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Morkatog

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  • Location
    Leiden
  • Interests
    Music (composing, playing piano), movies, games, whiskey, sports, history, 3d design
  • Occupation
    Student of Egyptology & IT support
  1. Hey everyone, Outer Rim Raiders, a guild that cleared the hard mode ops in classic SWTOR, has just started up again and is looking for more people to strengthen our numbers. The guild welcomes all mature players and puts no obligations on what you do while you're with us, though parttaking is encouraged. What are we looking for? - mature players; respect other people around you and treat them as you'd like to be treated - a sense of humour - use voice chat in ops Yep, that's it. No other requirements. I want the guild to be a home for people who have a life but also like to enjoy this game and take part in its more challenging content (or easier if you chose). What will we offer (once everyone has caught up): - a good time - OPs (schedule t.b.d. most likely 1-2 times a week starting in januari / feb) - PVP - HardMode - etc. If the above fits what you're looking for apply on our website at http://outerrimraiders.enjin.com/ or feel free to ask any of the players below for an invite: - Morkatog - Katsumi Morina - Moskon - Sozin
  2. Try playing a different class. It's then that you'll come to realize just how screwed you are. Mind you though that I'm talking from a healer's perspective.
  3. 5% DR from armor isn't exactly nothing. While I agree it wouldn't solve the problems sorcs have in PvP, it'd at least be a step forward. Out of every class I see being played in the game there's none that is as fragile as the sorcerer (and sage), and frankly we have nothing whatosever to compensate for it. It's not just CC or CD's that make the difference, at least not for a sorc. You got 1 stun and that's the most relevant item in your arsenal in terms of defense. Whirlwind isn't really worth mentioning because everyone will interrupt it 75-90% of the time since the 2 sec casting time is just too long. Personally I don't think as an operative they necessarily have stronger CC or Cdowns, it's just the entire skill package as a whole that they bring that is so much more useful then being a sorc healer. I'd much rather have instant cast HoTs then a garbage 1 shot bubble a weak HoT with a cdown and a load of interruptable heals.
  4. Reported for offensive language. I'm almost always in the top 5 of dps done in a match, and I play GS with my guild for good record. Only an ignorant blind person like yourself would insist that 12vs12 isn't overshadowed by gunships and missile users.
  5. Yes, and the point I'm trying to make is that that stereotype is ridiculous. Especially since the believe is that the lack of armor should be compensated by more damage, healing or survivability, and sorcerers and sages simply don't have that.
  6. Larger would work for me also. Either that or smaller, but 12vs12 is a bust and I'm surprised to see so many people who claim to have a different opinion. In 12vs12 I'm never ever killed in a dogfight, it's always either missiles or gunships. Since some people are confused about what I mean with missile boats: with the right setup you can build a ship with shield penetrating missiles that oneshots other players. I won't eleborate here on how to do it as I don't want to encourage anyone to do so, but I've also build my scout in such a manner. It works, and anyone who's done enough starfighter matches should at least have experienced what I'm talking about.
  7. I forgot the name, but the map I was talking about is not the lost shipyard but that other one. Gunships are easy to deal with, if they're solo or you have a team around you. If you're flying into a team of gunships and missile boats you will lose if you bring a team of strikefighters / scouts. 12vs12 is not fine because every fight feels too short. A player dies in less then 10 seconds whereas in 8vs8 you can actually have a dogfight 1vs1 that goes on for a minute, longer if you're lucky. Also it's always missile boats and gunships on nr 1 in DPS all the time in 12vs12 with usually 2x more damage then the strikefighter. It's definately not because every single strikefighter player sux, it's a balance issue. For that matter this sniper crap isn't supposed to be part of the star wars universe in the first place. Name me one movie, or a book in the extended universe where a similar mechanism is shown.
  8. I never felt like there was a lack of players to kill in 8vs8. That said another alternative could be to add more objects along a route to a satellite which people can use to dodge gunships. On a sidenote I've noticed that this problem mainly exists in the ice map.
