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egriz

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egriz last won the day on January 3 2023

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  1. egriz

    List of bugs

    I think we might have misunderstood each other: I meant I did not find these bugs in the "Known issues" list, not the forums. If the list is short, great! But if it is long, then they should show it all the same. Proper communication could be the first step in solving most problems and I do not see it from them. For me the "Known issues" list is part of that communication. It shows that they acknowledged the issue and will fix it when they can. I am aware of these and probably wouldn't be nearly as frustrated if it was a new content that is bugged and they need time to sort it out. I'm aware of the hero engine problems and I can tolerate these for a while. My issue is that a lot of bugs come mainly from unnecessary changes. Examples: Active class buffs were working beautifully since launch -> changed to passives and now they are bugged. And the active version would even solve the new bug.. and even in theory I think the active version is the better. Map/minimap were OK (still one of the best maps in any game, even after 11 years) -> changed them and now they have a bunch of new problems. Old pvp scoreboard fine -> new one has worse design, but also completely broken. Old pvp medal system was outdated, but ok -> new one is not a simple update, more like a major overhaul, and it is worse. ... And they might come due to pressure from EA or anywhere else, but (and this is my personal opinion) the updates nowadays change things that even if they worked without issue, I would still say they are unnecessary or worse than what we had before.. but they do not even work as intended.
  2. egriz

    List of bugs

    I am aware of this, but found none of the issues I listed here.. NEW - Black screen since 7.2.1b (impacts players using colorblind mode) The scoreboard at the end of Warzone shows Allies and Enemies even if only Allies or Enemies is selected. Thread. ^Only these were similar to things I mentioned, but not exact matches i already posted about those ^ for you in your earlier thread here: https://forums.swtor.com/topic/928550-class-buffs-not-working/#comment-9750251 ... but maybe you either didn't see my reply or just disregarded it. I saw and did not disregard your post, but sadly BioWare did. So I had to mention it again since it is a problem happening on a daily basis. Both of those ^ have a work-a-around to fix: Try storing your companion real quick before corpse despawns ( or just wait before looting it ) and then re-call them out and then they should 'activate to collect the resource. ( *Be sure you aren't already capped on tech frags first though ) For the first one I usually just mount up and then gather the node myself. For the second one however, I never managed to do anything: the corpse is not clickable for me, so neither myself, or my comp can do anything. I understand how that would be better for a programmer. But they have to first know about the issue before they can do anything about it. Since they are not in the "Known issues" list, I have to assume they are not known. Since these are reported time and time again without ANY reply from the developers, IMO it is pointless to create 25 new separate posts or comment on the already ignored ones. We have to get the info to them and then they can do whatever they want with it. Hopefully starting with a message that they read about the problems and will add them to the list. And the other thing is that I did not want to put any more effort into the post. I've been playing this game since it came out and nowadays I experience more and more frustration. And sad to say, with the amount of issues I encounter regularly (this is just the tip of the iceberg, we could also talk about class balance, problems with abilities, pvp, matchmaking, the direction of the game).. without seeing the intent to make things better.. with actual changes and patches that I think make things worse, I am simply losing hope.
