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Laiov

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Everything posted by Laiov

  1. Signed. Tora can have my stuff if she still wants it. It would also make sense within the story, if you've dispensed with Koth.
  2. I've noticed the following in galactic command queues for veteran flashpoint groups. You get a queue pop. You click ready. Someone in that group then declines. Another queue pops, with a different selection of players. Several members of that group click ready, including you, but someone again declines. This occurs maybe two or three times. The issue appears in the next successive queue pop: Both the ready and decline buttons will be dimly lit, as if one or the other has already been clicked. You can still click ready at this point and it will register, but if you click decline, that will not register and nothing will happen. However you can still decline at this point by allowing the timer to run out on the group invite.
  3. I'd note that Wildstar (2014) and Guild Wars 2 (2012) are both older than the date you cite. They do say on the page there that the non-struck list is the product of investigation and is incomplete, but the fact that older expansion-model MMOs were being listed at all raises the question. Regardless, it seems like voice work has been reduced across the board in swtor. It's not just the companion return but also those half-voiced kotor quest scenes they went with this expansion. Even were swtor not directly subject to industrial action here, if v/o is becoming more expensive at the same time as the game's annual revenues are declining, swtor could be running into a budgetary constraint with this content.
  4. Hmm. Looks like they provide PDF lists of struck and non-struck titles. I see Guild Wars 2 and Wildstar on non-struck, but no mention of swtor on either. It could be that major expansion content, such as kotet, is treated as a distinct production.
  5. Do you think they're likely to make that change? At some point between now and never, I would like to at least salvage a couple of the prohibitively rare dyes that I already have. Even changing platinum dyes into bound reusables, like tunings, would be an improvement.
  6. Let's see the ops and dummy parses from these players you know. Dragging in dead last of a geared group is what the numbers I've seen describe. It would be nice to have data showing the competitiveness of lightning / madness specs in nightmare mode.
  7. I don't think dps sorcs have ever really been able to crawl out from under the hybrid tax. The only reason to nerf them that I can see is that they were too popular. Why that is, I don't know. Iconic casting animations plus viability?
  8. 425 cc Tap to destroy target item, returning its dye module to your inventory. Dye-extractor is consumed on use.
  9. Nah. It was more like 160 if you let all of the cutscenes play. You could also guess that a dev might be doing some playtesting. Which yeah, involves repeating lots of content. I could see a deeply invested dev rerolling all classes whenever major changes to the skill system or the quest system were implemented. That sort of thing.
  10. Augmenting can be expensive, considering the cost of the augmentation kit, the cost of the augment itself, and the assembly cost at the modification terminal, multiplied by 14 gear slots. Given the various exp boost items and promotions that are active at any given time, leveling is now so rapid that players will soon outlevel any set of lower level augments. So waiting until 70 is the way to go. At lower levels, you might consider augmenting just two or three pieces of gear, in order to gain specific stats that you feel you are missing in your gameplay. A little more HP to hang in fights longer. Slightly more alacrity, to speed up the attack animations. Patching holes in the leveling gear.
  11. It's pretty much this. I never cancel HM flashpoint pops. But if you're a level 70 dps, farming Veteran flashpoints for cxp, then you're going to be pulling aggro. If nobody else in the group is 70 dps (or 50+ tank), which means possibly able to hold aggro, then you are literally tanking the flashpoint. You have all the aggro, all the time. You do all the pulls, lead the group, take all the knockback and slows, position the boss, all the tanking stuff falls to you. Sometimes I'm up for that, but often, no. There needs to be a chance that someone else in the group is going to be managing some of the mobs. If I get in there with a more balanced group and end up tanking anyway, fine, I'll complete the flashpoint as quickly as possible. But if the pop doesn't list at least one other 70 dps (or 50+ tank), I'm probably going to cancel it since I know ahead of time that it's going to be tedious. I prefer to dps. The current state of bolster does not resolve this issue. When thinking about bolster, consider that lower levels do not yet have all of their core abilities. This limits both their output and defenses. What they do have is buffed, but they also have less. Hopefully the tweaks coming to bolster in 5.2 will compensate. If not, BioWare might be better off taking a look at how aggro works in Veteran mode. Maybe try something more like an ARPG aggro model.
  12. Install Windows 7. Windows 10 is cancer. Don't encourage the bastards.
  13. In the Inquisitor storyline, force ghosts can do battle with the living. Kallig smacks hapless players all over the place.
  14. Issue: Currently, if a player in your flashpoint group disconnects during a cutscene, the scene may hang indefinitely and in some cases the instance may reset. Example: During the False Emperor flashpoint, in the Wode conversation, one of four players disconnected from the game. This resulted in the remaining three players being kicked to the flashpoint's exit location and the total reset of all mobs and bosses. I have noticed the conversation hanging issue in most flashpoints where a disconnect during cutscenes occurs, but the reset effect only during False Emperor. There is also a related bug in the Galactic Command menu, where players are receiving "member of your group currently offline" errors when attempting to re-queue after leaving a group in which someone has disconnected during a cutscene. Relogging appears to clear that error.
  15. Because I don't agree that it's a question of fairness. I don't think APM is a balance issue in MMOs. Different players will have different attention spans and so you need a variety of engagement levels to satisfy a large population.
  16. In MMORPGs, unlike in RTS games for instance, I'd say APM is really a player satisfaction issue and should be understood in terms similar to class aesthetics. I can report that I prefer PC gaming to console gaming because I find exercising my muscle memory on a more complex input device to be satisfying, but not because I find it to be somehow harder. It seems to me that well-memorized keypresses are effortless regardless of their number or sequence. It's just that at lower APM, I am more easily bored.
