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Sonovsam

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Everything posted by Sonovsam

  1. Well, if you haven't experienced it, it must not exist.... On large server, there is tons of server lag that BW employee's keep trying to pass off as graphics lag. The problems didn't manifest until the server consolidation. The problem is this: Before the consolidation, EC operations might have 2 or 3 raid groups on the entire server. It wasn't an issue. After the consolidation, there are typically 4 instances, each with 90-120 people in them. The servers just can't keep up so the players (all of them) experience periodic 2-5 second lag. This is an issue that should have been addressed and fixed 2 months ago. It's infuriating to wipe to content you have on farm because a lag spike delays a heal for 5 seconds or the game doesn't pick you up as moving out of an AE ability.
  2. '95-'06 - MUDS '99-'06 - EQ '04-'05 - EQ2 '06-'11 - WOW '11-present - SWTOR
  3. There shouldn't be a respawn timer at all. It's a summoned boss that gives participants a 5 day cool down. The timer is an extreme inconsistency.: Raids are instanced, we now have an LFG tool. Everything points to providing players with accessibility and flexibility. Having a timer on such an event doesn't enhance the raiding experience; It creates frustration.
  4. You have to remember, that when you're on an MMO forum, the slightest change, no matter what it is, is considering a slap-in-the-face game-breaking nerf.
  5. What's killing the community is the reduction in group and raid size and shoehorning every character into 1 of 3 roles (healer, tank, dps). IMO, EverQuest had the right formula. For groups and raid sizes, groups were 6 people and raids had 72 people. A lot of people look at that raid size and think "OMG, You could never get enough people for that!" Yes, you can. We did it in EQ BEFORE there existed the plethora of tools there are today. The problem with the reduction of raid sizes from 72->56->40->25/10->16/8 is two fold: 1) you end up with a lot of little guilds that have extremely short life spans and small rosters with undependable people. When raid sizes were larger, guilds were huge; you could always count on having more than enough people to meet the needs for a successful raid. 2) Boss mechanics become severely limited due to lack of people to achieve ancillary goals. For an example, look at the Plane of Time and Dragons of Norrath raids in EQ. Character Roles Every game is falling into the trap of limiting roles to Tank, Healer, or DPS. Those are great for primary focus, but there is a third aspect of Utility. For example, in EQ, you had Bards that could provide very limited raid buffs, pulling, CC, and corpse retrieval (you didn't rez with your gear, you had to recover your corpse). There were necromancers that provided damage and gave mana to healers. There were druids that provided healing and kiting. Due to a lack of utility abilities, fight mechanics become one-note and bland. For another example, look at the Kessdona The Enlightened fight in EQ: you needed a ranger, bard, or druid with skill in Tracking to track a specific mob to kill. Kill the wrong one and you make the fight harder.
  6. What exactly is your gripe with F2P? How is it in any way an insult to those of us that have been playing the game since launch? How does it diminish your gaming experience? F2P isn't the end of the game, it simply signifies that BW/EA thinks they can get a higher revenue stream through an alternate means, most likely micro transactions and pay to unlock future content. If new content is released every 3 months, you actually end up paying less in the long run. Instead of paying $45 over that 3 months, you pay $10-20 to get the new content patch. As long as BW can maintain a content release schedule to keep players interested, it could mean more content arriving at quicker pace.
  7. This simple equation has ruled the internet since the days of dialup and AOL chat rooms: Anonymity + opportunity = jack ***.
  8. While the extra AE threat tools are nice, that's not our problem; A decent Jugg doesn't have threat issues. Our biggest problems are our damage mitigation and avoidance. Assassins can avoid and self heal through a lot of damage. Bounty Hunter can mitigate a lot of damage. Juggs have subpar mitigation and avoidance, but we have killer CD's. Our CD's are second to none, but you don't burn CD's the entire fight. I was hoping the Sonic Barrier change would help alleviate our damage spikes, but everything I've read suggests it's still a crappy ability.