  3. egriz

    List of bugs

    So these are some of the bugs I encounter on a day-to-day basis. Most or maybe all of them were reported previously, but I do not see them STILL in the known issues list! R-4 Anomaly Ops: The first boss (IP-CPT) still falls through the floor for some players when it is first pulled. While jumping down to the hallway after the second boss, there is a specific point where the screen always freezes for everyone. 2 Attractors spawn before Lord Kanoth boss in the hallway instead of 1. The yellow lines for the lateral and horizontal growth animation cannot be seen unless you alt+f4 and log back. Lady Dominique can sometimes fall through the platform for some players and cannot be attacked. Players can also sometimes fall down to the bottom of the room.. too far to do anything, so the only option is to wait for a wipe. Ops in general + other instances Exiting an instance (only experienced it with operations) can very often result in an infinite loading screen. The only solution is restarting the game. After respawning, some players can appear dead for others. If a healer cannot see a person, this also means they cannot heal them. The solution we found is for the 'dead' person to kill themselves in front of the others (like stucking during a fight, moving into an exhaustion zone, or for example jumping down from the platform before the Lady Dominique fight). Then after respawning for the second time, the others will see them correctly. But this happens over and over again several times during a single ops, most often R-4. Revive does not work in some cases. For example during the Trandoshan fight in Nature of Progress, we had several encounters where there were people who could never be revived, no matter how or where they died. The camera can bug out and instead of seeing your surroundings, you see the background picture or a black screen. This happened in R-4, GFTM, Voidstar. Old topic, but still relevant and annoying: desync problems. Some examples: Underlurker in ToS showing the blue cross Devastation ability in different directions for different people, thus causing wipes. Or in DP Dread Master Tyrans and Dread Council fights Tyrans and Brontes both can appear at different location to where they actually are. If their visible and actual locations are too far apart, melee DPS cannot hit them. PVP Scoreboard after an arena match becomes blank every time a player leaves. Scoreboard after a WZ shuffles every time a player leaves. If there are more people than what fits on the leaderboard, then after scrolling, some lines become blank or missing values. Before the start of any round of arena or WZ, the utilities and gear can be modified, except for Voidstar where it is not possible. Objective point detection is messed up and even though sometimes I stand right on top of an objective I am defending, I do not receive Def points. UI If the mimimap is set to the original variant, the server ping text is shown below the map. So if the map is at the bottom of the screen, the ping text cannot be seen. Tooltips sometimes do not appear for gear pieces or abilities. The toopltip only shows the remaining CD of the ability at the instant when the cursor was moved over that ability and does not update it in real time. Sometimes vendors and other filtered points of interest are only shown on the map when they are right next to you. If you move a bit further, they disappear from the map. Others Class buffs randomly disappear. This happens in ops, in PVP.. and no way to easily get them back since they became passive abilities instead of actives. Companions do not get class buffs by default. You have to re-summon them to fix this. When an NPC drops tech fragments, resources cannot be gathered from their body after looting (for example scavenging cannot be used on droids). Usually the first node gathered from a planet does not give any resources. Sometimes companions refuse to gather nodes. They just run up to it and stand there doing nothing. After leaving Iokath, the Sprint ability turns off automatically. When there is an active companion present at the start of a swoop race, the companion bugs out and cannot be summoned again, until a different companion is summoned.
  4. This is not a new topic, found several others mentioning this, but could not see any response from the devs and could not find it in the known issues list either... The basic class buffs that were active skills until 7.0 and are passives now are bugged. Don't know what causes this, but some of the buffs just disappear randomly and there is no good way to regain them. This is NOT a visual bug, we tested it out and when you lose a class buff, you actually lose the stats it would give. This is really annoying since this happens in OPS, PVP, FPs and everywhere else in the game. My companions also often do not get any buffs from me. The only fix we found is to get out of the phase and get back, but in PVP this is not possible, so you are at a disadvantage until the end of the match. I do not understand why it was necessary to change them from active to passive abilities, I suggest changing them back. This fixes the problem, anyone can reapply their buffs at any time or apply to their companions at any time. (The active skills also gave an option to help out new players a bit by buffing them up.. which is now not possible.) The only reason I can think about why it was changed from active to passive is that they had to be used after every death. But this can also be fixed by the old active skills modified to persist through defeat and last for several hours maybe. Either way I prefer the old version over the broken new one.