  17. It sounds like the generic melee player's wishlist. As far as an understanding of trinity advantage/disadvantage systems goes, this leaves a lot to be desired. Just to cite one example - take the archetypal ranged dps class, the glass cannon. This class is not "safe", instead it trades armor for range. The concept is that if you pull aggro, which is easy to do at high dps, especially when you do not use aggro dumps during burst phases, you will instantly crater your healer's resources. So you die and maybe you wipe the group as well. But setting all of that aside, the whole model falls to pieces in popular SWTOR game modes such as veteran flashpoints, in which whomever has the highest dps in the group ends up "tanking" and there might not be a healer at all. Ranged dps classes are constantly in melee range simply due to group composition in these modes. There is also the matter of ranged mobs, which can apply their damage regardless of where a player is positioned. All dps classes should have virtually the same potential damage output in theory. Encounter mechanics ought to determine the circumstances for achieving that output. Classes can not be balanced in a vacuum, so the premise is fundamentally flawed, I think.
  18. I came into this patch already having the set bonus from doing ops previously, so I don't really care about any of that. I'm more concerned with the gating and reward interval in this new system. Over the past couple of weeks I've been running flashpoints, which is what I have always done in swtor to prepare for ops. In part because it keeps the skills sharp for harder group content, and also because it's a good way to find other competent players without going through a convoluted guild application process. I haven't played for a few months, so this is my first exposure to command levels. I've been able to grind my main up to tier three, mid 190s at this point, by playing as if I were preparing for HM ops. With the current cxp bonus, the gearing curve already feels steep. Without the cxp bonus I would almost certainly have stopped as the interval between rng gear upgrade rolls would be far too great. These settings for command levels are already on the verge of undervaluing effort in my view. Considering also that pvp is on a separate progression track, the current system seems to require that players not only pick a game mode but also a specific character and stick to that if they want to maintain the usual options for jumping into endgame content. The first thing that BioWare will need to do in my opinion is make the current cxp bonus permanent.
  19. Yeah. I can't imagine grinding these levels without the cxp bonus. Don't think I'm going to.
  20. At the start of the expansion, Valkorian gave a long speech about how some of your companions didn't beloooong on your crew, and yadda yadda yadda. And so we were given some interesting choices in the story between banishing a companion that we might like (in my case, Senya), or accepting their difficult actions. But it seems that although we have gained the ability to deal with this issue affecting the vanilla game, we have also gained an even longer list of enduring companions that we might not want. For example, I would now like to get rid of: "Deadeye" Leyta Choza Raabat Hemdil Tre K'Krohl Qyzen Fess Rokuss Yuun We have a terminal available to bring back companions that have been killed in the story. Along the same lines maybe, can you just grant us a dark side mission where we can load up all these doofuses onto a ship and send it at hyperspace speeds into a star or something, so that they no longer show up in the menus and we never have to hear from them again? Or could we permanently "station" the lot of them on Belsavis? Maybe an epic quest to learn that planet-destroying ritual Valks found so amusing?
  21. Ha! I will never truly understand melee players, so comfortable using the health bar as if it were mana. The other day I was in a 4x DPS tactical group with a marauder who did not regen at all, jumped into fights at 30% or less HP, and somehow only died once.
  22. The Jos/Valk fight on Blood Hunt is overtuned at any level. Jos and Valk simply have too much HP. A large HP pool means a long fight. The longer you're in the fight, the greater the odds of eventually getting knocked off the platform while using the kolto stations. You lose DPS from one player and the HP problem is magnified: even longer fight, more knockoffs, more wipes. Devs should consider cutting their hit points by 1/3 or so. Other stuff: - Maelstrom Prison. Grand Moff Kilran can sometimes snipe you through walls/obstacles. Since this is a one shot kill, it can break the encounter. - Depths of Manaan. Ortuno. You often lose one player to the lightning during this fight. At level 65 this doesn't guarantee a wipe, especially considering battle rez. However it is quite difficult to three man the encounter using low level toons that don't yet have all of their damage mitigation skills. I think that if the adds spawned every other phase, instead of every phase, this fight would be in a good place.
  23. I noticed this bug as well, repeatedly completing Depths of Manaan, both in group finder and in solo mode through the Shadow of Revan prelude storyline. No Light vs Dark credit. But all of my attempts were Imperial. When I rolled a Republic toon and did the flashpoint on that faction, I received credit for the event. So that might be a workaround until they patch it.
  24. Classic bug, triggered reliably by two things in my experience. The first is switching characters: logging out of one toon and into another without exiting the client can break print screen. The second is zoning. This one is less consistent, but sometimes zoning into certain story areas, like the alliance base, can break print screen. In this case zoning out again may clear it.
  25. I was able to get the Deathless Champion title on a lightning sorc, average gear level 216, augmented plus two piece set bonus. Level 42 companion (Senya) set to heals. Just a few opinions: 1. OP reads like humblebrag. Eternal Championship has a World 4-3 difficulty feel to it. Moderate. 2. Devs, SWTOR is an RPG. Consider lockouts for each boss. Needing to kill all bosses in one instance, despite unlimited continues, may be the wrong kind of eustress for this market. 3. As a raider who isn't raiding at the moment, it was kind of cool to have to think a little bit about mechanics in single player. As a Founder, no, it's not more difficult than release difficulty. But difficulty at release was more of a stats and balance issue than an encounter mechanics issue.
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