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ausmisc

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Everything posted by ausmisc

  1. +1 for allowing transfers with some kind of credit/item cap so as not to destroy any semblance of economy. +1 for adjusting the anti-inflation measures which are actually hurting more than helping. Not sure if this can be adjusted on a server-by-server basis though. I feel for the server's population health you definately need a way to entice APAC players to transfer back from the US servers, without making it so that fresh players suddenly feel a major disadvantage.
  2. Yeah they screwed the pooch a bit with the launch. Probably hurt the server's long term population a bit as a lot of people like to there from the very start on a fresh server. Maybe the emailing was a reactive measure to not achieving the numbers they thought they'd get. Hopefully it helps as most times when I try PvP I'm still seeing 4v5 warzones etc that never fill. Then again the PvP feels pretty poor compared to 10 years ago. Don't think they needed to be worried about overloading the server, I was playing on the second day and it was pretty quiet.
  3. I returned to SWTOR with the launch of the APAC server last week. I played from launch until 2014. Was surprised to see I have a lot less abilities now. Some are gone forever and some I need to spec into at the expense of others that were once baseline. Overall it makes the game less engaging for me, and seems like a large step backwards from a system that was better a decade ago. I'm guessing it's to cater towards the more casual player base that remains. On a side note I've been leveling up an AP Powertech on the new server. Besides the obvious culling of abilities, I'm puzzled by why they would put the backbone of the spec "prototype particle accelerator", all the way at level 68. It seems like a decision that someone who hasn't played the spec would make. So many of the AP mechanics/playstyle revolve around railshot and subsequent resets. It should be something gained relatively early to allow the player to develop its use during the leveling process. Not sure when these new "skill trees" were added to the game, but the older systems from pre-2014 seemed better to me. Overall my impression as a returning player has been poor. Maybe it would be okay if I didn't know how the game was before, but it's disappointing to see what I feel is a regression in player experience from this culling of abilities. Edit: From a PvP perspective I miss the CC abilities which I'm guessing were a victim of pruning. They added a bit more tactical depth/strategy to the game especially with objectives and huttball. Now everyone is just a walking pinata and TTK seems so much longer than when I last played. But I'll wait and see how it plays once I hit 80.. if I make it there.
  4. Yes, I only became aware of the APAC reopening from a random news story on my Google News feed. Would definitely attract more players if the word could be put out via some more avenues.
  5. Yeah that is team deathmatching (last man standing). You also get to killl other people in objective games, but some people struggle with being able to watch an objective at the same time. Maybe that coupled with population was why they got rid of 8v8 ranked. The **** about it being real PvP is kind of stupid. It's just what BW has chosen in this game at this moment to be the ranked PvP component, largely due to population and small-scale 4v4 doesn't lend well to objective play. I've got nothing against those that enjoy that style of play, it's just a shame that it has come to this and regs are the only avenue now for those who enjoy PvPing with objectives.
  6. Topping numbers isn't exactly hard when you're playing a different game to everyone else. Differentiating between arenas and warzones too hard, number padding and losing is the new meta. Regs don't matter, but playing them and topping damage does. Best you can do is just avoid particular premades if you still enjoy objectives.
  7. Have yet to see an entire guild focused entirely on objectives.. Just depends on the individual players at the time really. You can usually successfully predict that XXXX guild is just gonna deathmatch and contribute **** all, but even then some of those guilds have the occasional player who plays to the design.
  8. Bringing back the vulnerability clause for railshots would gimp the class substantially when our only way to apply it now is a 4m attack (used to be 30m or 10m). In regular PVP a lot of the time RB isn't even worth using due to low TTK and target switching. Coupled with a 10m range on TD? What's your opener from 30m now.. rapid shots x 2?
  9. Can only hope they bring out selective warzone queuing so the PVP parsers can just do deathmatch 24/7 without those pesky objectives
  10. Stealth detect is awesome, usually used offensively to reveal those who try combat-stealth to escape. I'd say I get use out of it most matches.
  11. A decent jugg is a pretty good counter when you pair off predictable burst with reflect.
  12. You seem to see things that I've never seen from ~3 years of PvP such as stunned with full resolve and medpacks not available.. BW must hate you.
  13. The truly great Huttball games went out the window with 8v8 ranked imo. I don't see any real issue with the classes in the current game, just the people controlling them. More often than not you'll have 1-3 people playing the ball and the rest drooling on each other in-between attempting to get rid of the ball ASAP so they can continue their "uber DPS" unhindered by silly objective play. Huttball is great when you get 2 teams actually playing the game, sadly I don't see it too often.
  14. Sounds cool I'll try make it. This is 7PM PDT I take it?
  15. Definitely could use it.. with no cross server the only defense against slow pops and inbred populations is more people on the one server. And they're becoming gaunt again. I know people that used to play but won't re-sub because their characters are all on small servers and they don't want to fork out 1800 coins or whatever it is for each transfer.
  16. Yep they broke it.. you'd think it'd be the kind of thing they'd hot fix but who knows. Put a bug report in the other day.
  17. ausmisc

