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Lovia

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Everything posted by Lovia

  1. from the 5 melee classes i would suggest playing one of the tanks to fullfill you support preference over pure damage, shadow/assassin has more utility, guardian more mobility and vanguard has ranged capabilities (albeit limited) You could do well with any of those, try picking something you like the style off like blasters instead of lightsabers or stealth over charge
  2. it seems like 1 character at a time but i have no idea how you will be able to transfer your legacy :/
  3. Anything is broad and i love the idea of ANYTHING and that means, downgrading of armor classes, for example counsilars in trooper gear and smugglers with a counsilar skirt, slave girl top and a trooper helmet. Bioware fears that ppl will use it deceptively (healers choosing traditional tank look like scoundrels in tank-guardian sets) however with the target icon overhead and the huge differentiation between weapons i think the game can support a system were every1 can choose among any of the fully moddable items to wear and be viable from a stats POV i think it will be the most enjoybale situation for every1.
  4. This is a community suggestion: Stop Using the subscription number drop to validate every point you make. It is a huge trend in the forums that everyone who makes any suggestion, any argument or any other kind of point to use the 'what i say is true because subscriptions dropped' I have seen this for any and all kind of situations,: My skill number 37 cant be used in pvp well because it says so on the tooltip and thats bad cause it does insane damage to NPCs and thats the reason subs dropped. There isnt a vanity pet jesus in the game and thats the reasons subs dropped. I was defeated in pvp by an operative/scoundrel besides the nerfs thus balance fails thus the drop in subs. The cantina vendor on planet 12 doesnt have refreshing drinks and people unsubscribe because of that. All kinds of things that have nothing to do with the reason people quit the game in general. The truth in contrast may well be, generic life condition of individuals (spouse aquisition, loss of income, reduction of free time due to new work) or the fact that they didnt enjoy the game enough or that new different games or activities take up there free time. So please stop this rediculous excuse to justify whatever oppinion or view point you want to tell.
  5. That would be true if they havent fixed the taunt threat generation, but if they have it would effectively fix pve threat in the way ppl asked. How it currently works: The first few moments of engagement are the hardest to keep agro and any crit from a damage dealer or a miss or minor delay on hitting will likely make you lose agro very soon. Sustained threat for a big pack of NPCs is impossible due to the small threat and hard ammo management, versus the dps dealt to them. After threat building for a big amount of time (60 seconds) and then using taunt in every cooldown (or soon in case of tank swaps) trivializes any threat building because taunt provides you with a 30% bonus of threat over the current 1st target threat, even if you are him. How ppl asked for it to work: Capability to keep agro for the 1st few moments without need to resort to taunts, capability to sustainly keep threat on large packs, taunt to not trivialize threat generation after an amount of time.
  6. If anything this is a change to the right direction, they remove unwanted factors from pvp and excluding hard-to-do-metrics-on factors. Although i may get flamed from this, having less or no active relics and adrenals is a welcome change for me since the change from 27 to 25 keybindings is awesome. If the fix the other balance issues, they could come back and re-add this tools if so they desire and would enhance the gaming experience.
  7. lets clarify, there are 3 types of content, crap content that no1 really should care about (vanity pets, 174 mount collection, speak to every race and fart on top of the 1000-jumps mounts) there is leveling content (class and planetary quest lines, heroics, leveling FPs etc) and there is End game content. Sure they will release a level cap increase and force feed us a bazilion of unwanted crap because artists prefer designing baby tauntauns instead of some decent looking end game gear and market it as content, well maybe some ppl care about it but i understand some marketing is needed. Then will come the leveling content, a huge amount of the player base loved the content and practicly every1 enjoyed the story. ONCE or twice if they rolled both factions. And then we come to the real deal, the sub retainer, the End game content, Swtor after X years of development, launched with 3 warzones and 6 end game pve encounters, plus some reworked introductory flashpoints from the leveling ones. Now in the 6months and 20 days since release, we ve got 9 new endgame encounters, two flashpoints and 1 warzone. So, level cap increase hits, at the new cap, there will be based on their current development cycle 10 endgame pve encounters, 3-4 reworked flash points and 2 fresh flashpoints. The pvpers have it worst, allthough the warzones can be used as is with some minor tweaking for the damage done by enviroments in huttball, all the changed made to improve balance will be gonne, the game will be anywhere between the state of 1.0 and 1.1 on top of that you will have to unlearn all the old pvp knowledge you ve gathered and relearn everything from basics, the carrot will be a couple new shinny gear sets, easy access through a recruit equiavalent and 1 new warzone. I hope now it becomes clearer to you that ppl dont hate the fact that new content will be added, most are actually pleased, a dynamic change is gonna happen. The problem is the price we pay, we lose all the old content in favor of an undersized new set that will be again buggy as hell (soa any1?) and boring due to the extremely limited size.
