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I-Win-Button

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Everything posted by I-Win-Button

  1. For context, I've been levelling for the past few days as a shadow tank. It's perhaps my favourite class/spec to play on the live server and has been for years, so I figured I'd throw some thoughts in. Does the current combat rotation make this experience feel like you are playing a Shadow? Why or why not? Not having Slow Time until level 51 leaves a huge hole in the rotation I'm used to. I don't think players unfamiliar with the class will notice, but anyone who's played Shadow/Assassin tank before will notice it's absence for the majority of their levelling. The same goes for Kinetic Ward, one of the core abilities for tank spec, being locked away until level 39. To add to the above, I didn't feel like I was playing a tank until level 39. Until this point, the only thing resembling a defensive cooldown is the 30% absorption on Force Potency, and there are plenty of fights where I feel I have to either take a healing companion or be very, very careful with my stuns to get anywhere. As you’re beginning from level 1, do you feel you have enough abilities that keep gameplay interesting? This is a bit of a rollercoaster. The first 10 levels or so I remember being rather pleased. I was getting new abilities at a good rate, and Force Breach gave me a feeling that I was starting to get my tank toolkit. Then it just... stopped? Cascading Debris was nice to get at level 23, but there was a good 10 level gap where my rotation never really changed and none of the new abilities felt like they impacted my combat. Then there was another big gap until level 39 where I got Kinetic Ward and Deflection, and actually got to feel like a tank. Overall, I think the early levelling got it right but then the remaining abilities are far too spread out over the other levels, and valuable defensive abilities (at least for a tank) are locked away until halfway through the levelling. Are you able to defeat enemies at a reasonable rate? As above, this changes depending on where we are in the levelling process. Until around halfway through Coruscant, things feel nice and fast, then stall. Things pick up again when I get the damage boost from Cascading Debris unlocking, then slow down again. The slowdown almost always coincides with feeling I have to switch my companion to Heal rather than Damage just to get through a fight, as the levelling seems to give me threat generation before I have survivability. Around level 39 this starts to turn around and I get to feel like a tank who can afford to take mobs without a healer companion all the time. Do all your abilities feel like they’re working together? As I've alluded to already, during the levelling I feel like several of the abilities have been given too soon or too late. I'm given plenty of threat generation early on (and options for more) but constantly lack the survivability to go with it until I get my first defensives at level 39. I cannot understate the importance of having access to Kinetic Ward earlier. It's perhaps the most important ability for a Shadow Tank to work into their rotation from a survivability perspective, and I fear we'll instead have a situation where the Shadow Tank is a liability in group content at low levels simply because of how squishy they are until level 39. As far as offence goes, the spec feels satisfying after hitting level 23 and getting Cascading Debris, which combos nicely with Force Potency, and I can imagine new players finding possibilities opening up in heroics/flashpoints as they unlock Mind Maze at level 19. It just lacks the tankiness for far too long.
  2. So this is a small suggestion. Right now the Operation weekly objectives specify completing the operation in story mode. I'm suggesting this is changed to any difficulty mode. To be clear, this isn't asking for bonuses or anything for doing higher difficulties. Just that running the given operation at a higher difficulty still completes the objective. For some context, the group I play with gets together once a week for a few hours to run an operation, and while we could easily do any of the operations in story mode, we would much rather have more of a challenge. By allowing any difficulty, you take nothing away from those who only want to do storymode (except, perhaps, a minority of the group finder population) and allow those of us who enjoy the harder difficulties to have our fun. All with a fairly minor change.
  3. This topic seems to come up every couple of months. Someone hasn't logged in for a while, loses leadership of their guild, and isn't happy. The 30 day handover for guild leadership exists not as a safeguard for the guild leader but for everyone else in the guild. If something happens to the guild leader, be that simply losing interest or ending up in hospital, the leadership can shift to someone else (preference is given to the rank immediately beneath the guild leader, so Johnny Random who just joined isn't getting guild leadership unless everyone else is gone too). What difference is increasing the limit going to make? If logging in once a month is already an inconvenience, what difference is it going to make changing that to two or three months? Meanwhile the guild is left in limbo, wondering when someone who's actually playing the game is going to take over.
