Jump to content

LordMardur

Members
  • Posts

    16
  • Joined

Reputation

10 Good
  1. The most interesting thing about HK-47 is that it bugs out differently every time. Effects I have seen so far: Panels not appearing, boss getting rage buff after pressing all 4 panels, boss getting "stuck" in the tube, boss staying invisible for more than a minute, boss keeps sniping random players while being immune for several minutes, 4 adds spawning at a time. That being said, he is beatable. I have the speeder drop from Revan on 3 of my chars. On normal, I noticed that it is better to ignore the panels. The fire damage effect he does is alot LESS damage than his normal attacks after getting out with killed panels. Thinking about it, that might be another bug
  2. Guard on healers is wasted (except for Soa) as they will be more than 15m away most of the time and the Guard will be inactive. Always put it on a melee dps. Also be careful with your taunts. They out you on top of the aggro list, but have long cooldowns. Its the tanks job to taunt single mobs back to you when they run for a teammate. AoE-taunt is more tricky in combination with AoE-Damage (mercs opening with death from above deserve to die anyway). You can also ask your burst dps (and the healer too) to hold back a couple seconds for you to build aggro. In Operations we usually let the tank do his thing for 5-10 seconds before DPS start. Detail for Sorcs: putting your shield on the tank after he jumped in will put you on top aggro on every single mob. But a shield bubble before the tank engages is aggro-free.
  3. Naturally the difference in armor rating from your example 385 to 545 is 42%. But armor rating has diminishing returns on the damage reduction. My tank has about 7500 armor rating giving me a 41% damage reduction (not counting skills). If I replace all of my armor down to something similar to your two numbers, I end up with 5300 armor rating and a damage reduction of 33%. So a theoretical damage of 1000 hits me for 590 (41% reduction) in heavy armor. The same 1000 spell on medium armor hits me for 670 (33% reduction). That is 13% more damage (670 vs 590). This is more than 5%, but surely not as much as the 42% reduced armor rating would look like. If you only replace the chest/legs, the difference will be much smaller.
  4. I totally agree that it is really frustrating at times to repeat something for a mere chance. But that is how MMOs work (google: Skinner Box to see why low random chance per action is actually making people try to get it the most / for the longest time). Devs posted that the chance for some crits is 4% (will be 10-20% in 1.2). So there is a 96% chance to fail on 1 RE, and a 1.7% chance to fail on 100 REs in a row. In other words: when 100 players reverse engineer 100 items each, about 1 or 2 of them players will not get anything. Out of those 100 players, who do you think gets to the forum and complains about it? Now think about 1.5 million players playing this game instead of 100. That's 15000 people not getting any luck in 100 consecutive reverse engineering attempts. Also, getting from level 100 to 200 in a crafting profession is not necessarily 100 crafted items. You gain 2 levels for an orange and 1-2 levels (random) for a yellow.
  5. I got a lvl 1 speeder off Revan in The Faundry on 2 of my chars. Although it is pretty weird to get a lvl 1 speeder on a flashpoint 2 levels before reaching speeder license 2.
  6. Was running the instance yesterday (after searching for a group for one week) and it was really fun. Some boss mechanics reminded me of other MMOs (rotating shield buffs, duplication on death), but that is not a bad thing. I am looking forward to the next flashpoints, while being really frightened by the idea of fighting Mentor on hardmode. Only a few things were annoying. When we killed 2 assassins, the third ("beta") got a 100% damage absorbing shield, making him fully immune to anything (although the buff says "reduced" damage, not "immune"). The shield was reapplied every 30 seconds with a 1 second gap to hit him with one single instant spell before he went invulnerable again. I don't see any way to purge the buff or interrupt it (no cast bar). It took us 10 minutes to get him from 50% health to 0. I understand that the better way to kill these 3 is to bring them down to low health and kill them at the same time (like boarding party), but a full immunity shield in 29 of 30 seconds cannot be the intended mechanic of this boss. Bulwark is not moving and casting slowly. When some party members die, the others can easily run