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Rollercoast

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  1. I can also confirm this. We have done the council NiM without any noticeable problems a few weeks ago, but when we did it again two days ago it was almost impossible. Since the patch Bestia is behaving very strange while applying her debuff, but I cannot tell exactly what is wrong.
  2. Master Mode Since there is not a dedicated thread for feedback regarding the Master Mode (like we had for Spirit of Vengeance) I will simply post it here. Because I wanted to test the Flashpoint under more realistic circumstances, I did the Flashpoint three times in Master Mode, each time with a different group composition. The Feedback written below is also representative for the other three players with whom I have played this Flashpoint. 1st time (solo) My PowerTech (Advanced Prototype) with Z0-0M as heal companion. 2nd time (two players) Advanced Prototype PowerTech with Z0-0M as heal companion. Darkness Assassin with Shae Vizla as damage companion. 3rd time (full group) Advanced Prototype Darkness Assassin Lightning Sorcerer Bodyguard Mercenary Scout camps and Patrols In our opinion the Kath Hounds felt a little weak in terms of health and damage dealt for Master Mode. The Scout camps and Patrols felt okey, especially with a full group we did not had any noticeable problems defeating them. The only thing I personally would suggest is to increase the damage dealt by some of the enemies. First Boss (Graul) This Boss already opposed a good challenge for the first Boss, and we would only suggest a few adjustments. The stun duration of Grauls frontal cone attack should be increased. Currently it only has a duration of 2 seconds and thus it does not really punish one for standing in it since the “Quaking Blows” ability (even when casted right after) would not affect that player. We suggest increasing the duration of the stun to 3-4 seconds to make it more punishing and forcing the tank to dodge the attack properly. The “Quaking Blows” ability should deal slightly more damage. The Boss itself should have an enrage timer (if there is one than it is either bugged or way to long as I waited roughly 7 minutes to see if this Boss has one). The reason why we think the Boss should have one is simply that all of his attacks (except the adds) can be avoided and having an enrage timer would add another challenging component. We would also suggest to increase the health of this Boss as he has roughly 1kk less health than the other Bosses in this Flashpoint. Exploring the temple All enemies inside the temple were balanced good for Master Mode in our opinion. Second Boss (Enemy Squad) This Boss was a little difficult to judge since one mechanics does not seem to work properly and it has some bugs. But besides that, we found that this Boss was a bit of a letdown in Master Mode especially because it has such a potential to be an engaging and challenging Boss fight. All three Bosses have less health than in Veteran Mode. We do not know if this is intended or not, but it should definitely not be the case. Because currently we could burn the Bosses down pretty quickly due to their low health. Even considering the new shield mechanic they should not have less health than in Veteran Mode. Our suggestion would be values around 1,4kk for the grenadier and grappler and 1,8kk for the squad leader (total health pool of 4,6kk). This would bring them on par with the other Bosses. The main problem that really drains the difficulty from this fight is the fact that the Bosses are interruptible. I can understand that the Bosses are interruptible in Veteran Mode because they are a little more difficult than the other Bosses due to their mechanics, but we did not saw any reason for them to be interruptible in Master Mode. We were completely able to negate all attacks done by the grappler and grenadier by simple interrupting them (I could also almost do this solo since their attacks have such a long cooldown). Especially, because all attacks can be avoided, we think that the Bosses should not be interruptible to maintain a challenging fight. When the grappler or grenadier reaches 50% in Master Mode, they receive a shield making them immune to damage, which can be removed by pushing the squad leader down to 50%. This mechanic seems a bit odd, because if one defeats the squad leader first the other two do not receive the shield and thus rendering this fight significantly easier. In our opinion this mechanic has a good potential to make this fight challenging. We would suggest that the squad leader should also receive a shield at 50% and only when all three Bosses have their shield active (= all three reach 50% health) it is removed from them. This would create an interesting dynamic that would make the fight really engaging. If this is too much programming work, you could also make the other two enrage if the squad leader dies first as this would create a similar effect. The shield buff should also have a better icon to visualize the effect as well as a brief description (it took me a while to figure out what was happening exactly). I already mentioned this in my last post and thus this change should affect all difficulties, but the explosion radius of the grenadier’s “Grenade toss” should be increased to match the indicator’s size (the same should apply to the napalm pools). It is currently very confusing that the explosion and the napalm pools only have half the size of the indicator. The cooldown of the