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Travddm

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Everything posted by Travddm

  1. I'm unsubscribing, and will probably never play this game again until I see changes that make endgame or "competitive" content enticing, and not an absolutely horrendous and completely unrewarding grindfest. This game is a WoW clone, it launched nearly 8 years later, and it has astronomically less enjoyable and rewarding gameplay. SWTOR is superior to every other MMORPG I have played in only a single area: story. I don't play endgame PvP frequently enough to have a solid opinion, but I've been running endgame PvE content on this game for years, therefore I'll only touch on the topics I have a reasonable understanding of. I love Star Wars, and I love the stories SWTOR has brought to the table. As for endgame content, well... It's boring There are 11 multi-boss operations, and this game launched 8 years ago. That's an average of 1.375 ops/raids per year, but since 2015 we've only seen 2 new operations. That's an average of 0.4 ops/raids per year over the past 5 years. The content is stale, and endgame raiding is therefore stale. Dxun is really fun and engaging, and I'd love to see more content like that come out more frequently. As of 6.0, the most efficient way to gear up and prepare your character for endgame content is to mindlessly and endlessly grind a stale flashpoint that was designed to be played starting around levels 13-17, except now you're level 70-75. Yes, it's MM Hammer Station. No, this wasn't the developers' intentions and no, they haven't done anything to fix this. This is particularly annoying when you're trying to gear 10 characters -- are you going to run the latest, freshest content? Absolutely not. You're going to spam MM Hammer Station because it's the easiest and quickest Flashpoint in the game, and you get the same reward you would get for something such as MM The Nathema Conspiracy. (btw, the list of flashpoints on the holonet is years out-of-date) [*]It's unrewarding The level scaling and bolstering in lv70 operations, flashpoints, warzones (pretty much all endgame content) that introduce HARD stat caps makes gear progression almost completely worthless aside from running Dxun, the only lv75 operation in the game where level scaling doesn't apply. There is little to nothing at all in terms of exclusive legacy-bound cosmetic rewards for completing endgame PvE content. No (or very little) pets, mounts, titles, armor, or anything that would distinguish you as having completed difficult game content aside from achievements. It almost seems as though you would rather sell all cosmetic items for cartel coins? [*]It's unbalanced I really hope I don't have to explain this one, but: every single max level increase has brought massive sweeping balance changes for every class, each time making at least a single class spec completely unviable in either PvP or PvE while at least another single class spec is so disproportionately overpowered that most class specs can't even hope to compete. Soon after, they release a balance patch (or a series of balance patches) that wildly over (or under) compensates, sometimes completely reversing the roles of the aforementioned class specs, and then it's left relatively stagnant until the next max level increase. Seeing this go on for years, I've gotten the impression that balance changes are based on subreddit and forum posts, and not legitimate analysis and testing. The vast, vast majority of players will never post on the SWTOR subreddit or forums and those who do use those to give feedback on class/spec balance are usually complaining because they got annihilated by a better PvP player or some other PvE player's parse was higher. Why should the better player be penalized for being better at the game? This limited-scope user feedback is not a good basis for balance changes, and classes/specs should be balanced for equality of outcome when each class/spec is being utilized perfectly. There are innumerable issues with endgame content, and I've only listed a select few here that have irritated myself and those I play with. Please correct me if any of my information is inaccurate. I simply do not find this game to be a MMORPG worth playing anymore, and haven't seen any attempts to alleviate the problems and unoriginality that plague it. In fact, with updates like this, it's only getting worse. It's clear to me that this update is an attempt to entice players to stick around and continue to pay their subscriptions with the promise of gear progression that won't make any difference whatsoever in 99.9% of the game's content. The tiny stat boost you may gain from the augments are not worth the obscene amount of time, effort and/or credits it would supposedly take to attain them. Good luck. Let me know when/if you've made SWTOR into a MMORPG with fun, engaging, and rewarding replayable endgame content and I'll happily fork over my subscription fee.