  4. Quite a few of these made me smile so I'll throw a few of my own into the pile: The Overachiever: It doesn't matter what's going on, this guy is not only willing to help out but he's got the perfect alt for it. Need a healer? He has one. Tank? You got it! Tactics for the new FP? Covered. Buddy for the Section X heroic? He has a few minutes to spare. Not only that, the Overachiever is asking nothing in return and it takes a few weeks to realise the five guys helping you out are in fact the alts of a single person. The Underachiever: The Overachiever's dark reflection. He has a single character that barely passes the gear check and only joins in when there's a promise of epic loot. The Underachiever hits the numbers you need, nothing more, and disappears once the dust settles. By the time you find a potential replacement, you discover you can't imagine raiding without him. The Butt: You're not sure how or when it started but somehow this guy is the target of every joke. Hilarious typos, falling down a hole, leaping off a ledge at a mob being knocked back. Everyone has a favorite anecdote they carry from one game to another, and the Butt is always at the heart of it. The Organiser: He's not the leader. He's not an officer. In fact, he joined last week and he's already arranged two events. A week later you've figured out whether he's a helpful Overachiever or just angling for a promotion, usually because he mentioned it. Captain Clueless: It doesn't matter how you explain it, Captain Clueless is confused. This is the guildmate whose hand needs holding through everything and anything. Riding in on horseback, driving the guildies onward. The noble Cat Herder knows who is supposed to be online for the raid and he's making sure they're here. Someone forgot their stims? The Cat Herder is already opening up the trade window. Don't worry, he'll make sure you remember them next week.
  5. I made a thread on the same issue yesterday but like every other time a new hairstyle is released, it gets buried under other problems. This has been going on for years and really needs correcting.
  6. Better? Maybe. But still far from black. For comparison: Original - https://i.imgur.com/jyrCmMb.jpg?1 "New" - https://i.imgur.com/uRoFEGD.jpg?1
  7. As the title says, the new hairstyles do not appear black when using the 'black' hair colour. It probably comes as no surprise to those who attempted to try black hair with any of the hairstyles released since the first bunch on the CM. It's a consistent issue that, to my knowledge, has yet to even be acknowledged as a problem, despite there being at least one thread about it every time a new hairstyle is released. For the record, I'm aware that the other colours appear different on the newer hairstyles too. While I understand that some people like the difference, it does leave good old black completely unusable and I find it difficult to imagine it can't be corrected.
  8. For the record (because someone is bound to get confused), there is no mass migration of RPers to the French server. And while I assume one of the people running it will create a thread soon enough, in the meantime I see no harm in dropping a link to our pretty little RP community website here. (https://malgus-rp.enjin.com/) So far things have been great here on Darth Malgus. Let's keep that going, shall we?
  9. It's an issue that's been going on for a long time and, to my knowledge, BioWare hasn't acknowledged it at all. It makes several hair colours (including black, to my dismay) pretty much impossible to use with the newer styles. At this point I'd really just like to see some response to the issue, even if it's just to say everything is somehow as intended and that we shouldn't expect a fix.
  10. I'll add my voice here. I bought the new hairstyles for my character but I'm faced with this strange greenish colour rather than black. Disappointing to say the least but I'd hope it is a fairly easy fix. And for the rare person who might actually like the greenish colour (I've yet to find one)... well, I can't imagine it would be too much to add another colour option to the slider?
  11. It's been mentioned in this thread already but I can't stress it enough. The new hair options (especially the shae one) aren't available in black. Instead we get this odd green colour. It isn't a new problem but, having been present to some degree in all the non-original hairstyles, but when it comes to the newest releases it seems more glaringly obvious than ever before.
  12. New hairstyles in general would be nice, Shae's being a good example of one I know a fair number want. Personally I'd love to see a long straight hair option for females, same length as the other long hair option available. I imagine any new style would be gratefully accepted by someone though.
  13. I'm the 'casual' player which should, in theory, be benefiting from this system. I don't like the idea of spending week after week running the same ops to get gear or grinding warzones for PvP comms. The idea sounded great. By doing general activities in the game I earn points toward a random piece of gear. It's been a week. I have one piece of good gear on my main to show for it. Not great. Good. Each command rank requires more exp than the last. For each piece of useless gear I randomly get, the next piece gets further away. When I finally have a set of gear, I have alts to think about. It feels like a grind, not progression. This isn't fun.
  14. I might be mistaken but I believe the toggle is set to lightside by default and for me, at least, was hidden behind one of my hotbars. I didn't even know the toggle was there until a day had passed and I imagine others are in the same position. To be honest, it's not a well advertised feature ingame. There's a message now and again saying light side (or dark side) has won for an hour but nothing indicating how that happened or what it actually means, to my knowledge. Players have to go find that out for themselves and, given it's early access, are probably still too busy leveling/playing the new content to look for now.
  15. Also running into the same issue. I believe it's a matter of the Power Overwhelming debuff (which prevents movement) not being removed when the shield is raised, leaving us stuck on the spot while we get fried with lightning. Planning to try it on Veteran now.
