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csmnstoica

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Everything posted by csmnstoica

  1. I have recently resubed after a year away. But after multiple crashes on clicking "launch" (feels like hundreds so far), I troubleshooted they are all connected to this idiotic setting. This has put a huge dampener on my interest to keep playing this game. I play on 144Mhz monitor, i9-13900KF and a RTX4080. I have to manually delete the client settings in the appdata folder to be able to log into the game (not guaranteed). Once ingame - I can adjust the settings to normal and the game runs without issues (no crashes). If I cap the framerate in Nvidia control panel at 100 - it never falls below that and CPU/GPU temps never exceed 55 degrees C. However if I log out and try to log back in - surprise - another crash.
  2. 1. Bludgeon/Veiled strike refreshes the duration of any Slow release Medpacks/Kolto probe on yourself. alternative 2. Bludgeon/Veiled strike does an additional 30% dmg as internal bleeding over 6 secs.
  3. 1. Saber reflect becomes a passive (active all the time) but the dmg reflected is 15% of the dmg received. alternative 2. Saber reflect duration is increased to 5 secs and you get healed for 2% each second.
  4. 1. Saber reflect becomes a passive (active all the time) but the dmg reflected is 15% of the dmg received. alternative 2. Saber reflect duration is increased to 5 secs and you get healed for 2% each second.
  5. Another suggestion: 1. The healing received from Dots and abilities also place a shield on yourself for the same amount for 5 secs. The shield gets refreshed and increased with each subsequent heal - this can happen only once every 2 secs. the alternative. 2. Your DOT and leaching strike/serenity strike criticals also put a rolling dot on the target for 10% of the dmg over 6 secs. Again - this is a choice between increase survivability and dmg.
  6. Huge quality of life (also a DPS increase) 1. Serenity strike/leeching strike refreshes the current DOTs on target. It can be another attack, not necessarily the ones mentioned above. I the alternative would be: 2. Your DOTs heals are increased an additional 100% This way you balance increase DPS/QOL vs survability.
  7. I like to look at this problem from a different point of view - What are the biggest money sinks for me personally: augment, kits, stims, adrenals, medical kits. So in this regard, you have 3 professions that craft augments (although I think Synthweaving ones are the best) or Biochem for reusable stims etc and to sell stims etc on GTN. You cannot go wrong with either of these.
  8. From a developer point of view having two divergent paths for gear is not good. Also, some people may like double grinding for two sets of gear but I am not one of them.
  9. I like going up against premades. They never care about objectives -its just farming. The key is to avoid the 4 player premade and concentrate on the objectives. Easy wins. You can 3-0 a premade in Alderaan
  10. Agree about Lost Island but I raise you one Nathema Conspiracy. Long, a bit more complex fights and silly end bosses (especially the healing mechanic on Atrius - stupid OP for a PUG).
  11. When comparable gear and skill, the shield specialist loses 100% of the time to the other two disciplines. Its not even a fair contest. While Shield specialization harder hitting abilities top at 3-4k dmg (maybe 5k once in a full moon), its very common to take 11+k dmg from the Tactics/Plasmatechs. The defensive cool-downs are comparable and the shield/absorb does not compensate for the huge dmg disparity. There are numerous theorycrafters who proved that ION Cell reduces damage done by 20-30% instead of the 10% as per tool-tip. It is high time to correct this as its extremely tiresome to see me tickling a PT/T with low dmg while getting hit for over 10k constantly. It does not make me feel like a tank - au contraire. 0% chance to defeat some1 is bad design. You need to have at least 30% chance to defeat some1 to have a semblance of balance regardless of specc/role/gear/skill.
  12. Question is - does the set bonus for Force mystic affect shadows?? 50 Force is an okish set bonus for Sages, but its 1/2 more resurces for Shadow which is HUGE. I doubt it is intended for shadows to use it. If it works I actually see almost no downside to this. You dont lose expertise - since you will use battlemaster armorings in columni gear. You lose some stats for 4 pieces since BM<WH but not much. You may lose 4 augments slots (no ideea if columni can be crit crafted). You do gain an useless 2set bonus and lose some okish 2 and 4 set bonus from PVP gear.
  13. Is there a common knowledge established kill order marking in TOR? For ex in WOW most people know the start is skull>cross etc I would imagine the kill order to be target>flame etc. What do people use?
  14. People need to read the OP before posting. There are maybe 7 posts in the entire thread that are on topic, the rest should be deleted.
  15. That is not a good animation. You can miss it even 1v1, let alone in a group setting with AOE effects. Compare it with Project "Yo' look at me hurling boulders at your head" and its LOL. It needs an overhaul. Either something more obvious or a small cast time. I dont think it will mean a nerf or break the class if Railshot/HIB gets a 1 sec cast time. I do admit the laugh sound is an OKish tell for CD up on railshot, even if its annoying as hell.
