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Danylia

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Everything posted by Danylia

  1. This happens when you attack the Mentor itself before the last phase (where you are supposed to attack him). A very simple workaround: after the cutscene ends, run (don't jump!) "into" Mentor (pretty much hug him) and wait a second or two - the combat will start. Then go for the first big turret as usual. Also, when there's only one core left (that's when the second Guardian will be up) LoS the Guardian at the very core, which will bring him to you. You can then destroy the core right after you kill the Guardian, and minimize the time of Mentor beam on you.
  2. The Achievement wasn't reset, it was newly added with 4.0.2 - there was no such Achievement before. We can discuss how "reasonable" is adding an Achievement like that (I created a thread for it here), but technically, it is no bug.
  3. I answered that in another thread. Harsh but honest: the only reason is their subscribtion money. Otherwise, it makes no difference for me (or maybe a slightly negative one, but really just slightly) if they are playing or not. It's not even like I don't want them to play/be here - I literally do not care about them one way or the other beyond the money they bring.
  4. Not really Groupfinder story, but I think it belongs here: Imperial Fleet General chat: Player A: "LF 2T 2D [Weekly: Eternity Vault] via GF" Almost immediately, player B follows: Player B: "LF 2H 3D [Weekly: Eternity Vault] via GF" After a while Player A: "LF 2T 2D [Weekly: Eternity Vault] via GF" Almost immediately, player B follows: Player B: "LF 2H 2D [Weekly: Eternity Vault] via GF" After another while Player A: "LF 2T 2D [Weekly: Eternity Vault] via GF" Almost immediately, player B follows: Player B: "LF 2H 2D [Weekly: Eternity Vault] via GF" It went this way for some time until they evetually reached the point of no return, where merging their groups would mean they have to kick someone out.
  5. The OP's idea may sound silly at first, but I'd fully support it. Based on my preferences and playstyle I could be probably labelled as a "hardcore" player. I do not mind at all if the "casuals" would have a more relaxed enviroment only for themselves. Because let's be honest (harsh, but nothing personal) I could care less if their characters are physically ingame; they would be either unwilling to group, or detriment to a group. Their presence would mean a higher risk of PuG fail, or competition in a heroic area. The only positive thing they bring (from my standpoint) is their subscribtion. And I'm pretty sure these feelings are more or less mutual. We can coexist next to each other, but we don't mix well enough. That is where the separate server would equal a win/win situation.
  6. Since 4.0, the combat music more often than not keeps playing even after the actual combat is over. That by itself is slighly annoying, but tolerable. However, every once a while some music track gets "stuck" and keeps playing endlessly - and mixes with other tracks which still start/stop playing based on where you go and what you do. That stuck track persists even if you log off to character select - only fix is to restart the game completely.
  7. Here (there's also a second thread in Bug subforum about this issue, but without pictures - so far at least)
  8. Your level: 65 Roughly Average Item Rating: 216/220 (all token gear) Discipline: Concealment Operative Companion: 2V-R8 (for the 2500 kills Achievement) Companion role: Healer Companion Influence level: 10 Content: Weekly Heroic: Little to zero challenge Star Fortress solo: Little to zero challenge Star Fortress heroic: Challenging but doable without dying; most challenge comes from the "4 meters positional zero AoE" spec One and Only Star Fortress: Got it pre 4.0.2, haven't tried post 4.0.2
  9. Clearly, it's not just Dromund Kaas issue. And one more thing: when doing the Imperial Heroic [supply Lines] on Tatooine, I noticed that not all kills now count towards objectives (there's a main "Kill 8 mobs" and bonus "Kill 6 mobs") - it seems to be completely 50/50 now if they'll count or not, regardless of the mob name, type etc. Please, reconsider these ninja/halfbaked fixes. I'm sure there's a good intention behind them, but in most cases there's a much better solution - particularly lowering the amount of objectives needed, which will both remove the issues for which these fixes were likely introduced, and also lowers the chance that multiple players doing the same mission will have to wait for respawns.
  10. See picture. Most of Heroic areas on Dromund Kaas look like this. If I'd make a wild guess, I would say someone tried to fix the despawn for certain Heroics (Imperial Alderaan's Shock Doctrine being a prime example) but went a bit/unexpectedly overboard with it.
  11. ... why? Okay, Cademimu is a "single SM Achievements" Flashpoint, and moreover (personal opinion) quite fun one, so I don't mind -that- much running it 25 more times. However, I'd really ask you to not do something like this again. Add new Achievements for new content/modes (I actually expected new set of Achievements for Red Reaper HM), but please don't introduce them for old content; especially not in the way you did it here, as it makes feel your previous effort was superfluous/useless. Thank you.
  12. The above posters already mentioned this is far from truth, but even if it wasn't, Scrapper/Concealment is likely the class with biggest DPS loss when comparing dummy to actual PVE/raiding enviroment, due to positional requirements (4 meters, behind a target) and zero AoE. (The "poor sages" will at least compensate their low dummy DPS with higher uptime (30+ meters) and great AoE in real encounters; we will be even bigger fail in these.)