  8. US, 2 x time zones, 4 server types (pve, pvp, RPpve, RPpvp) =8 servers AU,1 x time zone, 4 server types =4 servers EU,1 x time zone, 3x language packs, 4 server types =12 servers 2 extra for eu/us(2 time zones) pve/pvp servers =6 servers grand total of needed servers =30 servers
  9. By two they mean this 1 mission but with the republic and imperial mirror, yes they do market stuff like that.
  10. Yes i am serius. let me clarify, swtor isnt a balanced game there are many issues and most are known and well understood, however steps are taken to improve the state of the game and till the level cap increase happens more will, i consider 75% of that work lost the remaining 25% is the experience gained from the developers. I quit wow sometime in the middle of burning crusade simple because of this design philosophy, blizzard did and most likely bioware will too copy that philosophy, I am talking about scubing all old content every year and a half, countless hours of writing, designing and balancing content will be obselete overnight and wont serve for any purpose other than codex entries. At this point i wont stick around to see if they will rework EV and KP to work for whatever the new level cap is gonna be and i doupt they will rework on anything else either, i ll just stay if the allieviate the population issue till the fellow pvers go to the 'content will be obselete in xx <time> so we dont need to do operations' mode. I think you are really hopefull that they will do but i just assume they wont cause it would be a lot of work to keep a game tidy and proper that they could use to toss out the shiny and the new, i guess we will find out in about 3-4 months.
  11. you do understand the price right? all reseblance of balance burned over night, all the old endgame content tossed under the carpet, yeah its pretty much the deal breaker for most of the ppl that stuck to the game through thick and thin and stay active to servers with 50 active ppl.
  12. adding a tracker for RE isnt a question of programming capability but a database issue there could be well over 3000 base schematics in the game and if you add the prefix it system it could be over 9000(!) thats another strain to the database and swtor has a ton of those. Unless you implement a blanket RE system, where most ppl would just RE low level items to get their 100% and then RE the important schematic to grab it for the least possible cost and that isnt a system that nor the devs would like to see nor the players.
  13. the crafting system is problematic and the worst part is there is no easy fix, this game is now live, its not beta, there is a limit on how much you can change things, not to mention the way bioware handles development, people whined about the random factor on beta, and talked of the crafting issues for the last 6 months and they will fix it somewhere in 2014 with a buggy release of the new system somewhere in Q4 of 2013... Removing the random factor and creating a complex and layered design for the crafting system would likely make instant gratification ppl runt and whine on the forums day and night (omg they deleted my leader-prefix and they didnt give me endowmen instead /unsub!) Problematic as it though, a crafting system overhaul, is the least priority at the moment since more pressing near game braking issues are at hand and fixing problematic or broken systems(open PvP,space, population in 209/216 severs) is more important than perfecting a passable one.
  14. thats not an inheritly wrong idea, it could serve as a new crafting skill or a boost to some skills to be able to turn some materials into some others.
  15. Here is a few reasons why there should be a seperation factor between pvp and pve gear: Fairness, if pve gear dominates then people that only pvp would lose in pvp matches by ppl who just do an odd match here and there and not due to lack of skill but due to the numerical advantage of gear. Same thing applies to the other end of the spectrum, why should some1 who just pvps go with a gear advantage into an operation or have the numerical capability to finish operations outside any normal progression? This bring as into aquisition method, i think the majority of players only enjoy doing one or the other activity and not both, sure there are ppl with the time in their hands and will to do both but the majority will tell you why should i do pvp to get pve gear or the opposite, why shouldnt i progress to the best gear for my activity through the activity.
