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bladech

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Everything posted by bladech

  1. I just had a fight in solo ranked agaisnt healer,pt and double mara....pt took EP set bonus, marauders took force bound set bonuses. You know what? They are unkillable....literally, there is no chance one of them dies no matter what our team did. EP boosted pts shield so it lasts longer and absorbs tonnes of damage at start and both marauder where using roar one after another applying force bound debuff to all our team in addition to obfuscates...we did zero dps despite the fact that our team had 2 gold players and one decent player with full 300 augments. I mean yeah devs were pretty wrong and naive when they added these overpowered set bonuses which allow dps specs to survive LONGER THAN TANKS OR HEALERS lmao. I mean if Emergency power and force bound set bonuses were available only for jugg and pt tanks it would be ok and logical because tanks are supposed to defend their team mates. BUT NOT DPS WHO ARE TAKING TANK'S ROLE NOW
  2. I just had a fight in solo ranked agaisnt healer,pt and double mara....pt took EP set bonus, marauders took force bound set bonuses. You know what? They are unkillable....literally, there is no chance one of them dies no matter what our team did. EP boosted pts shield so it lasts longer and absorbs tonnes of damage at start and both marauder where using roar one after another applying force bound debuff to all our team in addition to obfuscates...we did zero dps despite the fact that our team had 2 gold players and one decent player with full 300 augments. I mean yeah devs were pretty wrong and naive when they added these overpowered set bonuses which allow dps specs to survive LONGER THAN TANKS OR HEALER lmao
  3. well, it's so obvious for everyone (except developers) that it's been repeated a few times. Most of players on forum confirmed their negative thoughts regarding pruning/simplifying the game but devs are too stubborn and clearly decided to drive away loyal players from the game
  4. Just reminding that star wars galaxies died right after New Game enhancements patch was provided. This patch simplified pretty much in the game which led to loyal players quitting the game. Later one of game developers had stated that this patch was a big mistake ( https://gyazo.com/0eb19004e411c10edb9ef4bba0f451c3 ). I guess learning from other's mistakes IS A GOOD IDEA.
  5. you are pretty wrong here, iam playing mercenary too and i see how this ability is overpowered. Considering this game has tonnes of stuns (operative has 2, sin had stun + leg slash, sorcs's stun with proper utility has only 30 seconds cooldown etc) having something which blocks save abilities even when you have full whitebar is way too overpowered. Literally the focused guy is doomed. How can someone except another merc survive double stun + electro net when 3-4 guys are on him? And it's only merc who has this overpowered thing. Net can be kept only if you remove half of stuns and roots in this game literally
  6. sORRY, the majority of players aren't supporting ability pruning. More players will leave swtor because players support: 1. bug fixes, 2.better rewards for doing content,3. more content, 4. changes to ranked pvp quests and solo ranked mode, 5. new classes or at least new advanced classes for existing classes, 6. fighting credit sellers, 7. fighting credit inflation. No one wants removal of our favourite abilities. People want to have bigger choice and decide what they need themselves
  7. No, iam not talking about plot of a horror film where subscribers of this game are cutted in pieces (they already suffered here enough), iam talking that ability pruning in wow resulted in subscribers leaving the game. People just didn't like what happened to their classes and devs there made a typical mistake which many did in the past - they thought that by pruning abilities and making the game more CASUAL they will draw attention of new players who aren't playing mmo games because of how "hard" and complicated such games are. But this is a mistake. Players want more ways to play the game, more content, more feeling that content is rewarding enough, class balance, and alive end game content. Swtor always provided enough abilities for players to play ALL TYPES OF CONTENT as they wish or want to play. It is one of advantages of this game, the advantage many mmo games lacking now. Players leaving this game, same as new players aren't not because of ability sets but due to: 1. lack of content, 2. lots of bugs,3. certain types of content are in DEAD state (for example, team ranked, uprisings, star fortress etc). If you think that ability quantity is the problem you just lying to yourself, it is not the reason why this game has problems. And what you are doing is just taking away one of advantages this game still has.
  8. Less abilities means less variety and less variety = less posibilities you play your class in different modes and styles. Less posibilities - less fun, less differences between classes, less interest in playing. MMOrpg isn't a mobile game, people here want more variety in playing all types of content.