  9. Like the title said, remove 12vs12 in starfighter and stick to 8vs8. I've been playing starfighter for a while now and find that the balance is quite alright in 8vs8, but it goes out of the window in 12vs12. Every time I play a 12 vs 12 match it's the same thing: it becomes a gunship match, followed by missile boats, and leaving no space for dogfighting strikefighters. The maps just aren't large enough to support 12vs12 in a way that's competative for every ship setup. When you try to get close with a strikefighter or scout you'll just get picked off by any of the other gunships / missile boats in the area. While even that is combatable it requires a coordinated team effort which you'll never get unless you can shove in your 12 men premade. Since it's hard to ask of your players that they only play 12vs12 premade, or that your players are actually willing to work as a team (at least 75% of the players aren't willing and most won't even speak English on EU servers) it's a lot nicer for everyone to just stick to 8vs8.
  10. That was indeed my point masterfeign, but doing the most damage as a light armour user would upset PvE balance. Hence why I believe that giving us medium armor would be fairer. As for the pure DPS argument. I've considered that as well, but then realized that there's almost no class in the game that's a pure DPS class. Almost every class can either tank and dps or heal and dps.
  11. I completely agree with the original poster for exactly the reasons he mentioned. As I said in my other post in my opinion we should get medium armor or a buff that gives us increased damage reduction to bring us on an equally competative level for PvP as other classes. Sabain, perhaps instead of me now spending time reporting your post next time you could actually respect other people's opinions and try to come up with constructive arguments for your case and contribute something to the discussion in this topic.
  12. I want to open up this subject for discussion. Do we need/deserve medium armor as a class? Personally I think we should get medium armor. For some strange reason every single came developer seems to think that if you have a caster type class that that class should have light armor and crappy defenses. While that in itself doesn't have to be a problem there needs to be something in return for being rediculously squishy, namely a higher dps or healing potential then the competition. If I take 30% more damage then everyone else it's only logical that that would have to be because I do almost 30% more damage or healing then anyone else. This is not the case. I also don't have more stuns then others (not to mention its crappy range). Knockback doesn't work on people half the time. Barrier gets instagibbed. Almost all relevant abilities for lightning and healing are easily interruptable. Our defensive cooldown doesn't allow us to cast healing spells on ourselves, the list goes on and on, but a long story short; we don't have anything that other classes don't have (or have a better version off) to show for the fact that our armor is weakest. This is obviously more of a PvP problem then it is a PvE problem and I consider sorcs to be fine for PvE. Usually touching PvP balance is something that gives developers nightmares cause it can easily upset PvE balance also. So rather then touching our abilities, damage or healing numbers I would suggest one of the following 2 suggestions: - give us medium armor - give us a spell or passive buff that increases damage resistance. Neither of these changes should effect PvE balance in the slightest but it will bring us on a competative level with other classes in PvP. ps: being a hybrid has never been an excuse for screwing over any of the specs of that class, or the class as a whole. The other hybrid classes aren't plagued by this.
  13. I fail to see how 1 PM is the same thing as in the evening. I indeed don't have to do the dailies at 1PM, but the problem here is choice. In the current situation I must do them before 1 PM, which means that in an unlucky situation if I want to do my dailies I may have to do them twice on a single day, whereas people from the US have the entire day to do them during day time. I want to have the simple choice to do so as well. Frankly I can't think of any possible reason why that's too much to ask for. I'm not asking to change the game balance, I just want the same treatment for EU players as for the US players in that I am free to do what I want in a reset schedule that's set to the EU day time.
  14. I know this has been suggested before, but please set an earlier time for daily quest resets, like 6 AM GMT+1. It shouldn't be more then a simple change in the European server's config. Most of us will be very busy at 1PM. Whether you're working full time, part time, studying, having a social activity, or whatever it's more likely to be in the noon. So please give us a decent reset time so that we can actually do a daily or 2 early in the morning rather then having to squeeze in some time somewhere in the evening. It's crap like this with which you game developers make us Europeans feel like we're nothing but second rated people to you while in fact we are a very large part of the player base, and we also pay more per person for our subscription then people in the US do.
