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LordFen

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Everything posted by LordFen

  1. The idea came to me after speaking to guild members and planet chat with regards to the f2p, prefereed and sub. These people where not children, they where in their 20s and 30s, with jobs, kids the full 9 yards. Finding time to play a few times a week and having to pay the current Sub of either 12.99 or 14.99 a month as much as they love Star Wars its hard to justify paying that much for something they cant full use so they go f2p or prefereed. Create a full game access sub with no perks, a basic Sub for 6.99 or 4.99 a month, those I where speaking with would be more incline to have a sub. Its a simple math "Sub per month X game time = value" For me as Sub I'm on very day 6+ hours higher at the weekends so I get my 12.99 full worth. Others wouldnt see that way if paying 12.99 but only on 4 hours a week then they are not getting value for money. Hence the idear of a Basic full access Sub
  2. What about introducing a new Sub, theres F2P with limited access and gear/advancement, then you have prefered and sub. I sugguest a new basic sub, costing $6.99 per month 30 days or $4.99 per month for 180 days and it gives you full access to the game but gives NO free cartel coins even if you have a security key its just a basic full access to the game. Current sub pay $14.99 to $12.99 depending on what length of sub but it does include $8 of cartel coins given free take that out for a basic sub and if you want CC then you have to buy them. I think this basic sub would get more people to subscribe especialy if SWTOR is not their main MMO or dont/cant justify spending $14.99 a month on game they enjoy but cant find time to play. For the current subs rename them to primium sub add new vendors to fleet/home world which has Bind to Legacy or Bind on Equipe weapons/armor/dyrs/crystals that only primium sub can access like with the security key vendor. These vendors could/should have access to items in the old cartel packets and get could be rotated around, price could be either credits or very cheap CC like the apperance designer. So in the cartel barzar on the fleet added in a Shipment 1 vendor which could sell all items from the first Shipment cartel packet and only primium sub would have access as an example.
  3. When I tank I normaly guard the healer mainly because, 1) I need the healer alive and focuse on healing not running around healing them self from agro. 2) as long as I am alive the tank and getting agro theres very high chance the mob/boss will be defeated. 3) despite healing only doing 0.5 per 1 point of heal, comming for a pvp experinces where 1 healer can out heal the dps of 3 dps healers can take alot of agro.
  4. The weekly mission to defeat 3 WB needs to get change so lower levels can actually get this mission completed, since all the lvl 55 camping around the low lvl WB they can easy solo. Weekly Prority 1 level 30-50, defeat 3 WB on Tatooine (30), Nar Shadaa (32), Alderann (35) , Quesh (37), Hoth (44 & 48) Weekly proity 2, lvl 51-50 Defeat 3 WB (here change the reward to be 40 classic comms and 20 weekly coms) Hoth (44 & 48), Belsavis (48), Voss (50), Section X (50) and make it so that if you defeat Dreadtooth with 5 or 10 stacks then 1 defeat would count as 3.
  5. For me its has to be fits my Jugg to a glove. Iced Earth - Harbinger of Fate
  6. Bside the above reason the low damage is does for a 1min CD power, the stun effect has no effect on most boss npc as they are immune, and in FP/groups the 1min CD if used at all will only work aganist every 3-4 mob. Its a talaent you have to take as an Immortal jugg to unlock CB at lvl 45, but how often realy does the attack get used agamist the normal mob roation let alone a Boss. If I need agro then I use taunt or Threating Scream not backhand. I cant speak for pvp as I dps as vengence for WZ and not tank, but for equal teir level impale and the rage spec its much under parr.
  7. First let me say I like both skills, but I think it would be better if the skills where reversed so you get at level 35 Crushing Blow first then Backhand a level 45. 2nd Change Backhand to 30sec CD, and instead of high treat, backhand applies Taunt and Disruption to the target, balance it out reduced the stun to 1sec.
  8. Unforutanly the current legacy achivement dont take that into account its all based on dmg/hea/kills and not the game play of the WZ which why I think its sucks and pointless. There are those out there who want to get the achivements whcih has no effect on the WZ game so they just come into WZ and run around killing not going for the objectives, end result is that you lose the WZ.
  9. Should watch out for Jedi Guardian/Sith Jugg using Force Charge + Force Push + Force Charge combo, manage to score 6 goals and win 6-0 in huttball using that combo and that's in the 10-29 bracket. Using Force Charge can jump though active fire traps and not take damage.
