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bladech

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Everything posted by bladech

  1. Without weapon outfits and while we can't have moddable weapons is a total fail. We simply CAN'T USE WEAPONS we bought from Cartel Market...So you don't want us to buy weapons from CM? We just can't use them lol because we can't put any mods and other parts there....
  2. Dantooine enclave looked pretty good, almost the same as it looked in swkotor 2. However, doing story missions, especially flashpoints the view of cool maps and zones were spoiled with some green, non-working healing stations which, i assume were located there for higher difficulty mode...not as iam an high-esthetique snob but when iam running story mode missions i prefer not to see beautiful views disrupted with some healing boosts needed for veteran or any other flashpoint modes. Can we see only story-mode views and things when we passing through story mode? I don't see any reasons why i should use or see any additonal healing stations at my side when fighting malgus, mandalorians or any other cool bosses while doing story missions. Thanks!
  3. AS painful as expected. Before 7.0. when i was playing merc i could root one enemy npc simultaneously stunning second one and then pushing third. Then i used hydraulics and ran away with boosted speed from their animal npc. It looked cool, great, felt like my mercenary is multifunctional, high-tech pro with different instruments/methods dealing with enemies. AND what now? Iam limited, bounded....now it looks like my high-tech pro merc became WEAKER, slower, less functional, even more clumsy... Why? Just why you did it? WoW did ability pruning - it turned out to be a fail idea and players didn't enjoy it. Few other MMO games also did ability pruning - same result as for WoW. Did you really thought it will be different for swtor? Hell, my merc looks like a typical weak npc with few same casted abilities now....I have 2 days of subscription left and i won't pay anymore for playing with few buttons, low functionality and less variety. Look what happens with new world lol. Classes there have 3 abilities (i know that they can change weapons so as abilities with them but it's only 3 active abilities), and people are already bored clicking only 3 abiltiies all the time. In any case, call me back when our characters will become powerful, multi-functional and diverse again. Now i just can't play this low-button tetris game with easy rotation which is not a problem even for 7-year-old children.
  4. Absolutely! Playing jugg at maximum lvl felt like iam still lvling and in future i will have more abilities. But no, it was end-game set of abilities and passives....same movements, same few button clicks in every encounter, no place for choices in a fight. Jump, force crush, focused burst, vicious throw thats all. Can't take both reflect and mad dash. Can't take intimidating roar if reflect is taken...cool, class-unique abilities like force push now have big cooldowns, can't even use them often in pvp. Gaming will look like it is a game for 13-years-old children which requires clicking same buttons/using same abilities over and over again without any changes or deviations
  5. thanks for an answer. Thats what we had in previous seasons but why devs didn't mentioned highest rating earned in rating breakdown thread? Why they only wrote about 1300-1499 ratings for silver instead of writing minimum 1300 highest rating? This is so confusing
  6. Instead of commenting eternal premade cries better help me to figure out this matter - https://www.swtor.com/community/showthread.php?t=999923 thanks
  7. Reasons why it happened doesn't matter. IT is a fact. First of all, you need to understand that even when team ranked was alive - premades still were out in unranked. Most of premades you see in unranked aren't formed of RANKED players. They are same unranked players who decided for whatever reasons (new lockout sanction, bad queue, just for fun) to queue together. If you are interested why team ranked died there are many threads and posts revealing the reason - https://www.swtor.com/community/showthread.php?t=980799&page=3 https://www.swtor.com/community/showthread.php?t=969345 https://www.swtor.com/community/showthread.php?t=974660 short answer: the chain of bad teams>learning teams>decent teams>top teams was ruined by removing mats from team ranked AND providing "only-win quests". These two factors resulted into stagnation of team ranked. Bring back same quest system we had in seasons 9-10 and i guarantee that team ranked will be revived. YEt, once again - even when team ranked was active and alive, unranked still had tonnes of active premade groups. Death of team ranked brought in only few additional groups to it....
