing things that don't require a group, it's inconvenient to form a group. I don't want to have to feel bad if I have to get up and switch over a load of laundry, and likewise I don't want to sit around for 10 minutes because there's someone at your door. Does that mean I don't want to group for anything? Of course not. I like finding a group to do heroics or flashpoints. I like finding a group for group content. However, life does not always allow for undivided attention to a computer game, at which point I want to solo at my own pace to work on solo quests to level or crafting or whatever I feel like doing.
  3. It think it mostly comes down to getting immobilized when you pop their bubble. That seems to be the biggest complaint of melee vs sorc/sage. I play a heal spec Sage, and I am not overpowered. The class is good, I have a lot of utility and can heal very well when left alone. When I'm not left alone, I can try to stick it out as long as possible and help my team though I die pretty fast, or I can escape and live. But, if you ask me, the ability to run away is not some amazing overpowered feature. I think the sorc/sage hate comes simply from there being so many of them, due to many liking it's style or cool factor. They are also very visible. Force Lightning is a very noticeable effect. We see it all over the place and it gives us the impression it's doing more than it actually does.
  4. No, a well played can destroy a poorly played, 1v1. And "well played" still involves mostly running away (yes, that's what kiting is) while doing it, taking much longer to do so in the cowardly-little-girl process than any other well played class would. I play a sage as a healer, because while you are right that a dps sage can knock out some big overall numbers when left alone, they are flat out pathetic when jumped on.
  5. I find it comical when people are jealous of my ability to run away. Of the fact that I'm a little dress-wearing pansy with no chance to stand and fight anyone, so instead I get tools to run away and hope that there will be an ally or a box nearby that I can hide behind to get away from you, since I have no chance to kill you one on one. I'm so OP.
  6. If you leave a node or door undefended, ever, in any circumstance, it's YOUR fault. Sure, if you run off to join the zerg that's attacking the enemy node, you might help them take it. Or you might not. Or they may have taken it without you anyway. Meanwhile, you just guaranteed the loss of a node you already had. At best, it's a wash. Or, you could have stayed to defend and at worst it's a wash, at best it's a win. Stop encouraging excuses for stupidity.
  7. The only thing that WoW really set the standard for was user addons and an incredibly smooth game engine. It also launched with a much longer trek to top level, with multiple questing zones to get there, so people weren't bored 2 months after it's launch. Oddly enough, these are things largely ignored by new games. User addons don't seem to happen, and while some games might have nice interfaces (Rift?) the game engine itself is still clunky and slow, unresponsive. I think we all know that SW:ToR has massive faults in this area. Then there is leveling content. SW:ToR leveling is pretty well done. But again, it's fast. Too fast, with nothing but a linear questline. Nothing to really explore or really do for fun other than playing the well done story lines. Saying that games emulate WoW because they have the classic interface of a couple rows of ability buttons on the bottom and follow linear theme park content, that isn't really accurate. Those things were standard before WoW. WoW started with crisp, clean, simple accessibility in it's engine. It looked cartoony, but it looked good, and it looked smooth. It started with a very large amount of content, and space to explore, and that lead to feeling a little less like a railroaded linear themepark. New games haven't even given us something as simple as WoW's fishing skill to do in our downtime. These new games just don't have anything to do other than quest, pvp, or instance. SW:ToR's crafting isn't a time-sink, you just click a few buttons while you're out questing and it happens in the background. SW:ToR is clunky and unresponsive, it lacks exploration and scope, it lacks an easily accessible social area, it has zero customization options, the leveling is fast and railroaded, and their are no good time-sinks. This game is simply NOT WoW clone, or it wouldn't have dropped the ball on these things. It just uses the same basic interface and talent system, which are not specific to WoW in the first place.
  8. I like the objective based Warzones, but I think having one that was closer to a good ol' team deathmatch wouldn't be a bad thing. Even if it had respawns but was timed with number of kills winning the game, or timed but with a kill score that can win it early. Sure gear would play a slightly bigger factor than the other games, but I think it's ok to have that for one warzone.
  9. Curse that jerk for wanting to get his 4 medals while defending a turret like someone has to. CURSE HIM! Maybe he should just be the typical ADHD PvP retard and leave the turret undefended to chase off red names and get his medals that way, even if it means losing the turret and the game. Oh no I didn't get your 50 valor vote! Instead and i got my 500 valor medals AND I played the game properly.
  10. If I end up at an objective point with a lot of action, then I'm going to get healing medals for participating and doing my job. If we just captured a turret and everyone leaves it except me so I'm left to sit there defending it and no red name shows up for 5 minutes, then I may not get my 4 medals for the match, even though I'm participating and doing an important job. So you're darn right I'm gonna Noble Sacrifice myself for a couple medals, why the heck wouldn't I? Working as intended or exploit? Who knows... Either way, there should be 4 tiers of defender medals. If someone does the job that no one else wants to and defends a turret for an entire game, he should get his 4 medals for not being an ADHD retard and playing the game properly. It's not his fault no red names showed up.
  11. I used to get none for free, now I get 3 for free. Yeah... only 3 more than I used to. What a bunch of BS. If they are gonna hand things out for free, they better give me more.
  12. No, it doesn't equate to the same argument, because your original argument was that healers got screwed over compared to dps. That argument is invalid, as it doesn't matter what you do in the warzone, you get 3 kill credits. The argument of warzones vs Ilum for speed is relative to your server, faction, and time of day you play. It's mostly pointless to argue about as everyone will just have to figure it out for themselves and the variables they have to work with.
  13. So... You really just said that East and West rotate depending on your position?
  14. Try PvP'ing for fun, playing competitively and trying to win. PvP just for the sake of gear is the most pointless stupid thing you can do. If simply playing PvP is not fun for you, then you may want to rethink spending all your time gearing yourself to be better at PvP. That would be like me working overtime so I could afford to buy a bunch of camping gear, even though I hate camping and never plan to go. Why would I do that?
  15. Well it wouldn't be that hard to code it so that damage transferred wouldn't transfer again. Only incoming damage from enemies would transfer to the other tank, and there it would stop. Can't be any harder than having the damage I deal myself from Noble Sacrifice not transfer, or not be taken off my bubble. But I'm sure it's just a balance thing. Two 20k HP tanks shielding eachother means a 40k shared HP pool. Once you deal a combined total of 40k damage to either of them, they both die.
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