  16. Here's one from a late night group-finder tactical on Mandalorian Raiders: Operative healer (me) Marauder DPS Mercenary DPS Sniper DPS First thing to be done was a customary glance at levels. No 65s (highest was the 59 merc) and the sniper's level wasn't particularly high but not to the point where it was to be concerning. All seemed to be going well for the first couple of mob packs, though they were a little slow to die. Then we got to the corridor lined with kolto tanks (you know the one). The marauder goes charging into the apparently small mob group while the rest of us were still looting and healing up after the previous pack. Out pop the rest of the mob pack after the glorious marauder pulls them and within a moment he's down. Cue the frantic healing as I try to keep the group of poorly geared (me included) DvL levelers alive. Somehow we survive, we revive the marauder. "thx" appears in the chat box as the sniper takes over the role of running ahead and pulling (and promptly dying two packs later to 5 dogs). Then we get to the first boss with the two dogs. I don't know whether it was gear, using the wrong abilities or the fact that the sniper was running to heal stations whenever he was under 75% health (probably a little of each) but the fight took forever. We grabbed the loot and once again the marauder is running ahead. When we get to the elevator shortcut the sniper wordlessly activates it with their slicing. Meanwhile the marauder has pulled another group, which we promptly defeat before hopping on the elevator. In the time it takes us to reach the top the marauder, who has stayed below, has not only pulled another mob or two but died. No word. No comment. They simply lie there in silence waiting for us to come back down the elevator, kill the mob pack and revive him. We get another "thx" from him and this time he follows us up the elevator and runs the wrong way before turning around and pulling both of the mob packs on the bridge before promptly getting hit by a knockback off the bridge. Once again we're stuck fighting as a three man group as the marauder wordlessly makes his way back up the elevator. The second boss went down surprisingly quickly compared to the first, though the sniper again started running to the heal stations the moment they noticed part of their health bar was missing. For the few mob packs after that it was like playing with a different group entirely, with most mobs dying quickly and even skipping a couple of mob packs rather than pulling. Then we got to the final boss. If it was a HM I'd likely be describing some form of supercharged turret horror story as the marauder repeatedly went straight for the boss (yes, we told him to kill turrets first), resulting in at least one turret still standing each time the next pair activated. Again, the rest of the group frantically scrambles to cover for the marauder. Somehow we made it. The most bewildering part to me was that, just as everyone was leaving, the sniper praised my healing. This was the same sniper who was grabbing all the heal stations and died once (admittedly through their own fault). A moment later the merc, who hadn't said a word since the initial greetings, echoed it. I've played healers for a long time and I was expecting to be blamed and told my healing sucks since the first death. To get complimented instead (even if I thought I actually was doing pretty badly) pretty much promoted the group from something to grumble about to a highlight of the day.
  17. Okay, so we have plenty of headgear with cloth facemasks attached to them in one way or another. Bounty Tracker, Corellian Targeter and Outlander Maverick come to mind. What I notice we don't have is a version of any without the rest of the headgear. Something that covers the lower face, maybe the neck too (why not multiple styles? I can dream) without anything going over the hair or eyes. As it stands the closest we have are the numerous rebreathers or the Ajunta Pall Mask. In short I'm asking for a simple cloth/fabric mask that covers the lower face. It's something we don't actually have already without attached headgear that hides the hair and I imagine it could see a lot of use in various outfits.
  18. I found that, as a whole, I enjoyed the chapter but there are parts of it that I hate. I'm in agreement with the complaints toward the Valkorian fight. I don't consider myself a great player by any stretch of the imagination but I was around 80% HP when the cutscene triggered. Suddenly I went from winning by a landslide to being thrown around like a ragdoll. I don't mind losing a fight or getting thrown around but when being pulled from the middle of a gameplay fight that I'm winning to effectively be told it didn't matter how good I was doing anyway, it's rather disheartening. We had it once in the fight with Arcann and I had hoped that it was a one-off since BW needed their villain (seriously, even if we beat Valkorian in the fight, what would we do? We can't exactly kill him). My second frustration was being told I have to make a new weapon to beat Arcann with. Satele and Marr help me build a better weapon than my lightsaber, a lightsaber. Wait, what? How is this different to my current lightsaber? We're told "this weapon is a part of you now" or something like that and I'm still left wondering how this new (and rather ugly looking imo) lightsaber is any different to my old lightsaber, which my character should also have had a bond to. What's more, the tooltip gives me the impression that we're going to be made to use the new weapon whether we like it or not. My third and final gripe was the new force philosophy thing Satele and Marr seem to be advocating. This one doesn't irk me nearly as much as the previous two because we get certain conversation options that seem to let us reject it but I still get this feeling that we might, just might, get forced into going along with this too, even if it is completely out of character. Of course, if we do get to continually reject it as we have with Valkorian so far then I'll be quite happy. As said at the start, I found the chapter as a whole enjoyable and got something of a Luke on Dagobah vibe from it. Sadly, a couple of key points such as the new weapon feel more like a poor plot device to explain why we're going to be able to stand up against Arcann now. I'd have been quite happy with a chapter where we simply traveled around the Odessen wilds with a class appropriate character while actively working to improve our character's existing skills. Jedi could learn from Satele, Sith from Marr (maybe a light side/dark side choice to learn something from the other too?). Non-force users are a little trickier as I'm not sure who exactly would be best suited to helping them but perhaps a familiar face from their respective class stories? Give each class something unique, be it a force technique, a fancy gadget or a new dirty trick and a chapter that really feels different for each class, even if it is just one.
