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ARIZONAMAN

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Everything posted by ARIZONAMAN

  1. By far the most common situation for the crashes to occur is PVP for me. I had zero crashes Monday and Tuesday this week then yesterday it crashed 4 times and twice today so far-all in PVP. I'm on Star Forge server. What will happen every time is the game starts to act like it's lagging/stuttering but the ping doesn't change. After maybe 15-20 seconds the game starts freezing for several seconds at a time with almost no 'normal' game play in between the freezing. The game then 'fails to respond' and I have to force a close. If I waited long enough, the game may close on its own but I haven't waited long enough to see if that's the case. I've tried leaving the warzone but it doesn't fix anything; once it starts down this road there's no coming back.
  2. Game has been doing this to me multiple times a day since 7.0.2. I'm on Star Forge and it doesn't seem to matter what activity I'm doing; it's happened during warzones, dummy parsing, class missions and operations. The only thing that 'fixes' the issue is to force the game to close and then restart. I have a brand new, high spec system with a landline internet connection. Nothing has changed on my end, except maybe some windows updates? It has now happened three times this morning in less than 2 hrs of gametime. I am NOT using Steam and leaving the warzone/area does not solve the problem.
  3. Every time combat style is changed, keybinds are being lost. Just wasted a ton of time setting up keybinds on five characters Disciplines are randomly being switched as well....super duper broken folks. Is this a trap?!?!
  4. Where the hell did it say CONTINUOUSLY? That was not in the language when/where I read it. And as mentioned before, why even keep the ad up after the 25th if it was now not applicable? Update: Just found what you're referencing in an obscure out-of-the-way web page in small print near the bottom of the page. How the hell would anyone know to look there, especially those of us who rarely visit this web page??? That description was NOT present on any of their advertising banners that I saw. I subbed Nov 3 right after I saw an ad. Apparently in the future everyone needs to spend considerable time and effort finding any links to the very very very small fine print, and then make sure that the ad is even applicable on the date they are looking at it even though you'd think if they had the ad up it would still be valid.
  5. Exactly right, the wording was vague on purpose, I believe.
  6. The statement on the timing of being a sub is NOT clear. I love how people want to criticize others not understanding a poorly worded sentence. If they changed the wording to be more clear AFTER people had subbed, then it's still SWTOR's fault for inaccurate advertising, not the people reading it. Most of us stopped visiting these forums months or even years ago, so would not be aware of these types of clarifications.
  7. I have been subbed for a month, got the walker mount. I was a sub in the described window of time. If they changed the wording for when we were granted early access.....well that's pretty crappy on their part.
  8. I can not start the new chapter because it says I need to sub first, even though I have 94 days on my sub.
  9. I'm a subscriber, yet when I try to start the new content it tells me I need to sub first. I've tried closing the game and logging back in, same problem.
  10. The proof has been sent in the form of photos. Judging from your post, I could not care less about trying to prove anything to you. The only one spouting nonsense is you, kid. My characters are all in max pvp gear and augs. A Merc, for example, should not be killing in three shots. He should also not be able to run through walls in civil war, or suddenly appear in the central area of a civil war match with no operative providing stealth. His health should not be continuously ticking up with no healing ability on him. And that's just one Merc I've seen; it's not isolated to one class.
  11. Pretty disappointed in the game's developers. Maybe the only people left playing all hack so Bioware can't sanction them all? I see Mercs running through walls and appearing out of thin air, being hit by DOUBLE everything (like a heat sinker that does double damage), enemy health continually regen with no hots on them (and I'm not talking about the classes with built in healing abilities), immune to all sorts of attacks, etc. I re-subbed last week for 2 months to warm up for 5.0, but after only a few days I'm not wanting to log in again. Players openly taunt in pvp about not having any fear of sanction for hacking. Add that to the fact that last night there were only 50 people on the JC fleet during 'prime time,' and the game's feeling broken and dead. Am I wrong?
  12. I'm looking to transfer from Jedi Covenant. I enjoy pvp and pve on both empire and republic side but JC is now pretty much empire for pvp and republic for raiding. How's the balance?
  13. I just resubbed after a couple months away, and the pub side pvp has been absolutely terrible. It was bad before, but now......There seems to have always been a natural slide to the Imperial side, I think because the animations/effects are generally considered more fun. But on my server (Jedi Covenant) it has reached epically bad proportions on the pub side. Anyone else noticing this? It's sad, because some of my favorite characters to play are my gunslinger, commando and sentinel, but the pvp is so frustrating after only two days I am wondering why I resubbed. I have been part of the Fetorlock guild (lots of fun pvp youtube vids) but most of them have left for the same reason, (along with issues like only 3 real viable classes in pvp, the castration of the sentinel class, etc). It just ain't fun to play our pubs these days. I wonder if the statistics on player populations would agree with this; is it just my server, or the game in general?
