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Grimhand

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Everything posted by Grimhand

  1. I think a patch before KoTFE goes live for everyone will nerf the companions. They are obviously WAY overtuned. The numbers on their new stat scaling system is way off (either influence or levels are contributing way too much). They didn't fix it in the first patch after early access, cause they don't want to kneejerk reaction the numbers too hard. We will see them nerf it by the end of early access or shortly after though.
  2. Both are considered Form V. Both specialize in using power attacks and in turning opponents attacks against them via countering. Shien was developed in response to advanced blaster tech. Djem So is specialized for lightsaber combat. Darth Vader used this style because, as his mobility was hindered, he relied heavily on using the opponents mistakes, as well as having raw power behind his attacks. Also @ the poster above you. KoTOR wasn't realistic in its portrayal of lightsaber styles. Most masters would specialize in one style (MAYBE two). This is because mastering a style took decades. And you wouldn't use a style you didn't have mastered against a Darth would you? For example Obi Wan Kenobi was considered THE Master of Soresu in his time (unequalled in that style) and he used it pretty much exclusively.
  3. James Ohlen was the lead developer on that game. And it was most certainly BioWare.
  4. The fact that snares aren't affected by resolves is dumb. The fact that there are immobilizes that ignore resolve is dumb. The fact resolve doesn't break current CC, even an 8 second one is flat out nonsensical. The fact that Snipers complain about having to be in cover, but are immune to charge, can knock me back and root me in place, and even if I can get back in range they can stun me for 6 seconds all while unloading the highest burst damage in the game post Operative nerf is dumb. I wouldn't care if I had some say over the course of the battle, but I don't, if they have their CC< I lose, I die, there is nothing I can do, not being in control, not having an affect on the course of any battle is stupid in PvP. The fact that there is no DR, which in this game could even be proportional to the resolve bar and be visual is dumb. The fact that 25% of the classes have a 20 second CD AoE knockback is dumb. The fact damage doesn't break CC is archaic. People don't like dying? So? They should learn to play their class. Not having any control over your character for sometimes up to 20 seconds, and looking a full resolve bar for 8 of those is gamebreaking. The fact that 2/3 Warzones are nothing but CC/AoE knockback spamfests doesn't interest me. The PvP isn't bad in SW:TOR, its just broken. It isn't fun. There should never be a point, where being afk would be just as effective as playing at ANY point during PvP. It just isn't fun anymore, its frustration, the only fun Warzone is Alderaan, Huttball isn't even that fun, if one side knows what it is doing, its 6-0, if both sides do, its just a massive knockback/AoE/CC fest with no actual skill, half the time you die before being able to properly target something because targeting is janky and tab target doesn't work properly, and you are slowed and were knockbacked out of range of anything. I hate to say it, but I had more fun as a Rogue vs a Frost Mage in WoW (a game I haven't played in over a year, and which I will not play again regardless, it sucks, and has for a long time, and Panda won't make it better but I still have a point to make), because even with all of their control, all of their CC, if I was better, if I played properly I could win. THAT is what PvP should be. SW:TOR PvP isn't "slower" like they said it would be, I can unleash stupidly high AoE smash crits. Burst is stupid in this game. Healing is stupid in this game (for those of you who think healing is weak, you're doing it wrong). My friend who plays a Sniper doesn't want to play anymore because he isn't having fun facerolling in PvP, and being able to kill a Tank who never gets to move. My friend who heals doesn't want to play anymore because he has so few abilities to use, but they keep him above 90% the whole time (Operative). My friend who plays a Sorc is bored because he hits AoE knockback on CD and then stuns/kills him. If he is in any remote danger, he can just pop bubble and sprint. Its what 30 seconds for sprint? And 20 seconds for knockback? I've never understood how bad Sorcs complain about dying too easily, neither does my friend, who doesn't. On my Sentinel it was boring because I was the most overpowered thing in the game, and yet I can come on forums and see 99% of Sentinel players QQing that they are weak. On my Juggernaut the only difference is not having Force Camo to actually get on top of a Sniper or ranged without being rooted forever, but when I do get on top of them 5k AoE smash crits are balanced how? And finally my friend who plays an Operative DPS already quit because he got pissed off when everyone rerolled Operative as FotM, and he would open on something kill it in 3 seconds (which pissed him off, he prefers skill based classes) and then have some terribad reroll open on him and kill him regardless of whether he pops stun break or not because Ops are also squishy. Too much CC, too much burst, minimal skill, and no strategy. Thats what PvP boils down too right now. I still subbed for 3 months, because it isn't un-salvageable and I want the game to succeed. But after playing TERA in the sneak peak this last weekend, its apparent that even with all that games faults, it has far more engaging skill based PvP. SW:TOR has until May 1st to figure out how to fix it or I'm gone. I don't even care if people want to accuse me of whining, or QQ. Because I've been accused of being a blind fanboy in the past, people are just going to call me whatever they want if I don't agree with them, and honestly, the irony would make me smile, so please, in place of a n argument call me names because it'll be amusing to be simultaneously a hating QQ baby, and a hopeless fanboy blind from all negatives about the game. At least Skyrim released the Creation Kit, and Mass Effect 3 is coming out soon, because half the time I can't even be bothered to log in anymore. With everything wrong about the PvP its bad that all I can partake in is 3 Warzones, and Ilum which is broken and doesn't even give credit for kills now.