grenadiers “Grenade toss” ability should be adjusted because the ability occurs very inconsistent. Sometimes the grenadier throws two grenades almost right after each other and other times there is a huge gap between two grenades. The “Grenade toss” ability of the grenadiers should deal slightly more damage. One idea we had for the grappler was that his grapple ability should immobilize the target for a few seconds to add some extra weight to this attack. Currently when one of the Bosses is defeated the fight gets significantly easier which feels weird in our opinion. Because of this we suggest adding a stacking buff that increases the damage dealt (and maybe even reduces the damage taken). Every time one of the Bosses is defeated the remaining one(s) should receive one stack of said buff. This would help maintain the challenge throughout the fight (if we look at other Flashpoints most Boss fights with multiple Bosses have such a feature). Bonus Boss (Terentatek) This Boss is currently the easiest one in the Flashpoint and does not oppose much of a challenge due to the lack of mechanics, but it is still an engaging fight. We really liked that his “Unnatural Energies” ability has to be interrupted manually with the twist of two droids spawning that shield the Boss and prevent one from interrupting him. Unfortunately, there is one problem that negates this mechanic, which is that the “Unnatural Energies” ability does not deal noticeable damage when fully charged. This will lead to players simply ignoring this and damage the Boss without playing the mechanic as intended. Because of this we suggest increasing the damage dealt by this attack when it is fully charged. Additionally, one of our group had the idea that the shield casted onto the Boss by the droids should also make the Boss immune to damage. This would naturally force one to play the mechanic as intended. Another problem tied to the spawning droids is that they should have boss immunity, because they can currently still be interrupted by simple stunning them (or pushing/pulling them). Since they do not have much health and the intended mechanic seems to be that one should simply destroy them, we think adding boss immunity to them would benefit the fight overall. The “Crushing Leap” ability should deal more damage. We would also suggest adding a third attack to make the Boss fight a little more varied (e.g., let the Boss apply a debuff that deals high damage and must be cleansed or let a second type of droid spawn that deals damage to players). Final Boss The final Boss already felt nicely balanced for Master Mode and we suggest only some smaller adjustments. All droids that spawn during the encounter should not be interruptible and should have boss immunity. The reason behind this is that the droids are a core mechanic of this Boss fight, but since they are interruptible/stunnable it really reduces the threat they oppose and thus making the fight a little too easy for Master Mode. Additionally, it would force one to play the mechanic as intended. The “Excavation Droids” should have slightly increased health. We would also suggest that they should not be able to swap targets after they locked onto the first target. We encountered it multiple times that the “Excavation Droids” would switch their target and thus making their mechanic with the stacking debuff irrelevant. The “Remote Blasting Droids” should apply some sort of debuff that increases the damage received from the explosion (something like the droids in the Manaan bonus Boss encounter). We suggest this because they currently deal only moderate damage for Master Mode. This would also encourage one to pay more attention to this mechanic and improve the fight overall. The “Security Droids” currently have (unlike the other two droids) no specific mechanic tied to them other than just damaging the player. Because of this we suggest adding a small 1 second stun to their “Severing Shot” ability or alternately a few seconds long immobilize. This mechanic would then oppose a nice challenge since this would cause enough problems for players to deal with them quickly. In our opinion the final Phase where the Boss starts to cast his “Devastation” ability is currently a little easy (and boring!) for Master Mode, because one simply has to kill the Boss without any other mechanics to deal with. We would suggest letting one “Remote Blasting Droid” spawn every few seconds after the Boss starts casting his “Devastation” ability. This would make the final phase more engaging and interesting. Bugs Most of the bugs mentioned in my previous post are still in the game (even the very annoying quickslot bar bug!), but there are also some new bugs specific to Master Mode which I will cover below. #1 When one kills the squad leader in the enemy squad Boss fight first, one receives the achievement even though the other two Bosses are still alive. https://i.imgur.com/CeaTmfJ.png #2 When one of the Bosses in the enemy squad Boss fight reaches 50% health and gains their shield, the shield is not removed if the group should die. https://i.imgur.com/CAp4Wzv.png #3 The droids which spawn during the Bonus Boss fight do not have any animation. They are simply standing there in a static position. https://i.imgur.com/IW6Uuq4.png #4 One time while fighting the bonus Boss he only used his “Crushing Leap” ability and did not use any other ability during the fight. #5 At the location seen on the screenshots below inside the temple we simply died without any warning by getting too close to the wall. https://i.imgur.com/aY2tPLK.png https://i.imgur.com/cb74umk.png