  15. Recently I've returned to the old republic after having taken a break after clearing karagga's palace on nightmare difficulty. I've played every Bioware game created for PC except for Jade Empire and many, many games from other designers in the last 18 years. I've played both casually and hardcore and as such consider myself in a position where I can form a well informed opinion about what I'm playing compared to what's out on the market. I could spend a long time writing about the epic games Bioware has made in the past, and for SWTOR about how fantastic the leveling experience was when SWTOR came out, but let's focus on the trend of the last few years. Why the last few years? I believe Bioware made some fantastic games, but ever since 2011 I've seen a decline in the quality of games being made by Bioware. - Mass Effect 3: even with DLC the ending was disappointing. I can make no more of it, the entire franchise was fantastic, right up to the end. A story that goes around on the internet is that the story writing team wasn't involved in writing the end. Whatever the reason for ME's end, there's no logic for such a sharp decline in quality that we're used to when we look at Bioware's track record the previous 13 years. - Dragon Age 2: when I first read that a choice was made to keep the scenes more sober and with less detail in them I was disappointed and feared for exactly what happened; a non memorable story, poorly designed scenarios. - SWTOR then; I really enjoyed the leveling experience. It was fantastic, a welcome new standard in the MMORPG genre and fulfilling what we hoped it would be (writing from an Empire perspective). Unfortunately though the end game material couldn't keep people pulled in for too long for reasons that are all too well known by the community. The strongest appeal of the game in my opinion is that it's still Star Wars, one way or the other. Either way, after the initial release of the game it felt to me that effort in continuous improvement of the game and creating new content has dropped sharply. I can't help but wonder why. I can't imagine that anyone of the persons working at Bioware since the beginning is satisfied with the way things are going or that you'd want to put any less effort into the designing of your games. The quality of the games however have declined in the last few years and I can't help but wonder if it's all the pushing from EA that's causing it (considering how hard they made some other releases suck, most recently buggy Battlefield 4) and how much that has to do with the retiring of all the original founders of Bioware. My suggestion: let US help. Many people who play this game have a passion for it. Give us a planet designer / editor, give us a flashpoint / op / battleground editor, give us a standard of models that you use so we as a community can develop content (which of course would need approval before being accepted). To stick more closely to my original intend of the post though, here's some suggestions of things that I find faulty after I returned to the game: - Ops and flashpoints can be cleared too easily and gearing from it goes too easily as well. Scale up the difficulty and decreae the drop chances. This will keep PvE players working for a longer time and give you more time to design new content. - Bring out more new Flashpoints and Operations. There's simply not enough of them (especially the amount of flashpoints at 55 compared to the amount of Operations). I'm not talking about the recycled ones either. They need to be brand new like the Zerga ones. - Click boxes of both players and monsters need to be enlarged. Too often do I find that I want to click something but you have to precisely click on his/her figure. Let me illustrate this with a clear example: if a target is [ ] big I want to be able to click at an [ ] are to be able to target him/her. - Split arenas from the regular battlegrounds and create 2v2 3v3 and 4v4 brackets for them. - PvP matchmaking doesn't work as intended. Simple example: 3 healers and a tank vs 3 dps and a healer in the 4vs4 arenas is a pure joke. - PvP is extremely tough on people who just jump into it. Give people an ability to buy green or blue items for their level with corresponding stats so they don't get instagibbed and feel like they have a fighting chance. - daily quests and commendations are useless because hardmode flashpoints are easy enough that you can do it without needing the gear. - skill usage in a dodgy fps situation: how often knockback doesn't work when either my PC lags or my fps flickers for a split second is just ridiculous (yes, I'll be upgrading soon, but still..) - stability / fps still needs to be taken a look at. I've played games where movement feels a lot more fuent. I'm not sure what I'd suggest to fix this, but I'd recommend taking a look at the competition out there. Unfriendly controls are a major game killer. - Dual spec: it's still not part of the game even though we've asked for it since day 1. - Cartel market: I heard complaints about it, but personally I think this feature is fine as it is. If you're a subscriber you get enough cartel points to get what you need, anything else is purely cosmetic/vanity items. Since that's where the complaints of players are focussed I'd like to remind them that this is optional and you don't have to spend money on it. starfighter: (seperate as it's new and has enough issues on its own) - the tutorial doesn't prepare you for the real thing - controls: although understandable why you went for this option I find them to be completely user unfriendly. Try experimenting with seperated mouse targeting / movement. - allow us to stop moving. - allow us to change colors of the HUD elements. - You can win without landing a single kill as a team. Some skill is required to pull it off, but it eliminates the idea of PvP space based gameplay. - the first cap of a sattelite often is decisive for the entire match because it can be tough to kill people if they just fly around corners / through the satellite building and thus makes recapturing the satellite too hard. - one shotting people is too large a factor. This shouldn't be a sniping / missile contest but a dogfight contest. - you have a chance to miss / evade primary weapons, but it's already way harder to properly target people if you both know what you're doing compared to how hard it is to get a missile lock. If you aim properly with your primary weapon you should always have a 100% hit chance unless some defensive cooldown is up.
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