  5. I like being asked for feedback, and it really sticks it to those who say BioWare actually doesn't care. But if you want my honest opinion, you are going to learn the hard way what it is players want in their UI. And the answer is there is no answer, everyone processes data and stimuli differently. Until you release your custom UI, you will always get negative feedback. And I'm not talking about just the ability to move and resize bars and UI elements, people also are more sensitive to certain colors/animations on their cooldowns. So unless you manage to offer complete customization in your UI then at some point you are going have to make possible the ability to create GUI specific addons. You don't have to allow the ability to make things like DBM, or anything that affects gameplay, but the UI will have to be completely customizable down the road.
  6. Grimhand

    Tonight's Patch

    They crit chance talent is a bug fix, it was affecting damage before instead of crit. This change is fixing that. However theorycrafters alleged that the "bugged" version did more damage, BioWare says that its a buff, and they are the only ones who know the exact numbers, so I trust them over some tin foil hats on the forums.
  7. Grimhand

    Tonight's Patch

    1) It even says its 1.1.2. 2) The bag changes are in the patch notes. 3) GG.
  8. An Assassin can stack just as much damage in that time, you have to stack 4x Shockwave and use a 9 second CD Smash. An Assassin in equal gear can put out as much numbers in a 9 second period (including the uber smash) as a Jugg, for a Jugg its all loaded into that one ability, which has its ups and downs. Pros: It hits hard, and it hits AoE, awesome burst, and helps in big crowd situations near nodes immensely. Cons: If Force Crush and Force Choke aren't off CD you hit like a wet noodle, and if you get CCd/knock back properly you have to build up your stacks again. No an Assassin can't hit that hard with one attack, neither can Jugg/Guardian, its a combo, they may not have an ability that hits that hard either, but they're average attack hits MUCH harder (Juggernaut is the class based around "powerful blows" anyway), they also have stealth. People need to get a clue, every class has strengths/weakness', Juggernauts SHOULD be better in a straight up fight, they don't have stealth. You know what Juggernauts can't do? Pick their fights as well, they can't escape anywhere near as well, they can't ninja a node as well, they most certainly can't harass someone trying to cap until backup arrives, they have to try to win the fight, an Assassin can harass multiple people. Juggernauts are also meant to constantly be in the thick of things. If every class was built around straight up 1v1, it would be a dreadfully awful PvP game. You are almost NEVER in a 1v1 situation in this game, and when you are? You have companions to balance things out. - Open on the Juggernauts Companion and destroy it before restealthing, it will be easy, because - He can't charge to build focus (it is also part of the combo guaranteeing a Smash crit so thats out), and he will take serveral extra globas to even prepare a Smash. - If you have a DPS companion and you just focus down the Juggs, there is nothing he can do, he doesn't have knockbacks or any control whatsoever to stop dps on it. Guess what? No you get to 1v1 him with the advantage of a companion that he doesn't have! That is how 1v1 will play out everytime, there should never be a 1v1 situation without companions, except maybe a chance encounter in Ilum. In team situations you have a different playstyle. Assassin tanks do WAY more damage and have more utility than a Juggernaut Tank, but Juggs have mobility and control. Again different playstyles. Assassins have advantages over Juggernauts and vice versa, if you don't like that style of play than re-roll, but don't blame it on class imbalance. If all you cared about was charging into battle and start smashing **** than you should have looked at Warrior from the start. There is a Shadow on my server who absolutely demolishes everyone, but you NEVER see him in the middle of the fight, he always finds the guy on the periphery, or stands between the respawn area and the node, he always finds the vulnerable healer, and he always manages to catch me at the perfect time. Also I believe someone already linked Powerr but he gets hits just as hard and does comparative ones in the next global again. The grass is always greener my friends.
