Jump to content

JMCH

Members
  • Posts

    645
  • Joined

Everything posted by JMCH

  1. Do you know there's something between white and black? Anyway, I am still here because I still have a sub running, but it's a pain to see what I see... I have very little hope for SWToR in its current state, the only solution I can envision is a spin-off based on KotFE in the months to come to correct the main flaws from which all of SWToR issues originate and leave the 2 running alongside each other.
  2. Well... what did get better? Crafting? No, not even by the thinnest margin. It was bad, then worse, and now it's ridiculously irrelevant. Companions? No, story behind Theron/Lana was SoR and behind Koth/Senya it's KotFE, and if SoR was quite large, KotFE is not even as long as a regular launch companion storyline. Removing their roles and their gear didn't add anything either. Gameplay? No, it's worse since they removed many synergies and we lost "turret-mode" powerful skills (some now being cast-while-moving powerful skills), by the way, it is obvious only the maximum level is now considered in re-designing any skill path. Endgame PvE? Again, no, as long as we consider a normal launch state was in fact 1.4... There was some progress between 1.0 and 1.4 and Lost Island, Explosive Conflict and Terror from Beyond were all quite good despite some flaws. To me, it seems they rushed this "content" because they never understood the real issue with the game was there was actually nothing to do to consume time, which is traditionally... crafting (which was ruled out by the stupid view of loot grind as a goal). Group finder would be ok only if there were much more players and the 4-DPS (or 3 heal 1 dps) nightmare tacticals were not invented. As it is, we all use it only for the daily mission. Daily Ops and full group queue reward are big mistakes, while we're at it. SWToR is clearly in maintenance status since 1.4, logging in isn't so much different from logging in another, very late maintenance status, still subscribtion based, MMO. Had the game not been released so broken (1.4 state instead), perhaps we would have had less to criticize, but in the end, it'll probably never raise to a level which the Star Wars licence deserves. When something is really wrong, then barely ok, and then degrades, there's no improvement, there's a decline.
  3. I'll be here, if I don't miss the day By the way, "challenging" HL content doesn't mean hit or miss mechanics only a 3rd party tool can help with and absolutely no clue in the encounter itself so that you need the help of guides... enough with un-healable encounters, even in tacticals.
  4. And... what about the crafters who exploited the bug to RE the 220 rating valuable stuff? I KNOW there's at least one on my server, because selling multiple 20~30x packs of grade 6 gifts isn't very clever to hide yourself and the same toon sells 220 rating hilts/canons. There was one particular item which allowed to dupe all three crystals at once, so there could be a connection. I also think this RE-ing process gives you exotic materials from time to time (I've had some slicing stuff from 208 rating, none from 216 still and I haven't even tried 220 at all). Anyway, does the 2-hours timer have vanished altogether? I've tried to see if the bug was still there, but it seems this is the answer... well, for an emergency bandaid it's OK, but, after so long, seriously?
  5. Infinite loop. Empire divides between Eternal Empire, false Emperor followers and "loyal" Emperor followers not in the know, some Jedi don't follow the Republic and become Revan-like renegades. By the way, peace is a lie.
  6. Companions are OP once again... Nar Shaddaa's H2's with a tank companion playing a rushing heal sage with almost no downtime and with a healer companion playing a tank vanguard with absolutely no downtime. Healers once again deal a good bit of damage because they've nothing else to do. I haven't tried the DPS companion still, but the healer one is the most important, and it's too efficient when paired with a tank. As it is now, the best solo combo seems be tank spec with mostly DPS gear and heal companion... quite wrong, it reminds me of some pre-2.0 juggernaut/guardian twisted PvP gameplay. There has to be something done for Marauders/Sentinels (and perhaps Assassins/Shadows) considering how brittle they are, and healer companions rebuff wasn't the right fix. As a side note, it should be accounted what I like the most PvE-wise is solo hard encounters playing a tank where there's little margin of error. I don't care if it takes a long time as long as the reward itself is worth it (but that's an issue right now... no really valuable craft means little rewards are worth "working" on a solo fight).