  3. Since the Flashpoint has been updated, I have done it again twice with the same setup as last time (PowerTech [Advanced Prototype] with Z0-0M as heal companion). Because I have already shared my extensive Feedback a few days ago, I will only go over the changes made to the Flashpoint. But my original Feedback is still viable with the updated version. Veteran Mode In general, the entire Flashpoint feels much more polished and fluid with the improvements made. Especially the smaller improvements (e.g., that you no longer have to click the door before the final Boss) really helped maintain a nice user experience. Additionally, besides some minor problematic areas I will cover below, I think this Flashpoint is balanced for Veteran Mode. Scout camps and Patrols Though I personally do not have a problem with that, I can imagine that groups without healer could struggle with the enemies at the scout camps as they are dealing a lot of damage. Oddly enough they deal at parts more damage than most of the bosses can pull off, which does feel a little weird in my opinion. First Boss (Graul) With the rework this Boss has turned from my least favorite to an (in my opinion) engaging one. I really enjoyed the added swarm and fear mechanics as they are something unique (at least I do not recall seeing such a fear mechanic before) and combined with the “Quaking Blows” ability it made up a decent challenge (for Veteran Mode). I am still not sure about the change of his frontal cone attack, but I think it is fine for Veteran Mode. But I really suggest that it should still work as a stun (instead of a knockback) in the upcoming Master Mode as it makes avoiding this attack properly more important. I personally think that the adds should have a little more health as I was able to kill them very quickly as a single player. It is really great that this Boss is no longer interruptible (this is a small change, but it really contributed to improve the Boss)! Second Boss (Enemy Squad) This is still my favorite Boss in the entire Flashpoint and has only gotten small adjustments with the last patch. In my personal opinion all three Bosses should be uninterruptible as it really lowers the challenge and the need to play the mechanics properly. This is especially problematic with the grenadier as his only purpose is to toss the grenades and it can be completely negated by interrupting him. With the changed toss mechanic of the grenadier, I think the attack itself needs to be adjusted a bit. Since the grenade is no longer unavoidable but sticks to the ground it should deal more damage to compensate for that. Additionally, I would also suggest increasing the area of effect to match the indicators size. The same should also apply for the napalm pools when the grenadier reaches 50% of his health. This would further help to compensate for the players ability to dodge the attack. I also think that the health of the grappler and grenadier should be increased slightly (maybe to around 1,4kk) because they currently feel a little too weak. Bonus Boss (Terentatek) You asked for feedback whether or not this Boss should be interruptible or not. At this point you can probably guess my answer, but I definitely think that this Boss must be uninterruptible. The reason behind this is that his main mechanic revolves around interacting with the towers to interrupt his long attack (there is even the system message telling one to do so). But since you can currently simply interrupt him there is no reason to play the mechanic as intended, because it is way more efficient and faster to interrupt the attack. Additionally, it really takes the fun out of this fight because both of his abilities can be interrupted. Final Boss I have no additional feedback for this Boss. The only thing I will mention is that this fight is now more enjoyable and challenging since the Boss can longer be interrupted. Bugs Here is a list of bugs that I found in the current version of the Flashpoint (I also copied two from my original post that are not fixed yet). I also encountered one bug that I would consider game breaking (marked with a red text color). #1 During the fight with the first Boss (Graul) the quickslot bar unlocks itself, when one is attacked by the adds. After this happened it is no longer possible to lock the quickslot bar again. The only solution was to restart the game after the fight. I have attached two clips showcasing the problem and how it is caused. #2 When the first Boss (Graul) uses his frontal cone attack the animation finishes (and the indicator disappears) a few seconds before the actual impact happens. This causes some weird situations in which one is getting knockbacked when returning to the location after the indicator disappeared (can also be seen in the first video above). #3 “Captain Meinar” (and the republic pendant) from the second Boss encounter has an invisible buff applied. Additionally, all three bosses also apply an invisible buff to themself when reaching 50% of their health. https://i.imgur.com/rW2FEfs.png https://i.imgur.com/UMcrOlv.png #4 The stockpile which spawns after successfully defeating the second Boss (enemy squad) does not destroy itself and has to defeated by the player. In my opinion using a “loot rocket” (see below) would be more fitting. https://i.imgur.com/VENbvw9.png #5 I do not know if this is intended or not, but the adds at the final Boss do not clean up after the Boss was defeated. #6 At one of the camps in the starting area the Satellite dish is intersecting with the geometry of a rock causing some visual bugs (see images below for more information). https://i.imgur.com/C6dt5xb.png https://i.imgur.com/wzonpIc.png https://i.imgur.com/y8J8F3G.png