  16. Agree with the OP here. Railshot needs a distinctive animation or a small cast time (aka a warning sign - big hurt coming your way). Its the only HIGH DMG SPELL in game with no tell tell signature (although some of the Jedi knights/sith warrs moves are also luckluster and obscure) Edit: people really need to read the OP post first before posting "l2p" and other offtopic advice.
  17. TOR needs more individually distinctive spell animations. At the moment there are only a handful of animations which are noticeable. The rest are just a mush of in-distinctive moves which could be changed to sparks of light and no1 would even notice. Project is a beautiful designed spell that adjusts to the environment and is visually distinctive. Its "mirror" ability - Shock - however is in-distinctive and should be made more obvious. A good game design revolves around moves and counter moves. If you are not able to gauge your opponent moves and adjust to them, the game lacks any depth whatsoever and using CDs is more about chance than skill. For ex. It is pretty hard to tell which specc of Jedi Knight/Sith you are fighting at anytime. You can distinct the advance class by how many lightsaber they are using but the subspecc is hard to determine. Same with pyros - all of their animations are lackluster, difficult to gauge and predict (unless you have one yourself and are intimate with the class) and that makes the class a very dangerous one. Please give it a rest already. There is nothing inherently evil about using the environment to your advantage. The Jedi are not hippies, they are still warriors. There are sooo many Force abilities described in the EU that your rants are pointless.
  18. Left/Right is adequate in most WZs. The exception is Nova Coast where cardinal direction are better since there are 3 directions to go: west, east, south.
  19. Project is fine. Shock should be brought in line with it not the other way around. Its a STAPLE move, centric to the class and it makes you feel like a ******. Its in top 3 of Best looking and designed abilities in this game alongside Force Lighting and Force Leap. Its a shame BW is giving in to all the QQers complaining about delay. The changes, proposed by many in Project threads, would turn the class into a dull uninteresting shadow of its former self, even if the propositions were well laid out and given with the best intentions in mind. We'll see how this change turns out, but the way it seems now, its a compromise that nobody likes.
  20. Kill the enemy leader works really well in WOW (Alterac Valley and Isle of Conquest). Attack and defence happen at the same time and you have to balance them in order to succeed. And you dont even have to design anything for it in TOR. Just take the whole area of world pvp in Ilum and turn it into a instanced WZ for 16vs16, add an end boss for each faction, add the ability to control 1 or 2 walkers/tanks, call in for air strikes and bam = instant success.
  21. O.o I usually do Corellia between the WZs queues and the whole normal q chain is around 12 mins tops. Add to that 8-12 min for soloing the 4+ quest and the whole thing is done in 20 min.
  22. This is exactly what happens on my server as well. We have 10-14 people who queue regularly and have been playing for a relative long time so are pretty well geared. We know each other and almost every WZ resembles a premade. Some of us are even on TS even if not in same guild. We dont even discuss the tactics anymore. For ex: people know me and another shadow usually stealth right on start of each Civil War. we have a 1+5+2 system. Depending on the quality of imp players, LOTs of time we 3 cap the game and win 600-0. The imp side has usually double the number of people queueing up. The top imp pvp guild has quit the game and the others are usually rerollers from the rep side, because "reps cant pvp" - lol the irony. Sure there are odd nights where randoms queue up and the playing field is more even but 3 out of 5 nights we cream the imps very bad. Looking forward to server transfer, cross queuing and rated but I think I will miss this setup at some point in the future
  23. http://www.chewui.com/sites/default/files/UIs/zamolxis/1731851026/Screenshot_2012-04-14_00_12_49_755450.jpg The basic ideea is to have as much field of vision as possible, while keeping all information about proccs, enemy cast bar etc close togheter in the middle for easy spotting.
  24. Interesting poll. Hope you get enough votes to make it relevant. GL I would have expanded it further with all classes and speccs.
  25. Playing the same people over and over you get to know their speccs in time. On my server, we tend to take out first the squishiest players first. The easiest to kill are usually: assassins/shadows (non kinetic)>sorcs> operatives > etc In any group play as balance you will only have time to place some dots and do 1 FIB before you are taken out or as infiltration you will maybe take out a person on the other team (unlikely though) before visiting the graveyard yourself. As kinetic, the reduced burst dmg will not prevent me from killing another DPS. However it will make it a LOT HARDER to nuke down a good healer. Healers are already very tough for us to kill. Atm we stand a chance against commando and sage healers but smugglers are already laughing at us. People will gravitate more towards hybrids speccs rather full kinetic, but kinetic will not go away.
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