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DragonianJedi

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  1. Same problem with a Solo + Group trying to help a friend unlock Bowdaar as a companion.

     

    Dropping the quest and resetting the instance resulted in an unlit and unclickable Intermission Terminal.

    Forced a full phase reset by swapping to an OPS group then dropping the group then starting a new group. Repeated the first fight and found the terminal lit and unclickable again.

     

    Took the additional step of attempting to circumvent via having a different character run the tournament. No change.

     

    This appears to be a bug for at least the Solo+ version of the tournament. Submitted bug report with steps taken to try and work around as well as their outcomes.

  2. Hi everyone,

     

    1. How do you think your Shadow spec is perceived by other classes?

    2. How do you perceive your own spec?

     

    Thank you!

     

    1. Depending on the environment the class is in and the spec being played, anything from bad to okay.

    Infiltration = Bad

    Balance = Okay (PvE) / Meh (PvP)

    Kinetic = Meh (PvE) / OP OMG (PvP...if in dps gear) or Bad (PvP...if in tank gear.)

     

    2. I have played a Kinetic Shadow since the first Beta Weekends I got into back in September last year. It was a blast to play and still is to some extent. But since 1.3's changes the kinetic has been less rewarding to play. It is still fun of course or else I wouldn't be playing it, but my time would be better spent elsewhere if I were truly trying to do my absolute best for those I was grouped with.

     

    In solo play I no longer feel like a powerful hero trying to do what he can for the galaxy. Instead I feel more like just another nameless individual struggling to survive another day....because that's what the fights have turned into. From the heroic combat to a struggle to survive.

     

    Since 1.3 I have not done any group content as my friends no longer play. *shrugs* Such is life.

  3. My only problem with the nerf is how they went about doing it.

     

    Given the different stats that they could have nerfed to "fix" PvE tanking as they claimed was their aim, armor and self heals were not the best ones to choose as they are the only ones that are universally effective in PvP.

     

    Shield/Absorb and Defense are useful against only a few specs in the PvP realm. Armor and Self Heals are effective against much more than that as they effectively mitigate many more sources of damage.

     

    Because of what was nerfed I believe one of the following is true. (Not that it really matters.)

     

    1) The aim really was PvE balancing and they just chose the worst aspects to nerf if this was their only focus. (Possible...though I still have more faith in BioWare than this.)

     

    2) The aim was actually PvP balancing because they hit the most effective tank stats in PvP, leaving the other stats alone. (I'm thinking this is the real reason.)

     

    3) The aim really was both aspects of the game but they didn't want all of the people who QQ'd about shadows in PvP to feel like they accomplished something. Doing so would merely be feeding an eternal fire and lead people to increase the QQ in the future. (Also plausible.)

     

    -_-

     

    The nerf is noticeable. But I can still solo heroic two mans and even the heroic four man in The Black Hole. My healer says I am a bit more "spiky" to heal, but it gives him a little more to do so he doesn't mind. We have yet to do anything serious, PvE wise since the patch though, so I haven't been able to fully test it.

     

    I have no comment on PvP as the server my friends and I play on is dead now. >_>

  4. The new animation looks good if you're playing as a shadow because you're in melee range- but it looks horrible if you're playing as a sage.

     

    This was my take on it as well, having both a sage and a shadow. Most of the time my sage will only see numbers after hitting the project button. But my shadow will have a piece of debris come flying in from a random direction to clock whatever it is he is fighting. (It is growing on me.)

     

    After having played SWTOR for about nine months now (including the weekend beta), this change to project will take some getting use to. But it is up in the air over if it is a permanent fix or not.

  5. Alright everyone. Thanks for the input.

     

    Some of these people are borderline on staying in the game or not. Forcing them to move servers just may be the last straw for them so we were probably going to stick to the same server until the situation changed.

     

    Thanks again. ^_^

  6. Before server transfers were available, the server my friends and I play on was a moderately populated server. But eventually free transfers were opened up for our server and now it seems that the server is basically dead. This wouldn't bother us as we most played the game with one another, but it did give me pause.

     

    Why would BioWare keep a dead server live if not many were actually playing on it? Does anyone happen to know if low population servers will be shut down in the near future?