  7. Except the mass grapple bug, tank companions were fine in 4.0.1... In 4.0.2, it seems they cant keep aggro as well, but it could be due to their lower self-heal and damage output.
  8. What "testing"? Are you truly suggesting numbers can't speak for themselve? Seriously, who with the least brain cells working would consider a 40k (in heroic SF, buffed) crit damage companion only skill "balanced"? It was easy as hell to do this right straight from the start, yet it's been broken, there has to be a reason for it, and I highly suspect it was the instant-60 tokens : level 60 pure n00bs with little gear had to be able to complete KotFE storyline, so they were being given OP companions... Was this a good strategy? I don't think so, there have been some subscibers won because of the expansion, but they showed once again how to NOT maintain an MMORPG, especially since intant-60 was bugged most of the time.
  9. The reason is simple : healer is now almost useless while DPS still deals some damage. DPS have been nerfed hard too, I've seen about 75-80% damage decrease.
  10. A solution to this is the de-activation of the mass-grapple skill and a manual activation from yourself.
  11. The answer is easy to find... copy/paste player classes skills, without synergies, stats so that they range from green to artefact gear with presence (which is used to boost stats and derives from influence), and then adjust cooldowns. Stats in the panel are off. To be fixed, too.
  12. This very one marauder is still there, with the exact same PvE successes he had with me back then, just for you to know... yeah, he's this kind of "oh, glowing saber!!!" player, subscribed since launch and probably still unable to solo his level 50 class encounter. So, he's paid 2 years worth of subscription more than me (and more because I know he bought CCs), how does this make him a "valuable" player? Because he helps keep the game alive?
  13. In the actual state, taking a DPS companion can increase survivability compared to a healer one because more DPS means mobs die faster so you take less damage. In 4.0.1 I played most H2 with a DPS companion, with either spec myself, and it clearly worked too well. Only my Sentinel felt verry brittle, but... you know...
  14. Take care not to mix everything... The "too easy" comment mostly comes from people thinking well past that, not wanting harmful people to pass the door and pollute the endgame playerbase. I know I'm nowhere near a top player, but I agree on this, it's been so hard back then to try to teach a level 50 how to play his marauder... without success.
  15. Well... with the numbers listed, there won't be magic. DPS will still be nearly useless (4.0.1 they were godly) and healers will be marginally better for moderate difficulty content but still totally unuseable for "hard" content (if not de-bugged). I'm inclined to bet stats will remain unchanged because they were off in the character panel, as ours are when level-sync'ed (look at Tech/Force power when lowered and what the value should be with even green stuff of that level... I went from 600+ at level 34 to ~250 displayed sync'ed to level 30). DPS companions need more than a 100% buff in 4.0.2 to be barely similar to a played DPS, healers will be OK if they don't go AFK so often and stop to self-heal before anyone else. Not sure about tanks, but I'm under the impression they lost considerably in the taunt department with 4.0.2... still useable, though.
  16. I announced it back in 2013, I left, I came back last month to give a try to 2 years of "content" and I'll soon leave again for the exact same reasons... This game is broken from the start and the dev team have no clue what to do and how to do things, it's getting worse and worse over time (ops shouldn't be frustrating, for a start... boss mechanics are more and more in practice and make me remember the good old time of pre-2.0 HM LI) and the "we don't know what we're doing" feel never left me since the first Foundry HK-47 bug (which lasted around a full year, for a rather simple unmanaged conditions overlap because of too much dps). Still, it's sometimes fun to play, but clearly not worth a monthly subscription and even less any CC purchase... well, with that said, there's little hope left. Just take a minute to think about how better it would have been to have had real invasions of Korriban and Tython instead of instanciated flashpoints, it could be instanciated 1 time just to keep the initial storyline and expansion-free accounts in their different timeline, but you have the key thing that breaks the game : everything is based on grind, grind, grind, and more grind. An MMORPG isn't a solo RPG with counters to show to other players based on solo