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Cotlu-Hunlon

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Everything posted by Cotlu-Hunlon

  1. This is a good idea to summarise, I'll get round to it when possible. I didn't put this in the suggestion box to begin with becuase of the low traffic and I'm guessing developer visits. They seem to mostly comment here Either way, if they can get this done by the end of the year, I'll be a happy Barsen'thor
  2. Bumping... I don't want to let this push die, I've waited years hoping... and now that this has got some traction and it seems a shame to waste it
  3. Great idea! Instead of them removing it, they could have just made it usable on the move.. We should all have it though It really was fun having it at 30m in DPS
  4. I haven't personally tried this on a Sniper / GS (which I'm assuming you are, since you posted here?), I wouldn't even bother. My KOTFE MM run through was on my Jugg tank and heal comp, and even that caused deaths occasionally. Going to go through KOTET MM on my Shadow tank to stealth through stuff as a bonus, hoping that would make it easier. Should that fail, I'll run through on my Scoundrel healer stealthing and healing. And should that fail ---- I'll get guildies for special fights... These aren't meant to be fun on MM, it's meant to be a serious ballache grind. Especially solo. Enjoy (stay away on Sniper maybe)
  5. "MURDER and MAYHEM await!" It's certainly a nice idea, a mouseover or something to reveal the actual sentence!
  6. Really.. have you seen a man eat his own head..?!
  7. Thanks guys, these are great examples of other abilities they could do this for in other classes. I would definitely go back to the old Merc heal, that was so much cooler! Though the Powertech one coldn't work because the reason they changed it was to be able to move while channeling, they couldn't have done with the old DFA
  8. Thank you for the support on this thread Rowan I don't know what to do from here - just hope the devs visit the forums? How does something get made aware to them these days?
  9. Hah. Thanks. Yes lots of things changed, lots of them changed for the better, some not so much. This one made me (and at least enough others that some are in this thread) not play the Sage at all. That's quite large for us. Maybe try and understand that part of other people's enjoyment of this game comes more from some areas (combat feel, spectacle and visuals) than perhaps as it does for you. I'm not here in their development department telling them about their code, and I'm not going to pretend to know about this game's coding details - I'm a consumer/customer/player unhappy with something about their product which I have every chance to make a case for, which is why they have forums and customer service.
  10. I like this idea, we're approaching a point as to be quite departed from the game at launch we started with, yet also still close enough to not warrant any kind of "Classic / Old School" iteration (nor is there the demand or the playerbase size for that). Objectively, things are better now - but as you say there's certainly room to channel a bit more of the game a lot of us fell in love with.
  11. I would say it's not a bug because there are lots of abilities you can either prepare for, nullify or avoid by early recognition, and it rewards skill and paying attention. Even at the most basic level, you can see a Sage casting Turbulence and interrupt or LoS or stun etc, a Sniper Ambush wacks a giant targeting icon on your body, giving you a cue and recognition and time, you can look at a Powertech's energy lode stacks and guess when to use your cooldown once they reach 4 stacks, and you can see a Scoundrel's Blood Boiler droid floating around you giving you lots of time to counter it. PvP is partly built on recognition and counter-play, and it adds layers. I have no problem with someone carefully watching my ability animation and within 1.5 seconds making a counter to it. Yes, you couldn't do that to Inquisitors which was the problem. But the delay wasn't really the problem in my eyes, it was the notion of an unfair delay between factions
  12. I mean, I wouldn't even mind using it in Warzones, I literally don't care if it's slower, I'm here to have fun and there's other ways of interrupting a node cap for example than Project. Anyone who takes it super seriously, they could just keep using the newer one. If I went into ranked, yes I'd use the new one. I agree it's tenuous adding abilitties to CM, for why you've said - at least it could be if they have a new name like that. It's why I think the toggle option is better because then it's sold clearly as a cosmetic adjustment to something that exists, and is not so much of a possible scapegoat. Cartel Market should be cosmetic/QoL to the core, but obviously, as suggested, would make a good route to deliver this kind of content down. I'd have no problem dropping some CC on it, and that way it would make only the people who really wanted it back have it, and maybe avoid masses going back to it.
  13. What bugs? They changed Master Strike because most melees are really hindered by a 3s stationary channel in boss mechanics, avoiding AoE and PvP. They changed Project to match the speed of Shock, which had no delay, whereas you could see the Project animation and use Resilience before it reached you and avoid it. That's it. There's no bugs, it was purely to speed it up.
  14. Yes - this is definitely something I've been desiring too... That upheaval Project delayed burst looked and felt so good, for a reminder And as said before, the Series of Shots animation is so much better than Penetrating Blasts.