     

    The answer to this question will determine my future in SWTOR and that of my friends as well.

  7. Yes, force pull does affect droids. However, some droids (and other mobs) have immunity to abilities like force pull.

     

    Interesting thing to note about force pull. If you mind maze a target, and then force pull it, the mind maze will not break. This combination is one I use to make groups easier to AoE down while limiting the amount of incoming damage. (Force pull will agro the other mobs in the pull though, so be ready to move in with force speed!)

  8. Just a few of my thoughts on the nerfs and the real reason behind them. These are just my opinions and thus are highly subjective, but I feel I raise an interesting point.

     

    Why did they nerf what they did and not another stat?

     

    (This is reposted from the the tanking role thread.)

    __________________________________________________________

     

    This was a PvP related nerf and here is why I am so sure.

     

    -Self healing

     

    It is the most effective damage mitigation on the PvP scene as it works against any and all damage/attack types. And since that is the mechanic that the shadow/assassin tank class relies upon as a core feature it caused them to stick out most in the eyes of anyone fighting them. It was mitigation that actually WORKED.

     

    So nerfing the self healing was almost certainly a PvP focused nerf.

     

    Armor is the other form of mitigation that is reliable on the PvP scene as it was a consistent damage reduction against the most common player damage types. (Though not quite as good as self healing.) Also got nerfed.

     

    Now look at what they did not nerf.

     

    -Defensive secondary stats.

     

    If they wanted to nerf PvE tanking only, they would have focused on the secondary stats (I.E. shield, absorb, defense) as they are largely ignored in PvP by most classes. (Some still have a heck of a time with a shield though) But those stats are crucial to a shadow/assassin tank's existence in PvE.

     

    _________________________________

     

    I know these changes are going to be big enough to cause a visible change in how well I can tank some content. But I also know that I am skilled enough and determined enough to work around them. I have been a shadow tank since the beta weekend days and I do not plan on changing that post 1.3. (Of course...if the changes turn out to be crippling and hindering to my guild's progress...I may have to step down as main tank and let someone else have at for a while.)

  9. Stop BS'ing guys, a class that Can SOLO the H4 of BLACK HOLE its not PERFECT AS IT IS, it needs to be balanced..

     

    im pretty sure its not PvP related...

     

    It is soloable because of stealth. I have tried to fight through the trash in there as a shadow tank and it does not go well unless you are in extremely good gear. If you could skip the trash pulls on any class that had any healing and the ability to take damage, they could do it too.

     

    I have debated going in there with my moderately geared infiltration shadow alt and soloing it. I am fairly certain I could with enough patience and a healing companion.

     

    This was a PvP related nerf and here is why I am so sure.

     

    -Self healing

     

    It is the most effective damage mitigation on the PvP scene as it works against any and all damage/attack types. And since that is the mechanic that the shadow/assassin tank class relies upon as a core feature it caused them to stick out most in the eyes of anyone fighting them. It was mitigation that actually WORKED.

     

    So nerfing the self healing was almost certainly a PvP focused nerf.

     

    Armor is the other form of mitigation that is reliable on the PvP scene as it was a consistent damage reduction against the most common player damage types. (Though not quite as good as self healing.) Also got nerfed.

     

    Now look at what they did not nerf.

     

    -Defensive secondary stats.

     

    If they wanted to nerf PvE tanking only, they would have focused on the secondary stats (I.E. shield, absorb, defense) as they are largely ignored in PvP by most classes. (Some still have a heck of a time with a shield though) But those stats are crucial to a shadow/assassin tank's existence in PvE.

     

    How do I know this? Take a string of unshielded attacks from a hard hitting boss and you'll know why pretty quickly as your light armor boosted by your stance and a talent are not going to be enough to stop your healer from a quickened heart rate.

     

    So from my point of view it looks as though these changes are highly PvP driven. Anyone who claims that it is a PvE fix would have to explain to me why they chose to nerf the stats they did instead of the ones they did not.

  10. Honestly, I posted it here because Shadow's won't notice it as much because they fight close up anyway. It'll still look like they're pulling the item out of the ground relatively close to them.

     

    As a shadow tank, I can say that I notice it quite often. >_< Sure it isn't as noticeable as it is on my sage alt, but project is one of the biggest abilities for my kinetic tank, providing most of our damage and threat. (Outside of AoE situations where slow time works much better.)

