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ZhukovGK

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Posts posted by ZhukovGK

  1. Completely 100% agree with OP.

     

    Level sync scaling was one of the worst decisions ever made for this game. It has brought more harm than good. It has all but ruined the very idea of character progression. Nothing ever gets really "easier", you never really feel more powerful despite learning new skills, acquiring new gear, min-maxing it. Nope - go on some planet and you pretty much the same as when you levelled there.

     

    Personally I see nothing wrong with high level players being able to one shot low level world bosses and what not. We could because as characters we grew and became powerful, it made sense.

     

    Not to mention how it messed up so many aspects of levelling - say how Thanatons level jumps between planets ...

     

    It was nothing, but cheap way to introduce "end game content" from existing world bosses and heroics rather than actually implement something new.

     

    I don't like it either and I believe it was poorly implemented.

     

    However, it was put in place to address a problem and so simply advocating its removal is not a real solution.

     

    I would keep Level Sync, but adjust it so that gear on the planet you are leveling on remains meaningful. I would also increase the overall difficulty of game content as right now it's just about faceroll easy. This would maintain the RPG staple of character progression while still discouraging griefing behavior.

     

    There is a downside to my suggestion.

     

    Right now there is very little 'Gear Grind', in SWTOR and for many players that is a real plus. So changes to existing systems should be undertaken with due consideration to all factors.

  2. Every time I have to open the Companions window (*) I brace myself for the chore of scrolling through. And there's demand for more of them?! That's like a fish that wants more bicycles.

     

    There seems to be a proliferation of bad ideas recently on the forums. The meta problem here is that BW - being BW - will go and implement one of these bad ideas. Or three.

     

    (*) My companion completely disappears at the most inconvenient moments, leaving me to fend off hordes in ugly places like Iokath. So, I have to open up the Companions window to re-summon them. Other times, they - naturally - keep showing up even after I dismissed them.

     

    Bioware has made some questionable design decisions. But sometimes the cure is worse than the disease.

     

    Personally, I would rather see some older companions even if they might be dead given some more potential time. If, through player choice, that companion died then their place can possibly be taken by some generic 'red shirt'.

  3. Sure it may be making a mountain out of a molehill, but the current iteration of level sync is poorly implemented.

     

    If you are just at the level cap, you gain full value of all stats (player + gear). When you go one level over, your stats are capped. In theory, this should cap your stats at the previous level. However, in some places the stat cap when synced is less than the amount of stats available when at or below the sync level.

     

    Can you still play the game and easily defeat any enimies? Sure.

     

    Does it feel like a well thought out and polished system seeing your stats go DOWN when your level goes UP? No.

     

    So feel free to call out anyone suggesting that this prevents them from successfully or easily completing content, but don't excuse the poor implementation.

     

    EDIT TO ADD: As far as I know, this only started occurring post 7.0 when they made changes (nerfed) the planet levels and power levels associated with level sync.

     

    Well, at least one person seems to get it.

     

    As for completing content in empty shells, that's a whole different issue which suggests that not only is the current implementation of Level Sync garbage, but that the relationship between character power and content is badly out of balance.

  4. If the ease or difficulty of the content isn't material to the issue (which is what you said earlier) then what exactly is the actual problem? That numbers change? If the numbers changing has no impact on how easily or not the mobs die then there is no problem. If you're going to contend that the numbers changing does in fact impact the difficulty of the content then the difficulty of the content is material to the issue.

     

    In all honesty I personally can't argue as to whether or not a new player is going to have issues. When I create a new character, I have advantages new players do not. I've leveled characters from start recently enough to know I did not experience any issues but like I said ... advantages.

     

    From my previous post:

     

    Let me again state that I support Level/Ability caps for each planet. What I am objecting to is the implementation.

     

    I am a fairly experienced player, so yes, I can adapt to this garbage. But it's still a garbage implementation that didn't need to be this way. Even Blizzard (World of Warcraft) has never, as far as I know, done something this ham fisted, and they've done a lot of questionable things.

  5. And for all that, guess what? Mobs were dead either way. Watching your stats go up and down as they react to planet sync means nothing. Stuff is still dead.

     

    And that's all that matters.

     

    I guess you've totally forgotten what it is to be a low level character. It has a very real and very noticeable impact on Character Power at those low levels and came as quite a shock when I first encountered it.

     

    Now if you want to argue that Player Characters are in general over powered, then that is a different discussion and one that I might agree with you on.

     

    But the solution to that should be more incremental throughout the leveling process. Not nerfing the Character into the ground at some level threshold.

  6. There is no planetary side quest you can't do while level-capped. The complaints on the forum, if you notice, is that the content is too easy, not too hard. Your endurance, power, and mastery caps don't prevent you, even on a healer class, from bringing down mobs while planet synced, and easily.

