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DaarthIbby

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  1. 6 pm, April 14th, Saturday. Aha, aha, aha, aha, aha
  2. Everything stated here reads exactly like commentary from players in Aion. They have quit searching for survivors from that train wreck.
  3. Where can I view the specs you have? If I understand the advice, a Guardian is a tank that does not tank in a WZ. And that quite honestly is a hard adjustment. Outside a WZ my instinct is to intervene and protect and kill everyone and everything. Inside a WZ, I have to turn that off and instead play hide and seek. I kinda get what you are saying and will try and focus more the advice given here. I am level 24 on the Guardian and admittedly it does not take me long in WZ's to want to rage quit. I have no way to get dps off of me, and, the constant state of my toon wagging helpless in the air or being bounced around like a pinball really demoralizes me. There is a part of me that really does get pissed off at the lightning flingers and the pistoleers to a point I would love nothing more than to be able to smash them to pieces. I can't do that and I think several people feel utterly useless when they can't do exactly this. Having said that, I really want to experience this class the right way. And I think the first thing I hope to get from you guys is where my talents need to be and where they need to go. I want to be effective as the tank and effective in the WZ for the team. I don't need kills, I just want to improve survivability as much as possible, and, hopefully be more than a cool glowstick swinging back. If nothing else, please list the talents veteran Guardians can generally agree are completely pointless.
  4. Because a person can only take so much cc spam before they say **** it? A person only need rez two or three times to determine how the remaining game will play out. Who is going to waste 15 minutes of game time watching their toon be cc spammed mercilessly til dead time after time after time after time after time after time after time after time after time after time after time after time? Such monotonous BS is annoying and makes people want to flea, yes? See what I am trying to convey here?
  5. Need to rage bit. I find it epic that in a game, conceived in a world involving the force and lightsabers, fails so miserably in designing a class using a lightsaber. Who designed juggernaughts/guardians? Fire them, yesterday already. What a pathetic class compared to the rest. Were these classes last minute adds to the game before launch? What was it? Was Lord Helmet from Spaceballs your class design model. My vanguard is totally awesome. Can damage at range and kite any melee damage that may attempt to take me down. This is true in warzones and most importantly on boss pulls where something hit the fan. My jedi shadow is totally awesome too. I can invis, backstab, hit things at range, granted at 10m, but still able to do it. Far more playable than to toons stuck in a 4m world. So I roll a juggernaught to play with my son who wanted to go Imperial. OMG, I cannot believe someone thought this would be fun to play. It is horrible on every single level you can conceive. Tank: I don't die in fewer swings. Big whoop, I can't kill anything either. A counselor version of the tank has AUTO HEALS on basic melee swings. Honestly, my shadow counselor trumps my juggernaught on ever single conceivable point of design in play-ability. If it is a great toon at 50 in epic dungeons, great! But it is no excuse to make it so craptastic for everything else. Damage: it does not exist. Watch my glowstick swing and we all go "weeee". For the love of all, there are shiv wielders with guns who can do more damage, and cc, using a stupid blade forged out of a damn fork. Seriously, explain who came up with light saber weapon effectiveness in this game? There is no ouch! And if you cannot retaliate with any damange, nobody will every worry about approaching. Hello? Every class other class in the game has no fear of you in the 4m zone as I have now enjoyed in every PVP warzone. Everybody knows there is nothing to fear in the 4m zone. All classes are more effective at any range because they can effectively cc you and dps you as down as you put on a light show. Interrupts: None! There are no interrupts for this tank. Every other class I play has stuns, knockbacks, slows, all for the purpose of getting away from damage or stopping someone cold. Gun wielders get it from spamming basic attacks! Juggernaught have to eat everything because it can stop NOTHING! PVP: Guard, taunt, and most ironic of all RUN AND HIDE. Heavy armor, saber wielding players are told/required to HIDE to avoid all the cc, dps that is coming out the end of every gun or ranged spell effect. Juggernaughts have zero ability to defend themselves anywhere. My god developers, do any of you actually play your classes? My challenge, roll a guardian or juggernaught and go play it. Tell us how you envisioned a toon where its existance is either covering its head from flying rocks, spinning in space, shaking in space from being tazered, no ability to get your Brave Sir Robin on and run away due to perma-slow effects, etc. Please, get in there and write back to everyone about how much fun you just had. What you feard for casters has become the complete nightmare of your core fantasy heavy armored light saber wielding class. I am deleting the juggernaught. It is stinking up my login screen. I told my son I will be rolling up a Bounty Hunter to catch up and go with him. Good grief. Epic, epic failure in designing fun on this one.
