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alanos

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  1. The latter part of your statement is utter garbage. SWTOR doesn't have "great concept", it's not even innovative in any way (apart from handling crafting via companions). Everything else is a blatant WoW TBC-era clone with lightsabers. I could go on in much more detail, but there are plenty of independent WoW servers running TBC-era WoW (2007.) where you can verify that yourself. Before I get called out by white knights, WoW is a clone of other earlier MMOs as well, not trying to champion for that game, just calling out bulls**t.
  2. I'm sorry, but a couple of DAYS is the target here. OP bugs are hotfix category unless Bioware really decided to send a collective middle finger to all of it's PvE endgame player base. Eric, pass the message along to get your **** together and fix the game. OR finally release a statement that from now on you'll treat SWTOR as KOTOR 3 so we, MMO players who primarily play for the group content, can set the expectations right, unsub and come back for a day worth of story every 6-9 months. If that's the direction, **** it, come clean!
  3. I stopped playing SWTOR after the Ilum 1.1 PvP fiasco, and remember having very heated Mumble discussions within my guild whether we should simply treat SWTOR as KOTOR 3 and call quits on all challenging PvE and PvP activities. Within weeks from then most of us got back to other MMOs we were playing. Recently, mostly due to the movie hype and, well, freaking lightsabers, a lot of us gave SWTOR another chance. We went in with really high expectations ("well, the engine gotta be optimized now, it's been 4 years"; "animation bugs gotta be sorted by now", "the plethora of bosses that were bugged from release surely have been fixed" etc. etc.). Loading up my originally created trooper, after first 10 minutes the sobering realization came that the only noteworthy advancements this game had to show in 4 years are story related. In my case, there weren't any straws and the camel's back is unhurt, but I've completed all the stories in KOTOR 3 (including various achievements, reputation maxing etc.) and I'm moving on to other games. SWTOR never was (and that was apparent from the closed beta) a game that would quench an MMO player's thirst, simply wasn't. It piggy backed on the awesomeness of Star Wars universe and well thought story setting. Having said that, and given Bioware's handling of the current fiasco, I will not give SWTOR a third chance.
  4. That's great advice, I will try what you're suggesting. Someone else on Reddit suggested I turned off Bloom and it's helped somewhat. I've noticed once Bloom is off that Vengeful Slam doesn't have that split second strobe effect which really bothered me. Unfortunately, still no solutions for things like split second screen shake caused by (among others) Force Scream. English is not my native language and you verbalized in a better way the exact point I was trying to make with the OP.
  5. I'm a heroic/mythic raider in WoW since early TBC. What you're saying held true until Mists of Pandaria expansion. Starting with MoP Blizzard built in a feature where you only see the very basic animation of other people's spells and effects. Compare videos from before MoP and after. I am hopeful Bioware has the resources/means to implement such a feature into SWTOR as well. During progression (in WoW) my guild runs 3 nights x 5 hours and I've never had any "visual" fatigue. Nowadays, as I'm getting old(er), I start getting concentration lapses very late into the night, but that's another issue
  6. Hello, I've just recently subbed back after playing beta and 1.x when it was current. This morning I've tanked my first OP after all these years and I've got a feedback to share with you all. Our group consisted (among others) of 3 DPS Sages, 1 DPS Commando and 1 DPS Gunslinger and the visual clutter from all the AOE targeting reticles and other spells was really heavy on me, so much I got a splitting headache that hasn't passed even while I'm writing this (7 hours later). I've tried zooming out the camera all the way to maximum but that's all I could think of. Almost all the time the ground was covered in at least 3 AOE targeting reticles, some AOE fire (Gunslinger ability I think) which I didn't know was it something I have to move the boss out of and other visual effects from various spells and abilities. Other MMOs I've played solved this by not displaying the full visual effect of spells cast by other players, making the battlefield much cleaner and mechanics more obvious. I've noticed I am bothered by this even in Flashpoints but it becomes unbearable in OPs. Unfortunately, if the headaches become common, I think my only option is rolling a healer where I can spend more time looking at raid frames than the battlefield itself. My question is is this something only I struggle with or is it something other people have issues with? What can I do to reduce visual effect of spells and abilities of other players, while not influencing boss mechanics? Devs at Bioware, if you read this, could this be influenced in any way from your side in a future patch / update?
