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RioNHale

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  1. No it really wouldnt require a background expansion about the species, when you start swtor as say, a jedi knight, you get about 3 lines of dialogue none commenting on your species. "Hi-I beat all my masters bla bla bla. Flesh Raiders? bla bla bla. Ok autobots rollout bla bla bla." Start game. It wouldnt require excess reveal and research about the species, thus keeping your mystery factor about the origin of this species. It would remain unquestioned. You start on Typhon like any other species and begin your journey through levelling your character. I couldnt give 2 ***** about "master oteg-the-pooh", within the Taral V/Maelstorm prison storyline, I didnt care about his species origins nor his backstory, but I would have loved the experience to play as that character because he was the same race/body type/nostalgia feel of yoda. Im tired of people stating in absolutes "xxx will never happen" in a franchise where GL keeps changing the origional movies every 10 years, who knows maybe yoda will have an orange afro to update star wars for the year 2022.
  2. exactly this, legacy passes the stuff u did from 1 character to another... I mean like, lets say u literally got the datacrons, and they get passed down to your next toons including their stat increases. and ps, its not that much exp from lore tbh... its like 1k every so often.
  3. The idea is more, not getting the same one over and over. Not, not having to get them altogether. After all, bioware is the one encouraging multi-character-linking.
  4. So, not sure if this should be in a suggestion box section but here goes. Is it just me that is kinda tired of having to collect click lore objects and collect all datacrons on multiple characters? with the 1.2 patch, ive started to play through like 3 more toons for several reasons, the main one being to try them out with the new endgame stuff, the 2nd being for the multiple buffs on a single character thing. One major thing bugs me, on my sorce before 1.2 I had 66/67 datacrons (couldnt get the presence one on corellia because I was body type 3)... now considering we can make 8 toons per server, and each toon has to seperately collect all lore within their own seperate profiles. Now with the extreme encouragement bioware is pushing about making multiple characters, and all your characters are linked with a family tree bla bla bla, im just thinking it would be a lot simpler if all characters shared the same Lore database, cos frankly I dont find it fun trekking every planet over and over for the same lore objects. There could be a shared lore databse on your server, 1 for all rep toons 1, for all imp toons. So its like your legacy Lore databse, whatever lore u collected on 1 character is shown on other ones, and yes, I also mean the effort we put into collecting all the datacrons not have to be repeated, fed up of that f**king tatooine balloon tbh. Any thoughts?
  5. now pvp gear is the only thing u should use for pvp. and pve gear is near to useless in pvp. good. stacking expertise makes a big difference post 1.2, in pre-1.2 it had a minor almost invisible effect in most cases. I prefer post 1.2. I had like 640ish expertise before patch, using champ/bm mix and matrix cube, it went to about 840+ish after patch and I noticed one major effect on wz really... warzones were more chaotic, faster paced and people were dieing much faster, but they were also killing other players much faster, when a team focussed, that person is going down instead of 1 healer outhealing 2-3 dpsers. The reason I felt this was good, was, now 1 sith shadow tank cannot hold a civil war turret alone for 1-3minutes against 2-3 players (I have done this myself, pre 1.2). 1 healer can no longer sustain an entire team at the voidstar bridge for so long. players must pass the ball more often in huttball instead of premade huttball roll teams with 3 healers focussing on 1 juggernaut who can hold it until he leaps to score. reasons I dislike it, healers getting caught alone get obliterated, with next to no chance of survival. tanks dont feel as tankey anymore their health gets cut down very quickly, however this does encourage tank specs in dps gear in more cases as more effective then pre 1.2. everyone having supercharged dps in some cases feels as if the pvp has been simplified to whoever engages first is gonna kill fastest.