  9. Not if they increase server size and announce it well ahead of time, and do like a full day maintenance. Than all the gaming press will have headlines like "BioWare to increase server capacities, larger communities".
  10. I know I did! Seriously though the OP is being sarcastic. The only reason his team lost was because of the Sorcs on the other side have a bajillion healing, on a bunch of Warriors (and there being 2 tanks to Guard). E-bay has sarcasm detectors for sale.
  11. Yeah, the 5 minute statement was more the amount of thought....it took about 11 minutes to type (writing University papers the night before did me a great service in that regard). And the original changes weren't mine
  12. I play on that server. Summer's Eve is for one A LOT better than Ruin (Ruin sucks). And Luciela and Moan outgear practically everyone on Empire atm. Luciela also pops full consumables and unleashes Uber Smashes (which are OP). So the numbers posted are going to be high. I'm not saying Juggs/Guardians are weak (they are more than fine...Vengeance/Vigilance needs a buff, and Rage/Focus need to have power from Smash/Sweep reallocated), but there is a reason for those ridiculous numbers.
  13. By the way here is me in 5 minutes make a better patch notes than you: Sniper/Gunslinger: - Baseline for the AC at level 20: Special Tactics: The Agent/Smuggler is adept at manoeuvring to and from cover in the battlefield. When leaving/ being knocked from cover the Agent/Smuggler does 50% less damage, but gains 90% avoidance and 60% movement speed increase for 3 seconds and is immune to CC during this time. Mercenary/Commando: Grav Round/Tracer Missile: now has a 3 second cast on a 9 second CD, but instantly applies its full effect. When being interrupted, causes your next Missile Blast/Explosive Round to cost no heat and do 50% more damage. Juggernaut/Guardian: Focus/Rage: - The bonus damage from 2/2 Shockwave has been reduced to 70% from 100% - Force Crush and Obliterate now have 15 yard ranges, up from 10. - Saber Strength: Now increases Obliterate/Vicious Slash damage by 5/10% up from 3/6% - Brutality: Now increases Critical Strike chance of Vicious Slash by 7.5/15%. In addition after a critical hit with Vicious Slash you have a 50/100% chance to reset the cooldown on Obliterate, and a 25/50% chance (because the trees these abilities belonged to did not get a massive nerf to the core ability) to reset the cooldown on Merciless Slash, and a 15/30% chance to reset the cooldown of Precision Slash (too much uptime on that armor pen would net the tree a nerf) - this also gives a lot of synergy for Sent/Marauder trees. (Basically the idea is too pull damage from Smash/Force Sweep crits and place it throughout the tree keeping the talents with the original design intent) Vigilance/Vengeance: - Remove the bleeds from the tree. Burning Blade/Draining Scream: Renamed to "Vigilant in the Force/Frightening Visage", and now have a 50/100% to apply the "Worn down/Frightened" buff to the Guardian/Juggernaut, every strike made by the Warrior during this time increases the damage of the next Impale by 3% stacking 4 times. Lasts 8 seconds. Eviscerate/Burning Purpose: Now instead causes Impale to have a 50/100% chance to reapply any slowing effects the Juggernaut has on the target (this doesn't directly increase damage, but the previous change and my next one do, I feel like its enough of a damage increase to warrant this talent not being damage focused....this is more quality of life, making the PvP rotation less cluster...well you know). Rampage/Zen Strike: Now instead have equal rates of allowing Ravage/Master Strike usable while moving instead of resetting the cooldown. Plasma Brand/Shatter: Removed the bleed increased the initial damage by 40% (more than half the damage was in the bleed). Causes the next Impale/Ravage used within 6 seconds to deal 15% more damage. (I am literally writing this on the fly to prove a point, so the numbers here I'd need to examined...might be too high...might be too low..but you see what I'm going for, better flow in the talent tree - Ravage fitting with the mobility thing, and the whole tree designed around strong, powerful attacks instead of attrition...that is Marauder/Sentinel ground - I also wanted the class to actually have interactivity between talents). Immortal/Defense: (This can go for any Tank spec with the talent) - Shield Specialization: Additionally shields now mitigate all incoming damage. - Blade Barrier/Sonic Barrier: Increased the damage absorbed slightly. Sentinel/Marauder: Guarded by the Force: Increased the cooldown to 2 minutes up from 1.5 minutes. Force Camo: Increased the cooldown to 1 minute 15 seconds, up slightly from 60 seconds. (Plus the above changes to Focus/Rage, the new Brutality Sorc/Sage: - Reduced absorption from bubble slightly - Overload/Force Wave now fill up Resolve Bars, and affects a maximum of three targets. Any target in the radius not knocked back deals 5% less damage for 6 seconds instead. (This one you can put a cooldown on it too...but that may be a bit much, I prefer this nerf more it still alows them to get away when needed and still have utility guarding the ball carrier...) - Fixed animation on Project, no longer a delay on its effects. I could do the rest of the classes but I won't (they don't need significant changes anyway). When nerfing a class you need to be omniscient, not focusing on just the raw damage of a problem ability. Operatives/Scoundrels do NOT need another nerf. For this interested I play Sentinel and Juggernaut (If the numbers seem high...or off ESPECIALLY in the Focus/Rage Smash crit reallocation, and in Vigilance/Vengeance it wasn't intentional, I kind of eye balled the numbers, it was more the ideas that were important).