  9. While I wouldn't focus a build around our AE, don't disregard our AoE capabilities too quickly. We may not have the tools other classes have, but when there are 4 or more targets around us, we can do quite a bit of damage. If you really want to see it in action, grab the MOX real time combat log parser and turn the overlay on. Watch your damage output skyrocket when you can spam Smash and Sweeping Slash.
  10. OMG, have any of you actually looked at a damage parse while in tank spec and tank gear? Here is the top 4 damaging abilities from Toth/Zorn: Name Count Total DPS Avg Avg threat TPS Crit Ravage 22 25819 101 1174 1761 152 23% Sundering Assault 31 20515 80 662 993 121 19% Crushing Blow 11 19944 78 1813 4080 176 36% Force Scream 16 17985 71 1124 1686 106 31% It's not that big a deal and it gives us more AoE threat which is what tanks are for. All you Chicken Little's need to dry your tears and stop with the whining routine.
  11. It works like the inquisitor bubble only nowhere near as good. At the moment, it absorbs about 800 damage at level 50. In 1.3 it's supposed to scale with level, but I haven't seen what the top end is supposed to be.
  12. False. I routinely do more damage than similarly geared Mara's. There are good players and there are bad players. A jugg in the hands of a skilled player will do similiar, if not more, damage than a mara. To the OP: The real answer is to play what you enjoy. Don't play a class simply because it's trending as highest potential damage output. Patches switch things up. What dominates now may be lackluster tomorrow. If you play a Flavor of the Month class that you hate to play simply because it's currently top of the heap, you're going to have a miserable time playing the game.
  13. Here's how I see it: EA doesn't give a rat's ***. They made their profit. As far as they're concerned, SWTOR did it's job. You have to remember that EA's product model is to sink a few million dollars into a single product and plan on making back their investment + a few million for profit. Their task is made even easier when the bulk of their product line is the exact same game with tweaks and graphics updates (Madden, Medal of Honor, etc). Bioware, on the other hand, DOES seem to care. Ever since they've partnered with EA, their good name has been dragged repeatedly dragged through the mud. I get the feeling EA is hamstringing Bioware by not giving them the resources they need to get SWTOR in a competitive state. The irony is that if EA would throw more support behind SWTOR, it could be their golden goose. Blizzard has had a $150 million (at least) revenue stream per MONTH with WoW. The executives at EA are being extremely short-sighted by not giving SWTOR the resources it needs.
  14. Every since BW became part of the EA family, their quality has gone to crap. Dragon Age 2: A joke. Mass Effect 3: Good, but the ending was atrocious. This game: A strong start, but a pathetic follow through. There is one lesson that EA/BW should have learned from the past failed MMO-releases: If you don't have solid end-game content, you're screwed. It's painfully obvious EA knew they were going to make back the development budget in short order and now want the product to die. I think we can all tell they've handled this game like they do a console game -- front end profit and then dump it for the next title.
  15. 1) A truly customizable UI. Like WoW's. 2) Rail-free space combat. Space-on-rails is fine for the stupid scripted space missions, but I want Operations, Flashpoints, and PvP that is centered around space combat. 3) Vehicle and Mounted Weapon combat in Operations and Flashpoints. We can see the walkers, tanks, big guns, let us use them. 4) An in-game combat parser. I don't care if i can share it or post it in channels. I want to know how I'm performing in a fight in real time. 5) MORE operations. Waiting months for a new operation that only has 4 bosses is terrible. 6) Story-driven operations. We should be able to make decisions in an operation to effect future encounters. For instance, let's say an end boss has 1 of 2 or 3 minions that assist in his enounter. Give us the choice of which of the minions to kill prior to the end boss fight (have it drive difficulty and loot drops). 7) Server. Merges. 8) Macros
  16. Ravage has always been an awesome skill. I think the reasons behind the change are two fold: 1) bring jugs damage more in line with "pure" DPS classes 2) Stop the clipping of Ravage
  17. It's not so much that there are too many abilities, as the UI doesn't support organizing the abilities in a clean manner. I will say that there is definite room for consolidation. Many of us have been pampered by the extremely fluid UI of WoW. We're used to being able to organize a crapload of buttons however we choose, including resizing the buttons and having the some abilities hidden in certain specs (Probably don't need the AE taunt in Vengeance spec, but I do need it in Immortal). Hopefully when 1.2 hits, they'll give us 1 or 2 more bars to go with the customization so we have a place to put all of our abilities, trinkets, etc.