     

    Doesn't really matter though. I found the thread just the same and my two cents allow me to say that this animation on the PTS seems like a quick fix to a long standing issue. I am not a fan of this animation either, but I do admit it solves the core problem of balance that they wished to address.

     

    Or at least I think it does.

     

    For the first time in my MMO experience, I intend to download the PTS and see this change first hand to give some feedback. Watching it play out in a video is one thing. Using the ability yourself is another.

  11. It's ok, I didn't realize how to use it to my advantage for a while too. But you will learn. :)

     

    And then your enemy learns to use it to THEIR advantage.

     

    Yes there is a slight advantage. But the disadvantage is far greater, imo. We have all just grinned in bared it for quite a while, but that does not mean we all want to keep it that way.

     

    It is fairly obvious to anyone who has played other classes that the consular had less time under the "developer microscope" during development. The companions have issues (Qyzen using aim still is an obvious relic from the days when he used a gun.) . The animations have issues. (Force Wave, Project, etc...) The story has been rated poorly by many. (I personally thought it was fine.)

     

    The class has issues. (All classes do...yes...but not like the consular.)

     

    I believe the vast majority of animations for the consular need to be reexamined by the dev team thoroughly and then addressed either in patch notes with changes or via a dev post for explanation as to why they feel specific abilities are okay or why they feel they need to be changed. (Because they are over or underpowered...and yes I can see reasoning for some abilities both ways.)

     

    Players can give their opinions all day long on what they think should happen, but we are not the developers. We did not create the game and we won't be coding the changes. But we can point out what we think may have an issue and BioWare has mentioned a few times they like to see suggestions on how to fix these things instead of just complaints.

     

    So with that last bit in mind, here are* my suggestions:

     

    For force wave, speeding up the animation would be a simple fix. (Worked well for the trooper's mortar fire ability)

    Shouldn't be too hard to impliment since it has already worked for another class's ability.

     

    Project's fix has had many solutions suggested. The devs could take their pick at this point. (See the numerous threads on that....most of which Dyvim has posted and suggested good solutions in so I won't rehash that here.)

  12. Short answer: 7/10

     

    Long answer: (You sure you want to read this?)

     

    I had finished the consular story on December 30th...so it has been a while. But I will try to rate it based on what I recall from then....and what I am seeing now as I run through it all a second time. (Just started in on the second chapter again.) As I took several creative writing classes in college, one thing I learned to do was point out both positives and negatives in a story. When I found a negative, I would try to give a suggestion on how to improve it. I will try to do that here. (Keep in mind these are just my opinions and nothing more.) In hindsight, the Consular story can really be divided into two stories. The prologue and chapter one together (possible five points) then chapter two and chapter three together (Possible five points).

     

    Prologue (2/2 Points) -

    I remember the feeling I had when I first logged into the beta weekend. I was pretty excited. Pretty sure I almost feel off my seat because of how I was sitting on it. The story on Tython was pretty good (and the planet was beautiful). It gave me hope for the remaining 40 levels or so especially when I considered the attention to detail and existing lore I saw. I enjoyed it quite a bit. And when I set off to Coruscant and did all I could to save my ailing master I did so with a sense of urgency because it was my own master who was suffering. I cared about who I was saving. That was good.

     

     

    Chapter 1 (1/3) -

    As many have said this chapter felt repetitive. but it didn't really get old for me until I hit the sand on Tatooine knowing exactly what I was about to do. Run this way, run that way, then finally hone in on the individual I was looking for...beat them down and save them. Taris, Nar Shaddaa, and Tatooine were very much like one another. The difference was only in the setting. None of those planets seemed to be very important in the grand scheme of things and perhaps that is why the threat to each planet really didn't seem as dire. In hindsight, this is probably because you are basically repeating everything you did in the prologue, story wise. (minus the lightsaber crafting) There was nothing new here and your character was basically rinse and repeating with different masters who I did not recognize. (I do read a decent amount of the lore...but I don't recall mention of these people anywhere or remember seeing them elsewhere in the game. I didn't care about them as much as my own master since they were just anonymous master 1,2,3,4, etc.)