  7. All items listed below have become unsearchable by name since maintenance yesterday. Multiple postings of every listed item are available via category searches. I will try to update the list with more items as I discover them: Tomb of Freedon Nadd Augmentation Slot Component MK-8 Augmentation Kit MK-8 Advanced Alacrity Augment 40 Advanced Critical Augment 40 Advanced Redoubt Augment 40 Advanced Versatility Hilt 43 Although you've said the list appears to be random, I've noticed I can't search by name for any prototype or artifact type end game item modification (augments, hilts, barrels, enhancements, mods, crystals 40+).
  8. That's exactly what I was looking for, thank you mate! Just to give you a brief update if you're interested - I currently earn about 350k gold a month from average 15mins/day time investment. I fondly remember the days you are refering to, and that was roughly how much I was earning as well (my guess is 1st content tier in Cata, right?) , but times surely have changed.
  9. Sorry, my question might have been unclear. I'm not interested in purchase of credits for real money or anyting like that. My question is what does "having 1m credits" really mean, compared to WoW (a market I know inside out). Is it like having 1k gold, is it more or less? I'm interested in such a comparison to get the basic feel for the market, e.g. not to overprice or undersell the items I post. Again, my question had nothing to do with gold/credit resale.
  10. Hello everyone, I'm a returning player after a very long break. Crafting and GTN mini-game are one of the most interesting activities for me in any MMO. I'm trying to figure out what's the relative worth of credits in 4.0. Since I'm a dedicated WoW player, I'd love if somebody could answer this question: - how much would 1m credits be compared to WoW gold (100, 1k, more, less)?
  11. I'm the same as you. Taking a break from WoW until new expansion. I've rolled Vengence (currently lvl 47) and these are my observations so far (will take WoW as a reference point, so feel free to ignore if you're unfamiliar with WoW): - Vengence feels a lot as a mix of old school warrior and enhance shaman. Warrior, as in you can stance dance between dps and tank stance, and have a lot of defensive cooldowns (that are even very similar to Warror's). Shaman as in your "priority" rotation is strictly cooldown based. Unlike current WoW design, there are no procs you must react to, everything is cooldown based. That's also the reason why combat will feel very clunky until around level 42. - Vengence is strong at AoE pressure: you got 3 dots to maintain on the target which you should spread to anything in range and that's were your damage comes from. Single target damage is not that great, neither is burst. Think of it as an Unholy Death Knight, your play style is to drain the enemy team over time, while rotating your cooldowns to endure the pressure and stay in the thick of the fight. - You have a wide range of defensive cooldowns and utility skills, which you can enhance through trait choices. There are also a decent number that influence your team mates. In that respect, feels kinda like Ret Paladin toolkit. - You are very mobile. Basically everything the same as Warrior has ever had (Charge, Leap, Intervene, movement speed increase on Enrage). Overall, I can't answer questions regarding actual performance in ranked matches at max level, but taking into consideration the dps design of the spec (dots), defensive and utility toolkit, I can easily see Vengence being top tier in the hands of an experienced player.
  12. Could you please expand on that? I can't follow what you're saying. I'm a returning player (played for about 6 months when SWTOR was initially released). Picked up Vengence, I'm currently lvl 47 and my original plan was to grind as many common crystals while leveling so I can pick up the 208 gear as soon as I reach 65 (currently at 370-ish).
