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Orenprax

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Everything posted by Orenprax

  1. Haven't seen this posted, or in the known bugs list. Setup Shot does not work. Does not apply debuff on target. Does not apply the crit bonus. Does not show up in the log. Crippling Wounds (the Concealment counterpart) seems to apply correctly. Screenshots of log for reference Scrapper: https://cdn.discordapp.com/attachments/706619388199174184/953567431102705704/bug_scoun.PNG Concealment: https://cdn.discordapp.com/attachments/706619388199174184/953567430809124864/bug_op.PNG
  2. I agree that there should be no negligible difference in ping, no matter what content one is running once connected to the server. And truth is I run far more PvP instances than PvE these days, so I’m sure it’s possible it only seems worse in warzones to me. I also realize the OP described their issues in terms of FPS as well as latency, so I’m at fault for conflating the two when relating my experiences by not being clearer. With that in mind, I am not having FPS issues. The problems I am having are to do with ping. These issues are worse (for whatever reason) when in warzones. It could very well be similar in all grouped or instanced environments; but, I can only speak to warzones vs strongholds. While my ping had been higher than normal outside of warzones; inside, I jumped to over 1-2000ms with a few “running-in-place-red x-disconnects-then-everything-going-super-fast-at-once-catch-ups”. I have run live traces and it seems like I’m losing packets and having increased ping outside my country on the way to swtor servers. I can accept that my ISP's fibre connection which normally gets 32ms to the game decides to route to places experiencing disruptions about once every one-and-a-half months (the frequency with which this seems to happen with swtor). What’s odd about it is I don’t experience issues outside the game, and more specifically (I’ll stress here that this is my specific experience with warzones vs stronghold) it’s worse in warzones. And as that pertains to the title of the thread, it prompted me to respond. If only to commiserate. This is only a hand raised, and a “me too”. I am currently sitting at ~35ms and have no issues. The next time I encounter this issue, I can post pingplotter logs. Maybe even do some tiny sample size, anecdotal experiments.
  3. Welcome back. I’ve also had unusually high ping today (Mar 10, 2020), and especially in warzones. For some context, I usually hover around 32ms, today I didn’t get under 150ms. In warzones I was hitting upwards of 2000ms or just “red x”. I ran some cmd prompt traces to the swtor ips, and best I could tell, I was having some issues along a few hops between myself and the swtor server. I’m in eastern Canada. If you are as well, I’d bet we’re in the same boat. If not, I can’t help you out too much as I didn’t do anymore troubleshooting beyond those traces. One thing I don’t get is why the lag/ping is consistantly worse in warzones. BW can push these issues off their plate by blaming user ISPs, and I get that. But for it to be consistantly worse in warzones is BW’s issue, as far as I can understand.
  4. Am I the only one who thinks all the male Twi'leks in the game look like Mel Gibson?
  5. And we all thought we've seen the last of yellow-post inspired memes...
  6. I've experienced the same thing as reported by the OP and can confirm it happens to both Shrap Bomb and Vital Shot. I originally thought something was changed with accuracy; but checking the log, all of my Shrap Bombs and Vital Shots did not miss. Has anyone yet noticed if one specs out of Nice Try (or specs Hybrid) and applies the DoT at the same time that would've caused the application of the Weak version, now applies no DoT at all? I experienced this before 2.6 and attributed it to lag—perhaps this suggested "workaround" is more a "work yourself into a deeper hole". By that I mean instead of applying the Weak version you get no DoT at all for your trouble. Hope this gets attention.
  7. This issue persists. As the OP specified—once I apply the Training Dummy Armor Reduction Module and/or the Training Dummy Standard Health Modulator and proceed with my parse, after the dummy dies/or you leave combat with it, it enters a state of constant reset preventing any combat for periods longer than 5 seconds—I am also unable to apply any modifications as either the dummy will reset before the module is applied, or will reset shorty afterwards.
  8. There's also the fact that this game's PvP has been balanced around objective based 8v8 since its creation. To throw in 4v4 death match in such a system only serves to further highlight what used to be minor class imbalances, and make them far more of a problem—go ahead and run your PT Hybrid in huttball, not gonna give you an advantage. And your concealment OP will be far more useful in any objective map. The death matches were an iffy idea at best, and a stab by Bioware at what they thought the community wanted—I think they missed the mark (both Bioware and the community). The worst part was removing the objective based ranked all together, and I wouldn't be surprised to see it come back. One can hope anyway.