     

    Alderaan was a bit better than the previous planets because of the significance of what was going on and the taste of diplomacy that was weaved into the story. Because of the setting and the individuals involved, I felt like this part, even though it was the same as the previous planets, was somehow more urgent. It made it much more enjoyable.

     

    Chapter 1 End - The ending was pretty awesome and left room for a potential continuation of the story in future expansions/patches. Great!

     

    My suggestion for the first chapter's writing is to mix it up a bit. Use the lore a bit more to provide me more incentive to scramble across the planet I am on with a better sense of urgency!

     

    My only other gripe is that this part of the story felt better suited to a Sage character than a Shadow character, the latter of which is what I was playing. Not sure how you could have done anything to help that, but that was how it felt.

     

     

    Chapter 2 (1/2) -

    So here is the part where our character has come into their own. They are moving up the ranks and are given a task with a great deal riding on its outcome. You need to placate the representatives of a group of planets who could potentially aid the republic greatly in the conflict that everyone knows is about to start back up again. If you mess up, it could mean the end of the Republic. Time to brush up on your diplomatic skills...For the Republic!

     

    Now that makes things interesting. Good job setting it up. The problem I have in reviewing this portion of the story is that I only recall bits and pieces. This tells me that the premise was great, but that the detail was not.

     

    Balmorra - I felt like the story here was pretty good. It made sense to get the assets here under republic control and just like in most politics that I know of, you also try to place your own figurehead in charge.

     

    Quesh - Wait...why was I here again?

     

    Hoth - ......dang its cold....why was I here again?

     

    I exaggerate a bit here, but I honestly don't remember what the reason for Quesh or Hoth was.

     

    Chapter 2 End - 0_0 What the heck is a child of the emperor? That guy is clearly too old to have biological children this young running about. Unless the force....0_0 Who the frick is the first son anyway? .....we're in trouble, aren't we. *companions nod* Great... guess we know what is going to happen in....

     

     

    Chapter 3 (3/3) -

    Chapter three was my favorite as it felt like it fit my Jedi shadow perfectly. Shadows are the perfect type of Jedi (according to lore) to go around and pull out evil by its roots. I enjoyed it quite a bit. And while I was doing this, the galaxy is about to fall into all out conflict so I'm having to attempt to preserve a delicate balance that I know is going to shatter any moment. The clock is ticking and there is a lot of work to do before it all hits the fan. But when it finally does hit the fan? Heh....well my character is now in a position to command an army and save the day! (And this chapter truly felt like it fit with the second chapter.)

     

    Belsavis - Esh Kha? What's that? Wait, are they on my side or not? *gets attacked* Well they are clearly dead now. Hope they weren't supposed to be part of my army. *sweatdrop* I honestly was avoiding as many of these strange aliens as much as I could for fear that I would be weakening my army's potential by the time I recruited them to my cause. Later you find out it didn't matter, but the fact that I cared tells me it was good writing. Well played.

     

    Voss - My favorite planet aesthetics wise. I found the visuals on this planet quite awesome. The story was pretty good too. I don't recall all of the details, but I do remember the general gist of it and the reason why you were doing what you were doing. It was enjoyable and fit in well with the general theme of the story. It made me wish Gaden-Ko could be one of my companions as he seemed to be a very interesting character.

     

    Corellia - Best story of the entire consular storyline to date. (And frankly, the best republic side story I have played thus far.) Your character is a general of an army you spent a long time building up. You are now unleashing that army in the name of the Republic and are in command. My only gripe with this part is that I never saw my army. A shame, but the ghost army did bring in some good results!

     

    Story End - While it was kinda ruined by part of a Voss quest-line (outside the consular story) I did have my suspicions before then. The full circle you have run from your first conversation on Tython as a padawan to where you are at this point in the story is quite amazing. Out of the characters I have played thus far (Knight, Consular, Trooper) this one seems to have the most development.

     

     

    Character development is crucial to any story. If your character (and the characters around them) never change throughout their experiences, it is not very believable and thus not very immersive. I felt the consular storyline did a good job of this by the end. Your character has moved up in the galaxy and many that you have come across along the way are much different now than they were when you initially found them.