  4. What was your group's composition (number of tanks, healers, and dps)? My level 75 PowerTech (Advanced Prototype) with Z0-0M as my heal companion. What did you think about the layout of the Flashpoint? I really liked the layout of the Flashpoint, it felt very open but at the same time linear enough that one does not get lost. Additionally, I also really enjoyed the different landscapes throughout the Flashpoint. Was it easy to understand where to go and what to do? Obviously, on my first time doing this Flashpoint I ran right into the trap inside the temple. It took me a while to figure out where to go. However, it never felt frustrating to navigate through the Flashpoint (I had a lot of fun finding the right way). Did the length of the Flashpoint feel appropriate? For me it has the perfect length, not too short and not too long. What was your favorite boss? Your least favorite? Why? My favorite Boss was the second one (the trio). I mostly enjoyed that they had a lot of different mechanics that one needs to pay attention to. Combined with the fact that every member of the trio gets stronger when pushed below 50% made up a very compelling Boss fight which I am looking forward to seeing in Master Mode. My least favorite Boss was the first one (Graul). With only two attacks this Boss was for my taste a little boring. But the biggest problem in my opinion is that one is able to interrupt his attacks. This essentially renders his only interesting attack (Quaking Blows) useless. Especially with my PowerTech and the “Hitman” utility I was able to interrupt every attack. Were any boss mechanics difficult to understand or notice? Having played this flashpoint three times I do not think that any mechanics are difficult to understand. Only the second Boss (trio) took me a bit to understand. But this was not caused because the mechanics were not noticeable enough, but rather that there a lot of things to understand at once. This eventually resolves itself after doing the Boss a few times. Were any bosses too easy? Too hard? Personally, I feel like the Bosses are way to easy for Veteran Mode (which is supposed to be done with a group) simply because they all are interruptible. With a four-man group where at least two know how to interrupt you can simply interrupt every attack and thus trivialize the boss fights. This is especially curious at the bonus Boss since the mechanic seems to be that you should interrupt his long cast by interacting with the towers but currently you can simply interrupt his cast directly. Did boss fights take too long? Were any too short? For Veteran Mode I think the boss fights have the perfect length. I would only suggest to increase the health of the grenadier and grappler from the second Boss fight as they felt very squishy for me (especially since I did this solo). Did any boss abilities feel like they did too much damage? Too little? The “Quaking Blows” ability form the first Boss should deal a little more damage as well as the final Boss overall. Otherwise, I think it is balanced for Veteran Mode. Were you able to complete the bonus mission and fight the optional boss? I absolutely love the mechanic behind destroying the consoles (killing the droid near it so that its explosion destroys the console). It took me few attempts at the first time, but it was fun to figure out how it works. As a lot of people have already stated, the ground at the entrance of the room leading to the bonus Boss has no hitbox and one simply falls through the ground. However, I still managed to get past that gap and fight the boss. Did any non-boss enemies stand out as too difficult (or as having too much health)? Not that I can remember. Were there too many non-boss enemies (trash packs)? If so, where was the density too high? The density in the entire Flashpoint felt perfect. Did you encounter any bugs that made it impossible to complete the Flashpoint? If so, please describe them. Here is a small list of Bugs that I found during my multiple playthroughs (except the one with the missing Hitbox none of the bugs were game breaking): #1 The ground is missing its hitbox at the entrance to the bonus boss as well as at the door on the left at the second boss (although this only happens when the second boss is not defeat yet). #2 There are many objects inside the temple that are missing information and are displayed as green boxes. https://i.imgur.com/0EiVCIz.png #3 “Captain Meinar” (and the republic pendant) from the second Boss encounter has an invisible buff applied. Additionally, all three bosses also apply an invisible buff to themself when reaching 50% of their health. https://i.imgur.com/rW2FEfs.png https://i.imgur.com/UMcrOlv.png #4 If one kills “Captain Meinar” (or the republic pendant) first, one is able to loot him before defeating the remaining two bosses. https://i.imgur.com/jnOqBzf.png #5 At one of the camps in the starting area the Satellite dish is intersecting with the geometry of a rock causing some visual bugs (see images below for more information). https://i.imgur.com/C6dt5xb.png https://i.imgur.com/wzonpIc.png https://i.imgur.com/y8J8F3G.png What did you enjoy the most about the Flashpoint? The least? I really enjoyed the aesthetics of the Flashpoint as well as the Boss fights. Usually, Flashpoints only take place in the same scenery