  13. The thing is, you can't really compare PVP and PVE. PVE - if we simplify things enough for argument's sake - is binary. Once you (b)reach certain treshold (which covers everything from gear to mechanics knowledge), you are guaranteed to win. The moment you are able to kill a "Worthy Jagganath Target" mob, you know that after killing 20 of them you'll get Qyzen. In PVP, you may give it your best and still lose. So here's someone who needs 20 wins for the companion, and genuinely tries to "do it right". Once, twice, twenty times. And after the 20th time, their score is 0 wins / 20 losses. Because the other side had FOTMs, premades, or simply because it was better. That person spend a considerable time and effort with something they probably don't even enjoy, and their progress towards their desired goal is still 0%. Do you understand now why it's a bad idea to gate the reward behind wins instead of mere participation?
  14. With all due respect, I cannot believe someone thinks this solution would actually make things better. Currently players who don't want to be in warzones end up in there, which is apparently perceived as a problem. There are also long-standing issues with faction imbalance, classes imbalance, premades vs. pugs (= no matchmaking at all) etc., which together lead to the fact that getting wins may be "harder" based on these factors. And you want to combine these problems together?
  15. QFT But in addition, I feel they also nerfed one of the benefits we had in solo PVE - stealth. 4.0 content has several clearly anti-stealth mechanics (spawning auto-aggroed mobs, doors everywhere which force you out of stealth, and even barriers which unstealth you as soon as you pass through them - cool stuff for Discipline which is supposed to open from Stealth), and while this may be just personal feeling/level sync result, I think the mobs' stealth detection was buffed as well - with +5 to stealth level (+2 from the level 52 passive, +3 from the Skillful utility) I can't pass undetected any single mob unless I'm spamming Sneak - and in fact, in Star Fortress I was once detected even with Sneak active! Someone in the development team must really hate Operatives/Scoundrels.
  16. Please don't take offense, but yes, that's actually ridiculous. What server are you on? I never had any trouble finishing DF SM post 4.0 (I don't even think I saw a wipe on any of the bosses) and that was with people who on Draxus didn't interrupt the Corruptors, didn't taunt Dismantlers, ate Guardian's cones and basically ran around like headless chickens. Not to mention the crazy stuff on other bosses,
  17. I completely agree with you! Now, please tell me where I can click to give up on the companion to finish/conclude the mission/alliance alert, so I prevent it from hanging in my log forever (and possibly blocking further missions/alliance alerts).
  18. OP, I'm afraid this is a "hope for the best, expect the worst" situation. Technically, no rule was broken; and while some clause about "not disrupting the gameplay of others" could be invoked (especially if all of you created a ticket) it is ultimately to Bioware's discretion how to handle it.
  19. The underlined category is the only one which should ever be removed (and even that could be up to discussion, but Bioware already decided to go that way in 4.0).
  20. 1) Don't try it with the Voss Exarch. While the Exarchs are very similar to each other, they also each have one unique ability - and the Voss one (the selfheal) is probably the most powerful one. 2) Don't go with "level 44 influence" companion. This may sounds counter-intuitive, but you need to have the aggro on yourself whenever possible, and high-influence companion is more likely to rip it off you. My recommendation would be around level 15 influence. 3) Go DPS with healing companion. Use the best opener you have for initial burst, and use all DCDs at the start, including Unity (if you have it). Then at Exarch's health around 60% or so, activate Heroic moment Using this strategy as Concealment Operative, I got it on the first try. Admittedly, roll helped a lot.
  21. Once again, let me link my favourite Dunning-Kruger effect, particularly: "Their research also suggests that conversely, highly skilled individuals may underestimate their relative competence, erroneously assuming that tasks that are easy for them also are easy for others." Several posters in this thread either speak from the perspective of guild (= "organized") runs, or have impressive resume in their signature. Of course these people will find the new SM easy. However, since 4.0 I've PUGed a good dozen of daily Operations as a DPS (aka the role which has the lowest chance to compensate for errors of others) and I can say that the overall difficulty of SM operations is fine - when measured against the capability of an average PuG group. Yes, some bosses were probably nerfed too hard, and yes, some operations are generally easier than others; however, the latter was pretty much always the case, and the former can be seen as a necessary tax for change.
  22. Honest question: Why do you see it as a problem? To elaborate a bit, I can see valid arguments against - for example - level 60 token ("Completely inexperienced players ending up in HM Flashpoints"), but I can't come up with any situation where "good gear on bad players" would present an issue for anyone.
  23. Everything else aside, what about Snipers/Gunslingers and Marauders/Sentinels whom you kick this way?
  24. Seriously. The guy repeats his novel-long gibberish monotonous phrases every second your character is in combat. As it is now, there should be an achievement "defeat 1000 enemies with Hemdil Tre with sound turned on and without getting insane". Yes, there's the obvious workaround of turning sound off, but that's not really a solution, that's a mere sanity-saver. Thank you.
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