    Combat not ending?

    Yep, you kill them.. try and cap.. interrupted by dot.. try cap.. interrupted. Should have had plenty of time to cap normally but then someone turns up after multiple posthumous interrupts. Needs a hot fix. Gonna do a bug report today for all the good it'll do.
  18. ausmisc

    Combat not ending?

    It also keeps the person affected by the DOT in combat even after the sin/shadow is dead. Unlike every other DOT I think?
  19. I think the PVP vendors still sell credit boxes which can be purchased using those commendations. Only use for them now.
  20. I think the pyro needs a bit of its burst back to compensate it for total lack of utility (compared to AP). Sure it will get these new survivability talents which might be good (haven't tested them yet to see, they should be comparable to energy rebounder) but it's still behind on such things as passive AOE and stun 30% DR, 15% movement speed, lower CD on grapple and FT, increased shoulder rockets + dmg, increased duration on HO, heat regen.. If AP is the burst and utility tree with good survivability, is Pyro to be the low damage DOT class with no utility and average survivability? I'm by no way insinuating that AP should be nerfed, just that Pyro needs something in comparison to make it more worthwhile to play- and if that's not some godlike survivability then it needs to be damage (which it's currently parsing a fair bit less) Also our 36 point talent being not being an instant cast kind of hints to me that it should be doing more upfront damage than it is to compensate for the delay. I know it's generally used to lineup a railshot alongside the TD impact, but it doesn't do much for you when you're neck and neck with someone and need some straight up damage to finish them first. Edit: PVP perspective only.
  21. I don't think the changes will come anywhere near to making Pyro/Assault overpowered, and certainly not in any risk of being nerfed. It will still be sub-par compared to some other classes due to having little to no burst, but it has closed the gap slightly.
  22. Agreed. The added survivability is long overdue for the Pyro/Assault spec, but the class still needs more incentive for players to invest 36+ points in the tree. TD/AP is still a bit lacking for a top tier ability in my opinion, and should be reverted back to it's original pre 2.0 state. It's both a blessing and a curse that it has a delay on its damage, so I think the fact that it's delayed means it should be all upfront damage and critting in the range of 6-8k for a well geared player. I'm also still a bit unsure about flameburst only having a 60% chance to apply CGC, still waiting for the bug to be resolved so I can test this on the PTS. I think it makes more sense to have flameburst @ 100% chance and RP @ 60%.
  23. I was a launch day Pyro PT and I too unsubbed the other day after reading the Dev response. Stated so in my reason for unsubbing so hopefully enough people did that they might get the message /shrug. I'll try F2P for a bit but won't be paying anymore for a game where my favoured class is so far behind the 8 ball.
  24. What's the point of even having a rep for our broken class when the dev's response is basically "lol you silly guys, L2P and you'll see all those facts and figures are figments of your imagination!"
  25. ausmisc

    hmmm

    But bro, there might be new fluffy minipets.
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