  5. Hello there! I'm an ex-ranked player, I played competitively in solo mode between seasons 1-10, but stopped and had a break from pvp up until 7.2. Here are my thoughts about anything related to pvp that I can think about: Balance / MM in WZ I do not feel like the premades are taken into account during the matchmaking process. Although there are a few matches that are close, most of the time 1 team stomps the other with ease, either due to a premade or by chance the best players of the game being on the same team and the less experienced ones on the other. That said, premades should be still possible. If a group of people decides to pvp together, they should have the option to do so, but premades should be up against other premades or stronger solo players. A premade of 4+ people should only be matched against another group of 4+. In arenas, I find myself in a lot of 1T+3DPS vs 1H+3DPS or other matches where it is clear from the beginning that one side has a definite advantage (it does not mean that they can capitalize on it, but still..). I would be willing to wait more for a pop for a more balanced match (and reading some of the posts, others might feel the same way). Also, while in a WZ the class inbalances can somewhat even out during an entire match, in arenas this is not the case. I'd say some classes are barely playable or require a lot of experience. I guarantee that if a new player (who is not exceptionally talented) queues with one of those, after a couple of matches they will leave pvp forever. I also thought there were changes to tanks earlier which made it preferred for them to use tank gear, what happened to that? Don't know about shadows, but guardians and vanguards are definitely better off with DPS gear. About 2-3x the damage without any significant reduction in survivability. I don't see an issue with this, but I do not think this is intended. Lockout penalties for leaving a match I never leave matches, so I was surprised when after a DC (the game put me back to the server selection screen) I could not queue for another 20mins. I thought this was way too much and then I read about the 1h and 6h penalties. This is ridiculous! There should be ABSOLUTELY NO PENALTY for leaving a match for ANY reason whatsoever since 7.2. Any penalty could only be acceptable when leaving a ranked match (for obvious reasons). With ranked gone, the penalties should be gone aswell. Again, I write this as someone that never leaves a match intentionally. If anyone wants to leave, they should be able to do so freely! If someone feels like they are wasting their time or simply not enjoying themselves in a match, they should not be forced to stay! Not to mention them leaving might be better for their teammates aswell! Last week I was in a match where after 1min someone declared it was a lost cause, went into stealth and waited out the rest of the game in AFK (no, he was not defending, went to a safe position where the opponents couldn't find him even by accident and just stayed there) 1. Give a reason why this person could not leave! If there was no penalty, he would have left making it possible for someone else to join and actually do something. This way a situation was created where it was basically 7vs8 for the remaining 10mins. A waste of everyone's time! 2. I know Vote kick was removed, it has its own problems.. I'm not saying it should come back, but why is it in GSF for AFKers but not in pvp? (side note, as far as I know in GSF a new player might be flagged as AFK even if they are trying their best, but just not managing to hit an opponent). Anyway, vote kick would just cause more issues. 3. When one or more people decide that they are gonna just AFK, why are the others in the team forced to put up with that? 4. If someone has a DC or something happens IRL, they should not get penalised for leaving! On the contrary! If something unexpected happens and someone has to move away from the computer, with the penalty they will go AFK inside the match which is bad for everyone. With no penalty, they can just leave, enabling the MM to find a substitute who will also get a free medal for joining late to the match. Which one do you think is better? 5. Most players have limited time to play the game, a lockout means they cannot do the activities they want in that window. Either by staying in matches they want to leave, or by waiting for the lockout to go away. Just remove the penalty and all these problems go away! Medals For achievement-hunters, the reduction of the obtainable medals is not an issue (I'll come back to this later), but for those who are new to pvp or just want to progress faster in the season, this is bad. Yes, there is bigger emphasis on gaining objective points, but this does not get the desired effect. For example in most situations only that single person gets the large amount of attacker points who first clicks on the objective, who walks through the goal line in Huttball, etc. The problem is that they are probably supported by a group of teammates making that possible, either by healing / protection, slowing the opponents or wiping them out. Now they get less recognition for their efforts. "Number farming" is outright required to get better results and is a core mechanic of some warzones like Ancient Hypergate, Yavin Ruins and even Voidstar when none of the teams can plant the bomb. A good tank, a dps with high self- or off-heals or good taunting throughout the match could get medals either way, but the healers are screwed. If the other team is strong enough that the healers only have time to heal, they have to