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Noroimuja

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  1. Would it be SO HARD to make a massive space sandbox? 14 accessible planets, 30+ moons, a lot of space hazards maybe a black hole... resources, complex personal ship upgrades and whatever with 200million you would think that they would have atleast made more space missions or even a space operation >_>
  2. You sound like a business man yet you do not see the fact that this game right now, is a poor investment on multiple levels.
  3. /Signed Bioware wasting their time walking backwards rather than spending the same effort adding more mechanics on hard/nightmare and fixing bugs. Its going downhill folks, getting ready to buy Guild Wars 2
  4. Agreed and signed. When they added hard/nightmare they directly promised to cater to the games raiding population. There is no reason in ruining the experience for any group of people. Casuals are in the plenty, but they also have a high turnover. Why shoot yourself in the foot and scare away the people that pay for games like this every month? Bioware?
  5. being an officer in one of the top 15 guilds in europe i fully agree with OP. Normal->Hard->Nightmare climb is just too easy; 4 weeks and we kill karagga nightmare. Soa hardmode before the nerf was the only difficult boss - and that was because of rng, not mechanics.
  6. It is only the 3rd month of release - but if they were to add even half of the suggested ideas into the game it would gain so much. More ideas: 1. Paid server transfer 2. Paid character race change 3. Buyable vanity mounts (110%) 4. Buyable vanity orange apperance gear 5. Buyable vanity pets *none will affect character stats or affects* Many people like to frown on these things, but you need to realise how much revenue is made from a single buyable vanity item. if a mount is £10, and 500,000 people buy it - thats £5,000,000 for bioware to use on better improving the game. There is no doubt that Bioware is still trying to breakeven with this game, any additional cash in their pocket would mean more staff, more content and better CS.
  7. Right now, PvP stand as a complete grindfest - WZ or Ilum farming for valor. Having Battlemaster means nothing other than the fact that you have spent a ******** of hours grinding medals. Wheres the competitive play? Bioware do you want this game to suck as much as Rift did? WoW was the greatest game ever created, but Arena really challenge skilled players; and in fact it made Blizzard a whole lot of dosh (tournament seasons) All the successful Mmo games have had incredible competitve PvP with ladder systems, ranking etc. We need team orientated matches, World-PvP base capture, Sieges and maybe even arena. JUST SOMETHING THAT TESTS OUR SKILL! There is no reason to hang us out to dry.
  8. I still dont understand why people say 'Don't compare to WoW' as if that is even possible when addressing half the mechanics already in the game. critting 4-5k... gratz; 1 healer around and your class takes the backburner - all of your damage becomes pointless then if i bring up guard in PvP juggernaut/guardian becomes so ineffective at killing that target
  9. Being the best equipped fighter in the galaxy (supposedly the best armor, gadgets weaponry etc) you would think that the class would have an arsenal of abilities based on technology... Yet as a vanguard for example - half your skills come out of an incredible multi-purpose assault rifle, and the backpack you carry around has no use whatsoever. Looking at the mechanics of the vanguard (because i play republic) all three 31 talent point skills are sad excuses for abilities of their grade and again; have zero creativity rating. How many tanks even bother with energy blast? Have you ever seen a vanguard cast fire pulse? Assault plastique hits for a fair amount; but why does it only hit one target? What could be done: -31 tank tree change- A cooldown that empowers your reactive shield/energy shield increasing its defensive abilities (e.g. more damage absorbtion, % health increase, increased shield chance - parry chance etc) -31 advanced prototype/tactics- Change immolate/fire pulse into a stationary turret that Buffs near allies/ Debuffs healing ability of nearby enemies (20-30% Mortal strike effect) / deals damage as a % of players Aim, effect would depend on what choice of stance. -31 Pyrotech/Assault specialist- Change Assualt plastique into a C4/proximity explosive - Placed at the feet of the character, 3-4 second cast, upon being placed the skill changes into a denotator which would allow the player to remotely blow it up. On explosion it would deal substantial damage and knockback/stun (weak and strong - just stun players) *effective in PvP yet not overpowered because it would have a health bar and would be clearly visable.