  19. Most if not all of the formerly RP-tagged servers have an active RP community (I can't speak for a couple). If one gets it's tag back, they all should.
  20. Echoing the quality of life sentiment here. While I can certainly think up a couple of reasons for having 'anonymous alts', it makes it much easier to know who you're chatting with. It also streamlines guild management. In addition to the example above, it makes removing inactive players from the guild much easier as you just look at the most recently played character in the legacy. Hasn't been played in a couple of months? Sort to legacy, remove character and all their (even less used) alts.
  21. Adding another voice to this thread. Any community needs new faces to survive and without them it will slowly die away. By removing official RP server designations, it becomes harder for new players to find RP communities or, in the worst case, leave them assuming there isn't one. Sure, it would only take a brief search on the internet to find what the now-unofficial RP servers are but that's assuming that potential new RPers don't immediately assume that the RP community is scattered across all the servers or nonexistent. It's a fairly simple fix too. This isn't asking for a whole new feature (if anything it's asking for an old one to return), it's asking for a short tag or even just a few extra characters on the end of a few server names if returning old tags interferes with something else. Have "Ebon Hawk" become "Ebon Hawk - RP" for example.
  22. A potentially unpopular opinion but I really hope we never have to see Revan again and that they'd just let him die. I could forgive the flashpoint storylines focused around him because the foundary seemed to put an end to his story. It wasn't the ending I wanted (I would've been quite happy never seeing him after KOTOR instead of being given a 'canon' version that was nothing like mine) but it was something. I've always seen it as a somewhat tragic conclusion where he's broken by the Emperor but on the basis of being an almost legendary war hero is allowed to go on to carry out a plan to end the war (which turns out to be the genocide of the entire empire which he sees as evil) rather than being confined to Tython and given real help. For me Shadows of Revan was an expansion focused around a character I believed should be dead. I do not want him thrust on me in KOTFE at all and if I do see him I'll take whatever option there might be to kill him or have him locked away in an asylum. Even if it was his 'evil half' the entire time, that half is still there and we've seen exactly what ******* crazy things he's done. So no, I do not think Revan should return to help the Outlander. In fact, I don't think he should return at all.
  23. I'll have to disagree on "stealth quitting" being the best way. Sure, there will be some guild leaders who simply won't care or be glad you're gone but most I know would wonder what caused it. Guilds lose people all the time for all sorts of reasons. The most common ones, in my experience, is not having enough time to play the game or finding a guild more suited to what they want. Any good guild leader will be able to look at that and be content knowing that it wasn't the result of any flaw on the guild's part. Same goes for a good guild. There will be a goodbye and all that, followed by a few comments in guild chat and normally that's all there is to it. No drama at all and people know what's going on. If you're leaving because of an issue with the guild, it's members or leadership, I'd still say it's best to inform someone in the leadership of your issue before leaving. Say goodbye to whoever is online at the time, maybe mention that you have issues with 'X' that can't be resolved and take your leave. There will be speculation, sure, but no more than if you just disappeared and this way the leadership knows what was wrong and can hopefully fix it. Whatever the case may be, simply leaving without a word does nothing but create speculation on why you're gone and leave any potential issues a mystery. You might not be there to see the 'drama' but it's likely still happening.
  24. Part of me really hopes there will be a "You were right next to me" option if the Makeb or SOR 'romances' count. That said, I'm assuming this will only count for any romances started in KOTFE. Otherwise we'll have characters suddenly turning around and complaining about actions they were stood right next to you at the time of. Anyway, when it comes to which of my characters have cheated I honestly couldn't say. I know I romanced Corso at some point on one of my smugglers and I think I gave Iresso a shot too (again, not sure which consular that was). I've probably tried a couple of other romances too. In any case, I really could not care less about the companions I haven't heard from in years.
  25. In daily areas like Yavin where you often get multiple players after the same objective, I'd do the same. In CZ-198 though, it's usually pretty empty (I think the most I've seen there in the last month at once is 6). As a result I tend to go through the area on auto-pilot. Could I have avoided it by showing more initiative and grouping with them? I guess I could have.
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