  6. Seriously, the pvp design flaws of Aion only too recognizable to me in my first month of playing SWTOR. Mainly, faction superiority leads to total domination. The dominated quit pvp'ing or playing all together, leaving nobody with a game to enjoy. This is what, in my opinion, killed Aion. Its a poison pill that is not seen by programmers or the power players, but, it is devasting to a game only after it is too late. In Aion, the faction that had the larger population enjoyed an advantage of leveling with more group opportunies, and, winning any pvp confrontations. That "minor" gear advantage quickly steamrolled to better gear at a much faster rate than could be accessed by the other faction. The gear lead led to winning points, credits, etc., at an accelerated rate over the opponents. Better gear, greater dominance, exponential imbalance to pvp game play, apathy leading to less and less pvp, game death. The game was over early once the gear lead was established. The geared faction were impossible to shake out of a fort. They basically horded the spoils of combat. Such dominance leads to disinterest by the inferior side. It doesn't take long for players in a perpetual disadvantage when entering a battle to soon chose not to bother with it. It becomes a waste of time since there is no challenge, no fun, and no gain for having entertained the dominators. Population equity, an offered solution, had no affect in the outcome. The exponential difference in gear simply created a chasm too far to bridge. I have created a mixture of 7 characters so far in my first month. Things I have noticed in my first month of playing. 1) New zones and fleet station for republic average 35 players non peak, 80 players peak. New zones and fleet for imperial are 100 players non peak, over 200 peak. Imperial is vastly more active. Nothing scientific, just numbers I remember if I happened to look in the corner of my screen. 2) New imperial players enjoy what feels like a more linear quest progression. The maps are not filled with nearly as many dead ends and other terrain obstacles to have to struggle with in trying to complete missions. Leveling my imperials has been faster. 2) PVP: An awful lot of imperial players are able to finish a warzone with zero deaths. The announcers state with certain frequency how an imperial is unstoppable or whatever it is he says. This is especially true of bounty hunters. I don't know why, they are just showing up in the final credits with rare death scores. 3) PVP: I rarely see a republic win in any warzone in my first month. I would guess that all the equations of probability and statistics would show that it is impossible that only bad players role republic and all the leets rolled imperial. The answer has to be in programmed mechanics and gear. I am always on a winning team when I play my ineffective, lowbie, sith juggernaut. I just wish this toon felt like it had an effect in the outcome. 4) PVP: I rarely see an imperial player stunned or cc'ed in any fashion. Republic players seem to be in a perpertual state of being stunned, choked, slowed, or otherwise. Again, I don't why this is and it is just a perception, not a conclusion. I just know that I have lost all my interest in PVP with my Republic toons because I just feel they are goats tied to a stake in a den of lions. 5) I have an imperial sniper and a juggernaut. Both kinda boring. One hides and hopes. The other jumps in and then yawns. But kudos to creating a play style where the animations of a sith are simply much more aggressive. I like that. Not important to pvp, but hey, style points count. For pvp, I just rolled a sith inquisitor and want to take this one to the 50. My observations of this faction/class have shown me they rule everywhere they show up so far. I wish to see if I can duplicate this result. I don't know what SWTOR has planned for pvp. But if history of other games is an indicator, the wizards of game design are going to go "oh" only after their digital baby has already drowned. The lessons of other MMO's should have been "never do what we did". but alas, game designers keep repeating this death cycle. Darn shame too.
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