  10. For this to work, what they need to do is rework ilum north. Keep the south of ilum as it is for the gree event but then when you go through the tunnel linking the gree event pvp area to the north make that a open pvp player load instance (just like the ship hanger on fleet with the green shield) for 50 players (25v25) then make new instance as they become full. Each instance could have vendors/cargo bay/GTN's
  11. The Stun/fire/acid should be an achivement or killing someone using that combo. Also would like to see achivement titles, scored 100 huttball goals earn the title top scorer , or pass the huttball 200 times get the title Quarterback, kill the ball carrier 20 times at your own endzone gets the Goali title theres more to pvp achivement than just doing dmg/heal and getting kills.
  12. Whats the point of the legacy achivement for kills, damage and heal in pvp. instead rework the achivement to reflect the WZ your playing in. Huttball achivement Killing Ball carrier, Scoring Goals, Earning Objectives Attack and Defence. Addtional achivement should be winning 6-0 Alderann achivement Capture Turrent, Stealing Turrent (cap an enemy turret) Objectives (Attack & Defence) Addtional achivement win/capture all 3 turrents Void Star achivement Plant the Bomb, Disarming bomb, Objectives (Attack & Defence) Nova Coast achivement Capture Gun, Stealing Gun (cap an enemy turret) Objectives (Attack & Defence) Addtional achivement win/capture all 3 guns Hypergate achivement, Capture Pylon, Stealing Pylon (cap an enemy pylon), Get Orbs, kill Orb carries, Objectives (Attack & Defence) Addtional achivement win/capture both pylons You do damage/heal/kill as part of the wz no need to have as an achivement since its not the focuse of the WZ, if players want that, then make a new WZ that only about killing, first team to get collective 100 or 200 kills in 10mins wins no objectives just kill.
  13. Every other MMO i'v played all had the option to turn off exp, WoW and CoX. If turning off exp means you cant do BG to stop twinkers then I can agree to that.
  14. No but theres no fun in playing though a story when u can sneese on a npc and kill them its a bit borring realy.
  15. For me the game is not a race to lvl 55, I like the journey doing all class, planet and group missions just always end up outlevel everything just be nice to have the option to turn exp off so you can complete a planet withing the level rang.
  16. Is there anyway to turn off exp in game, if not can it be added.
  17. I love the SWG crafting, soo much that the 2 accounts I ran each had a crafter up until the combat change, the orginal SWG crafting was awrsome I was 1 of the few 13/14 point weapons makers on my server. I would love to see a "Crafter Class" in SW:TOR, adv class could be split into Tech(armor/weapons/Cyber)) and Bio(biochem/Synthwave/artifite). You could still do combat by makeing deployable Turrets, or war driods. Part of you skill would be harvets more resources out of nods, and access to special schematics a class that mix support and crafting into one.
  18. Been reading some of the threads on and theres a lot of stuff being talked about some wich I think is very good but also asking for a lot more. What I like to see, would be the following changes to crew skill, crafting system. Armortech - Heavy, Medium (aim/cunning) Mods - non at pressent - To be give all Armor Mod from the cybertech skill. Usables - non at pressent Armstech - Rifles, Blasters, snipers, Assult Cannon, misc Mods - Rifle Barrels (as is) usables - non at pressent Cybertec - Ear Pices, Star ship mods - Mods only (remove armor mods to armstech) usable - Grenads BioChem - Implants mods - non usable - Stims/medpacks no change to the skill Artifict - Lightsables (new skill, like armstech just lightsables), offhand item mods - Lightsabler hilt's and crystals (remove Ench mod to synthwaver) uables - non at pressent Synthewaver - Light/Medium/Heavy armor (str/will) mods - non at pressent - To be give Ench mods from Arctificts usable - non at pressent This would give each creafting set a mod (-chem they have stims) The 2nd thing I like to see would be once you made a highlevel mod (purple) you can Reveres Engineer that purple mod for a change to getting a named Purple, like "Commands Adv Rifle Skill Barrel 22" has the same stats as the normale purple Skill barrel of 22, with the added stats of Commander which I belive +present allowing you make Mods to get a 3rd or 4th stats.
  19. its now dec 21, 1 day after launch, and still SWTOR not wotking. 3 reinstalls just to get the game working, then server list is blank... customer support ZERO, very bussy with the hight number of calls... its now 2 am, still cant play SWTOR been this all day.. great lauch day ever.
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