Jump to content

Shirvington

Members
  • Posts

    486
  • Joined

Everything posted by Shirvington

  1. 50k for personal is still WAY too much. Your goal was to get more people to achieve Conquest, and while on Live it might be easier than anticipated, the PTS changes are an overcorrection. You want more people to achieve Conquest but maybe not quite so easily. Something more reasonable would be 30k for Personal. 300k for small guild, 1.25m medium, 2.5m large.
  2. I really hope the personal and guild Conquest point totals on the PTS are placeholders of some kind. 50k for personal seems way too much even in light of the bonus points from exp conversion. (15k on live to 50k on PTS??) Guild: 500k for small yield, 2mil for medium yield, 5mil for large yield? Granted, the specific conquest objs were buffed, but these numbers seem way out of whack. Your goal was for more players to achieve Conquest, and on live, mission accomplished! It seems a significant backtrack to ramp personal up to 50k.
  3. I've always wondered why this isn't a thing. Companions should grow to like and trust you more (increased influence) as you fight along side them more. Every time you kill a mob, you get a bit of influence along these lines: Weak: none Standard: 1 Strong: 2 Elite: 3 Champion: 4 Influence totals are so high now that it's impractical to farm. It takes like 250,000 total points for rank 50? Getting a few points for killing mobs would be a great touch to improve Companion management.
  4. Yes. Bastion would solve getting netted multiple times in a row. It's a problem in regs too. Edit: Even just a Bastion on the hinder effect, and not the slow or the dot.
  5. Please consider adding generic human(oid) "mercenary" type companions that we can buy (with credits or CC) that offer a range of different weapon types. Both male and female. E.g... A vibroblade wielder A sniper rifle wielder A dark force, single blade user A light force, single blade user A dark/light bladestaff user A single pistol wielder Etc The lore can be anything (if lore is even needed, just slap them on the Cartel Market). Hiring mercenaries for the tech users and battle training padawans/acolytes for the force users. Something generic so we don't have to play along with the personalities assigned to the named Companions. Think the droid Cartel Market Companions--but humanoids. Also, a lot of these variations are found in the Star Forges, but not everyone wants to do them again for the millionth time on alts. Not everyone even wants to do the Kotfe story arc, or even start the story arc. Or wants an Ilthorian single-blade, light-side user. No offense to Choza, I use him all the time, but it doesn't fit all my toons. For additional monetization, sell customizations for appearances on the Cartel Market: galactic races/skin tones/hair styles/facial features just like normal named Comps.
  6. Electronet needs a Bastion. End of story.
  7. Exp boosts are 25%. Conquest/Renown boosts are 100%. You wouldn't be missing out too much on skipping the EXP boosts.
  8. Either of these suggestions would be for Toxic Blast or Lethal Strike, whichever the Devs find more appropriate: TB or LS mark a target for 8 secs that duplicates 10% of the healing a target receives onto the Operative. Target just got a 10k heal? Op gets 1k (but target still gets 10k, not a heal siphon). TB or LS mark a target for 8 secs that heals the Operative for 10% of the damage the target takes. Target just took 30k damage from you and your friends? You get healed 3k. These two suggestions encourage a single target, focus fire playstyle (rather than a dot-everyone aoe fluff playstyle).
  9. Along this line, a tactical for Kolto Probe that makes managing it easier on multiple targets: Kolto Probe now leaves a residual effect on the target for 6 secs after it expires. During the 6 secs, Kolto Probe does not do any healing but can be refreshed (with Surgical Probe or another application of Kolto Probe) as if it had the current number of stacks. This tactical would make Kolto Probe behave like the current Virulence Sniper dots. They do damage for their duration, then linger as a ghost debuff that still triggers Cull even after they stop doing damage. But in this case, KP could be refreshed at the current value while in the ghost buff form.
  10. This is factually untrue. With limited time windows to play and an extremely limited population, you can (and I have) get bads/throwers on your team multiple times in a row. This is why people "friend" the bad players/throwers and avoid queuing when they play. Not to mention you often lose more points for a loss than gain for a win, AND the first 10 games are so crucial to your score (which is absurd in its own right). RNG about teammates and team comps in solo ranked is why the rating system we have now just doesn't work (among other reasons). Oh and BTW, BW already said they are going to address solo ranked... so yeah, they are "listeing to the people who come on this board."