  8. Hellow, i have a question. Are titles in ranked distributed due to current rating or highest taken rating? Iam not a new player and i know that in previous seasons it was highest rating as requirement for proper rewards. Yet in devs article (https://www.swtor.com/info/news/article/20211122-0) there is nothing about highest rating. It is written like Silver Tier Solo Requirements: 1300 - 1499 rating and 40 wins. Group Requirements: 1400 - 1599 rating and 40 wins. Gold Tier Solo Requirements: 1500+ rating and 80 wins. Group Requirements: 1600+ rating and 80 wins. So what if i had 1350 but then dropped to 1270, will i get silver? Or if i had 1500 rating but then dropped to 1400, will i get gold? It's really frustrating that devs didn't used term Highest rating earned when revealed rating breakdown
  9. Yeah, that is also what i felt, like I was limited, weakened. I used 2-3 main damage abilities and...thats it! Now i need just to wait for cool down to drop to use same 2-3 main abilities and nothing else. Meanwhile, in current patch i don't have any break, i have possibility to use abilities all the time until fight is over. It just feels that classes are being limited to ashes: lower abilities, lower passives, lower possibilities to reach desired result in both pve and pvp. Feels like demo version of the game rather than a full game lol. I don't think it will work out, especially in a "target-game" system. Such shortened, cutted version of classes would have work out if we had same Dark souls system as New world has (with non target system, dodge, parry, rolls etc). But this gutted system definitely won't work out for a classic target system MMO rpg game because our classes do only those things which are embodied in our abilities and strictly in same direction/target our character is focused on thanks to tab button. Having a target system in an old MMO game excludes ability/passives pruning as it is. In games like new world while having only few abilities at least you can dodge, roll, parry things while fully controlling direction, corner and diagonal of your attacks and if you do it wrong - your ability will miss or parried, blocked etc which makes it more dynamic. Yet swtor is absolutely another type of the game...
  10. Currenly i can open my utilities and read combat proficiancies with cool pictures which explain how my class work (passive and active abilities we have on the left side near utility choices). Based on combat proficiancies i can understand how much spec works and adapt to it. In 7.0. its gone....i just choose different passive/active abilities which is only a small portion of what we have now. Simple, cutted, casualised skill tree which was made for 13-years-old kids, and what is more important - pretty dull. Simplifying classes/specs is not a way to bring more players in it (wow has already proven it, most of players disliked the new talant system and left the game). Now when iam lvling i barely need to read and understand peculiarities of my spec. It's only few sentences for active abilities and even less sentences for passives. Considering that swtor is not famous for huge amount of content provided on a regular basis, simplifying classes/specs looks like a wrong decision. Small quantity of new content added with cutted/pruned abilities and combat proficiencies will inevitably lead to quicker experience/walkthrough in the game. I mean the process of learning your class, going through all available content will become faster, thus people will lose interest in the game quicker. They learn all aspects of their class in two days, then they run over all operations in few months, complete some interesting for them events and thats it - they quit the game. Not a very good concept for swtor isn't it?
  11. crying about premades in MMO game is like crying about hot temperature while being on vacation at the beach in Egypt. Besides, say thanks to developers that they ruined team ranked and players simply can't get any pops for team ranked matches which means that they have no choice but to queue unranked pvp since...well there is no other group pvp activities left....
  12. This sounds extremely sad. it would be ok if 7.0. be delayed to early january but MID FEBRUARY? This is way too long, considering that there is nothing to do at current patch and people already got bored. What sense to suffer in this game until february when i finished all my things for 6.x expansion. And when you going to end ranked season? in february? lol
  13. Can you not postpone the end of ranked season 14??? if it will end in february it will mean that it lasted more than a year and players already tired of playing it now, everyone got all needed armors,weapons, ratings etc. This is highly bad if season 14 will end in february while most of ranked players already got everything they wanted, ranked activity dropped significantly, people tired and got bored of current season and pops will drop pretty fast soon
  14. Players are too excited to start using new combat system, learning new rotations, checking new content etc. Me and most of my friends already stopped farming armorings, rare set bonuses and other things due tofuture lose of their demand and relevance. Delaying next patch will result into more waiting without having any activity to do
  15. sin has saber ward/shroud and operative will be forced to keep evesion, the only one decent (still worse than sabers wards though becasue it takes through yellow attacks) cd until vanish? are you kidding me? so what should operative hope for after he gets focused? On useless shield probe which is weak and 2 rolls? Iam not considering shield probe as an dcd even. It absorbs really small amount of damage, and totally useless. Take away evasion from operative which is also not that good as guarded by the force, saber ward and shroud and what operative has?? Probes aren't healing enough to maintain survivability and roll is nerfed due to debilitator absence. As a result - operatives will be an easy target to kill in most of the fights. And against merc operative can /stuck from the begining
  16. Today lost another fight thanks to roll bugg...can't move, can teleport can't do anything....thanks for -14 due to bugg. 2 yeaRS have passed and this bugg is still here...