  9. Actually, the green icon above a mob while you're in cover indicates the effect of boosted defense YOU gained against that mob. Meaning, some of the mob's white damage will be resisted by you ( <cover> is the ingame flytext you will see when the effect occurs). It is entirely possible to be in line of sight with a mob and not receive the boost to defense. This also works in PvP, and is one of the least used tools in the advanced class' toolbox.
  10. I've been experiencing this bug since the 2.3 patch, and thought I'd add my voice to the void. I have nameplate on self turned on. Upon entering a warzone, switching instances via Map pull down, or entering a Group Finder Flashpoint, causes my nameplate to function improperly in the following ways: Healthbar shows at approxamatly 1%, while I am at 100%, and nameplate healthbar will not update when health changes Castbars on nameplates do not show anymore Arrows above selected targets no longer show The following occur sometimes; but, less frequently, and can be fixed by Ctrl+U: UI elements disappear Castbar no longer appears Adjusting preferences does nothing to fix the issue. Has anyone found a workaround at all?
  11. I wonder if they'll change healing circles too. Presumably, same faction healing circles would be just as—if not, more so confuzzeling than slinger shields. Now, that would be fun for Dread Guards.
  12. Aye, here you go. Kephess 8man NiM. ded. http://tinypic.com/r/28gw2kl/5
  13. In this context, 'broken' would be defined as the inability of the game engine to execute precisely and consistently user inputs. The 40% number is an estimation derived from the average amount of time spent in game, personal, guild, and available general information (all anecdotal) where the engine does not execute as it is advertised to do so. Others may have come to divergent estimations; but, that's the deep dark place from where I've yanked my number.
  14. Yeah. I agree. And I know how silly they'd sound, and how quickly they'd be let go if any Dev spoke up, and said something like, "Hey guys, we can't fix this—EA had us push this game out before it was ready, and now we're having to spend our resources on Cartel Market stuff to satisfy EA's wonts, which unfortunately leaves us without the ability to tackle core issues in the engine. We'll never be able to address these types of game-breaking bugs. I hope you'll keep playing this ~40% broken game which is as good as its ever going to get. I'm sorry to all those who held on, and supported this game, hoping we'd be able to figure out how to fix these core issues that we know are at the root of your, the players' frustrations with our product. We here at Bioware really understand the fact that we had an opportunity to manifest the most significant creation in gaming history, and kinda dropped the ball. Colossally." but, I think that's what people are waiting to hear—silence is not what most subscribers who give a hoot feel they deserve to hear.
  15. Ability delay and GCD skips/ghosting are the "same" in that Bioware is closing their eyes and hoping we'll stop caring about it. It (among other things) is killing this game, and it's a shame. The newest plea to Bioware by people who give a hoot is here. But Bioware themselves still don't give a hoot.
  16. Holy sweet gawd damn it anyway. Grats hmd! ..what's the 'm' stand for again?
  17. Forgive me; but, lol again. What you're saying is, a full Subscription account is free for them, yet they still wouldn't play it? Because anyone who has actually played this game, or at the very least, glanced over the shoulder of someone playing it every now and then, would know about/understand/love to hate this bug that's been in the game since its launch.
  18. Disclaimer: Not really adding anything constructive to this thread; but, lol. I often wonder how much better this game would be, or even what Bioware employees would think of it, if they actually played the game.
  19. Yup. I noticed this as well. Furthermore, Rolling-In-Place on the fleet seems just as easy as it has ever been, if not slightly less consistent; however, in instances and PvP it has become far less consistent. They definitely changed something—whether intentional to address Rollbanging, or they just adjusted some obscure Codex coding which had unforeseen results, Rolling-In-Place is back on the shelf for me; while it's doable, it's not reliable enough. Again.
  20. Yeah, before Bioware gave us our Roll, I wished we saw more objects to take cover behind in Boss fights; but, with the way the game deals with getting stuck/hung on stuff, it was always a bit of a dubious request. Instead, I think we should be able to take cover behind other people in our Ops group.
