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Dreamsky

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  1. No offense to the QA team, but your QA are donkey *****. At least your QA process is donkey *****. Don't you have like a list of things to check out in your close testing? If not here's a sample one: 1. Test the things that was changed 2. Test all related NPC vendors 3. Do a run in the most popular flashpoints, with no death god mode, and check completion time against records 4. Do a run in the most popular operations, in god mode and check completion time and note anything odd. 5. Do 2 hours of PVP. 6. Do 2 hours of Starfighter. 7. Check cartel item drop rate. Make sure you do the first 5 every time and you'll have much less complaints.
  2. This isn't the first MMO EA build, promoted, and then drained completely of talented resources way before the game is dead. I don't doubt the remaining dev teams are trying their best to earn their pay, and that with limited resources you can only divert so many to either fix bugs or meet the content release deadline that you guys have already fallen way behind. But to Eric and the rest of the Dev team. I would start sending out resumes now instead of when corporate EA holds a meeting 6 months from now and tell you guys the game is not working out, put the blame solely at whoever was remaining and folds the game up. I was wary to start this game at launch with the EA logo on it because I still remember how they butchered Earth and Beyond, And now I see them butchered the original swtor team the same way. They take everyone that did a good job at the beginning, divided them up into other EA projects, stick in a bunch of new people to fill the spots, blame them for not putting out new content fast enough as they spend most of the time trying to pick up the pieces other left behind. Fires those people or force them to leave, and stick in another bunch of new people from other projects trying to revive the game, but with a greatly reduced budget. The new and last team, draft up a new direction and new timelines only to discover 9 months down the line, they will end the game before the new team can finish all their proposed changes. The only way to save this game now is if some Disney executive takes a look at this and sees the lost potential, and forces EA to put money in development as Disney cannot let EA ruin the Star Wars brand, now that they build up a very solid episode 7 ground work, because EA was too damn cheap. I hope Disney values their investment and would involve themselves in the way EA works with their IP.
  3. Oh I know the 3 tank classes play differently, what I'm getting at is that if you play a Juggernaut tank, chances are your skillset is the same as mine. I may play my jug differently than you, and have a different efficiency at using our skills. But I only play my jug one way, as you will play your jug tank another way. I will believe, regardless of the truth, that the way I play is more or less optimum for me and my play style. That being said, with all the jug tanks given the same skill set, most players will play more or less the same way. That's what i'm getting at. Why is it that a DPS can switch dps tree and given new skills and play mechanics that's viable in many enviroments, but tanks and healers are stuck with the same play style unless they go and change toons. Why is it fair that a sniper can go marksman, engineer, and lethality dps, while juggernaut tanks are immortal only? I luv playing my juggernaut tank, I got used to the mechanics of a juggernaut tank. I tried playing PT tank and I didn't like the core tanking mechanics of that tank. Is the PT tank inferior? HELL NO. In fact I found them to be much sturdier and consistent. But I got used to the jug's 100% mitigation cooldowns and using the PT their cooldowns don't' do that at all. The Core mechanics are way too different. I don't play AT but I would not be comfortable not being able to force leap or jet charge onto the enemy. What I'm asking for are more tree options. As for hybrid trees, I can care less if they make that work or not. Make 3 trees like the sniper that you'll need to dig deep into any of them to work properly. You can have 3 full tank trees for a juggernaut and still discourage hybrid tree building. But it would be nice to have choices, and options without complete sacrifice and change. Maybe a tree that focus on single target tanking, and one on aoe, and then you'll have your regular immortal tree to be kinda the hybrid of single target and aoe.