     

    I am anxious to see where destiny will be taking my shadow next. In the mean time, a bunch of other heroes in the galaxy and my shadow will need to team up to take down some big baddies. That should keep me busy in the...

     

    Interlude!

     

    So when is chapter 4? : p

  13. LoL

     

    Do you often have healers incapable of kiting Malgus around the stairs or simply healing themselves through the pathetic damage he does during this part of the fight?

     

    Can you put guard on the healer during this part of the fight? Sure you can. Is it ever going to make a difference? Nope, never.

     

    You people are so desperate to find an exception to the rule that it makes me laugh. Have you considered that the fact you are having to struggle so hard to find exceptions kind of proves my point? The best you can come up with are examples where putting it on the healer does practically nothing for your group's chances.

     

    What happens when your stun wears off and you have to tank Malgus again? Are you going to leave Guard on the healer or waste a GCD to move it again? Wouldn't it just be better to leave it on the DPS and focus your efforts on actually tanking the encounter since the healer is fully capable of handling Malgus without a Guard buff?

     

    There are ways around avoiding the miserable 1 GCD that swapping guard will cost you. Or are you afraid that Malgus's "pitiful damage" will be too much in the single GCD that will cost you in the case that you can't figure one out?

     

    Oh, I'm sorry. Am I supposed to watch people work a bit harder through something when I could easily have taken a moment to alleviate some of the pressure? I suppose I should just ignore that part of my role as a tank is to keep as much pressure on myself and away form others as possible. (What is better, I mentioned a way I could do this while I was otherwise incapacitated!)

     

    *laughs* Right. Well "us people" are the ones who are going to stand a better chance at keeping a group from wiping after a mistake because "us people" are the ones who are willing to go the extra mile and get the most use out of the tools at our disposal.

     

    Actually, this is what's best here. Just admit that you are not going to see things the way others do. That is fine. Everyone is entitled to their opinion.

     

    But while you do that, keep in mind that because I opt to do EVERYTHING I CAN to help people survive does not make me a bad tank. The title of "bad tank" belongs to tanks who are immovable in their ways and prefer to degrade anyone who disagrees with them out of hand.

     

    As for me, I will simply agree to disagree with your stance on this issue and move on. Why? Because you are playing a game. I refuse to be drawn further into your childish game of arguing with everyone who disagrees with you. It is beneath everyone here. (Including you.)

     

    As for the OP, when you play with a group of friends like me, you find that we are all capable of owning up to our mistakes. It helps us learn and become better players much faster than learning to point the finger at someone else ever could.

     

    Rather than passing around blame, it would be better to pass around advice and think* of ways to improve the situation if it happens again. (Which it often does.)

  14. The underlined parts here are the problem. Adapt to which situations? Which certain situations make it necessary for me to switch guard over to the healer? You haven't presented a valid one yet. It seems to me like you want to use it as some kind of weird underpowered damage bubble and that is not what the buff is good for. I would have an open mind if there were any situations where it made sense to worry about switching guard to a healer, but there just aren't. I have heard this "keep an open mind" line before on this issue, but I have yet to see anyone actually come up with a situation where it honestly makes sense to guard a healer. Even on fights where there is aoe damage the healer isn't anymore likely to need a 5% damage reduction than the dps. You talk vaguely about fights where aggro isn't an issue. There aren't very many of these and even when there are, how many of those times is guarding the healer going to mean the difference between success or failure? It's virtually never going to happen and even if one out of a million times there was a situation where that 5% damage reduction on the healer meant the difference between a wipe and the boss going down you can hardly plan or prepare properly for that extremely rare case.

     

    What you are arguing is exactly like someone arguing that a buff that increases healing by 5% might be good on a tank sometimes because that 5% on their medpac pop might be the difference between success and failure. The times where that might actually be true are so insanely rare that you could never plan for them and when things are going badly you hardly have time to be switching a nearly insignificant buff around like that. You are that guy....you are screaming, "Come on guys, I'm just saying that there are some situations where it might make sense."

     

    No, there really aren't any situations where it's a good idea to be switching guard to the healer. I'm sorry, but this is just one of those times where there is a right and a wrong way and guarding the healer is the wrong way.