  21. I dont think one should feel like they're wrong-doing by Rolling-In-Place. The fact is, as others have mentioned, Saboteur is slightly behind other specs in straight up DPS, and only skilled players will be able to use the ability in their rotation effectively during Boss fights. Having an ability that causes players to make decisions and perform that action with skill in order to be rewarded with success is nothing short of good game design. By the way, I'm not saying Bioware designed this to be intentional; but, I think it kinda works really well with Saboteur—and, if this indeed was intended, I would congratulate them on a pretty brilliant way to make the spec fun as hell to play! It really is a blast; one must decide when to use it, when it'd be most effective, when it'd be risky, and even just hitting it and hoping the game engine will let it work—which I can see being super frustrating in a serious raid; but, would still add to the enjoyment of the spec. Incidentally, I got a chance to give the spec (with a focus on Roll-In-Place) a good run in PvP, and it's not as devistating as I had initially thought it might be. Although there are probably a couple of Mauraders still on Alderaan Civil War wondering what the hell hit em. Its range restrictions, and counter-intuitive nature to the Class make it an interesting choice for the player—not like that less-than-interesting, automatic "me smashy" button.
  22. Not sure I understand what you mean. My initial post was intended to highlight how much easier it is to Roll-In-Place since the patch. The tickle animation is just a side-effect/separate/irrelevant to Rolling-In-Place.
  23. Yeah. Just did a SM S&V on my alt slinger, this is silly. Missed only a handful of Roll-In-Place. This will break PvP.
  24. Bioware has changed something about jump in the engine. Since the patch, when you jump, your toon goes into the 'hold weapon' pose. Aside from making Gunslingers look super creepy in mid-air—like they're going on a tickle-spree, this coding change has made Rolling-In-Place much easier to perform, and with far greater consistency. This potentially makes full Saboteur viable, and devastating for every Boss in the game. I say potentially because with the amount of Ghost GCDs, Ghost Casts, and frequent and random fluctuations in FPS still rampant in the game, it's still dangerous to use. Unlike 'Ghosting' any other GCD, 'Ghosting' a Roll-In-Place not only causes a DPS loss, it can literally land you in a heap of trouble. I'm sure the coding change was not intended to buff Rolling-In-Place; but, it'd be nice to have an ability the was solely based on skill to perform, like how stutter-stepping as a Hunter used to be—if anyone knows what I'm talking about...
  25. I've reserved my comments until now for a number of reasons; not the least of which being the fact that I, personally have yet to be in the instance—and frankly, those who freely comment without themselves being in the instance, and do so with blazon absolutism are silly-faces. Everyone has opinions; but, maybe voice them with some discretion. All I can speak to is what I'm seeing in this thread. First off, I haven't seen anyone from the progression guilds say this fight is "too hard", the problem they've identified is with the enrage timer. THESE ARE NOT THE SAME THING. Those who are claiming the progression guilds are asking for a nerf, do so falsely and are one; oblivious to the actual problem, and two; misrepresenting the intrests of everyone involved. What makes a fight "hard" in a game like this are environmental, and champion npc opponent stimulants which must be countered by player decisions and reactions—otherwise known as mechanics. Although, a tight enrage can be part of a mechanic, enrage is meant to wipe you when, outside of poor gear or strat, you are just plainly taking too long—preventing you from stacking healers and DoTing the boss to death. Progression guilds have praised the mechanics and the added difficulty placed on healers on this particular fight. Some have suggested that this has been intentional by BW, to make guilds either farm WH for a bracer mod for X amount of pieces per DPS in order to shrink the 20% enrage—ludicrous and broken. If this was intended, presumably subsequent bosses would have at least a similar or shorter enrage; but, guilds have sacrificed their lockouts (and progression) to test this hypothesis, and proven that subsequent Bosses aren't tuned at the current DG level. Even the very idea of changing a difficulty in order to effectively skip a boss allowing you to move forward in a linear instance is counter to progression, and is only in the realm of possibility because once a while back, hard mode and nightmare mode dropped the same gear. To think that BW intends you to switch difficulty modes—ludicrous and broken. If BW designed a big, red brick wall blocking the doorway in place of the Dread Guard Council, that was DPSd to 20% before it killed every progression group worth their salt, would you be so eager to claim it's within RNG? Just because the hamster wheel moves, doesn't mean it's not broken.
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