  14. Congratulations you just broke Mercenary. Anyone with half a brain knows Tracer is only OP because the tree is designed poorly, nerfing Tracer would require you to do a complete tree redesign, the ability is overpowered because every single major talent in the tree revolves around spamming it at least 5x. Combat/Carnage don't need self heals, why even have different specs at that point? And you are nerfing the BLEEDS of Sentinel/Marauder (the weak one at that)? lol they actually don't tick for much you may remove a couple hundred damage over the course of a fight , sure, but the reason they own you in PvP isn't their bleeds, its Rebuke uptime combined with Guarded by the Force and 100% damage reduction on Force cloak all of which are 60 seconds or less CDs. You are buffing Gunslinger and Sniper damage? By that significant a degree? Have you played PvP or PvE? They hit harder than any class in the game, DAMAGE IS NOT THEIR PROBLEM. Their problem is cover still being clunky and them relying on it 100%, their damage is absolutely ridiculous if they get a good spot...buffing it more just further polarizes how the class plays. The rest of the changes seem like they are there just to represent every class and you pulled numbers from nowhere. I've seen World of Warcraft patch notes with better balance changes.
  15. The upcoming Biochem nerf , as well as BioWare's promise to be buffing other Crew Skills (making augments more meaningful and such), its safe to go whichever Crew Skill you want. Biochem will still save you money in the long run, but ANYONE can use Exotech in the next patch and its better (it'll just be more creds along the way). If you can make credits, than buying Exotech from GTN and taking another Crew Skill is min/maxing. Biochem will be the "Credit making" crew skill now, it will save you money, and everyone and their mother will be buying Exotech all day 'erry day. The other Crew Skills will offer passive buffs, but not make you as rich.
  16. I've played: DAoC Lineage 2 Aion AoC WoW WaR Darkfall GW1 Asheron's Call Everquest FFXI SWG Shadowbane And now of course, SW:TOR. You know what all of these games have in common, especially at launch? They all have "The worst PvP ever". Even the venerable DAoC (my top choice for PvP in a MMO), had SEVERE issues in PvP at launch, and people absolutely hated it to. The vocal forum minority will always blow problems out of the water. When Guild Wars 2 releases, people will whine about its PvP too, same with TERA. People use an external locus of control to explain their problems, and an internal locus when things go right. Which means when they kill someone in PvP it is all because of their skill and that skill will transfer to every 1v1 they EVER have if they win one 1v1, they should therefore win them all. And when they die, it had nothing to do with anything they could have done wrong, it was either broken game mechanics or class imbalance. To quote Yahtzee from "Zero Punctuation" on http://www.escapistmagazine.com/ "Cows go moo, dogs go woof, and MMO players go 'PvP is imbalanced'". Now as for where SW:TOR PvP stands for a brand new MMO? Safely in the top half of the MMOs I've played. This is due MAINLY to the fact I do NOT consider ability delay, or UI issues attributable to PvP, those are separate technical issues that affect all aspects of the game, the PvP itself is above average in a new MMO, still not the best I've played, and has a LOT of work in the next few months. But I learned a long time ago, with anything MMOs take patience, if you don't want to support a company and you don't want to offer constructive feedback in those first months (which are always bad) then DON'T BUY A MMO DAY 1. I'm here and I enjoy SW:TOR so I'll sub, and I'll make sure BioWare knows we want them to keep working on PvP. If in May/June there aren't significant improvements/additions either out, or announced, THAN the PvP is in serious trouble. As a PvPr, SW:TOR and GW2 will probably be my main MMOs for the next few years (I hope), I will try TERA/Archeage as well (As Archeage looks like it actually did sandbox right, but the combat looks meh and the class system is convulted), and I doubt I'll play The Secret World because it is Funcom... TL;DR: SW:TOR is far from the worst PvP I have played in a new MMO, it isn't even bad by those standards, its slightly above average, and has a lot of work to do.
