Jump to content

Darthanimus

Members
  • Posts

    291
  • Joined

Everything posted by Darthanimus

  1. Thanks for adding to the thread, it's appreciated. This mechanic has been such a big headache over the years.
  2. I am writing to complain about the auto guild swap mechanic. It is in my opinion it's one of the most pointless and infuriating aspects of the game right now. I am co-manager with a guildie and real-life issues mean that both of us from time to time need to take breaks from SWtoR. The issue is that unsubbing turns the guild to a F2P guild and then when someone resubs in guild the ownership swaps to whoever, which we then need to ask for it back. A guild turning to a F2P guild resets the guild ranks and this messes with the permissions on the guild bank. This had happened so many times often with unacceptable consequences, such as a random guildies getting access to the guild bank clearing out tabs of platinum and gold armor and weapon and billions of credits.. I am honestly getting to my wits end at this stupid mechanic and its long past time that it was removed so that people can safely keep hold of what they have worked so hard for. In my opinion guilds should remain with a person regardless of sub status and guilds that move from F2P and subbed and visa versa, should not suffer changes or effects that impact the existing permission parameters of guild property.
  3. Can we please have cheap server transfers once again, now that gearing takes a bit longer, and conquests are harder to achieve, it's probably better to have characters spread out and multiples of sent to other servers, where I can play them in off peak times. I have been playing swtor long enough to have doubles of pretty much everything triple in some cases, so would certainly feel that they would be better used elsewhere. The normal cost is just so expensive (1000cc), this price is really only suited to the odd one off transfer not multiples, which is what I would like to do.
  4. Remove cap on currencies. I hit cap before weekly reset usually fri or sat. No rewards = nothing to do = I go play something else.
  5. Out of 4 total pvp loot boxes on my inquisitor I just got one piece of gear. I am working really hard to gear up my toons but I am getting nowhere fast! Please fix and reimburse me for my missing items.
  6. Just for the experience I rolled a new sentinel. On Tython I just had a piece of armor called the Echani Bantha hide vest, looks really good, great textures, great colors and now I really want to collect the whole set, could you please tell me where I can get the rest as there is nothing about this on google! Some of the old original armor designs are special can you make them available once again! Best wishes.
  7. Can't log on, I have a spinning loading icon that I can't get past, perma loading screen.
  8. Please don't say that to get the existing gold augs for 7.0 we would still need to participate in that damned awful grind for OEM and RPM materials? Getting the materials and grinding out those gold 77 augments were for me the very worst and definitely the lowest point of onslaught. Way below amplifiers, way below RNG, honestly just the pits.
  9. Level 43 slinger/sniper choice. The first choice out of three at this tier is: 'Sabotage deals 20% more damage to targets affected by shock charge'. Seem to be worded funny as sabotage only works with shock charge. Not sure what this passive ability is getting at. It could be just worded as 'sabotage deals 20% more damage'. Maybe there are more changes intended for this choice.
  10. Hatred. Still feels like hatred. Cleaner UI is nice. Nice utilities. A few PvP related issues. Hatred needs to have better survivability in PvP, it just feels so soft and squishy and always has been, the changes to PTS make the combat style feel even more squishy as vs mobs in the environment the hp went down so fast. Also please make death field the dot spread again, and lacerate tick the dots or summin, a bit like sweeping slash dealing more dmg with veng warrior dots.. It has always felt clunky with lacerate spreading dots. Other than that It plays nicely atm.
  11. Lightning sorcerer my feedback. 15 seems fine, have some interesting choices. 20 has some ok choices. 30 insulating force adds a tile to the UI and does not work with force mobility. 35 to 80 seems fine. lightning strike still present on the UI should be replaced by lightning bolt. As a last note lightning sorcs don't really need or use force lighting at end game, for the sake of UI clutter you could make this an optional ability. Still feels like I am playing a sorc dps. Changes are fine imo. Still fun to play with some extra meaningful passives.
