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Everything posted by Heezdedjim
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My sub is lapsing this month and I will not renew it because of the companion patch. For the record, I've played since early access, bought the original game and all the expansions on pre-order, and subbed through the entire promo period leading up to KOTFE. I've got the Founder title, Living Legend, and Legendary, and that's just on my paid account. The revamp to companions in 4.0, even with the rather extreme new Influence grind, was the main reason I thought the game had really turned around and was heading in a good direction. They were a bit overtuned and in need of some adjustment. Instead you decided to simply trash them. As others have said, it's not that companions didn't need some work; sure, they did. It's that the development team has no concept of how to make reasonable, moderated, tested changes when things are not quite where they need to be. Every change they make is just another wild *** swing from 0 to 11 and back again. It's silly and annoying, and to be totally honest, it makes you all look like you have zero common sense. These things happen every time they "rebalance" in their favorite ham-fisted way. I already had planned to wait a month for them to work out all the show stoppers in the new expansion before I try it out. This makes it clear it's going to be a while yet before you find your way back to some sort of semblance of reason with your approach to companions. So I'll take a look again after New Years and see how it's going then.
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I have a couple of abilities that I always toggle off on my companions. On healers, I always turn off their channeled stun, and on HK-51 I always toggle off Assasinate and Stealth Suit. Since 3.3 dropped I keep seeing all of my companions' quickbar abilities forced back to on (the little green dot lit up), after every time when I leave a cutscene. Also, the toggling behavior seems bugged now. If an ability appears to be on (green dot lit), then the first time I right click on it, it doesn't actually toggle. I have to click it at least twice to get it to toggle from lit to not lit. I can't tell if this is because the ability actually was off, but was mistakenly showing up as on, or if it's just that the UI is ignoring the first click, and only repeated clicks will toggle the ability. So far I have seen this behavior with Elara on my Vanguard, Mako on my Mercenary, and HK-51 on my Vanguard. The Vanguard was level 60 at the time, playing through the first part of the Ziost storyline. The Mercenary was leveling through the Forged Alliances chain and Rishi from 55 or so to 60.
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The Official Mount/Vehicle Wishlist Thread
Heezdedjim replied to DavidStaats's topic in Cartel Market Suggestions
Sandcrawler Monolith -
Is a stronghold worth it? Playing again since a year ago..
Heezdedjim replied to chouston's topic in General Discussion
One minimal stronghold does have a lot of utility even for a solo player, and you don't have to invest much in it to make it very useful. If you only want to have one stronghold, I recommend the one on Nar Shaddaa, since it is the nicest looking one with just the base rooms and is on a neutral planet, so all your characters can use it without paying the 1k "smuggling fee" to quick travel. The biggest thing is that the stronghold is the only place you can put down and access a Legacy Cargo Hold, so if you want to use the legacy bank at all, then for that it's worth at least unlocking one of them. Add a mailbox, GTN terminal, regular bank, and plop down the free <Decoration Vendor> right at the zone in point, and you have a great repair and resupply hub. You can quick travel to the stronghold from anywhere for free, and when you exit you have the ability to return to the exact spot you were when you entered. It also gives you a free quick travel to starship (travel to stronghold > exit to ship) with no cooldown. That's all I can think of at the moment. But for those things, I use mine all the time, and I probably spend about 10x more time in there than I do on fleet. -
There really isn't an answer to this. When I was leveling eight brand new characters during 12x, I did Empire first and then Republic. I did the melee classes first because I like that style of combat less. Other than that, there is no real reason to do any of them before any other. If you want to do first or last the class that is easiest to play, then start or end with Trooper / Hunter, particularly if you go Vanguard / Powertech. If you want to save what many regard as the "best" story for last, end with the Agent. If you want to get through early with the class that has, at first try, some of the most frustrating and annoying class mission fights in the game, do the Consular early on. (Contrary to popular wisdom, Consular is a unique and very fun story, especially in the later chapters, but not one that gets much love from most people.) Other than that, you may as well just roll a D8 for it.
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In an unrelated post, they said that the Third Anniversary Decorations would be available until 3.0.2, and they also said that you would need to get your decos by 1/12/15. So it seems we can expect 3.0.2 to drop on that date. In the meantime, you could do the [sOLO] version of the lead in story line, if you have not completed it before, or as a last resort you can gather a group and just do walk-in runs of them (you always can run any FP by just going down to the deck where the door is, picking up the quest, and going straight in).
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So long Accuracy Rating. You will not be missed.
Heezdedjim replied to Heezdedjim's topic in General Discussion
This is the TL;DR that Bioware deserves, but not the one it needs right now. -
So long Accuracy Rating. You will not be missed.
Heezdedjim replied to Heezdedjim's topic in General Discussion
There is zero complexity in a "stat" that is nothing more than a flat minus to your stat budget. You stack to X or you fail, that is all. There is no choice, there is no option. In fact it subtracts "complexity" because after you stack the exact amount needed (and not a point more), you have nothing left to play around with the supposed "alternatives." So subtract X from our stat budgets, and remove the pointless stat. Problem solved. More precisely, leave the stat budget and reduce the nominal damage values to what they "need" to be, instead of relying on a broken and boring kludge to gimp damage down to where you want it. Then we can use the stat budget for actual stats that have an actual impact on how a class plays, or that might deliver different performance in different situations. -
So long Accuracy Rating. You will not be missed.
Heezdedjim replied to Heezdedjim's topic in General Discussion
The problem is that a miss will wreck your rotation and gimp your damage for between 3 and 10 GCDs. That's the reason Accuracy always wins, because without it you cannot consistently maintain any decent level of damage output, but will have long periods of downtime when critical procs or cooldowns are offline. -
So long Accuracy Rating. You will not be missed.