  9. Game looks cheap now, not like mmorpg but a mobile game...less abilities - less variety, styles of playing, choices to perform etc. Literally taking abilities from us without providing any new class feels like robbery because we all try to find at least something new and interesting in a game which doesn't have any new classes since opening. my guardian looks like a weak monkey using 2-3 mooves with limited abilities which makes me bored and unsatisfied pretty fast. I don't want to play next expansion with less abilities i had before. Making game more "straightforward" is not what we asked
  10. We need changes for team ranked quest, more incentives to play ranked and running objectives in unranked. But instead of this we get useless combat style system for story content which was completed by everyone dozens of times
  11. nah, changing whole engine requires pretty much resources and work which current devs can't do. You have internet and can read how much changing core/engine costs and what is needed for it. However, there are many things that can improve this game without spending much of resources - change quests for team ranked from WIN ONLY to win/lose as it was in the past, reduce material requirement for mk-crafting which became extremely expensive lately and was cried about on forum for several times, provide new advanced classses for existing classes, maybe start with providing only 2 new advanced classes - 1 for tech and 1 for force (for instance, one for marauder and one for powertech to make it fair for both tech/force players), include both team ranked and uprisings into galactic season activity list which was asked many times so that players could have incentives to play them, pvp revamp etc. So many things devs can do to improve this game yet they have chosen ability swap for story content.....which is not bad and was asked by 2-3 players but not that important and needed by majority of players
  12. Seeing in devs actions prerequisites of future changes which are needed in swtor is way too optimistic. But this optimism is groundless because in the past when devs provided something promising and with great potenial, they simply had forgotten about it after some time (dark vs light, uprisings etc). I don't see any source or reasons to think that new combat system is only a start for something bigger and really needed. It looks more like doing minimum to create a fake view that game is alive and evolving which is wrong. Looks like devs just need to do at least something to make others think that things aren't stagnating because new combat style system will have a small impact only on story content while weapons, abilities we will use remain the same without any changes. All we get is possibility to swap abiltiies between classes while playing story content....story content we all played dozens of times, and i reallly don't see them going farther
  13. are you sure next expansion will have new augents???devs provided new augments independently from any expansion. For example, gold augments appeared without any new content much earlier than expansion. There is no need for devs to bring new augments since players didn't get their hands on current one. From previous experience it can be stated that new augments are provided independently from content
  14. OP is right. Currently swtor can't provide enough content to satisfy player's needs. Most of players running conquest, galactic seasons on different alts with variety of abilities/advanced classes. Next expansion will destroy this all, and players won't have any need in alts. Especially considering that gold 300 lvl augments are extremely hard to get, players will use only 2 characters which will have these augments and change their classes as wanted
  15. Once again, it was counted by players in this thread that "asking for possibility to swap weapons" is limited to 1-2 threads people asking to provide pt and commando to use blaster rifle". Meanwhile pvp revamp, bug fixes, new classes or at least advanced classes, possibility to swap abiltiies (e.g. to take sentinel's blade barrage instead of dumb looking ravage while keeping other dark side abilities) were asked for 100 times? The only criteria of what players want is the quantity of their askings. If new advanced classes were asked for 10000 times as opposed to 1-2 threads with swapping weapons suggestions, it is obvious what devs had to do, right? They doing what was asked by minority just because IT IS EASIER AND FASTER TO DO. Iam not even mentioning that people actually asked for possibility to change weapons BUT Keeping their abilities. So people wanted to use blaster rifle on pt but keep pts abilties which is pretty hard to provide
  16. Term new or next expansion already means something BIG. Yes, they didn't use term big but they used terms next/new expansion, NEXT ERA for swtor etc - https://gyazo.com/8f5193c5d3dffdecf8ac9c36813dede6 Term ExPAnSiOn is used in many MMO to indicate big changes, decent amount of new content etc. For instance, in wow you can see lich king, mists of pandaria, cataclysm expansions each of one had big changes, new ways of playing the game, new classes, dungeons, balance changes etc. Meanwhile, in swtor we see new expansion announcement which brings possibility to swap old classes for old story content and some glimpse for future pvp revamp. They should have bring all big and needed changes with one expansion instead of dividing it into several parts. So we will have combat styles in autumn but pvp revamp in the end of 2022? New advanced classes in 2023? Changes to team ranked quests in 2024? Players needs all these IN NEAR FUTURE not in 1-3 years
  17. thats the problem, there are so many needs in this game yet devs have chosen combat styles which were asked the least...on my memory i saw only 1-2 threads asking to allow powertech to use blaster rifle. Thats all i saw, while pvp revamp, changing quests in team ranked, new classes/advanced classes, cross-server queue, more incentives for uprisings and team ranked were asked dozens of times....
  18. Now when most of players understood what new combat styles mean, it is depressing to see that resources (which are highly limited for well-known reasons) will be used for this....for possibility to play old story content on same classes but with different weapons and abilities of other old classes. Same story content which were played by most swtor players dozens of times (including both vanilla stories, kotfe, kotet etc.). Is this what limited resources must be spent on? What this game needs is new classes or at least new advanced classes, possibility to swap animations of certain abilities (e.g. to take sentinel's blade storm on juggernaut instead of ugly force scream while keeping other juggernaut's dark side abilties), pvp revamp (yes, i know that it was mentioned on the stream but it was mentioned not as a part of a big expansion but as "future plans for 2022" which is too vague and far), new maps for pvp, more operations, new events with new zones, awesome cosmetic rewards for doing all types of content etc. Iam sure there are players who will be glad to go through old story content with their powertech using blaster rifle but considering that most of players went through all present content many times, i bet 5 million credits that after 3 weeks of new combat system existence we will see numerous new threads on forum with titles like "Is that all? Crumbs of story content and possibility to play same commando content with old sniper abilities?"