  15. Well even if you think that, which is fine - it's understandably subjective what counts as bloat - the idea I originally proposed was simply a toggle in the settings menu somewhere, and wouldn't change the number of abilities at all, and not affect you in the slightlest. What was that animation change tool then?
  16. Ability bloat? It certainly does not, and in no way it could be said it does now compared the base game - there were all the PvE moves for stunned mobs they used to have that disappeared, the Slice Droid abilities, lots of things they just took out without replacement like Unload for PT, Flamethrower on Merc, Telekinetic Throw + Mind Crush for Shadows, the stealth boost abilities (Blackout) etc... My ability bars are comparatively empty compared to what they used to look like. What is the program for old animations, I haven't come across this before. Sounds interesting..
  17. That's a brilliant idea! Thank you for thinking of another solution here, that surely seems so much easier to implement - re-adding the old ones as new duplicate abilitties, that share a cooldown / effects, with the appropriate tooltip saying "This is a slower alternative for cosmetic reasons to be interchangeable with Project etc" Really love it!
  18. Ahaha, that's perfect, thank you for posting it here That comment section is hilarious, I'd forgotten about the 'imperial bias' that used to get moaned about in 1.x And even then, look there's a comment 7 years ago preempting what was to come: "It’s a big deal to some, but I don’t want then to **** up the animation like they did with overload and force wave! I play this game cuz I like to play as a Jedi and throw firkin rock with my mind. The animation looks realistic and great, and I wouldn’t trade that in exchange to avoid a slight possibility that 1.5 seconds will impact a win or a loss in a pvp activity."
  19. It's not just me though, clearly by some of the responses, this is about greater choice for all. This was bad enough of a change, that I completely have left the class alone since. The Project change is just my particular greivance, shared by some, but as demonstrated many people have a large desire to have a different choice on some animations. The game is supposed to be fun, and for some a large part of that is the combat feel and experience, and I don't think it should be cast aside.
  20. That's the beauty of it, it provides more choices and options, and if they write the code to allow animation choices for abilities, it would be transferrable to any class. Everyone could be offered some choices for changed abilities. Ravage is different since that's a change from a 3 second channel into an instant, they never could have fit that old animation into that time sensibly (although the new one is hilariously rapid anyway...). This shouldn't affect Ravage, as the whole ability was changed. This is just an animation option (with the accompanying slower travel time).
  21. Nobody needs to explode, it would be entirely optional... unaffecting anybody who doesn't want to use the old one.
  22. This is something I feel super strongly about, I have advocated this since the change 6 years ago (proof in this thread: http://www.swtor.com/community/showthread.php?t=654023&page=2) The change ruined the Sage class for me, I'm really not kidding, and to this day I do not have a Sage. Shadow is not the same, and it still makes me sad now. I request and suggest, with all my SWTOR gravy, that there should be an option to toggle this to the old, slow, delayed and lovely animation (+ bring back Upheaval for all specs using Project, at least in animation, not damage levels...) > I don't care if I'm worse > I don't care if people use their cooldowns before the rock gets there > I don't care if someone else gets the kill first instead of me I just want to play the class I loved, using the ability that made it for me. PS. I don't know if there are other classes out there wanting old animations back, but if there are please contribute - if lots of people are asking for this they're more likely to implement the code to allow options like this for all. I know many in the Sniper community dislike Penetrating Blasts compared to Series of Shots.
  23. Well that's what's weird, right. It's like the generation engine totally misses out the giant walls of tree roots and cliffs there, it's just so wildly inaccurate! There's other confusing places that the map shows the relief of, Alderaan comes to mind, and all the gorges and canyons in Hoth are perfectly clear on the map
  24. This is something I've always queried, but having just taken another alt through this area I thought I'd finally ask. There seems to be 3 options to explain why this map does not actually show the true state of the zone: 1) Is the map representation of this area purposefully confusing and crap, in order to represent the "madness" induced by this area? 2) Is the map supposed the represent the state of that area before the corruption took over and altered the land? 3) Is it just a terrain mapping bug not including most of the giant walls of trees and stone, and not showing the true relief of this area at all? (or has my Nightmare Lands map always been bugged and ****?)
  25. Uh yes it was, you've all got short memories or never played when you claim to have played. Green / Blue had to be Light I and above Red had to be Dark I and below Yellow was neutral and allowed by all. OP makes a good point, now it's all irrelevant, any decisions you make in conversations are completely diluted by your light/dark toggle and gain in activities and quests etc
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