  18. Maybe it's being effected by armor or other damage reduction values when it shouldn't be? Maybe the tooltip is using a different calculation than the actual ability?
  19. Maybe move the points from Shockwave to Stagger. Why spend 2 points on a skill that only effects a 1min CD ability? Sure it makes your Shockwave hit hard, but you're coupling yourself to Force Choke to pull it off.
  20. Leveling as Immortal was super easy, especially after you get Quinn. The only time I ever had to bring out a DPS companion is if there was more than 1 healer in a pack. PvP is mediocre -- We make great huttball carriers if we have support, but honestly, inquisitors destroy us in that department. In Civil War and Voidstar, highly dependent on healer support. Rage specced, we can crank out a lot of damage, but we take a lot of damage too. DPS in a raid -- We do OK, but we could use some minor buffs. Our biggest problem comes in high mobility fights. For instance, not being able to force charge to Soa is a PITA. Tanking needs a lot of help. Juggs can do well, but they have to work their *** off to do it. To use an analogy, it would be like working 60 hours a week to make as much money as a coworker doing the same job working 40 hours.
  21. Jugg tanks do need some help, but all we really need is a few tweaks: Make sonic barrier based off max HP, not base HP. I would say 25% of max would be a decent starting number. Soresu form should gain 1 Rage every 6 seconds while in combat OR Lose the rage generation penalty OR Lose the internal 6 second CD. [*]When revenge reaches 3 stacks, reset the CD of Force Scream and Smash. [*]Lower the CD of Backhand to 30s [*]Heavy Handed should also increase the threat of Smash and Sweeping slash by an additional 50% [*]Intercede should have a talent modifier that either Removes the minimum Force Charge distance for 5 seconds after Intercede. OR Transfer half of the threat reduced to the Juggernaut.
  22. It's completely random. I've had days where I get my daily done in 5 WZ's or less and I've had days where I have to PvP for hours to get the daily done. If I find myself getting paired against premades, i'll take a 5 minute break before requeueing, that helps sometimes.
  23. That's not a wall of text. He used paragraphs to break up his different points. If reading is too hard for you, I suggest getting off the forums. OP, while I don't agree with your early points, the LFG tool and dual specializations are things I was really surprised weren't in the game. Once I heard BioWare's rationalization of why they didn't put it in, I was floored. Their arguments are complete and utter nonsense that reek of covering up laziness in the name of "community" or "immersion."
  24. An MMORPG means PLAYING the game with other people. Not broadcasting advertisements in the hopes someone sees it and hoping you can find a group eventually. It's gotten to the point where I can literally running around randomly in the fleet spamming for a group before I switch to another character. The irony is, I'm far less social when I'm leveling, at least until I get a group quest. And as is usually the case, as soon as the group quests are over, everyone goes their separate ways. It probably wouldn't be so bad if they implemented dual speccing and gave EVERY AC the capability for an alternate role. On my server, there is an immense shortage of healers, and to a lesser degree, tanks. We have DPS pouring out of ears. If I could easily switch to my tank spec without having to go out of my way and pay a fine for it, I could fill the tank role and 3 other people are no longer looking for a group. If a DPS with a healer sub spec could do the same, everyone could find a group without mindless spamming.
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