but this one has a nice variety from the lush landscapes of Dantooine and the underground caves to the ancient temple. I caught myself more then once just staring at my surroundings. Additionally, I also had a lot of fun with the different Boss fights since they have interesting mechanics. The thing that I enjoyed the least was the ability to interrupt the Bosses. Since I elaborated this already above, I will just mention it here again. Do you have any additional comments or feedback? Lastly, I want to share some thoughts for the upcoming Master Mode of this Flashpoint. The “Spirit of Vengeance” was a bit of a let down in terms of the difficulty on Master Mode, so I am hoping that this one becomes a little more challenging. General For Master Mode all bosses must be uninterruptable. Otherwise, they will probably not oppose much of a challenge at all since most mechanics can be avoided that way. First Boss (Graul) “Quaking Blows” should deal a good amount of damage to encourage good positioning during the fight. Since the Boss only has two abilities it might make the fight a little more engaging by adding a third attack e.g., spawning adds at certain health thresholds. Second Boss (Trio) Every time one of the bosses is defeated the remaining one(s) should receive a stack of a buff that increases their damage dealt. This way the last one standing would still be challenging enough. The Grappler could immobilize a player for a few seconds when grappling them OR the immobilize could have a longer duration but can be cleansed. The Grenadiers “Grenade toss” ability should have a reduced cooldown. The Grenadier could also have a taunt immunity and change his target once in a while. Captain Meinars (and the republic pendant) Sticky grenade should not be cleansable OR deal more damage so that it should be cleansed. Captain Meinars (and the republic pendant) standard attack at 50% could apply a stacking armor debuff reducing the targets armor. Bonus Boss (Terentatek) The long cast should deal a huge amount of damage if it is not interrupted by interacting with a tower. Players interacting with one of the towers could receive a debuff preventing them from interacting with it again. There should be a third attack to make the fight a little more engaging. Final Boss (Jedi) The “Force devastation” should kill all players immediately if the boss is not killed in time. Security Droids could stun players with their “Severing Shot”. Remote Blasting Droids could apply a burning debuff when a player is hit by the explosion. Excavation Droids should deal more damage to encourage one to kill them quickly.
  5. About two weeks ago I bought the Tempest Warden Armor Set and I have to say that it really looks gorgeous (props to its designer!). Unfortunately, this set is overshadowed by a very annoying clipping issue that occurs with the cloth part of the chest piece. During my testing, the clipping always behaved exactly the same: the back part of the cape clips through the player characters body. Below you find some screenshots of how this clipping looks like: https://imgur.com/a/ZJBn4f5 This clipping issue seems to happen when the player character is performing a fast-moving animation. Certain abilities like “Rocket Punch” (PowerTech) or “Death from above” (Mercenary) are guaranteed to cause this issue. I added a clip of my PowerTech using “Rocket Punch” while wearing this set: Additionally, not only specific abilities can cause the issue but also a combination of multiple abilities. I demonstrated this with my Concealment Operative in the following clip: Lastly, I also wanted to mention that this issue also occurred once during a story cutscene where the player character performed a dodge roll. I really hope that you will fix this issue since it happens so frequently and makes this otherwise nice-looking set frustrating to wear. Best regards, Dryden
  6. Hello there, as the title already implies there are currently some major bugs within the German localization of the game. Since they are in this game for a while now and my ingame reports did not seem to have any effect in solving these problems, I decided to report them here in the forum. I really hope that this will resolve these bugs because they are not only very annoying, but they are also causing confusion (especially to new players). [1] The first bug is probably the oldest one, because it is in the game since you renamed the difficulty modes to “Story”, “Veteran” and “Master”. Within the Legacy Panel every achievement that features the difficulty modes, displays the English terms instead of the correct German ones. I have attached multiple screenshots to showcase the magnitude of this problem. Furthermore, this problem seems to be very inconsistent. Sometimes only one term is wrong and other times it is the entire sentence. In addition to that, the descriptions of the achievements display everything correctly. Screenshots: https://imgur.com/a/VVooS7s [2] The second bug can be found in the new Operation on Dxun “Nature of Progress”. The Boss “Huntmaster” still displays its English name instead of the correct German one. This issue regards the NPC itself as well as the name listed in the Lockout Panel. In the achievements the name is displayed correctly. I have also attached a screenshot for this issue. Screenshots: https://imgur.com/a/3UbMggv Best regards, Dryden
  7. Ich freue mich, dass ihr beide euch gemeldet habt. Dennoch möchte ich noch etwas warten, um anderen noch eine Chance zu geben sich zu melden, bevor ich mich entscheide MfG.