     

    The final fight of The False Emperor will often see me guarding my healer prior to their solo phase. There is one situation where it makes little sense to keep it on a dps when the dps will be generating no threat and taking no damage. And since you would argue that it makes most sense to have it on the one it will be most effective for, I would say your own argument, in this situation, works against you.

     

    Most of the time my guard is on a melee dps. (Because that is where it makes the most sense) But there are situations, like the one above, where it makes perfect sense to swap the guard to someone else as well.

     

    It could just be the Jedi in me, but I feel a movie quote is also in order.

     

    "Only a Sith deals in absolutes."

     

    or one of my own...

     

    "The stiffest tree is the one that is broken and on the ground the morning after a storm."

     

    My advice to tanks is this. Go into every fight with a plan in mind but be ready to adapt to the situation. Plans rarely play out exactly as they are designed...

  15. In my opinion there are only one real issue with Shadow/Assassin Tanks in PvP that can be remotely valid.

     

    Shadows/Assassins that people are complaining about are usually those in dps gear but are in the tank spec. The problem here is somewhat tied into the fact that they have nearly as much damage mitigation as a tank geared shadow/assassin would (Again, because their main mitigation is through self healing) but can now do decent enough damage to actually be a threat.

     

    That's how a non shadow/assassin may see it. As a shadow player myself (since beta and not FOTM thanks) the real problem is that defense stats simply are not viable enough in the eyes of most players, so they naturally change their gear priority to something they feel is more effective. (So few player abilities are affected by defensive stats that unless you are facing a select few specs in this game, you are really wasting stats on your gear.)

     

    Complaining about Kinetic/Dark ward makes me tilt my head because it only affects attacks that can be shielded. Taking it away would pretty much ruin their ability to tank in most PvE situations where the ability does make a considerable difference. (Most attacks in PvP are not shieldable...not the case in PvE) The ability also is a severe weakness when it comes to PvE tanking against multiple opponents. (Those charges drop FAST and that is when things really hurt.)

     

    Singling them out because their class ability to mitigate damage through self healing does not solve anything. It is pretty much the only valid damage mitigation in the PvP scene. >_<

     

    Fixing how those defensive stats interact with PLAYER damage AND finding a way to keep tank spec'd shadows/assassins from using dps mods/gear is the way to fix the problem. (I have not seen a real solution to this yet, but I think about it every now and then.) In my opinion, "fixing" the problem by changing the class breaks the other half of the game (which the OP largely ignored in his post) would be the wrong way to do things.

     

    In my opinion it would be wiser to focus on the real problem so that we may well find the real solution.

     

    Just some thoughts, forgive the rambling in there please.

     

    (For the record, I am PvE focused but do dabble in PvP when friends are wanting to play a few matches.)

  16. __ ___ / \

    _____/_ _\

    ____/__ __\

    ___/______\

    ___|______| \

    _/___\ ____|_\

    /_____\ ___|__\

    |Project| _ _|_ _ \

    _________ | ___ \

    __ _ _____ |_____|_

    _________ |___ / __\

    _____ ____|___/____\

    _____ ____|___|Shock|

    ___ _____/ | \___

    _____|__Class__|

     

     

    Project Pros:_____ Project Cons:

    Burst___________ Imbalance

    _______________ Delayed Damage = Avoidable Damage Given

    _______________ Delayed Damage = Increased Damage Taken While Damaging

    _______________ Not instant = Less Instant damage options than mirror class

  17. Oh, I agree. This game is dying.

     

    But guess what, nobody said it was dead, only that it was DYING.

     

    Consider the following:

     

    "Living" is what happens between the time something is born/created and something dies.

     

    "Dying" is what happens between the time something is born/created and something dies.

     

    The only real difference is the perspective one takes when viewing the situation. I prefer to think that the game is simply "living," knowing that someday the game will die and knowing that not a single person on this earth really knows when it will be dead.

     

    : p

  18. Honestly, enough of the consular players have voiced their concerns regarding the skill project, the I'm fairly certain BioWare has taken notice.

     

    Project clearly has its advantages and disadvantages when compared with the inquisitor equivalent shock.

     

    Anyone who has followed the numerous threads on this issue knows the arguments on both sides.

     

    That they haven't fixed it yet could mean a couple of things.

     

    1) The combat design team does not think it needs changing. (Doubtful, given the amount of threads on this issue.)

