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  1. This expansion was supposed to be great, I was looking forward to playing all the force combat styles on my main consular, who I've played since the game came out. But no, only get to pick one extra, and now I regret the choice I made. Why not let us switch to any of the 8 combat styles for force/tech? Going to stay unsubscribed until you let us play how we want.
  2. The trooper ability stockstrike costs 2 ammo but has no real reason to. It would be cool of this abilities animation could produce some sort of energy field on the butt of the weapon to show how its costs energy to use and also explain why it does so much damage. The trooper abilities animations for gut and fire pulse don't match their descriptions very well. Either the descriptions or animations need some work. The companion unit frame likes to move all the way tot he left of my screen when I join groups. This messes up my UI. Would love if it would just stay in place. For infil shadows, spinning strikes generate circling shadow charges but no clairvoyant strike charges, leaving us with some weird situations after using spinning strike.
  3. When I think of the Star Wars Universe I never imagine any player being able to go to a lesser area and kill difficult enemies with ease. Unfortunately SWTOR has followed the path of being a higher level means I can kill everything in the lowbie zones. That may be a novelty little fun thing that certain players may like doing every once in a while, but it doesn't make much sense. Bioware has the opportunity to change that due to the fact each planet is its own instance (unlike Wow for instance.) I suggest leveling down players that are higher level in a zone to the max suggested of the zone so that higher level players no longer have this particular advantage, but not scale lower level players up to higher level planets, much like is proposed for GW2. Think opposite of how warzones work 1-49. This would do a lot of things. It would allow for more content to stay more fresh for more players, give more planets to add daily hubs for, would prevent ganking and promote more actual open world PvP in its place, and it would allow higher level players to play with their friends who are still maybe leveling up. If done right, this could be huge for this game, in not only now, but for setting up future content. Please consider it Bioware, this game has so much potential for good things.
  4. PvP Tactics 1. Less damage then Assault and less survivability then Shield, so not as useful. 2. I enjoy the spec, but some parts aren't quite as fun. First off are animations, Fire pulse and Gut's animations do not match their description at all, they could certainly use more work. Secondly, the talent battering ram really should also reduce the cooldown on Stockstrike when it procs, would make our rotation a little bit fun and help our single target dps a bit.
  5. PvP Infiltration shadow 1. People still see Kinetic Combat being the only good spec for a PvP Shadow, simply because of how much less utility other specs provide and how squishy they are. They see infil as lacking in when compared to Kinetic Combat. 2. I enjoy infiltration, but I know I have to be better at avoiding damage because of how squishy I am, I would love to have more enhanced escape abilities or a bit better survivability. I also feel my burst damage is quite good, but my sustained dps is lacking when compared to other classes.
  6. Another defensive cooldown for Shadows/Sins. I play infiltration, so another defensive tool to make me a lil less squishy would be great.
  7. sure, lets make dps specs even less powerful, as of now, all classes that can tank have an over average amount of players that do use the tanking spec in PvP. Taking taunt away from any dps spec will just further destroy all those specs in pvp.
  8. That is how it is right now, but my proposition is to give Cybertechs the ability to craft all augments. Synth and Armormech already have good cash flow from making gear with augments. Giving the ability to make the augments themselves to Cybertechs would give them an equally good way to make some credits and also fits well with he design of the profession.
  9. all tank specs are op right now. Shadows/sins are the most op in that regard, but so are Knights/wars and BH/troppers. 9 times out of 10 if i see a class that can tank, they will be in their tanking spec. The problem is that it isn't because they are fulfilling the tanking role, but those tanking specs fulfill the dps role better than the dps specs. I play an infil shadow (i like the better utility for all my abilities and the amazing burst) and not to brag but I am pretty good. If I play my best against any other tank, they WILL kill me unless they lack a pulse. Naturally my response is to vanish and avoid fighting them. The point is ALL tank specs need a dps reduction. They should live forever, guard supports that role well to help teammates live. Tanks should not be leading the DPS board like they are currently. All tank specs need a dps reduction, but in a way that doesn't effect the dps specs.
  10. autofacing is ****, that is something they need to remove from the game. If you can't face yourself torwards a target you should stop doing damage. macros are ****, I don't want them. If I need macro's to use an ability correctly, that means the ability design is broken. i'd rather see bioware make us not need macros then force us to fix their abilities with macros. to class balance, this game is pretty balanced. If you have played pvp in almost any other game you would understand. Every class/spec can compete. Sure, there are some op classes, but the fact remains there are NO seriously underpowered classes (to the point of them being useless in a warzone)
  11. incorrect, augments are actual items that are made by synthweavers, armormechs and armstechs. Slicing merely gets the mats required for augments. pre 1.2 augments were drops for slicers, after 1.2 that is no longer the case.
  12. With 1.3 coming giving Synthweaving, Armormech, and Armstech the ability to make augment slots for gear, plus with the existing ability to make the augments themselves, it seems like these 3 professions will have a tight hold on the augment market. Wouldn't it seem to make sense to give the ability to make augments themselves to Cybertechs? It's kinda in their name, and the crew skill was marketed as the one that made the mods for gear. Just an idea, might better spread out the augment market, preventing these 3 professions being the only ones that can make money on the gtn.
  13. We need transfers now, not "soon"! For the sake of your game I would behoove you to hurry up with transfers.
  14. I'm at about an hour and a half, some people saying its been 5 hours since a warzone popped, Bioware is really letting us down
  15. I think it is less juggs and more tanks in general. The best specs for each tanking class seems to be universally their tanking tree. These trees generally give them a good bit of extra control/mobility, crazy survivability, but little drop off on damage. Tanks in swtor across the board honestly do a bit too much damage. Currently, any 1v1 fight with a tank specced class will end with the tank winning 9 times out of 10. The simplest solution would be to stick a flat damage reduction on every tank stance (with an appropriate threat buff to not effect PvE). In an ideal world, a dps should be able to beat a tank of equal skill half the time, same goes for the tank. Tanks get the privilege of being able to live longer, they should not have comparable damage to a dps specced player. The idea is not to force people to lay tanks in PvP because they are the best, but rather pick if they would rather do more damage or be able to take more damage, not both.
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