choose between keeping their teammates alive (which should be their priority) or letting them die to get medals some other way. Basically you can do what is required of you and get less "rewards" for it as before. And even the defender points are inconsistent. I was in a match where me and some others were at the same objective the entire time stopping the attackers from capping and they received much more points and defender medals. Like the game did not register that I was standing right on top of the objective. I don't care about this, but others might get upset if this happened to them. I just don't understand why medals were removed. Adjusting the requirements? Sure! But removing them? And not adding some other useful medals like interrupt a cap attempt, heal / protect the ball carrier, be near an objective when your team captures it, etc. And the one thing that I never understood was not changed: why give attacker points for picking up an orb in Hypergate? It gives nothing to the team unless you get to the pylon with it.. Often there is a huge fight, every little thing could decide the result and some people move away to get an orb with no time remaining on the clock. They get points for doing the wrong thing. Why not 0 points for getting the orb, but double the attacker points for scoring with them? Limited time achievements So the reason why medals do not matter when you want to get the achievements is that the amount of matches you have to participate in make the medals irrelevant. The progress cap will be reached long before you finish with the weeklies. That 25 WZ weekly + 25 Arena weekly requirement within the 12 weeks of the pvp season is an overkill. It is just too much effort and time. Either the required matches for the weeklies have to be reduced, or the required number of weeklies (imo about halved). It also does not help that every weekly must be finished before the Tuesday reset or all the progress is lost. Did not like this change when it was implemented and still not a fan. Rewards When I first heard about the changes I though the progression rewards would be something like in the Galactic Season: some sets, decors, pvp tokens, but also Cartel Coins, weapons, mounts, things like that. What we get in reality - compared to the amount of effort required for the progression in Galactic Seasons - is disappointing. If we only look at the items available at the vendor, I think if someone puts in the effort and farms every token out during the season, they should be able to buy approximately the same amount of items that were given in previous seasons. Like 1 mount and 1 weapon or armor set, something like that. Maybe 1.5-2 mounts. So the rewards should be definitely cheaper. What is ridiculously expensive is all the decoration rewards! I like decorations. I buy them whenever I can. But you took the decorations that were previously free rewards for the achievements (if you completed such an achievement, you got 999 decors) and put them in for 12 tokens? You mean if someone completes the entire Season 1 progress without the extra achievements they can buy exactly 1 decoration? How is that fair pricing? Definitely won't touch any of them until they are way cheaper. Imo something like this should happen: I think the progress should give 15k tokens, with an extra 5k for the extra achievements. An old mount should be around 10k, a weapon or armor set maybe 7-8k. An entire stack of decors for 1k. And put the old achievement reward decors also back to their original achievement! If someone wants to spend tokens to get them, fine. But keep them available through the achievements! And what about the ranked players that already have the previous rewards? Their preferred gamemode was taken away and in the new system they do not have anything meaningful to get! There are only the 2 sets that are very similar to the sets obtained through the progression. Yes, there is the chance new shiny things will be added to the vendors later, but that was also my hope in the Galactic Season, and now its tokens are sitting in my inventory, because there is nothing new to buy that I care about. These old rewards are great for those who do not have them, but the veterans should also get something nice! Closing thoughts Removing the limit of the weekly playable matches for f2p players and separating arenas from warzones in "normal" pvp was a great idea! However due to the points mentioned above, replacing the ranked system with this current one was a mistake that will result in a lot of players trying and then quitting pvp. This is not a system that encourages new players to try pvp nor one that encourages queueing solo. Sorry for the huge block of text!
  6. The only reason why I wrote about PVP is because I was absolutely sure you wanted a ranged gut for PVP. If you do PVE and do not close the gap and use rocket punch, you are constantly losing dps! Your filler skill is Magnetic blast/Tactical surge, right? This is what you use when you can still afford to spend energy, but the heavy-hitter skills are on cd. Now with your set bonus, rocket punch is cheaper than Magnetic blast/Tactical surge, it has higher damage, applies an armor debuff and has an extra 5% crit chance compared to it. This means that whenever you can use rocket punch, but you use your filler instead, you are doing less damage than you should. I'm sure you will agree that as a dps/dd your main 'purpose' / your first priority is doing as much damage as possible. So don't be afraid of the NPCs, move into close range, use rocker punch frequently and forget about that 10m gut!