  4. We need more options in tanking. One tanking tree per tank class is very restrictive. As I wrote in a "new class" thread, I think we need to give the option to further specialize healers and tanks so we can have 3 tanking trees instead of one. Virtually every jug/guard tank is spec'ed exactly the same way, play exactly the same way. Same goes for assassins and power techs. If every DPS in the game has at least 2 or more trees to play with, why does tank/healer have only 1 tree? And with the anti hybrid approach BW has taken, that 1 tank tree becomes the only viable tree to work with if you are healing or tanking. It gets very boring now that tanking becomes so easy that the any noticeable difference between an decent tank and a good tank comes down to gear only. Skill only differs you from the newbie 55's that haven't fully learn their rotations or how the skills fully work yet. Beyond that it's all gear, cuz everyone of the same AV has the same skill set. I find it very unfair that at level 10 you can op to be a DPS specialist like the marauder or sniper which has 3 dps specs to choose from. But you can't op to be a healing or tanking specialist forcing you to be a cookie cutter tank/healer based on your AV selection or a DPS what only has 2 dps trees to work with. At the same time they don't give you an option to run hybrid builds between tank/dps or heal/dps.
  5. I would luv to see a new class or two. The game's been out for 2+ years, a lot of MMO's adds new classes to keep thing fresh. A support class would be nice, something in the line of a stimfiend you see in S&V. They themselves don't do much but as a team support they can do constant small aoe regens, increase defence, increase attack, debuff enemies, cc. A Bard if you will. A branching advance class of that could be an agent type Tank. A heal tank that gets their threat from healing. Does little damage, but can buff their own defences up with stims, provide AOE heals for and minor buffs to all the melee around him. Like a FFXI Paladin Tank. If no new classes then how about specialist classes for tanks and healers? Right now all tanks really have 1 skill tree to work with if they are tanking. Every Juggernaut tank has pretty much the same skill set as another. Would like to see a specialist class added to the currently optional role classes like the tanks and healers. For example the Agent advance class operative. Maybe a specialist class for healer and DD that makes you loose traits of a general agent and gain access to an optional tree. If you are a specialist op healer, you'll loose the 2 dd tree and gain 1 or 2 healing tree to play with. If you are a Dps OP, then you'll loose the medical tree and gain maybe a mid range tree? No new story line or voice acting if you append on the current advance classes. Would need commitment like when you choose your advance class. Make specialization unlockable only at level 55. If you don't specialist then you can still do fine with the current 1 tank tree or 1 healer tree, and you maintain your ability to swap roles as needed. But if you do specialize you get 2 new trees of the specialization. Just a thought...
  6. Everyone is missing the point of this orbital strike here. It's NOT because the devs didn't like the damage it does in single target rotation It's NOT because the devs are just randomly pissing people off It's NOT because the devs feels OS should be balanced It's all about job security. They did this about a year ago with the concealment OP and now it's almost come back full circle. Back then the OP was too powerful, so they nerfed it to hell, put the problem in the queue of things to fix for over a year. Now they are bringing the damage back to the OP pretty much 80-90% the way it was before and they claimed they have worked on it. Give it a few more tiny patches here and there and the OP will be back to where it was. FULL CIRCLE. Now OS is going through the same thing. Bioware devs are just constantly creating work for themselves so they don't get layoff or moved around EA. To keep having something on the back burner, if they are going to fix something they have to break something first. I suspect the next thing they'll break will be the juggernaut tank cuz about a yearish ago the Juggernaut tank was sub par with the other 2 tanks. Full circle man, full circle!
  7. Well yes, I know. I just wanted to know the numbers so I know how far off I am in terms of stats.
  8. Holy Crap , how are you guys pulling such high DPS? I'm not even close. What are your primary and secondary stats pre-buffed? I must be doing something wrong, I can only pull 2200 ish dps on the dummy. While not completely min/max that's still way less then what you guys are getting.
  9. Actually it's works differently than what you were thinking. It's 1.3k damage reduction for any hits for 6 secs, on a 40sec cool down. So let say you get hit 40 times and each shot at 1.2k at you in 6 secs. All 40 those hits are negated. Works well against small rapid shots. And if you are fighting a boss that does 10k a hit to you every 6 seconds.. then yeh it's useless.
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