  12. Short background on myself and my thoughts on sorc/sage healing. Been playing sorc/sage heals for many years. Current meta sorc/sage is very poor and a shadow of its former self. Energy management is very bad, heals are impoverished and they pull the lowest numbers of all the healers. Hoping that sorc/sage heals will get some love next expansion. My opinion and break down of the changes are as follows. Level 10 seems a bit odd, the position of the passives indicate that we'll have to choose between static barrier and dark infusion at some point. If we cannot have both abilities it will break the class imo. Static barrier is needed to stabilise friendly HP when under attack, it provides healing and is core to sorc/sages toolkit. The same can be said for dark infusion its our largest heal and core to the healing rotation. Don't make us choose its gonna be a mistake. 15-30 I see no problems and each of the choices are meaningful in their own right. 30-35 I see no problems, choices are ok. 60 I see no major conflicts between key/core abilities. 70 everyone will choose force barrier in PvP it will be recommended as mandatory on guides. the choice to choose extrication over force barrier will be situational in some PvE content. On the whole the changes seem fair when considering sorc and sages in relation to other classes so far released on PTS. Some of the new improved passives, such as 15 and 30, I am genuinely looking forward to, great additions and better choices than a lot of the current utility choices.
  13. With the changes to armor sets and set bonuses, and the future changes to combat styles, including loss of utilities. I would like to suggest that you consider for the future being able to add underlays and overlays to armor sets. This would be applied to all armor pieces not individual pieces like augmentation. And could be created cheaply using crew skills for materials found in the world and certainly not as expensive to craft as gold augments, that in my opinion was a big fail. for example, bio-restorative underlay mk-1 1% heal per sec when armor set have this underlay fitted. This could be used by classes that don't have heals such as snipers/slingers seem to have lost a utility that grants the passive heal of 1% total hp when in cover, (see where I am going with this). Of course there would have to be changes to fit with swtor, but I am sure that environment underlay (for example) could be changed from cold/fire dmg to elemental dmg etc. Plus the addition of some new overlays/underlays to protect from melee dmg or ranged dmg, but you get the picture.
  14. Engineering Sniper. Feels better to have less on the UI engineering always felt too crowded. Explosive reset did not work but good idea. energy management feels better with engineering while testing, glad to see resource starvation has been done away with, its never fun to play like this. Again snipers feel a bit shy on defensives now, they are essentially a turret and depend on many defensives to remain competitive, I feel that snipers will feel the heat far more in pvp when these changes release. The general direction is good, just need to offer more defensives now IMO. Final note, the tactical choices for engineering leave a lot to be desired, please release better tacticals, especially for pvp.
  15. So immediately I see a problem with Shatter Snipe and marksmanship. We need to cast snipe x2 in a row to finish the CD of followthrough, meaning the trauma debuff that is now inbuilt with snipe with this selection, will just get refreshed on a target, this seems like its not fit for purpose and disadvantaged with marksmanship. Please change this. Suggestions include, maybe increasing the debuff duration to 20 seconds while keeping trauma debuff at 20% for 2 snipes in a row for mm only, or increasing the % of trauma received to like 30% after 2 snipes for the 10 sec for mm only. Or change the rotation to just one snipe to finish the CD of follow through, I am not sure of a solution but it feels like marksmanship has got the bad end of the deal with this. Snipers in general will lose ballistic shield heals, also lost heals on covered escape, and also lost flashbang and evasion. Feels like snipers and slingers are taking a big hit with the nerf hammer IMO. Snipers and slingers will be far less seen in pvp next expac, I certainly wont be maining one in the future as I have in the past.
  16. So how is the new combat style system gonna work? Here is what I am hoping for! Base class abilities will continue to still be a thing, with the combat style abilities in addition such as.. Warrior with force leap chooses hatred so gains stealth etc and can leap out of stealth to an enemy. Or Merc with hydraulic overrides chooses concealment and can use hydraulic override instead of exfiltrate for mobility. Plus keeping their armour level as is, so heavy, medium and light. so warrior is heavy armour wearer combined with hatred, making it more durable. Or Merc is now concealment with heavy armour, no exfiltrate, but more durable so kind of doesn't need to have roll etc. If base class abilities are removed and all the armour proficiencies and abilities are contained in the individual combat style I think the customisation will be limited and not fun.
  17. Use the Endless offensive set..That dps and heals at the same time. Its from duxn ops!
