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Farho

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Everything posted by Farho

  1. Well you can buy fleet passes for 1k CR each that lets you reach your ship pretty quickly. Also putting GTM and Mail in your ship would literally kill the fleets and capitals.
  2. Yeah there indeed is an option: Make the end few bosses of an OP way too hard and nerf them 1-2 months after they are implemented. This way the best guilds get to kill them in a few weeks at least and everyone else gets to see the content a few months later. At least this used to work in WoW.
  3. Hi all, been playing SWTOR for a little over a month and love it so far, so this is not a bashing post. More like a minor detail I feel while playing, as a mmo player of 7 years. The game is designed to lead the player what to do next with the option of skipping some of the content they don't like. Quests lead to republic/imperial fleet every now and then where you get other quests that tells you to pvp, enter an instance, or do space missions. Each of these contents tell you clearly what and what not to do and you always get expected results doing them. I have a level 43 and a few alts ATM and I've yet to see an unconventional or unexpected reward from a quest or a rare mob such as a vanity pet or an emote item (such as the holodancer you get from CE) or a potion that allows you to jump into chasms. Anything that would make me smile really. The class abilities are full of damage/healing/cc and there are next to none interesting abilities that make you feel your class is unique in some way. One ability I've seen so far is Smuggle, that is unique to the smuggler. Other mmo's have dozens of such abilities, e.g. summoning, water-walking, flying, shapeshifting, pet taming and many other things that may or may not help you in a combat but surely makes your class feel unique and/or makes you want to roll that class. I've seen secret "area quests" around, that tells you to do more or less the same thing with a bonus quests and rewards you slightly more for your effort. The FPs, OPs, Warzones and everything is easily accessible from fleet. They never ask you to travel a bit, complete a quest chain to gain access or pass through a PvP zone. There are world bosses that you need to gather a large group to kill and all they drop is gear (that is usually substandard to what you need in order to be able to kill it but that's another matter). The amazing crew skill system rewards you with almost nothing else than skill gain and once in a while useful gear (again). There's nothing that would make you crave for along the way. Even the rarest of drops from mission skills are crafting mats. The non-open world keeps you from exploring. The so called planets are simply quests zones that kill you if you try to walk outside. And finally (and sadly) the only minigame the game offers (space missions) is strictly single player and doesn't allow/require the player to use some creativity. Aka. not fun in my book. There is one element in the game that keeps me pushing the limits and spend more time around, and that is Datacrons. Remember the top of Ironforge or Mount Hyjal in Vanilla WoW? It's like the game is rewarding you to explore such unreachable areas. Hats off Bioware, but wish it would give something to show off rather than +2-5 to a stat. Still it's the kind of fun I've been looking for. Also there's the magenta color crystal that requires doing some unconventional stuff but that's it. Still it's a step towards the right direction. What I would like to see is some stuff like these: A holo-chess or card game that's played with collectible items, some of which drop from rare mobs, while others are crafted etc. World bosses or rare mobs that drop vanity pets or mounts, even if rare. Random encounters in FPs. This exists in many other mmos. Neutral rare mobs within warzones that grant its slayer a buff. Craftable decorations that let you customize the interior looks of your ship. Rare missions that start with a rare item drop and lead you into a long interesting chain and reward you with something surprising. Titles that you gain from exploring maps or completing lore series. A 2 hours valid PvE buff that you gain for killing some hard boss somewhere and brings you some advantage if you get before engaging an OP or world boss. Secret consumables that let you transform into something funny. And so on...
  4. My ship started to look real boring now. Any possibility of implementing cosmetic customizations? I had more decorations in it when I got it first. Now it's just 1 companion per room. And some non-class-spesific companions would rock as I'm not really fond of my dark-side-ish girls at all (smuggler). Btw, I'm really disappointed with the lack of animal companions.
  5. You guys are trying to say alacrity doesn't reduce GCD?
  6. You have no idea about what you're saying mate. A scoundrel healer is a healer and nothing more. They don't even have more CC than the sage not to mention they have about the same self protection. They don't have better HoTs than the sage either. Well I've got both classes as a healer and as everyone's saying, in PvE Sage is not only face roll easy but also a lot more versatile, and can dish out big numbers in critical situations. When scoundrel does that, apart from the fact that the numbers aren't that big, he has to use cool head which has a 2 min cd. On top of all that it's harder to play but well I like a challege. (and it really gets much simpler after some time) As for PvP, Sage's armor is a great protection spell and has no match in Scoundrel's arsenal. Scoundrel is a great survivor in PvP but that's it.
  7. Hey there, I'm playing a level 42 sawbones scoundrel, usually in PvE and mainly I can say I like the style, but as most people agree it's extremely dull when i comes to rotations. With the energy-type resource you don't have to worry about mana consumption (read potions) which gives the class a unique feel, yet our rotation involves so few abilities that it feels like Scoundrel is a situational healer that can overcome an hour long fight where no absurd amounts of damage is being dealt. Of course currently all world bosses and FPs are designed this way so no problems here as long as noone walks into a fire or red circles. But there are few things that could be done to several almost-useless abilities in order to make the class more versatile without overpowering it as a whole. Naturally everyone's healing rotation covers SRMP, UWM and EMP with an occasional throw of KC. Therefore I won't discuss these abilities. Let's look at the rest: Diagnostic Scan: Everyone aruges DS is not a healing spell but an energy refill. But still it has 4 critical flaws with it. I believe one or more should be fixed to put this ability in good use. In order of importance with the last being most important: 1st problem: Requires 4 talent points (not like we have much better talents to spent but one still expects more from a spell that requires 4 talents) Possible Fix: Make the Patient Studies to give all healing crits regen 2 energy, not like other crits are as important. 2nd problem: It doesn't heal even if with good gear. Possible Fix: Buff the spell a little. 3rd problem: It doesn't regen a significant amound of energy for the wasted 3 seconds. The most energy gain you get from DS is your standart regen which makes DS even useless when you have <60 energy. Possible Fix: Make the Prognosis: Critical talent to give 35-70% chance to crit (to make it 100% in total with gear) instead of 12-24% so it both heals a bit more and charges a recognizable amount of energy, which would make it a possible haven in critical situations. This can render Scoundrel viable in spike damage situations that require intense healing. 4th problem: It triggers GCD. The biggest problem that causes me not to use this button is this, as it will, and does take away the chance to use a healing ability if any urgent situation comes up. If DS did not trigger global cooldown I'd fill every bit of space with this ability and more often than not gain a few points of energy meanwhile. Kolto Pack: As our most effective healing spell, no sane person uses KP except for fun when solo questing Because along with UWM that charges the required UH, KP puts you slightly above 60 energy level (app. 66), where you can't even use EMP, lacking the UH... So you simply wait (or use a full DS as a filler) after every use of KP. It simply can't enter any viable rotation as of now. Possible Fix 1: Make it so KP requires 14 energy instead, which would effectively half the energy requirement and not ruin your rotation. Possible Fix 2: Make Emergent Emergencies talent give the same (UH regrant when used on targets below 30% HP) effect so it can replace our intense healing requirements, especially because constant casts of EMP is not good enough to save a tank. Possible Fix 3: Give it an additional armor buff or HoT so we have to use it. Possible Fix 4: Make it instant cast so we can use it while we're moving as in certain boss phases instead of wasting our regenerated energy. This is the best option IMO. Edit: Fixed, ignore Thanks for reading and sorry for my English. Any input and fix is wecome. A lot of the info above may be corrupt as I haven't hit 50 yet.
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