  16. 1. Open pvp isnt competitive its either a zergfest or a lagfest, some ppl out there will tell you different i assume thats their experience, but thats whats mine, granted i am a comparatively young allthough i have been gaming for the last 17 years or something i was too young when Daoc was in its prime and never played galaxies above level 10. For enjoyable pvp you need a balanced numerical factor, somewhere were lag/loading will be possible instanced pvp with about 200-300 ppl COULD be possible but likely it wont unless you can spread that population around an area as big as ilum. That would take a pvp vision only guild wars seem to have this days and it will take a while before its copied over to wow or swtor and a long while more to sort out the technical issues. 2. In a game were pve has gear scaling, you need pvp to have gear scaling too and you need a stat to set them apart so one or the other team doesnt gain an unfair advantage (pvers roflstomping warzones or ppl doing a couple warzones and outgearing ppl that do pve for weeks.) 3. Balance is 1 part science, 1 part luck and 1 part momentum, it takes a while to happen and still then you have issues like power creep after improving a class or hidden gems in underplayed classes/specs. I cant understand why ppl cant figure out that it will take over a year for class balance to take a proper shape. 4.The resolve system is in many ways the best system i ve seen this far, due to how visible it is and how it offers blanket protection, it still has issues i would design it differently but its probably one of the bests anti-cc systems offered. 5. coming in 1.2 the ttk change seemed extreme, however understanding the concept of sustain makes you figure out how and why this changes happen, what made the issue more prevalent was the playstyle nerfs on both sages/sorc and merc/comm.
  17. biochem, it is still the best thing for leveling and endgame, everything else can be crafted/traded while biochem saves money.
  18. Lovia

    Guardian need a buff

    guardian may need a small tone down, after the amount of nerfs/buffs i ve seen in this game i think i feel were the baseline for developers is guardian is a bit overboard, but it may just be a case of other classes underperforming, as it stands i dont thing guardians need any real changes, they are freshly buffed in 1.2 remember?
  19. it would look some what like league of legends solo rated que, although i hope it will not allow any duos, just 16 random ppl thrown together for a match, although i most servers as it stands it would just be the same 8 v 8 every match
  20. If pve setups would carry over as optimal for pvp too, that would mean 2 healers in an 8man team, tankiness and generic performance would make scoundrel one and utility would make sage the other, Its douptfull that a commando healer would rightfully take a place over them and even in a 3 healers setup the other two would be considered more viable. Bioware seems to fail to balance the resource system of sages and unwaranteed nerfs to their abilities seem to be the chosen path. For commandos it could be the same allthough they seemed to gut the class completely with their last changes, it could be Quality of life they need or some extra utility. However trauma has nothing to do with pvp balance and it isnt in the game to balance pvp itself but as i said previusly its here merely to balance pve with pvp healing.
  21. trauma isnt there to balance the healing role in pvp its there to balance healing between endgame pve and pvp. Players arent supposed to hit for as much endgame pve encounters do, thus not the same healing is needed.
  22. bump the thread for the chance of any of this questions been answered. I would love a release of demographics especially.
  23. i am sorry if you feel cheated for playing a themepark game while you enjoy playing sandbox games, but this game is what it is, I personally like themeparks and i would prefer the resources that would be used to add sandbox to the game to be instead used to add more depth to the themepark elements. You ask for unique story, i prefer just extra story, same for every1, you ask for events, i would prefer extra flashpoints/warzone maps/quest hubs. You ask for the capability to play music, i prefer more indepth work with the itemization of the game. I dont want to play sandbox games, i play this game for the thempark.
  24. 1.Huttball 2.Voidstar 3.Alderaan Civil War 4.Novare Coast
  25. there will be solo que for RWZ dont worry.
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