  18. I have been thinking about conquests and guilds etc. Conquests are impacting negatively on smaller guilds, new guilds are struggling to get off of the ground, there is a heavy selection pressure to join larger guilds for the greater rewards. I would like to offer a solution to this. Overhaul the conquest system with some changes. Instead of invading small med and large, change the rewards based on conquest points. So small 50k = 300 frags, 75k = 400 frags, and 100k = 500 frags, 150k = 600 frags etc etc (not necessarily these exact tiers, but you get my point). Small invasions with a reward of 300 frags are still invaded by 'super guilds' and smaller guilds still can't get a look in. By removing small, med and large yields and making each planet invasion the same, you basically get rid of the need to be in a 'super guild' and then smaller guilds start to flourish and people make more newer guilds and this will refresh the game on many levels. I know of many people that stick to one character, but seem to be penalised in terms of materials and fragments for doing so. If someone wants to stay all week on a toon, then this new system idea will ensure that they are appropriately rewarded per effort. I just feel that conquest could be better designed, as it seems to not work for everyone.
  19. Could we please get this outfit worn by Khrom. I really like the relaxed smuggler vibe of this look.
  20. Honestly I just don't want EA to have the licence renewed. Having played this game almost constantly since year one, there has been too many issues and frustrations with this game and its management etc. Just give someone else a go and creating content for the game, someone who is more appreciative of the opportunity to work on swtor.
  21. Not happy with these changes at all, if anything, dailies like CZ should remain as it is now in live, and places like Yavin should have the conquest points increased higher than CZ. This is old content, and we play this old content cause of the conquest points gained from this activity makes it worth our while. We complete as many conquests over as many alts to get mats materials that you supply in small quantities from said activities. You have learned nothing, and you are just encouraging players to create farming groups once again, and not enjoy the game.
  22. I know how to play slinger and sniper, but the point you have all missed is that a stealth out ability is in keeping with the class and play style, and variations on abilities found at the class level. I would gladly swap hideout for a 5s stealth ability. force camo for sents, and maras isnt even inkeeping with the knight/warrior class fantasy. A 5s stealth out ability every 45s would change the sniper/slingers for the better for the aforementioned reasons. Like I said before dropping agro in a fight while staying in range is a far more powerful weapon then teleporting 60m every 120s and runnning back to the outskirts of the fray. Think of a PvP scenario like ranked arena, someone shuts down a sniper easily by breaking LoS, you get focused by the enemy team, your efficacy drops or even worse you get killed. Now think of the same situation with a 5s stealth out, you can no longer be focused by enemies and reposition yourself advantageously against your target. With a teleport its far more guess work, and time consuming. A teleport works for sages and sorcs cause they have heals and force barrier, for snipers and slingers not so much.
  23. I know people will disagree with me, but, I think that snipers and slingers should've gotten a temporary stealth ability like force camo, not a teleport. I think it would've been more in-keeping with the smuggler/agent class fantasy, and I think it works better with the playstyle of the sniper/slinger. My reasoning is: In a positional context. Being able to break out of stealth early and start attacking enemies or leave the fray but stay in ranged distance, greater control over positioning in a moving dynamic fight or getting in place without being seen. Overcoming LoS issues, can reposition behind an enemy who has broken LoS to heal up to full. A 5s stealthout gives more control over distance and proximity to fight far more useful I think. In a survivorbility context. When under heavy focus, become invisible and receive healing. e.g momentary respite if being focused first in ranked (happens a lot). I just feel that a 5s stealth out has far more utility than a port. Essentially offering the same distance of movement but allowing far more control in fights. Plus if we could combine flourish shot and leg shot, it would be far more useful, no one uses flourish shot, its really a wasted ability. This is just my opinion, I main a slinger/sniper, and feel like devs missed a trick with this one. Port ability is well received and I like it, but, a 5s vanish out would have made far more sense on so many levels. maybe in the future you can make countermeasures and surrender give 5s stealth, or even make a tactical that modifies countermeasures or surrender to grant stealth, or even hideout its self granting 5s of stealth instead of a port. or even make a new utility that modifies countermeasures and surrender to become a 5s stealth out. Just a thought. I think that tacticals that modify an ability is the way forward.
  24. Ye, but you are all missing my point. you can use super mega ultra gear gained from SR TR and Nim ops for regs etc, it makes it no fun, PvP is already a **** show, now it will be even worse.
×
×
  • Create New...