out of the room. But the boss does not reset, no matter how far you run away (we did not try leaving the instance). When you get back in he immediately starts one-shotting everyone. I don't know what to think about the green loot. There are lots of mini bosses, but I have seen better stuff dropping from trash. There is no reason for a lvl 49 instance to drop a single green lvl 47 item after figthing trash for 40 minutes. The only lvl 50 epic (lvl 52 mods) item drops from the last boss. We got an item with cunning-stats, with no IA in the party. In lower level flashpoints the loot is always usable by the group members (e.g. a run with 3 sorcs and an assassin will only drop willpower). Why does that change later on? I am not running end game group content to outfit my companions.
  7. 1. No Brackets Totally agree with that. Buffing base stats to similar level does not make the game balanced. There are huge differences by gear (endurance, defense, crit) and abilities. Last match today with 4 players level 11 to 14 in my team (I am lvl 45). I don't need to explain what happened. The game also fails miserably on balancing the player levels per team. Another match today, enemy team literally all level 50. My team, one 50, one 46, one 45 (me), rest in 30s and 20s. Level brackets would at least reduce this problem. Other PvP games with automatic matchmaking spend so much effort on balancing teams by evaluating player level, player pvp level, win ratio (or another skill based player score, ELO, True-skill). 2. Lack of Balancing teams Half empty teams happen due to players not accepting or being AFK in the queue. There is not much the game can do apart form a longer delay before the match starts. 3. No ability to bring a larger group in. I am actually against larger groups. A 4 man premade versus a random pickup group is already devastating. A group of 8 coordinated, PvP experienced players is a guaranteed win against any random group. 4. Spamming keybinds makes the ability stutter and not work when needed. This is not a PvP mode related issue. The only problem I saw with artifacts is, that they disappear from my ability bars. 5. Exclusive stats available for level 50s on their gear. You can buy a lvl 42 (?) lightsaber with +17 expertise (0.5% player damage buff). Removing the Enhancement mod and placing it on your armor pieces can give you +102 expertise total (5 moddable armor + lightsaber). I don't see any problems in making the pvp bonus stat only available as a progression after reaching lvl 50. The actual problem is lvl 50 players with pvp gear fighting against lower level players. 6. Some of my own thoughts: Why can I not see the scoreboard during the match? Is it for a better gaming experience that you cannot see who has more healing/damage/kills? And why are the player levels not shown on the scoreboard? Although this would make the fail matchmaking even more obvious.
  8. I would certainly not request a permanent companion click-through. But did you try to click on anything on the ground (gathering stuff)? The companion hitbox is alot bigger than the companion itself. Even when your mouse is clearly away from your companion, you still hit it. Compare this with a PvP match. It is almost impossible to click at an enemy or teammate in combat, while both of you are moving. I come from playing ego shooters where aiming is important, so it is not my inability to aim.
  9. Sticky: http://www.swtor.com/community/showthread.php?t=16391 From OP: "There seems to be some confusion around why some people got in today who registered October 2nd, and some didn't. This is because the invites are staggered not only by date, but by time as well. So if you registered Oct. 2nd, and didnt get in today, you probably just did it late in the day and will get in with Wave 1 tomorrow."
  10. When creating an alt, I was permanently queued in the LFG tool for Iron Tomb while leveling. Not a single group formed until I outleveled IT (so you cannot queue for it anymore). Then I tried to get a Deepstrike Mines group, permanently using the LFG tool and regularly spamming chat. Not a single run before I outleveled that dungeon as well. LFG is not working at all for leveling in Rift. It is only useful to get expert runs at lvl 50 when every one is doing the dailies. But at that point you should have a guild (or a group of friends) to do the high level content.
  11. BioWare could just make a locked thread with updated information about which date contains which registration dates. What are they afraid of to try and keep this secret?
×
×
  • Create New...