  19. It was stated that instead of balancing classes through ability/utility changes, it is easier to balance classes with providing/boosting or nerfing different tactical items. It may work but only if all tactical items are exclusive for certain specs, otherwise when you provide a tactical item which boosts both survivability AND can be used by all classes/specs you should not surprise when players will cry about classes/specs which were good at surviving before tactical items appeared became nearly unkillable now. Great example is life warden - it was provided for squishy/easy killable classes which doesn't have enough survivability (dps powertech, marksman snipers etc). Yet what do we see? Mercenaries, lightning sorcerers which were always good at surviving USING SAME LIFEWARDEN to increase their survivability even more than they had before....Balancing classes should relate only to certain classes because if powertech needs boost to survivability it doesn't mean you should provide this boost to ALL classes, especially to those which already good at surviving. Same thing concerns damaging and mobility. If one class needs a damage boost it means you should give class-exclusive tactical item only to this class and/or change abilities/utilties for this class. If you provide a multi-class tactical item which significantly boosts damage, you should expect that not only those classes which need this boost will use it, but also those who already have big dps, just to make their dps INSANE. TO sum up, the only good choice is to remove multi-class tactical items (e.g. lifewarden, biorhythm). And balance different classes/specs with specific class (exclusive) tactical items.
  20. In previous posts, discussions and streams devs stated that guard ability for dps specs will have a debuff for 50% damage reduction. It was asked for by players for a long time because guard from dps specs ruins duels (by guarding healing companions), unranked and ranked (letting healers or other targets survive too long). So i have one question - where are these changes? WHy dps specs still guard and get no debuffs?
  21. In pvp when operative/scoundrel is netted and focused - he is doomed, even he uses vanish he will do two rolls while in stealth and then he gets revealed and KILLED without stealth. Any other class can be stun chained, netted and killed. If guy doesn't break stun - he is dead, if he breaks stun and gets net - he is also dead because electro net blocks him from using all safe abilities. Seriousely, whose brilliant idea was to provide such overpowered ability in the game which has tonnes of stuns from all classes? stun-stun-net = dead. How is that supposed to provide competition and fun?
  22. read again what i wrote. IN mmo interest in certain types of content comes from INCENTIVES. no proper rewards means on incentives and no incentives - players won't play it. You think players in WoW farming daylie zones because they like it? No, they doing it to get certain gear parts they want to get or cute outfits. Same in getting 1800+ in rated battlegrounds in wow - people doing it to get titles, mounts etc. Without proper incentives you just can't attract people doing something in any mmo. Today devs changed ranked quests and players can't get mats in team ranked, they removed mats from solo ranked and didn't included any ranked activity into new galactic season system. Of course it resulted in drop of interest among players
  23. Ranked is suffering from lack of incentives for playing it (especially after furious armor finally was bought by everyone). any MMO experience proves - if there is no proper incentives to play certain types of content = no one will play it. By providing ONLY WIN QUESTS in team ranked, it was killed and only a small fraction of players are still trying to play it (unsuccessfuly i must admit). Removing mats from solo ranked quests/not including solo ranked in galactic seasons activities many players were driven away from ranked which resulted in significant drop of pops even during prime time on both DM and SF servers. NOW, i know that many will write "DUDE, doing this will lead to bad players/noobs crowding in ranked and overall reduce in ranked game's quality" . Sorry, but this argument would work years ago. Now, even without any proper incentives in ranked, bad and new players still continue to queue ranked and play bad. Nothing have changed with quality of the games. However, what really has changed is the quantity of pops during the day. I return back from work and trying to queue during prime time on DM and getting not enough pops during the day. And what worse is that when iam trying to dodge famous wintraders who were perma banned but created new accounts, iam not getting pops while they get them. IN the past i could queue dodge french wintraders and get pops while they were in the match. Now i simply can't do it because there is not enough players participating in ranked. The problem is that when half of the season passed, queue literally died during any time except for 3-4 hours per day. Is that how end game pvp content must work? And iam not even mentioning problems with team ranked...we lost it in this game
  24. But no one banns him despite tonnes of reports with various screenshots/video recordings etc. He just ruins pvp for everyone on DM server. I guess devs are busy with blocking innocent players who were mass reported for being "bad in pvp". OR blocking those who called someone noob in ranked https://imgur.com/NxWEY1S
  25. Yeah, confirmed....skadaddle isn't removing merc's root from instant rocket ability when vanish is used which is a bugg since it must remove technical and white roots
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