  11. "Pulling your weight" means nothing when you have a thrower or someone who dies in the first 10 secs. At that point, it's 3v4. The system should give like 3 points for a win and zero for a loss. People should have to play lots of games and win to get to the top.. the way it should be.
  12. This is kind of a hot button issue for some. Since you can't control who your teammates are, you can get throwers or just awful players in Solo Ranked. These players can cause your score to rating precipitously, and there is nothing to you can do. Well, there is something you can do, namely Friend people and NOT queue when they are playing. But you know a system is failing when it encourages you to avoid playing. There are a lot of suggestions floating around in here, and I know Mike B has commented that the team is looking into it, but I'm curious if anyone has anything definitive for 6.0.
  13. Click your username in the upper corner of your browser. Click your avatar pic. Click "Statistics." Click "Find all posts." This feature has been present in the forums since before the game debuted.
  14. The point was that you had a DPS set, a heal set, and a tank set. So yes, it's three sets of gear, but they will be legacy bound and useful across classes, so all your DPS toons could use the same DPS set, all your healer toons could use the same healer set, and all your tanks could use the same tank set. So it's more correct to say that you will have ONLY three sets of gear total. Not multiple sets per toon.
  15. Interestingly, Evasion doesn't "work" when stunned. Like, you can't dodge anything while stunned. Maybe in tandem with the reflect on Evasion, that might be good. Shield probe when stunned is a great idea for a Tactical unit.
  16. The more suggestions BW has the better as it's up to them which suggestion they take. Also, a refresh doesn't have to be on an expensive energy ability as the choice of a Tactical unit is an opportunity cost choice. As in, what am I giving up to take this Tactical unit? There might be other tactical units with higher dps bonuses so even if the energy cost of the refresh ability is low, it still might be a bad choice in comparison to the other tactical units one can choose from.
  17. Refresh on Corrosive Assault doesn't make much sense BUT Refresh Dart on the first tick of Toxic Haze would be a pretty cool choice for a Tactical bonus. It would set everyone's Dart on the same timer, instead of having to juggle Darts like we have to now as some of them fall off when others are just applied from Toxic Haze.
  18. It looks like at the moment, if you push someone into the small red cap zone on a door or the red rayshield before the bridge in Voidstar, it autokills them. It says in chat that "soandso was killed with Kill (0 damage)." It's hilarious but I'm sure unintended. Probably has something to do with the anti-cheat features you guys implemented to stop premature caps.
  19. I mostly only do PvP, so these suggestions come from the PvP side of things. These are suggestions for Tactical units. 1. Allow Shiv to be a throwing blade, now usable at 10m. A change like this doesn't affect PvE much, but allows the operative in PvP to play the class like a true 10m class instead of ducking in and out of 4 meters as it is now. 2. Put a small, short 4/6 sec poison dot on Shiv usage. Gives Corrosive Assault a little more punch when used directly after a Shiv. 3. Cause Lethal Strike to add a stack of Kolto Probe on yourself when used. This effect would allow an operative to use global cooldowns for damage instead of using them for self-healing. In order to heal other players, the operative would still have to spend a global cooldown on using Kolto Probe on another player. This effect would also be pretty useless for end game raiding as that's what healers are for, and there would probably be better tactical units for straight dps available as well. 3.A OR Cause Lethal Strike when used to put a hot effect on yourself that heals for as long and as much as one Kolto Probe, but doesn't stack with Kolto Probe. So you still have to spend the 2 global cooldowns putting Kolto Probe on yourself but now you can effectively have 3 stacks worth of self healing rolling during combat.
  20. I'm going to be perfectly honest. I only put toons in Revan's Legacy for Conquest rewards. My main and my heart are in The Darkness Reborn.
  21. I was in a Queshball tonight, and an enemy player desync-ed for a good 20 seconds. Yeah, Quesh is the worse for desync. But I've never seen it this bad, and as time goes on, it seems to be getting worse. My ping is always around 20 on Star Forge if you are curious. Check out video proof below: https://clips.twitch.tv/FantasticFairBearRuleFive
  22. Your post seems to hinge on there being or not being a level cap increase. There a strong pattern of releasing new tiers of mats with each expansion. So even without a level cap increase, it stands to reason that there will be new mats and new crafting tiers. Even WITHOUT new crafting tiers, even if BW decided to keep tier 10, it would still be helpful to have a set of schems for grenades that used top level mats.
×
×
  • Create New...