  14. If by design marauders are to be most susceptible to CC than other ACs then at least they need to be made dangerous enough to warrant it, now that there are classes that do more damage and are more survivable they really serve no purpose. Also this AC needs to be more distinct from juggernaut, so there would be more difference between fury and rage, like between madness and hatred. This is exactly right!! There needs to be a trade-off; if the class is so cc susceptible, it should truly be a glass cannon, not a glass........water pistol. Either give sents/maras more survival abilities, which is useful for pvp and pve (groups more willing to take mdps through ops) or the class needs a dps boost. That said, the core mechanics in all three specs need help, with maybe focus spec being in the best spot right now, but that's the spec I've used the least over the past 2 years. There are lots of great threads addressing those issues.
  15. Really really small baby steps. More could have easily been done, and I have all eight classes on both factions, I'm not trying to favor one over the others. When things are as unbalanced as they've been, it gets boring. All we see running around right now it seems are sorcs/sages and shadows/sins with some vanguards/pt mixed in. Two of my warzones today we faced only sorc/sins!!!
  16. Still broken.....maybe that is what he's trying to say about sents?
  17. Sents/Maras can still do decent damage (not great) but as you stated, that Mara had a pocket healer. I've done over 1 mill twice this morning, but again because we had a great healer. I still died 8 times and took the brunt of the cc. You'll notice most of the ideas about sent/mara changes do not involve damage, but survivability and how hard it is to stay on our target. There do need to be some damage tweeks though.
  18. Alright so I've taken my sentinel into pvp all morning, and........the class is still awful in pvp. The only way to make the new force camo changes valuable is to spend too many skill points on it. And since all stuns are 10m or less, melee still takes almost the full brunt of cc . The cool down on our cc breaker helps a bit, but not enough to amount to anything. The change to guarded by the force would be a god send if the cool down wasn't so long. Leg slash is still useless as it stands, and too many skill points are needed to make it worth while. Combine the skill's enhancements into one skill and it would be okay (bring back crippling throw and you'd only need one skill point!!) I'm going to add a couple more suggestions that would really help and has been mentioned before. Taking Transcendance off the centering and giving it its own cooldown with the option in the skill tree to make it immune to roots, pushbacks (but not stuns) would probably solve most of our time on target issues. For combat spec, making precision slash 3 'charges' would also dispel some of the cc/root/push back woes. Too much to ask? Hope not. TL, DR: 1. guarded by the force cool down should be lowered, 2.5 min would be ok 2. Trans needs to be off the centering system with the option to make it give immunity to roots/pushbacks. It doesn't have to last 15 seconds, maybe a 45 sec cool down with a 10 sec duration? Not sure on that 3. For combat spec, precision slash should give 'charges' instead of an incredibly silly short 3 seconds 4. Force camo enhancements in the skill tree should be combined into one; tweaking the enhancements as a result would be fine 5. Combine leg slash's skills into one, or bring back crippling throw. It may be worth spending 2 skill points if we could extend crippling throw to 15m with the root.
  19. Bro you keep missing the whole point of the post. Your comparison above may work for pve, but not for pvp, AS I SAID IN MY OP, and as you've been reminded about by more than me. Either be constructive, or don't bother responding. My suggestions would have more impact on pvp than pve, and if you're saying that a sentinel has no additional obstacles to a beginning rotation in pvp compared to any other class.....then show us in a video.
  20. Your posts are totally unhelpful and rude. I've been playing this game from launch, and while I have all eight classes on both pub and imp side, sentinel was my first and still what I consider to be the most fun. And as you have already been reminded, the main issue here is getting started in a fight. We have to watch our energy way more than any other class, along with the increased difficulty of keeping on target etc. Having played every class and every spec in every class helps me understand better what the problems are than if I only played a sentinel. If our energy was always at 80% plus, like it is for a lot of classes FROM RANGE, then that wouldn't be a resource problem.
  21. Edited my post to take out the focus stance suggestion for Zen till I play with it more. Dual saber throw should be useful for all stances. And I noted my post was mainly on energy, I agree with most of the survivability improvements.
