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appoduece

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Posts posted by appoduece

  1. I've had this happen numerous times recently where I'll force push someone, try and leap to them but cannot because "apparently" (as in idk) their client has not recognized the push yet. Meanwhile what I see on my screen is a force pushed enemy on the ground 20m away from me that I cannot leap to. The enemy then begins to jolt back and forth from their pushed location to where they landed from the push. This entire process can last around 3-5 seconds and is obviously very game breaking.

     

    I realize this is likely a server side issue with the enemy player's latency+desync being the root cause, but it has been happening so much more lately that I feel like there is another issue going on with it.

     

    I have a plethora of bug reports I am submitting but "compilation reports" are not allowed due to forum rules. If you would like to add to my ongoing list feel free to message me on discord or stop by my stream and we can try to replicate said bugs ourselves.

     

    -Appo

  2. This utility is hit and miss. In my inconclusive testing I've found that "usually" when I have more than 10-15 debuffs active, the utility will only remove a certain amount of them. I'm guessing it's just coded to only take off so many. Best thing I can think to do for this is to give camo a .1 second force shroud when the cleanse utility is taken.

     

    I have a plethora of bug reports I am submitting but "compilation reports" are not allowed due to forum rules. If you would like to add to my ongoing list feel free to message me on discord or stop by my stream and we can try to replicate said bugs ourselves.

     

    -Appo

  3. -Sorc/Sage force speed emersion utility combined with warrior/knight leap+ravage root. The rubber banding that occurs when trying to force speed away from a freshly leaped melee is next level. Biggest problem here is the desync, however, this issue could be helped a lot by making ravages' root only occur on the first hit. I know ravage has seen a lot of "work" in the past so maybe it's time to update it.

    I try to offer some type of solution for many of these bug reports other than "just fix the engine" .

     

    I have a plethora of bug reports I am submitting but "compilation reports" are not allowed due to forum rules. If you would like to add to my ongoing list feel free to message me on discord or stop by my stream and we can try to replicate said bugs ourselves.

     

    -Appo

  4. -PT/VG Leap. About 25% of the time the leap will not even work, it will just go on cooldown. I cant seem to find the conditions to replicate this, just happens a lot. Another issue I've seen (possibly desync related) is that the leap will not function as said before, but if leaping to an enemy sorc/sage with bubble stun, you will still be stunned even though you are still up to 20m away from them (no teleport after either).

    I've only had this happen a couple times (the bubble stun w/out teleport after) on my marauder/juggernaut so I'm guessing it may have something to do with the glitchy nature of the pt leap but unsure.

     

    I have a plethora of bug reports I am submitting but "compilation reports" are not allowed due to forum rules. If you would like to add to my ongoing list feel free to message me on discord or stop by my stream and we can try to replicate said bugs ourselves.

     

    -Appo

  5. -Concealment operative roll. Knock-backs still can occur during the roll. Same issue with being rooted mid-roll. In my experience this occurs most often when trying to roll while slowed, the roll will actually stop and you will become rooted in place for the duration of said root. (Not to be confused with the regular roll while slowed)

     

    I have a plethora of bug reports I am submitting but "compilation reports" are not allowed due to forum rules. If you would like to add to my ongoing list feel free to message me on discord or stop by my stream and we can try to replicate said bugs ourselves.

     

    -Appo

  6. 10/10. Can confirm all.

    Now seems like the perfect time to make some of these fixes that have been lingering around for so long.

    Last thing any returning players would want is to get excited to play in a new expansion only to find combat bugs still exist from when they left.

    Thanks for taking the time to write all these out.

  7. I rarely comment on forums, it's mostly a toxic place, but I felt the need here.

    Couple things....

    1- The title of this is oddly worded. While CM pets aren't currently functioning on par with others, I agree with earlier "nexu" based posts. I posted a video of my affection level 1 Nexu (Sarah lol) Solo'ing the Heroic +2 Elite's for the Odessan dailies. She is now at 11 and hits like a truck. https://youtu.be/0QlOWihNb_0

    2- "Broken" as the OP refers, is a gamer term. Don't try and define it in its literal normal use. Broken is commonly used to describe something that is either very under or over powered. While I concede that the word technically does not MEAN that, in gaming people use it that way and it is commonly understood by most. And also that none of the CM pets are what I would even refer to as broken by any means. As was mentioned previously, all companions are very strong right now but this is still something that needs to get fixed. I personally saved up 30 mil so far over the last week just to be able to purchase the nexu and akk dog. Got the nexu at 4.2mil but now all the akk's are 25mil+ :( So yeah I want it fixed as well after spending so much time farming credits to have these cool little guys.

    Hope you all are having a great day :)

  8. First and foremost is fixing the class bugs. I would list but them, but no point.

    THEN, come out with something more in depth...