  8. Hallo zusammen, ich suche schon seit einiger Zeit nach einer Gilde, da ich bisher jedoch keine gefunden habe die zu mir passt, dachte ich mir mal ich versuche es mal über das Forum. ^^ Warum ich Gildenlos bin Zuerst einmal möchte ich jedoch erklären, warum ich überhaupt Gildenlos bin. Nun vor noch knapp zwei Monaten war ich noch in einer No Ts Gilde, in der ich für fast 3 Jahre aktiv war und sie war wie eine Ingame Familie für mich. Meine beste Zeit in Swtor hatte ich auch als ich in dieser Gilde war. Doch sicher fragt man sich jetzt, warum ich dann Gildenlos bin, oder? Leider kam es so, dass meine ehemalige Gilde von zwei Gildenmeistern geführt wurde und gegen Ende letzten Jahres kam es zu einen verheerenden Streit, der die gesamte Gilde zerstört hat. Es resultierte am Ende darin, dass sich die Gilde spaltete und seitdem ist diese quasi Tod. Viele meiner Ingame Freunde sind entweder während oder nach dem Streit aus der Gilde entfernt worden oder sind selbst gegangen, so wie ich. Während viele meiner Freunde andere Gilden fanden und sich immer weiter verteilten, war ich mit meinen Chars in der Lager Gilde einer Freundin, die ebenfalls rausgeworfen wurde. Seit dem bin ich quasi ein einsamer Wolf. Tja und das möchte ich nun wieder ändern, da ich auch selber merke, dass es alleine deutlich weniger Spaß macht, als mit anderen zusammen. Wer ich bin Ich bin ein Veteran Spieler der ersten Stunde und spiele swtor nun seit Release, ohne auch nur einmal mein Abo pausiert zu haben. Angefangen hatte ich damals als ein Progress Spieler und habe auch in einigen Progressgilden mitgespielt. Mit der Zeit wurde mir das aber zu stressig und ich bin etwas vom Gas runter gegangen (das war auch der Zeitpunkt, wo ich an die Gilde gekommen bin, deren Ende ich am Anfang beschrieben habe). Ich gehe zwar immer noch gerne und regelmäßig Raiden, aber nicht mehr 5x die Woche. Außerdem betreibe ich auch gerne RP mit meinen Freunden, was aber keinen Einfluss auf meine Gildensuche hat und für PvP lasse ich mich auch gerne begeistern. Was ich für eine Gilde suche • Das ich zuvor in einer no TS Gilde war, war auch kein Zufall. Denn ich bin kein großer Fan von TS, da es für mich immer die Spielatmosphäre umbringt. Ich suche jetzt nicht zwingend eine no TS Gilde, aber es sollte auch keine Gilde sein, wo der Gildenchat Tod, aber der Ts Server voll ist. Soll heißen: Lieber sehe ich einen lebendigen Gildenchat, statt eines vollen Ts Servers. Das bedeutet natürlich auch, dass eine Gilde, für die das TS zentral ist, auch nichts für mich wäre. • Im Gegensatz zu TS bin ich auf einer Hompage jedoch immer sehr aktiv. Da ich dort gerne mit anderen Mitgliedern diskutiere, meine Srceenshots teile oder auch immer wieder gerne von mir verfasste (RP mäßig) Geschichten zu meinen Charakteren teile, die in meiner alten Gilde immer gut ankamen. Es wäre somit natürlich schön, wenn die Gilde eine HP anbietet. ^^ • Hilfsbereitschaft sollte in der Gilde auch vorhanden sein, auch dann wenn man mal Hilfe bei etwas anspruchsvolleren und nicht wirklichen lohnenden braucht (wie bspw. der Schleier H4 Quest). • Der jedoch zentralste und wichtigste Aspekt für mich bei einer Gilde ist eine familiäre Atmosphäre, sodass man sich in der Gilde eben auch wohlfühlt. • Sachen wie regelmäßig organisierte Raids, PvP usw. sind für mich eher Zweitrangig und Quasi ein Bonus auf das bisher genannte, aber trotzdem gerne gesehen • Ein letzter Punkt den ich noch ansprechen muss, ist der Punkt warum ich auf der Republikanischen Seite spielen will, denn das letzte Mal habe ich dort vor ca. zwei Jahren einen Char „aktiv“ gespielt. Außerdem sind all meine aktiven Chars auf der Imp seite, während ich auf der Rep Seite keinen max Level Char besitze und erstmal einen neuen Leveln würde/müsste. Der Streit und die Tatsache, dass ich schon fast alle Imp Quests mitsprechen kann haben dafür gesorgt, dass ich einen Tapetenwechsel brauche und haben will. Was ich der Gilde bieten kann • Auf Grund meiner langwierigen Mitgliedschaft in Progressgilden, habe ich nicht nur Erfahrungen in sämtlichen Raids in allen Schwierigkeits Modies, sondern bin auch Kritikfähig sowie lernfähig und kann mein Wissen auch gerne mit anderen teilen. • In meiner Zeit in der no Ts Gilde haben wir ebenfalls mit unserer semi Progressgruppe (wo ich nebenbei erwähnt auch der Leiter war) sämtliche Raids (inkl. Tempel und Wüter) im höchsten Schwierigkeitsgrad komplett ohne TS gemeistert. Dadurch habe ich mir angewöhnt während des Kämpfens auch im OP Chat schreiben zu können, ohne dabei den Bosskampf zu vernachlässigen und auf diesen bzgl. Befehle/Anweisungen von anderen Mitgliedern zu achten. • Außerdem habe ich auch sehr viel Erfahrung mit swtor im Allgemeinen, was sicher an der ein oder anderen Stelle mal nützlich sein kann. • Ich habe in meiner alten Gilde ebenfalls Gildenevents organisiert und veranstaltet. Die meisten Events kamen sehr gut bei den anderen Mitgliedern an und auch die Belohnungen waren nicht ohne. Wenn ich die Möglichkeit bekomme, kann ich diesen Dienst gerne für die neue Gilde wieder aufnehmen. • Wenn ich mich in einer Gilde wohlfühle bin ich sehr loyal zu dieser. Ich meine ich war in der no TS Gilde für fast drei Jahre und wäre der Streit nicht gewesen, wäre ich das immer noch. So wer sich das alles wirklich bis hier her durchgelesen hat, hat sich schon mal einen Keks und meinen Dank verdient. Ich hoffe ein paar von euch fühlen sich angesprochen und wenn das wirklich der Fall sein sollte, schreibt einfach was Kurzes zu eurer Gilde unter diesen Post oder gebt mir sonst eine Möglichkeit mich über eure Gilde zu informieren. xD Falls ihr noch irgendwelche Fragen habt, könnt ihre diese auch gerne hier unter dem Post stellen MfG.
  9. Wir sind immer auf der suche nach neuen und netten Mitgliedern
  10. So schnell kann es still werden ... aber in unserem Gildenchat ist immer was los
  11. Und habt ihr schon alle den neuen Star Wars Film gesehen?
  12. Lange nichts von uns gehört? Das liegt vielleicht daran, dass wir kein TS benutzen
  13. Du klingst nach jemanden der gut zu uns passen könnte, aber ich werde jetzt keine große reden schwingen, sondern dich direkt mit ein paar Links versorgen 1.) Unsere Gildenvorstellung (hier im Forum) 2.) Unsere Homepage
  14. Ihr seit keine Freunde von TS, dann seit ihr bei uns genau richtig
  15. Keine Sorge, wir laufen dir nicht weg du kannst solange überlegen, wie du willst Aber um deine Frage zu beantworten, wir sind auf beiden Seiten aktiv. Aber man muss dazu sagen, dass unsere Gewichtung mehr auf der Imp Seite liegt. Das heißt aber noch lange nicht, dass bei den Reps nichts los ist, auch hier finden regelmäßige Raids usw. statt. Falls du noch weitere Fragen hast, ich stehe jederzeit bereit sie dir zu beantworten
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