  22. I've had another week to play with this class and compare to my other characters. There just has to be a way to make this class more viable, it's so darn fun to play. I think the elephant in the room that very few posts have dealt with needs to be addressed: How energy works (I'm just going to refer to focus/rage as energy for ease). PVP is a bigger problem than PVE, but I think what I have to say here would help both. Problems: 1. Melee class that starts with zero energy (jugs/guardians can insta-build energy before a fight) 2. Now harder than ever to even GET to an opponent to start building energy, let alone stay on that target 3. Have to spend at least one cool down with a weak hit to build some energy 4. Attacks spend a disproportional amount of energy for how hard they hit 5. Energy building passives and utilities have rate limits on them that are too long 6. When a sentinel leaves combat, the energy we have goes away.....really?!? EVERY other class in this game can open with a strong rotation, getting their key abilities in quickly. For example with my commando, my opening sequence will reduce my target's health at least 50%. Not sentinels. How was this EVER considered a good idea? It would be a little better if a sentinel hit like a truck after wasting a few precious cool downs, but we don't. If it's going to be tough to reach a target, and then even tougher to stay on that target, a sentinel should be able to wreak havoc quickly. A sentinel based on dots is an even worse idea. Shadows work a bit better b/c of the range they get with two of their abilites, along with their other defensive skills and stealth feature. Sentinels have none of that. Not only does the Watchman spec require me to finally get to my target and work to build energy, but then I need at least three more cool downs just to get all my burns ticking. And then nearly all my time is spent trying to keep those dots working; if I try to get a couple of larger hits in, more than likely my dots will expire. Solutions: I agree with some of the ideas posted here, but a lot of the damage-based suggestions are based off the problem of energy generation and use. They're not real fixes. Here are some ideas: 1. Centering: when we're at 30 stacks of centering, we should generate one focus per second. This makes the utility point for building centering out of combat a lot more worth while. This would be for all stances. 2. Zen: getting attacked builds one focus, can happen once per second. This happens for all classes for as long as the Zen benefit is being used. Also for each stance: Juyo: not only do your group members get healed, but increase how much additional healing we get per tick Ataru: Blade rush damage increased by 30% along with other perks, or it doesn't cost any energy at all but damage stays the same Focus: not sure, I'm still playing with this spec 3. Transcendance: while active, no energy is lost while out of combat 4. Dots: if watchman is going to be forced to be a dot class (sob), dot abilities should not cost energy, and cauterize should be only one focus. Give sentinels at least one dot that can be applied at 30m. Give some utility that will refresh dots (like being hit with dual saber throw or something) 5. Dual saber throw: should generate focus for all stances. Notice I'm not suggestion increasing the base damage to our abilities here. And I'm mainly focusing on the energy issue, not the survivability issues, as I think those have been covered very well. One point though on the latest patch notes: 1. why do I care if force clock makes me immune to any stuns/roots, etc?....I'm stealthed. That benefit should be applied to transcendence or zen, imo.
  23. I'm just getting back in to the game after 3-4 months off due to work. I play all eight classes on both Republic and Imperial sides. All eight of my Republic characters are 55+, most of my Imps are too. I am competitive in PVP and do as much raiding as I can as well. After adjusting to the classes, here are my observations: 1. Ranged dps is an 'easy button.' How is it okay for rdps to parse as high as melee? Given all the inherent perks to playing a ranged class, especially in this game, how is it okay that their dps is on par/higher than melee? 2. Healing seems pretty fun. My operative healer (56)/scoundrel healer (55) almost never die in pvp though, which shouldn't happen. They are still way too easy. In raids they seem about right, especially now that I don't have to keep re-applying my dot heals as much. 3. Melee dps: My jugg is super fun to play and the rotations are nice. The survivability is good, which it should be for a melee!! But I have a really hard time keeping track of my target in pvp, it's awful. My sent and mara are so fun visually to play, but as mechanics go they are just broken, which led to the title of my post. 4. Stealth classes: way op, as usual for pvp. More viable to bring along as dps now in raids, but it has tipped them way over the edge in terms of strength for pvp. Energy is not an issue for any of my characters now, except for healers sometimes, and sent/mara. My gunslinger/sniper seems to never go below 85%, I can do whatever I want. Same is true for commando/merc, while not quite as easy for sage/sorcs. Assassins/shadows are pretty good too. And then there's sent/maras. They don't have an instant focus generator like juggs/gaurdians, and don't have the defense abilities either, or the healing abilites. I see there are tons of posts highlighting the problems facing the sent/mara class; but very little response other than 'we know you're upset.' So hey devs, any of you actually play this class?
  24. I requested actual advice in my original post. Sure combat seems great on paper, but when actually playing, it's waaaaay too easy to shut down a combat sent. You can just crumple up that piece of paper and throw it out the window. My experience has been that I do better in warzones on my jugg (lvl 50) than my sentinel, maybe because the jugg is level 50 and not 55? And as far as cool downs go, my jugg seems ok (not great); I can heal for up to 30% health every 45 seconds, get a temporary 30% boost in health to help finish a fight, saber ward, aoe stun, and I even consider force push a defensive cooldown as it resets force charge and gives me the chance to leap away if needed. Oh, and saber reflect which is amazing (don't have it yet on the jugg but almost). For my sent, I have saber ward and the aoe stun as well, guarded by the force (which sucks now), rebuke, force camo and transcendance (speed plus slight defense boost). The difference to me seems to be the jugg's cooldowns give health where a sentinel's are for running away and actually taking health from them. For dealing damage, vig/veng doesn't rely on a rng factor at all now, which is fantastic. Add to that, the rampage skill is awesome; I think they hit the nail on the head for how to generate procs. Plus with the 4 seconds of immunity after force charge, vig/veng doesn't suffer from the 'leap in start rotation and get cc'd' problem combat sentinels do. So, like I said to start, if you have actual advice, I'd love to hear it. But looking at potential for a class on paper is not the same thing as what usually happens in game. Here is a link to my youtube channel, I've started posting some videos with the hope I get some positive feedback. Of course these videos highlight when I do well, but the issues I'm having still show up quite a bit. www.youtube.com/channel/UCunKI0T3fz6DjYDSuZQGBlw
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