Heezdedjim replied to Heezdedjim's topic in General Discussion
It already supports it. All that these abilities do under the hood is apply a 100% chance to avoid any incoming attack or effect for 2 seconds. We already have abilities that do the same thing, but they aren't usable tactically because the cooldown on them is far too long. All they need to do is add a new small universal resource pool to throttle it, where you can do one or two dodges from a full pool, and then you have a longish regen time once it is drained. The animation and movement that are usually added aren't strictly needed, but there is no obvious reason that they could not be included. We already have leap and roll abilities. The only difference is that a dodge by default usually moves you backwards rather than forward. GW2 adds the feature that if you're moving, then you dodge in the direction of movement. But if any sort of movement is "too much" for the engine to handle, then the ability could just dodge in place with a visible effect for the duration. -
So long Accuracy Rating. You will not be missed.
Heezdedjim replied to Heezdedjim's topic in General Discussion
Active Dodge. Problem solved. -
The only edge that main stat has at this point is that the Force Empowerment raid buff (10 seconds, 5 minute cooldown) will buff main stat (but not power) by 10% during burn phases. The question is whether that matters, and it only would if there are some DPS checks where the window is so tight that you could pass them with all main stat augments and fail them with all power augments. There isn't apparently anything in the new ops that meets that criteria, so it's a wash, with Power having a slight (but probably meaningless) edge.
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The time has come for this stat to go away. With the built-in 10% accuracy talent for tank stances, it now is irrelevant to tanks, and it already was meaningless for healers. For DPS it isn't even a stat anymore, just a flat 758 DKP MINUS to the stat budget of every PvE DPS setup in the game. It is clear from the comments after 3.0 that Accuracy is "working as intended" and that Bioware is "happy with where DPS is at" that Accuracy now is nothing more than a kludge to keep DPS in check. So if they want to keep DPS in check, they should just keep DPS in check. Nerf the base damage of abilities down to wherever it needs to be at and let DPS specs use their stat budgets for actual stats, so that DPS (like healers and tanks) can have real choice in their setups. It's dumb, it's boring, and it adds nothing to the game. You give up 70% of your tertiary stat budget to cap it, and then you forget that it exists, until the next expac comes along when you have to re-stack to whatever absurd level the next threshold turns out to be. Lather, rinse, repeat. Blizzard realized this and removed Hit Rating in WoD. Maybe if we're lucky Bioware will follow their lead in 4.0.
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I only remember I was playing SWTOR. I started out in early access in a guild called <Star Knights> (one of the biggest guilds during pre-launch signups, now sadly long gone and forgotten, I think). I can't remember the name of the server I started on. Is there a list anywhere of all the launch servers? EDIT: Looking at the December 2011 Bioware posts with server lists of early access, and some other forum posts from SK members, I think the server was Giradda the Hutt.
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Well when the old level 55 hardmodes drop Elite comms and the new level 60 ones drop Basics . . . what did you expect? And we won't be seeing any changes to group finder until mid-January (3.0.2), so don't expect this to change, if at all, before then.
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This can be solved in very straightforward ways, and it has been, in single-shard games. TSW handles the national languages by just shunting you into instances that use your preferred language when you zone in, so the general chat that you see is always with players who have the same language flag set. Just like the ruleset (PvE / PvP) and theme (normal / roleplay), this stuff can be handled by just smartly grouping players who have the same preferences into the same instances on the fly. Segregated multi-shard servers were a broken and obsolete architecture when the game launched, and they're a broken and obsolete architecture today. They've never solved any problem that couldn't be solved better without them, and they have created an endless series of problems that the game would never have had if it had used a single-shard (or at least a regional megaserver) system from the start.
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I doubt that even one person bothered to set foot on any of the leveling planets. They certainly would have had, as they did in the past on the PTS, a one-click level to 60 console and unlimited free 192/198 rated gear that people could just grab from the vendors. If it's anything like PTS was, people probably logged on, ran through an op, logged off and never came back. And even when they did open testing the number of people who bothered was tiny; seeing 30 people total on fleet at any time was an epic mob scene.
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If this is accurate --- and certainly Bioware could trivially verify whether it is --- then something is plainly broken. There is no rational reason for mobs doing more damage after 3.0 than they did before, and that was never mentioned as one of the changes. The only changes they announced were (1) player damage was going down; and (2) mob health was going down to match. They clearly said the leveling experience should be the same from 1-50 before and after as a result of these changes cancelling each other out. Mobs DPSing you down fifty percent faster while you're doing 50% less damage was not any part of the plan they talked about, so this cannot be "working as intended."
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From their desperately vague comments so far, it sounds like they're leaning more toward one megaserver per region, with smarter instancing of zones and with instance type flags you can change at will. All it would take is two toggle flags to set your preference of PvE or PvP open world rulesets and Standard or RP theme. Then people could set their flags as they like, and they would be dropped on the fly into instances with the appropriate flags when they enter any zone, along with players using the same preferences. If they set up a single megaserver to cover each major geographic region like the U.S., they would just need to include some smart instancing to try and locate you on the closest available instance server based on network distance.
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I was there when that happened on my launch server. I can't even remember the name of it now, sadly. And that was when there were no transfers --- none, at all, at any price --- because it took them a year to figure out how to do them. I wound up rerolling on Harbinger because it was the most (only) populated U.S. server. Luckily it wound up being one of the survivors of the ensuing server merge slaughter.
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Are you saying someone intended to omit this title from the event, after it already had made it into the press copy for the web page about it? Why?
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They were mad because Bioware nerfed their price gouging.
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You can still sometimes get them on the GTN when people decide to sell a set or the pieces. Not cheap, but they're not usually as high as some of the other pieces like the old Revan set, Nihilus mask, etc.
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Moar alts. Problem solved.