and fixed size group achievements and farming the same scenarii all over again. Epic encounters should lead to epic battles (1 time world events, not weekly instanciated ops and multi-daily flashpoints) and actions should have consequences, skills shouldn't be removed each time an expansion is launched... All in all, everything basic is wrong. If you want to scenarize an MMORPG, you have to add epic encounters one after the other and forget about fixed size group content, the world itself should feel alive and players should be in the heart of it. It's years too late for this to happen for SWTOR. So, now, you see where the companions issue lies. We play an amateur game labelled as "Star Wars"... embarrassing.
  17. A - Is SWTOR a multiplayer game? B - Companions still work well enough to solo H2 with basic gear playing DPS, heal or tank (tested : tank juggernaut, heal sage, pyro merc, tank sin, tank vanguard, heal scoundrel). A + B = if you need OP companions to "do your things", the issue is yourself, not the companions'. Not saying it's your case, but it's a fact. Now, I know and agree it's boring to grind these H2, but ***!?! when something is wrong, it's not a reason to get something else wrong to compensate. It's not being elitist to ask a multiplayer game to reject obviously incompetent players, thoses ones who never learn and only blame others, who will finally be a nuisance for the others. All the initial story is supposed to learn you how to play, if you aren't able to do this, go play The Sims.
  18. Now that I have tested, companions are now a little too weak, especially when Healing, a role in which they are often buggy on top of it. DPS is also too low now (lower than pre-2.0, just as Healing... here it's something like 1:5 going 4.0.1 -> 4.0.2) and tanks are worse but still OK to solo H2 missions, whereas they were almost good for a solo H4 in 4.0.1. What's wrong, on the other hand, is the bolster... totally wrong. Character info panel is full of wrong data and it's probably why some here cried about the companions' nerf. Not sure about the values displayed during PvP bolster, but seeing a 50%+ damage increase going PvE to PvP stuff it seems to be off too (should be about 20% with these numbers). Considering other minor issues, I must say I'm not really surprised... QA is absolutely non-existent. This argument is invalid. 1- Companions fulfill their jobs as intended even if not strong enough to replace a barely decent player. 2- Because of level sync and the stupid H2 grind thing, there are more people in otherwise desert area, so more opportunities to group-up.
  19. This has nothing to do with vocal minority, it's all about instant-60 new players. OP companions were intended for a limited time and I have yet to see the nerf but I don't trust all the whine.
  20. As I said earlier, that's not a companion issue, but a game design issue... redoing the same all over again just for grind isn't fun, OP companions aren't a valid answer to that. My merc will probably be my next 65 toon, without even starting KoTFE, just to play her. She already has 1000 green crystals, so it won't be too hard to take her to Ops where I don't feel ready to tank or heal.
  21. I've got 80 crates, so I've done some grind already, but not since 4.0.2 because it's taking forever to patch here. More than that is already too much, even having to complete all the corridor story and SF with all my toons isn't engaging. SWTOR wasn't an MMO and the more it goes the more it diverges from the concept.
  22. Companions weren't properly level sync-ed, or was it my tank? Anyway, they were perfectly useable from the start, just not as tough as played toons. The issue is not companions themselves, it's the fact everything is grind except PvP (which varies from excellent to frustrating) and Ops (which doing multiple each week and the same week after week is not really fun).
  23. Still subbed because I still have some things to see after 2 years out... Not for long I think because really nothing has changed, too much times redoing the same flashpoints/heroics has never been fun and will never be, time/cash sink only crafting skills have never been fun and will never be. Companions were OP in 4.0.1 and needed to be balanced, i'll see how it went, but it's not a valid reason to unsub.
  24. Patching is clearly totally broken... I don't know why download and installation alternate that way. With ~600kBps download throughput I should have the full client by now (14 hours downloading), still, there's more than 1 hour left for 3GB of localized resources and probably more to come, not counting installation passes... Why should the client be fully downloaded anyway? Bad, bad coding spotted...
×
×
  • Create New...