  13. yea, my guild mates are already almost full Columi, whereas I'm rollin in my 1/2 champ, 1/4 tionese, 1/4 columi. I heal just fine but would anyway like some of that fairy princess healer gear
  14. No introduction, just bump if you agree. Comments and ideas are welcome! From a perspective of a small guild that completed all HM encounters at least several times. ** The incentive for this post was to give feedback on how to make end-game PvE content more, fun, engaging and challenging ** 1. Redesign boss enrage mechanics In the current content hard enrage mechanic is used as a main group wipe ability - most of the other boss abilities are extremely (too?) easy to handle. Instead of relying on enrage to wipe groups, ensure more fun and engaging encounters (tip: take a look at competition, especially hard modes in Cataclysm for various and engaging boss mechanics, abilities and encounters overall). Following in the next point: 2. Design more fun and diverse boss encounters At the moment, all hard modes have a pretty bland and repetitive mechanic. If you have a coordinated group that interrupts, avoids fire and knows their DPS/heal rotation, HMs are very easy. Examples of good boss encounters - Ironfist and Vokk (Esseles), Daksh (Maelstrom Prison), Malgus (False Emperor). Mentor (Directive 7) is a brilliant encounter and should be your guide on how to design future encounters - diverse, fun, engaging, plenty of things going on and requiring cooperation and coordination. 3. Redesign threat generation At the moment tank threat multiplier is way too low compared to healing. Most of the time I find myself pulling aggro much more efficiently than the tank. This is mostly because tanks deal low damage with 2.0 threat multiplier on a target they attack, whereas healers cause 1.5 threat for 1hp healed - AoE. In numbers, if I crit heal twice in a row for 6k, my tank has to hit twice for 4.5k damage just too keep up with my aggro. For the trolls - I'm talking here not using guard or treat reduction skills. 4. Add /roll [int] function No explanation for this needed. Just think of master looter system. 5. Tone down adds damage on Krel Thak encounter (Battle for Ilum) This is the hardest fight of all HM encounters, adds hit for a bit too much damage. For trolls - my guild has no problems with this boss, but when you down all bosses several times, it's obvious this one stands out from overall hard mode difficulty. 6. Fix Interrogator (Directive 7) Every time we have a smuggler in the group, the boss spawns 2 smuggler adds. When we kill the first one, he spawns 2 more. And so on. For groups with similar problem: - identify the bugged class - have that person stay well away from the boss room - engage the boss, he will then scan the 3 persons that engaged, and leave the bugged class for 4th scan - when the 3rd add spawns, have the 4th person run in - when the 4th add(s) spawn, kill only the 1st one, finish the boss off and wipe - respawn and clear the remaining adds, they will not spawn again Continuing with Directive 7: 7. Increase the amount of Columi Commendations gained from completing daily and weekly quest After 20 days of playing hard modes a person can have around 20 commendations - 30 odd short of buying any item. In the same time, one can get fully geared with token drops. Suggestion is to allow people to buy 1 piece of Columi gear every 14 days. This is especially important because of poor itemization of Columi and Rakata thus forcing people to farm for the same tokens to take out mods and enhancements they need (example - Sages/Sorcerers need to farm gloves and head gear for crit/surge) 8. Rebalance gain ratio of Tionese Commendations vs. Tionese Crystals After buying Tionese Focus and Tionese Gloves, I have 5 Commendations left, but 144 crystals. In a month I'll probably have 200-300 crystals I cannot use. OR add items that can be bought with crystals only (not Tionese gear, but some lockboxes, consumables or something). 9. Working as intended or an exploit? Some fights can be made trivial by using environment to either LoS the boss or his adds. Examples - Bulwark encounter that can be made trivial or Assembler encounter If you are still here, thank you for reading through. All comments, feedback and suggestions are welcome, especially from the devs . If you agree with suggestions compiled above, don't forget to bump the thread. Typos, Elferin, Mcpingvin, Aliasneo and Lorem of Helvetica Republic Guild Chuundar EU PvP
  15. Heyya all, in the past 22 hard mode encounters I've been to, there hasn't been a single Consular token drop. Is there anyone else having issue like this? I am aware that it's probably just a very unlucky streak for me but seeing how many things in SW:TOR still don't work or are bugged, thought to check.
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