  7. I still fail to see why you want these changes. for PVE: In almost all boss-fights you have to sit on the boss, being within 4m range for max damage. It is really easy to accomplish, so absolutely no need for change. for PVP: First of all, in a lot of situations, using gut is a mistake. If you anticipate that either you or your target will die quickly, it is better off using a heavy hitter ability instead of gut. It is also not wise to use gut on someone who will most likely cleanse himself soon. But if it will be a long fight and you want to use gut... against ranged: Does not matter whether you are at 10m or 4m, because you are well within their range. If you think about it, 4m is even better, because it takes them more time to escape your range. No need for a 10m gut. against other melee: They also have 4-10m skills, they also have stuns, roots, slows. If they want to get close to you, they will. And since most of the time you will be 4m or less from them, no need for a 10m gut. And let me say it again: if you use gut the right way, you either only have to use it ONCE, or really infrequently. And if you want to maximize your damage, you HAVE to move in 4m range every ~9sec anyways for stockstrike! What do you mean you almost never use it? And it is a nice last resort move? You are not using rocket punch the right way. That "major part" of the rotation is gut ONCE, and then only rocket punch. Everything else is 10+. And here's the reason (in general): you want to be in min range for max dps. But if for some reason you fail to be in that range, you still have other, higher ranged skills to use, so you aren't running around, doing nothing. AP is even better in this regard than other melees, because it has only 1 skill in the rotation at min range (rocket punch).
  8. The damage reduction does not go up if you crit. It goes up if you are hit with a crit: You are dead by the time you reach that +6% damage reduction.
  9. The damage and rotation of Tactics is great, no changes needed there, it only needs dcd buffs. And I don't even get why you would want to change gut to something else. You apply gut once, and then refresh it with HIB. What is the point of increasing the range? You still have to be in 4m for stockstrike! Other than stockstrike though, the entire rotation is 10m even now! Don't know about pt, but for the vanguard, a grenade costing ammo/energy makes sense to me. And the cost-ruduction isn't needed either. Pre-5.0 Pulse Cannon (3 sec channel) cost 28 energy, so 14 energy/gcd. This was replaced by Ion wave, which is 20 energy/gcd. If the cost of Ion wave is reduced to 15, the energy management is almost the same as it used to be. However! I have to say that I have not played this spec since the latest changes to it, so I don't know how much this is needed. Electronet is quite unbalanced in my opinion, no need for even more classes to have it. If you want to slow down your opponents, pick the Entangling tools/Suppressive tools utility. I don't think the shoulder cannon suggestion is a good idea, the burst would be too much. Don't try to change what doesn't need to be changed. The only things in desperate need of adjustments are the defensives.
  10. By degen, do you mean the energy consumption? If yes, then I do not understand this calculation... What are these seemingly random numbers? Also, you missed out the Plasmatize. The energy consumption should be this: 1 * 10 (Plasmatize) + 3 * 13 (3 Shockstrikes with set bonus) + 2 * 15 (2 IRs) + 2 * 12 (2 Flares) + 2 * 20 (2 Waves) + 2 * 15 (2 HIBs) + 4 * 15 (4 IPs) + 2 * 0 (2 IPs after Flares) = 233 Energy so altogether 171 - 233 = -62 -12 with the Recharge cell you used in the rotation. (also assuming you always have 5 energy/sec regeneration) Again, how did you get this degen? 2 * 10 (2 Plasmatizes) + 2 * 13 (2 Shockstrikes with set bonus) + 2 * 15 (2 IRs) + 2 * 12 (2 Flares) + 2 * 20 (2 Waves) + 2 * 15 (2 HIBs) + 1 * 15 (IP) + 2 * 0 (2 IPs after Flares) + 6 * 0 (Hammers) = 185 Energy 200 - 185 = 15
  11. I'm sorry, but you are wrong. Yet the tactics tree gets a nerf. And a very significant one! I mean.. WHAT? It does not matter how much damage "Into the Fray" (I assume you meant the Reflective Armor utility) and Electro Shield gives you, if you are a decent pt/vg, you were already using these utilities in PvE, whenever possible. Since these are not changed in any way, your dps output will not change a bit. The only thing that changes is how much the healers in your group will have to heal you, depending on whether you pick the 'new' utility or not. Your damage in PvE is unaffected!
  12. I won't even reply to your PVP comments... Don't know how much you've played the class in PVE, but survivability is not an issue there if you know what you're doing (talking about the dps specs, I don't know much about tanking). These changes mainly affect PVP. And for PVE, out of the 2 dps specs, tactics is far superior and is used in most fights. This change means you either lose your aoe damage reduction (which is great for some bosses) or you will have to pick a utility you shouldn't pick otherwise (at least in most situations). The +6% damage reduction won't make a difference. So where are the 'nice changes' you mentioned?