  6. the nerfs are happening, just like nerfs are happening to sorcerers, there are many elements of sorce that was op too, but this isnt a thread for sorce videos. the imbalancing of the op in particular is a massive issue thats been with the game since release and people who make videos bragging about how they lolrape people with them just need to come down to earth. there are also issues with some op burster shadow specs, hitting 14k dps in a matter of a few seconds takes a lot of fun out of a game experience pvp wise, if I wanted an easy instagib game id go play call of duty for an instakill roamfest, this is an rpg/mmo and should involve more than this spam-lol-****-damage-for-little-effort generation gamers.
  7. by chain spam combo, refer to my previous post commeting on the ape like structure of the combination of attacks used. and if your not getting it through your skulls the class is overpowered in terms of its ability to spam output dps shown in the videos, then check the patch notes for the operative nerfs. Plus idk about your server but 80% of operatives on mine are dps spec. In fact probably one of the highest output dps ones on my server is named "Faceroll". hint. hint.
  8. They are the least popular imo cos players like lightsabres, flamethrowers and cannons, not butterknife wielding wannabes with posh accents. when a class has been nerfed 4 or so times since it was, http://www.youtube.com/watch?v=ica7SGhjFBw And it still dominates much 1v1 combat now, I can assure you there is an issue with that class balance. Dont patronise me by thinking your such a master of op and assassin, ive tried op and it isnt my kind of class the multiple knife skills, which, THANK THE BIOWARE GOD are getting increased cooldowns in 1.2, are curently a joke. A spam chain attack like that shouldnt be so powerful, especially considering the lack of cooldown on hidden strike. Ive tried all shadow specs, started as tank, currently trying out stalker burst infiltration by the powerr guide, and sometimes I can get some nice 4.5k crits. however in terms of consistancy, the operative trumps it by a mile.
  9. did I say that? no. dont missinterpret my post.
  10. All these videos do is show how broken operatives are. 1 class shouldnt be able to heal, stunlock, stealth and do the most burst dps in a game. The last mmo I stopped playing was due to the late introduction of an assassin class that was brokenly overpowered burst stunchain and healing, just like operatives. max single target dps burst output + stunchains there is nothing special about this video, nothing special about you as an operative, 90% of endgame operatives do this exact same combo easily. adrenal-knockdown-knife-knife-knife-stun-knife-knife-knife-stealth-flee-heal-heal-repeat. A 1 handed ape could do it. When they origionally announced swtor would have no auto attack I was pleased, its a shame operatives have the closest thing.
  11. that would be cool, tbh I see sniper/gunslinger as the weakest class in the game, and their counterpart spec operative/scoundrel strongest. primary reasons being: Sniper/gunslingers have to attack from distance to be truly effective, easily countered - walk out of range, they have to stay still in cover to do real damage, again easily countered, they have some long channel times on skills, causing less obvious "lolwtfburstdamage?". Operative/scoundrel, stealth faceroll people with stuns/knockdowns that are far too long lasting, and far too effective, added with very high, consistant burst crit damage, heals that replenish their hp pool, and supreme stealth escapes, they are definitely the king 1v1 class endgame, a team of 8 operatives spamming knife skills and stunlocks is my worst nightmare.
  12. ty for the stealth correction, and I rated sniper/gunslinger as least op, they dont seem to have anything that makes them too powerful, just nice overall dps, hence why they arent even in the top 5.
  13. I wont say any are op, but imo the most effective classes in primarily pvp scenarios shape up like so: 1. Operative/Scoundrel, most effective stunlocks, best burst damage, stealth, great solo heals 2. Marauder/Sentinel, great leaps, dots, insane burst damage, Lol Tryndamere-style survival 3. Shadow/Assassin, good dps, great utility abilities, stealth, pull, sprint, tankey 4. Sage/Consular, good damage, dots, best heals, bubble, sprint 5. Vanguard/Powertech, pull, tankey as hell, good damage with dps gear 6. Juggernaut/Guardian, faceroll huttball with leaps, tankey, damage ok to great, really varies 7. Commando/Mercenary, good to great damage, good heals, some utility, work much better in groups than solo 8. Sniper/Gunslinger, great damage, nice range, immovable in cover
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