  2. I agree. Combat/Operations Training Dummies should probably be decorations that we can place wherever, not confined to a specific location per-stronghold. Some Strongholds just straight up don't have them, which sucks because our guild completely ditched our beloved Yavin Stronghold in favor of Alderaan since it has training dummies. Furthermore, the placement of the training dummies within the Alderaan stronghold has two issues: 1. They're too close together to actually be useful. For example, I cannot parse my DPS on those dummies because my Chain Lightning hits all of them rather than the single target I'm focusing, screwing up the parse. 2. Since the dummies themselves are basically useless for parsing, this also renders the ruins they're in almost completely useless - I can't put anything that I would much rather have in those ruins. Please at the very least spread them out so we're not accidentally hitting multiple of those targets with our AoEs while using them. Thanks!
  3. Thanks for the update, Keith! I, as well as many of my guild members, have really enjoyed the new expansion thus far. The new gearing system is admittedly a little on the quick and easy side. However, it's been enjoyable playing around with the new tacticals, set bonuses, and abilities. While we haven't yet completed it, the new Dxun operation has been very entertaining, and it looks like you guys put a lot of thought and effort into it. Overall, I've been more satisfied with the current game update's improvements over the previous than I've ever been before. However, there is still one thing wrong: the game is too easy, and arguably keeps getting easier. I realize that many of the changes in question are quality of life improvements, but sometimes making challenging things easy also makes them slightly more repetitive and boring. For example: Abilities are now free and have been for a while. This change eliminated a relatively large credit sink (which is probably a bad thing, given the game's current economy), but it also made getting new abilities feel like a considerably lesser challenge. I would also argue that this made getting new abilities feel less rewarding, and thus less fun. At least for a new player that probably doesn't have many credits. Gear progression and leveling are atrociously easy (at least for subscribers). I've found that I can play just the main story and heroics until about level 55-60, thereby completely ignoring all of the planetary storylines and optional missions and still being geared and leveled far above my current spot in the story. Once I get to level 70, I can start getting carried through Master Mode Hammer Station Flashpoints for all the gear and EXP I need right up to Level 75 Item Rating 306, which is over-prepared even for Master Mode Operations. Master Mode Hammer Station Flashpoints can be completed in very minimal amounts of time, and reward tons of gear and tech fragments. You no longer have to gear companions, and you can switch their roles on-the-fly. If you're a DPS, you will pretty much never have any issue with your companion's healing (as long as they're still following you and not trudging along 5 miles behind you). This has made it wayyyy too easy to just blast your way through heroics (which are meant to be group content... I believe.) as well as any other content meant for your level, solo. There are more, but these are the ones that really stand out. I don't expect any of these quality of life improvements to be removed or reversed, that's certainly not what I'm getting at. I'd just enjoy seeing it be considerably more challenging to get your characters to their absolute maximum potential (player skill excluded) in the coming updates. Again, I do love the direction that SWTOR has been heading in as of late. Please don't let any of my or others' negative comments or feedback deter you from continuing to develop this awesome game. Good luck in 2020 and the years to come!
  4. You've already nerfed Sorcs/Sages way too much on the DPS end of things due to PvPers' complaints. If you take a look at the healing on ANY parser, you'll see that the only "OP" heals Sorcs/Sages have had are self-heals and that they're still way below commando/merc and on-par with scoundrel/operative. If anything, commando/merc heals need to be nerfed. In conclusion, SWTOR's data seems like ********: They don't reflect data collected by thousands upon thousands of users. They're fundamentally flawed in that they apparently follow benchmarks of PLAYERS playing the class, and not the CLASS itself.
  5. This guild is no longer recruiting or active, so I've removed the content of this thread.
  6. This guild is no longer recruiting or active, so I've removed the content of this thread.
  7. So, I've noticed that the Marshwood Vorantikus can be placed on a Medium Block hook, but the Cave Vorantikus cannot. Both can be placed on Large Block hooks, though. What's the deal?
  8. This guild is no longer recruiting or active, so I've removed the content of this thread.
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