  13. Well I really hope there will be additional changes here.. for pvp as a dps vanguard (ranked especially!), only the tactics discipline is / was viable, but in huge need of defensive buffs. Yet with this change, you give the 30% damage reduction while stunned defensive to the tank spec only, force us to spend another utility point to get the 30% aoe damage reduction and only give a potential 6% damage reduction in exchange. For the tank spec, this might be a good change, I have no idea... But for the plasmatech, this change isn't enough and for tactics this is an outright nerf, which is unneeded and uncalled-for!
  14. Hi! I thought I would write down my opinion about what should be changed for the different classes, only viewing their performance in rankeds. I'll only write down the 3 basic things that could be changed: damage, healing and defenses, will not take into account anything else and will not specify how these could be done, simply because I don't know each and every class so I could not come up with a good solution. However, if you play these and know what should be changed, write them down in a comment. I play on TRE server, have several characters that I do pvp with, but I only play rankeds with my pt/vg dps. (since season 1) On TRE in rankeds, there are a lot of sorcs/sages, sins/shadows, pts/vgs, ops/scoundrels, not so many maras/sentinels, juggs/guardians and very few mercs/mandos, snipers/slingers. (I think this is important because if a class is played by more people, we can tell more accurately what must be changed from seeing how well they do in arenas.) Let's start with the tanks. From the 3, it seems that pts/vgs are the best and most popular, followed by the sins/shadows and then the juggs/guardians. While the defenses of all these classes could stay the same, pts/vgs need a littlebit of aoe damage reduction and juggs/guardians an aoe damage buff. I think after this, the tanks should be fairly equal. DPS (class by class): Juggs/guardians: Slightly reduced self-heal, slightly increased damage. Maras/sentinels: I read a lot of comments about this class not being viable, but this isn't what I see.. Might be that the players I meet are just really good, but the Fury/concentration talent seems to be more than viable (and most people use this), would only change the other 2 talents to be on the same level, nothing else. Sins/shadows: Burst more popular than the dot tree. Seems to be more or less balanced, would not change (well.. only that annoying 3-stuns-for-full-resolve) Sorcs/sages: Reduced healing for the dot spec, cannot say anything about the other talent, can rarely see it in an arena. Ops/scoundrels: One of the balanced classes, would only reduce the healing just a bit. Snipers/slingers: Very few people play it and they tend to use marksman/sharpshooter talent, so I can only talk about that. Needs a HUGE increase in the defenses, slightly reduced burst while maintaining the dps. Reasoning: especially in 4v4 dps fights it is an easy class to kill/global, so it needs better defenses. However, if not focused, it is capable of pulling out high numbers of damage, so with the increased lifetime given by the increased defenses, the burst needs to be lowered. Pts/vgs: Needs a HUGE defense boost , reduction of the burst while maintaining dps. For the very same reasons as with the previous class (and of course, the better the defenses, the lower the burst should be). Mercs/mandos: Cannot say much, other than HUGE increase in the defenses. If they choose every single survival utility, they are basically at the same lvl as an AP/tactics pt/vg (I don't count the increased speed as a defensive, you get a well timed stun and won't run anywhere..). I think they might have good damage, but they just don't have the time, they die way too fast. Would leave the damage and healing as it is now and see how well they do with the increased defense. Healers: Sorcs/sages are currently the best, so let's leave them the way they are and boost the others to the same level. Ops/scoundrels: Needs more instant healing skills, maybe better defensive skills too. Simply cannot keep the group alive while running around (unlike sorcs/sages). Mercs/mandos: Same as with the dps version, needs a HUGE increase in defenses, but cannot say anything about the skills without seeing at least 1 person surviving for more than 30 secs... That's basically it, but remember: this is just my opinion as a fellow ranked player about the direction the class changes should go. If you have specific ideas about the changes, agree to these things or have a different opinion about the matter, just write them down below!
  15. 41 points short... You said you used a crystal, maybe you forgot about the +41 expertise crystal in the offhand?
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