     

    2) The combat design team has a change/fix in mind for it and just haven't gotten around to it. This could be because the change is just that big, or because they just have too many other fires to stamp out. (This patch was full of things that was supposed to be slotted for the game's release a few months back after all.)

     

    *shrugs* Just my thoughts. Either way, nobody can dispute that the Project ability is not balanced with the mirror ability Shock.

     

    In the mean time, we can deal with it or just choose not to play.

     

    Personally I find the game is enough fun that I will just continue to deal with it.

  19. Personally, before you can validate nerfing shadow tanks because of their damage in pvp, you need to wait until they fix how defensive stats function in pvp.

     

    That will make tanking gear more attractive to tank spec'd shadows, damage levels should go down because there will be people actually capable of taking that damage and things should be a little more balanced.

     

    If it turns out that the damage is still too high, then I'd rather see restrictions on what type of gear a shadow tank can wear in pvp than a nerf to abilities/damage for the spec overall.

     

    That way you leave pve alone (which I do) and you help out the situation in pvp (which I also do)

     

    Just my thoughts on the matter.

  20. My opinion on the matter addressed by the OP:

     

    Revan is overrated....if you only look at him using one lens or another. (I.E. as only a Jedi or as only a Sith)

     

    But if you take everything that he did and everything he was all together, he is far from weak...to say the least.

     

    Revan was an extremely powerful force user and a brilliant strategist. The latter part is what gets my attention. When he went to fight the Mandalorians, those guys had practically destroyed the Republic's ability to wage war....let alone their spirit.

     

    Using depleted resources and superior strategy, he was able to turn the war around, win it AND destroy the opponent's will to continue fighting. (One heck of a feat when you consider the Mandalorian way is to fight...)

     

    Nobody stood a chance before he got involved. If they did, it would be their names that we'd be debating and not his. That was the kind of power and intelligence he brought to the table for the Republic and later against it.

     

    And the willpower to combat and hold the emperor at bay for 300 years had to have been astronomical. Yes he had assistance from Meetra. But keep in mind that speaks to his ability to lead. If someone like Meetra (arguably quite impressive in her own right) would follow Revan so devoutly....well that should tell you what opinions that other characters in lore had of him. The confidence he was able to inspire in his followers was unbelievable.

     

    So yes, Revan is overrated if you take parts of what he was individually. He wasn't the greatest Jedi....or the greatest Sith. But if you take all that he was, everything that made him...him...then I personally, respectfully, have to disagree with the OP's opinion.

     

    Leader, Strategist, Jedi, Sith....the list goes on. This is an amazing individual who deserves the praise many throw upon him.

     

    He is not overrated. ^_^

  21. I get that they needed to add sinks.

     

    I don't get why the sinks have to be all over one craft's domain. Why not spread the pain around?

     

    I also saw this as a logical option because color crystals are something EVERY character uses. It doesn't matter what class you are. (The colors they give you the option of purchasing have been sought after by many players for a long time....so they knew it was almost certain to work.)

     

    Same goes for the discounts in speeder prices. EVERY character uses speeders...so they give you incentive to buy them by lowering the costs of each speeder.

     

    Perhaps these were just the easiest things to implement.

  22. I understand your concern but you're whining over nothing. The economic patch is in 1.2, not 1.1.5. So clearlly there are going to be newer/better schematics for artifice coming since everyone will already have the +41 stats ones.

     

    Don't jump the gun.

     

    Actually, the way I see this, this is an economic patch too. Think of this as a..."reverse stimulus" patch for the SWTOR economy.

     

    The changes in 1.1.5 are meant to drag the extra credits out of players prior to implementing changes in 1.2

     

    This will make credits far more scarce by the time 1.2 is released and thus, more valuable. (If it works is another matter entirely....)

     

    That is what I see when I see these changes. And this is coming from someone who is has been artifice on his main since day one. (Actually...prior to that even as I did it in the weekend beta tests too.)

     

    Artifice had issues before this...just like other crafting professions. To fix the issue that has been in the game for two months, it is going to take more than one patch and more than a few days.

     

    Of course, my reading on this situation could be completely wrong....but I won't complain until I see what they intend for step two of this economic fix.

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