  17. Didn't even know they taking away countermeasures breaker...this is complete awful now. They just destroying the whole class for ranked just due to cries from unranked players who haven't been playing in ranked and not understanding that this class is not easy when playing in hard modes. Merc will still have its net which will work same as now but other classes will have less defenses in 7.0. + merc will still have all his defenses which he can choose from new tree list while operatives is just deprived from everything without any right of choosing. GG devs, minus one class for ranked. Now we will see all operatives rerolling to sorcs/mercs and a bit later we will see casual players crying about overpowered sorcs and mercs asking to nerf them
  18. it seems you guys are not considering the whole truth. Operative IS ALREady getting a nerf in 7.0. even besides evasion cleanse on vanish They took away: 1. Damage reduction on stim boost 2.damage reduction from healing probes utilities 3. forcing players to choose either to take flasgbang or holotraverse which will result in mobility/defense nerf in any case 4.they removed info about amount of heal provided by probes (https://i.imgur.com/KAtWOdm.png) which will probably be a stealth nerf they wanted to hide 5.they forcing to choose between 5% damage reduction and 15% extra movement speed and +3 to stealth level. which will also result in losing mobility or defenses. So yeah, taking away cleanse vanish is too much after all nerfs they do to operative's defenses and mobility will result into full uselesness of this class in ranked pvp. Also, if you think you will win by this you are totally mistaken. The logic behind playing fotm classes will never dissapear from pvp in ANY MMO. Those who playing operatives/mercs/marauders at the moment will just hastily swap to a new fotm class (sorc, merc, sniper or whoever it will be). They won't stay on operative because their credo is to play strong class. And what you will do then? Start crying about sorcs/snipers? while we will have minus one possible class for ranked? great logic lol. Personally, if operative will become useless, i will just swap to better class as i always did in the past since it's not my problem someone screwed up with balance, and i bet many will do the same
  19. It seems we are talking about different types of content. In solo ranked pvp players are much more skilled than in unranked or duels, killing operative/scoundrel there with stun chain and net is pretty easy lol. Players in ranked pvp aren't wasting stuns/roots in roll immune and most of operatives/scoundrels DIE pretty often because of electro net or stun chain or worse - both. So pls, when you cry about a certain class or spec consider that it performs different in different types of content
  20. Played sentinel...it's abosolutely pathetic. While all classes can take their old defenses in different tree parts, marauder is Forced to choose one of 3 main defenses - mad dash, guarded by the force and camouflage. Obfuscate is TAKEN AWAY fully, awe (intimidating roar) is taken away fully. Predation still requires 30 stacks of fury to be used which is very bad because marauder often can't get 30 stacks when needed to use predation in crucial moment. Compared to other classes marauder got nerfed/cutted much harder. In pvp it will be totally useless. It's obvious that other classes are in better position because they can take much more defensive choices
  21. Really? I wrote threads that certain types of content in swtor (team ranked, uprisings, gsf etc) need more incentives, for instance, better rewards. These threads were written TWO YEARS AGO, and only now devs finally figured it out....and they still didn't provide anything for other less popular content - uprisings, team ranked etc. I mean, the speed and time they take right and needed decisions is two years which is pretty depressing and scaring....
  22. What sense of balancing our abilities/utilities for 10 years if in recent expansion you provide us set bonuses which fully ruin all your work? For example, in one of the patches you gave marauders Ruthless Aggressor utility: Vicious Throw refunds 2 Rage and can be used on any target affected by Obfuscate regardless of health. Additionally, using Obfuscate grants Zealous Judgement, reducing the damage you take from Force and tech damage by 75% for 6 seconds. Yes ok, marauder really needed it because he lacked of defensive cooldowns. YET in last expansion you also gave marauders force bound set bonus....so now they can obfuscate their enemies, reducing enemy accuracy and increasing their defense + they can use a 6-second CC with additional accuracy debuff. Did combat team even thought that giving a dps spec TWO abilities which greatly reduce enemy accuracy is WAY TOO MUCH? And that marauders can combine it with utility which also reduces the cooldown of intimidating roar so they could fully block enemies from doing dps? And marauder isn't even a tank class....obfuscate, roar, debuff, obfuscate, roar, debuff. Repeat and repeat again. Before these overpowered set bonuses were provided, class balance was way better, now with all these emergency power, force bound, debilitator set bonuses most of dps specs turned into tank/support specs which are extremely difficult to kill. Marauders killing everyone's accuracy during whole fight, operatives rolling non-stop and pts having immortal shields...way too much save/surviving bonuses out here while dps must actually specialize in doing damage
  23. I think net should not work on players who have FULL WHITE BAR. It's too opped when 1 person gets double stun and then when he finally has his white bar which is the only chance for him to survive (because you can't be rooted/stunned while white bar is on) he gets electro net right after 2 stuns which prevents player to use any escape abilities is waaaaay too much. 90% of players can't handle it and just dying in first seconds of the fight. Only few super pro, high experienced players can deal with it (however, i saw even pro players could not handle double stun + net in ranked arenas)
  24. lmao devs already stated they remove many abilities and interface has little to do with it. I bet when they fix it we will have more choices but the problem is that we talk about CHOICES which means you can choose 1 ability out of 3 while everyone wants to have ALL 3 ABILITIES
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