     

    The ease or difficulty of content is not the subject of this discussion as it is not material to the issue. It is the fact that when I leveled from 10 to 11 on Korriban and 17 to 18 on Dromund Kaas my primary abilities were dramatically nerfed. Secondary stats are not a significant contributor to character power at that level and are likewise immaterial to the issue.

     

    I tested this issue on a new character on Korriban. At level 10 equiped only with gear containing level 10 Armor/hilt, Mods and Enhancements my character not only vastly exceeded the hard cap for Korriban but was very slightly above the hard cap for Dromund Kaas.

     

    This is not merely wrong, but ludicrous.

     

    Let me again state that I support Level/Ability caps for each planet. What I am objecting to is the implementation.

     

    IMO, the way it should have been done is as follows:

     

    1. Naked Character at Max Level for Planet.

     

    2. Equip with Best Gear available for Character of that Level

     

    That is your Level/Stat cap for the Planet. It should apply to both primary and secondary stats. But, all earned abilities should be kept and attenuated to Planet Level Cap.

  7. I recently rolled two new Alts recently with the purview of running all the side and planet quests again (it’s been years and years since I last did it).

    My wife and I grouped to do it and both times we were in our 20’s by the time we left the starter planet. We just left the second planet and are nearly level 30.

    Honestly, the extra abilities and utilities more than make up for what ever stats you may lose because you are over the planet sync level.

    I think they do this so that it doesn’t become too easy. I wouldn’t even mind if we lost a little more of the main stats the higher we are over the planet sync or based on what gear we have on.

    True, an alternate strategy would be to level aggressively, but largely ignore gear beyond a cosmetic device. Use each planets level sync as the power up and only gear to that level sync.

  8. Here’s a question because I’m too lazy to go check. Is it possible that Bioware have some sort of bolster on lower planets that boosts you if you don’t have enough gear by “x” level? Maybe that’s why it drops when you hit lvl 18 and don’t have enough gear on to make up for it?

    I ask this because Bioware have pretty much made worrying about gear pointless as you level. I can still clear content at lvl 30 with my lvl 10-16 gear on. Most of the time I don’t even bother checking because mobs still melt regardless.

    That is a very interesting question.

     

    I do admit,that it seemed that my Level 17 character and, for that matter, my Level 10 characters were more powerful than I had remembered.

     

    It is possible that the scaling or level sync or whatever is adjusting characters to an appropriate power level. However it is doing so in a manner that is frankly infuriating.

     

    Right now it appears that the smart player must be very narrowly focused. No side quests. No purchased xp boosts any kind. Target only level cap for each planet and move on.

     

    Seems like poor game design and a very poor business move, but it is what it is.

  9. I fully support a level cap appropriate to each planet.

     

    However I am absolutely opposed to having my character lose power.

     

    Dromund Kaas' level cap is 17. If I have 3600 health at level 17, then at level 18 I should still have 3600 health while questing on Dromund Kaas. It should not be increased by leveling beyond 17 while questing on Dromund Kaas.

     

    But it should also not be decreased to 2200, or whatever it is. That's just demoralizing.

  10. I remember levels being capped for each planet and agree that it is a good idea.

     

    However, I don't remember losing around 1400 health when I leveled from 17 to 18 on Dromund Kaas.

     

    I only remember not gaining any further power after I hit level cap for that world.

     

    I mean, I'm not in particularly good gear. Just green mods and such from the fleet vendor.

     

    It certainly makes doing side quests a fool's errand.

  11. I'll limit myself to classes where I have finished the 'story'. Since I largely can't stand The Republic this will mostly be about Imperials.

     

    Republic: (Liberty, Equality, Fraternity and Unicorns!)

     

    Smuggler, Human, Male, Light Side: Sure he wants to save The Republic. But he's also in it for the Fame, Fortune and um... Companionship;). So, win win, right?

     

    Now to the 'good' stuff...

     

    Sith Empire: (Passion is beautiful; Unbridled Passion is Glorious!)

     

    Sith Warrior, Human, Male, Dark Side: Doesn't engage in needless cruelty. Bang up alongside needful cruelty. All in on Darth Marr's vision of an orderly, united empire dominating the galaxy.

     

    Sith Inquisitor, Human, Male, Lightside: Devoted to the defense of The Empire and its citizens. Driven to restore the House of Kallig to its rightful place of leadership. Ally of Darth Marr, but knows better than to trust in the friendship of a Sith.

     

    Bounty Hunter, Cyborg, Male, Neutral: Honorable, Professional, doesn't let anything get in the way of getting the job done.

     

    Imperial Agent, Cyborg, Male, Lightside: Doesn't like the Sith, hates the Jedi. Protects The Empire not because it's good, but because it is Home.

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