  10. Ok before i ignite i would like to say that this game is great. Recently finished levelling a second character to level 50, i have full raid gear 3/5 rakata set and a mix between rakata and columi in the remaining character slots. My guild is now killing the last few nightmare bosses and so far - PvE has been good. (other than the vast amount of bugs) Ill go ahead and say that Vanguard/Powertech and Guardian/juggernaut are very impressive characters. My second character was a Vanguard after my sage and levelling to 50 was extremely interesting - the story was amazing and the class itself is very different yet effective. But anyway, my rant is based on these 2 advanced classes. Both supposed to be the brute in the group; Heavy armor, high defenses and made to be able to go into a fight head first and be feared by all enemies. That doesn't happen, playing a vanguard in PvP im usually the first to die - maybe because i stand out the most or just because i seem to be an easy target. I have a few cooldowns that give me the advantage in a fair 1v1, but 1v1 is rarely a realistic scenario. Then theres the issue of whether vanguard PvP dps stands as a Ranged or a melee; Assault spec is ranged heavy, with 2 skills that demand melee range. Tactics - well this build is just underpowered to its teeth - 'ooo a 30% sprint, a weak dot and a skill spam improvement!' -.-, i don't think i have ever even seen a 31 tactics vanguard in pvp. To get to the point: Guardian/Juggernaut in PvP is supposed to be the slow-swinging hard hitter; the guy that appears late and mops up everyone. Or the guy that you are unlucky enough to come across 1v1 and he leaves you with the inability to sit down. And at the same time, has a large problem with Kite-able ranged. -What Guardian/Juggernaut needs: 1. Mortal strike debuff (30% healing reduction is seriously not enough to kill a geared healer in this game.) between 20-30% healing reduction. 2. Heavy hitter after force leap, something that crits between 3-6k and has a long cooldown. 3. A proccing attack that cannot be dodge parried etc (overpower) 4. A Bladestorm ( yeah, i said it - and its needed) Vanguard/powertech advanced class is supposed to be the one with the best technology - state of the art armoring, shields, explosives (and... turrets/droids). The idea of this advanced class is to be covered in weaponized tricks - the best in the galaxy. So i suggest a few changes... -What Vanguard/Powertech needs: 1. Aoe Mortal strike effect (that does not stack with Guard/Jugg effect) Some sort of Toxin gas grenade or a portable droid that releases it on a target location. 20-30% 2. A Stationary turret which either buffs the group, debuffs the target or absorbs a fraction of the damage taken. 3. Assault plastique should become a C4 explosive, which is placed at the feet of the players, and then can be detonated later on - which would deal a large amount of aoe damage apon explosion, knocking targets back(weak + strong + players) 4. Hammer shot rework - very important to dps rotation 5. Gut... to be turned into a Heavy hitter on a 8-12second cooldown 6. 31 tactics Fire pulse changed for aoe buff/debuff/absorb turret. (turret and C4 will have minor health amounts) TL: DR 1. Make Guardian/juggernaut the slow-swinger hard-hitter with a mortal strike debuff and a high damage damage AoE CD. 2. Make Vanguard/Powertech the best equipped fighter in the galaxy by giving them suitable abilities that include - a 31 talent point stationary turret that can Buff/Debuff(Mortalstrike)/absorb damage, a placeable C4 explosive instead of a sticky grenade as 31 talent skill. Changing Gut into a High burst attack instead of a dot with a suitable CD. 3. *addition* Swap Storm round with harpoon, Harpoon is a High threat skill which is made for tanking and is occasionaly useful as a dps in PvP - storm on the otherhand should be a general skill. To end my point i just want to ask why Bioware treated these classes so badly in terms of 31 talent point skills? Hybrids should be the secondary choice of a build, not the primary. ill apologize now for any mistakes
  11. hehe its like my 5th time watching it
  12. http://www.youtube.com/watch?v=YapNo2Y6_go&feature=g-all-lik&context=G253b162FAAAAAAAASAA i just had to share this with everyone please do link more awesome videos
  13. This game has potential, but it will only meet that potential if it uses the PvP systems that don't mimic WoW. Now im only addressing instanced PvP, i have far to many ideas for World PvP GvG, RvR etc to put in this forum... Guild Wars in my mind, had the best instanced PvP that any mmorpg had (never played DAoC so don't taze me bro) How i remeber it (correct me if i am wrong)-> 1) It started off with Random arenas. These were the basic run-of-the-mill battlegrounds whereby anyone could sign up and would be randomly put up against other players that had signed up for them as well. Random areas had very short queuing times. [4v4] [continental] 2) Team arenas followed random arenas, and you were required to win 5 (i think) random arena matches in a row to unluck these battlegrounds. Team arenas could only be joined in a group, and you would be put up against other groups. [4v4] [continental] 3) Heroes ascent was the next step, and again you were required to win 5 team arenas in a row to unluck this mode. Now this is where it became interesting because it was ranked. If i remember correctly, it used a tournament ladder system - e.g. it had final, semi-final, quarter final and preliminary matches. You had to win all your matches to reach the final, and the team that Won the final would receive Fame. Fame represented the best of the best, i can't remember if it was a resource for gear or a number that was show on your character e.g. 20 fame is a newb, 150 fame is a PvP pro. [8v8] [iNTERNATIONAL <3] This system creates levels of skill, you can't play Team arenas unless you spend the time to make the right build for yourself. The same goes for Heroes ascent - it cannot be played unless you take the time to create synergy and practice with a solid premade group that can win 5 matches in row. This creates a huge amount of competitiveness between players. This is how i can recall it from 5-6 years ago, when i last played it - but since then; nothing has even came close in my mind to being a better PvP ladder system. TL:DR -> Swtor needs a decent PvP ladder system that uses Fame or ranking to represent the best players/teams. What kind of PvP systems do YOU want implemented into this great game that will stop it from going down the same route as WoW did? Got any improvements on the system from Guild Wars?
  14. Normal 8 and 16 share a lockout Hard/nightmare 8 and 16 share a lockout
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