  17. I like how you 1v2 and kill a BATTLEMASTER Knight in what looks to be near full gear completely solo, than manage to live anyway while the second guy dies....then see in the comments another Operative saying: "Concealment still does 3x the damage even after the nerf" So like is he admitting it was crazily imbalanced before? Good video though.
  18. This. Actually taking that statement at face value make the whole loot system make perfect sense..... Gabe A: So how do we want to handle PvP loot? James O: Well loot shouldn't be a determining factor and we should't reward people who sit at their computers all day and give them super huge advantages, the causal/average player will be upset if it takes them to long to get on an even level gear wise. Georg Z: We also can't give gear to quickly, or everyone will whine the game is too easy, there is nothing to do, all the min/maxers and purple chasers will stop playing once the carrot is gone. Gabe A: ........ James O: It has to be relatively fast. Georg Z: It has to take time.... Gabe A: .....So what about RNG? James O: It would have to be vigorously tested to ensure BioWare quality and - Gabe A: http://www.youtube.com/watch?v=khbel2p7ou0&feature=related
  19. They were going to implement it on beta servers, but they never did, i always assumed internal testing went poorly. So no it isn't coming for the foreseeable future.
  20. They were going to try one free AC respec in beta before level 20, and even then it went horribly and they pulled the idea, it never got passed internal testing onto beta servers.
  21. You can already change your spec. The AC is literally like changing your class and shouldn't be possible. This will only encourage more FotM style play. You KNEW what you were getting into when you made the pick, it should been painfully clear one was a caster, and the other a melee with tank/stealth. Going from a Tank to a Healer because its their playstyle is something they really have no excuse for borking up, and is something he should have been 100% sure of before 50. Considering BioWare's main addition to the MMO genre has been story, and they said they want people to go back and experience the story again, and that there exists a legacy system....why would they EVER allow you to just switch your class. It would actually defeat the purpose of SWTOR entirely. Sorry that you wanted to roll "LOLLIGHTING" and now realize that once the "Cool" factor of lightning wore off you are just a caster, and sorry your friend took a month and a half to realize he preferred healing to tanking, but offering class changes for people is dumb. MMOs are MASSIVELY MULTIPLAYER and they are persistent, TOR emphasizes story and meaningful choices that matter to boot. You aren't the only player in the game, and allowing class changes affects every player and the entire game, implementing it could have serious ramifications. And like I said it would encourage FotMing like never before, players would just switch ACs because they felt one was weak.....can you imagine all the PTechs that would re-roll Tracer spam? How about all the Juggernauts who feel like their class is broken and that Rage smash crits aren't fun and roll Marauder. All the people who are currently getting upset about Assassin changes, might re-roll Sorc. You now have a situation in which your available tanks has dropped significantly. Don't like being a tank? Roll an alt, enjoy a different story, and that way if you get bored of your new class you may find a love for tanking later.
  22. Anyone who is too lazy to read: - Statements made as of Feb 1st. - Either have already paid their sub, or have the credit card set to pay it when their trial period ends (IE they ARE paying subs, their cards just haven't been charged yet. They haven't cancelled and as of this point plan to sub). Anyone who has cancelled their subs, won't be included in that list, and neither will people who haven't set up payment info to be charged at the end of their 30 days and are just in their trial period. So its 1.7 million subs or people who still plan on subbing at the end of their 30s, and that was as of Feb 1st. Everything else is either conjecture or some conspiracy theory about EA making fraudulent claims to their shareholders.
  23. Cent is tier 1. You are supposed to get it first, you aren't supposed to skip straight to Champion and gear that up in a week.
  24. a 5% bonus over PvE gear would still be a 5% bonus? QQ moar for not being able to roflstomp fresh 50s as hard?
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