    Sure, there are lots of times when I just want to do a warzone for 10 minutes and be done with it. But more times than not I would rather engage in something larger like a 25 man death match or 40 man objective based match.

    Make it open ended so people can constantly join when others leave like they have currently and make THOSE 25m and 40m "raid warzones" cross-server. I only say cross-server because at the moment trying to get 80 pvpers to queue for the same thing would be ridiculous.

    AT A MINUMUM... I want to be able to choose which warzones I queue for. I personally despise the new Quesh HB.

    My two pennies on the topic.

     

    :D Appoduece :D

     

    "Lines of text after a message are unnecessary."

  9. NOTE: I'm just throwing this out there...

    And I'd love to see where this concept could go with other peoples input :D

     

     

     

    So what if there was a class in SWTOR that is able to summon. The following is what I am thinking:

     

    They would be Sith/Jedi. (You could call them Jedi/Sith Bestiaries or something)

     

    Their main hand weapon would be a Light Whip.

     

    They could have Light armor, which looks very Earth like, involves animal parts like feathers, bones, fur. Close to Sorc/Sage armor, but a lot more nomadic or earthy looking, and not gaudy.

     

    Advanced classes:

     

    The first Advanced Class would be a DPS role that focuses on the Light whip end...

     

    This would be focusing on the main hand weapon, the Light Whip. The damage entails stuns, knockback, and other motion inhibiting moves, since the whip would snare people and wrap around limbs and such. This can be taken in a million different directions...

     

    Idea for the DPS Whip class trees could involve:

    1: Snare Damage: burning, Snaring Dps, lots and lots of movement inhibitors.

    2: Snap Damage: Something more on the burst spectrum...

    3:Shared: Gives you a well rounded amount of actual Summon moves and a combination of whip attacks, but again more on the whip end

     

     

    The second Advanced Class would be a composite role that focuses on the diverse summoning end...

     

    This would be focusing on the Force end of the spectrum, summoning beasts/minions to aid you. From animating rocks with the force to create Rock Minions, to summoning beasts to embody offensive(DPS) or defensive(Tank) roles.

    This class may also embody a healing roll. The Summoner could summon Bouncers (http://starwars.wikia.com/wiki/Bouncer) for example to heal people, or some other source...

     

    I have not played World of War Craft, but I am assuming people would associate this with something like the Druid Class, just for reference.

     

    Idea for the summoning Trees:

    1: Tank: Summons larger damage resilient creatures that can attract agro. Also for "taunts" there can be mini minions to grab agro, sending out little creatures to grab attention from specific players. There could be a move that can whip your creature your tanking with and it roars loud and draws attention... you name it...

    Your protect skill can be summoning Orbalisk (http://starwars.wikia.com/wiki/Orbalisk) armor.

    2: Heal: This skill tree could be specific to healing/battle enhancing buffs. By summoning Telepathic creatures such as Bouncers, or maybe life sustaining Parasites/bugs/microorganisms to heal, or empower your allies/self.

    3: (Shared) Damage: Summons more aggressive and more damage giving creatures. Also combines some Light Whip moves. If your apart of the Summon advanced class it accentuates the damage beast summoning moves.

     

    Additional Summoner Advanced class comments:

    It would be interesting for the Summoning Class to have perks for every single role it can switch into...

     

    Role specific armor could also aid in a visual basis for seeing which role the summoner is in. For example: Healing could deal with feathers and fur, light. Scales for tanks. Horns/Antlers for Damage.

     

    Additional Bestiary Class comments:

    It would also be interesting if this class could summon their own mount, but be in the 20% movement speed range with weak knock back.

     

     

    Thank you for reading :) Looking forward to others input and combining ideas

     

     

     

     

    I just wrote pretty much the same thing except not as intelligent or cool sounding on another post.

    I TOTALLY agree!

  10. Honestly I wouldn't even mind them re-using the already in place story lines with new advanced class choices.

    Think about how linear games like wow or eso are. You choices in those games make zero difference. This game became good because of that but now it's time to start considering making some new classes to keep the fun alive.

    I would suggest:

    inquis/cons- support role. different force buffs to mitigate or add dmg.

    warr/knight- force whips w/ new force/whip based abilities.

    op/smugg- support role. buffs to increase hp regen etc

    bh/troop - no idea. Already packed with everything i could think of.

    I realize this is not something simple to do, but the addition of new classes will be needed (eventually) for the game to survive.

  11. I have been testing this out over the last few days and found that pvp gear is pointless WITH the exception of open world pvp. (ppl still doing that...?) Im in 12/14 partisan, with some lvl 53 weps and i am at 2k expertise during wz's.

    That equals to 382 wasted expertise if I get the partisan MH/OH.

    Currently building a breakdown of rating vs equivalent bolster effect.

     

    If anyone else has already done this plz post.

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