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bladech

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Posts 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. Another idea is checking the forums for existing already more robust threads on the same topic as yours before posting---> https://www.swtor.com/community/showthread.php?t=995320 :D

     

    Have fun!

     

    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. Buff rock, nerf paper, scissors is fine.

    -A rock.

     

    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

  5. Hi everyone,

     

    Following up on the post I made a couple days ago. We wanted to bring clarity to some of the feedback we’ve been reading. First, we would like to share our philosophy on reducing the number of defensive cooldowns available.

     

    Over several years and updates, more and more defensive cooldowns and abilities have been added to the game. Often times this was for class balance purposes, to allow some classes to keep up with others in terms of their defensive kit. Additionally, this was done without adjusting things like Operation boss mechanics which were designed around the class kits available at the time: mainly less defensive cooldowns. The sheer quantity of defensive cooldowns in the game today makes things more difficult to balance for both PvE and PvP. It has made some PvE mechanics completely avoidable, and made the time-to-kill metric in PvP grow steadily to the point where we are approaching tedious levels.

     

    In 7.0, we want to reduce the quantity of defensive skills overall, across all classes, making for a more balanced and enjoyable experience in both PvE and PvP content, while at the same time making the defensives that remain more impactful and fun.

     

    What does this look like in both modes?

    • In PvP, our intent is balanced, more dynamic player encounters that move away from rotating defensive cooldowns and move more towards utilizing a broader set of skills in each class’s kit.
    • In PvE, our intent is to take into account these changes, and adjust NPC encounters as needed to compensate.

    Getting a bit more specific, we also intend to give upgraded versions of abilities when being presented as a choice. Here’s one example using Blade Blitz from the current PTS:

    • Blade Blitz in the Live game:
    • 45 second cooldown
    • Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Cannot be used while immobilized or hindered.

    Blade Blitz on PTS:

    • 35 second cooldown
    • Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated.

    Instead of spending utility points to upgrade abilities, as in the current system, you will be presented with an already upgraded version of several abilities to choose between leading to more interesting decision making, customization, and greater choice for your kit.

     

    In addition to defensive cooldowns, we want to streamline other abilities where it makes sense. For example, instead of dedicating an entirely separate ability and button press to a particular effect, we want to merge or combine them with others in an intuitive way. We can see this in action on the PTS with Freezing Force:

     

    • Freezing Force is removed from Guardians on the PTS, but a modification to Blade Storm via the new ability choice tree upgrades Blade Storm into an AoE that also slows. This offers a similar effect to the old ability, but in a more efficient way.

    The intent of the new ability system, which will replace the current utility points system, is that players can make meaningful choices to accommodate their play style or situational needs. Players will be able to pick their own ability modifications and customize their skills in this manner, with all of those choices able to be saved to a Loadout. Loadouts will be able to be swapped with similar ease to the current Utility point system. While the ability choice interface and Loadout features are still in development, those experiences are core to the system and we are working hard to get them to a state where they can be shared on the PTS in a future update. We will share more details in the future on both of these features.

     

    One of the reasons we wanted to share these class changes with our players so early is because we wanted to get your feedback as we are still in the design phase of several other classes. As stated previously, you are not playing a final product. While very rough around the edges, the earlier we can share impactful changes like this the more we can take into account your feedback as we continue building out the remaining classes and iterating on ones you’re able to try out on the PTS.

     

    Lastly, for this phase of PTS, the Jedi Guardian was missing both their breaker (Resolute) and interrupt (Force Kick). We understand that players may be worried about what that means for 7.0. It was never our intention to completely remove these from the game. We realize this has caused confusion, so we are going to add these back for the next phase of PTS with the caveat that they may change form in the future. We are currently iterating on different ways of utilizing breaker functionality that doesn’t necessarily require an independent icon on your hotbar as well as considering where interrupts fit in with the overall class and encounter design of 7.0. Because of this, we didn’t include these in the testable ability sets on PTS.

     

    Please keep in mind that breakers and Interrupts will remain in-game, they just might not appear in the same form as they are now.

     

    Thank you for playing PTS and giving us your constructive feedback.

     

    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

  6. 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.

  7. 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.
  8. 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
  9. 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
  10. So you counter their assumptions with one of your own?

     

    Consider this...

     

    • Nobody knows how expensive it was and is
    • It's usually calculated per word and SWTOR has many lines that are repeated many times
    • How much of those 340 hours were part of the game when it released? Cause class stories are done now
    • You don't know how these costs compare to the rest of game development, maintenance, server costs and such

     

    So really you can't know that it's "ludicrously expensive". That's just your feeling and therefore another assumption.

     

    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

  11. While I'm one who wants to be able to switch weapons as well (single blade saber on a Shadow/Assassin), I do see this change as a way to create new advanced classes, which have been asked for.

     

    Lightsaber w/ Blaster Pistol Combat Style seems much more in reach now for a Force User. This then means they could do a melee class for Tech Users.

     

    Before such a thing would require making an advance class for all the Classes (8 of them) to make it fair. Now, just 2 need to be made, one for force users and one for tech users, to keep it fair.

     

    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

  12. There will still be a need for alts because doing conquest in particular is alt-based since you can get more rewards by doing it on more characters. Running conquest on just one toon will severely limit your intake of the conquest materials that are needed for endgame crafting.

     

    And people really need to stop worrying about the 300 augments. Most players do NOT have them now and they will soon be obsolete. The new crafting set up will undoubtedly have green augment schematics that will have a rating of over 300. So the current 300 augments will be obsolete again like so many times before.

     

    And just for the record, 300 augments are completely and entirely superfluous anyway. Ok, you might need them in ranked pvp but I think that even there you can overcome them still by being skilled at pvp.

     

    Alts=more rewards is the bottom line. Just think about the weeklies and dailies you can do on multiple characters and indeed conquest.

     

    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

  13. 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
  14. And it appears you need to start reading the comments people reply to and the actual text used for the post. My post was made to answer a specific comment, mainly this part: "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".

    My point was they don't have the resources to do this, so asking for it is pointless.

     

    The "useless ability swap system" as you call it is something a lot of players have been asking for a long time. Perhaps realizing that your likes don't correspond to the entirety of the community's is something to ponder. Many players asked for this, and many are happy about it. Just bc you don't find it useful or interesting, doesn't mean others don't. As such, this wasn't the wrong direction for many players. It probably was for some, but with limited resources, they'll never please the entire community anyway.

     

    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

  15. They never said it was a big expansion. They said they had been working on something big. And yes, I would consider an entire year of breaking up the class system, adding a new UI, doing technical backend work, improving the graphics and textures (however slightly) and a PvP rework as a pretty big change to the game overall.

     

    People keep repeating "BIG EXPANSION" over and over again when that was never what they said. They teased that they were working on something big for the tenth anniversary. It was just that people jumped into the bandwagon and said: "that must mean a new expansion the size of Revan, KotFE and KOTET combined!"

     

    I personally consider a year full of important changes a very big step.

     

    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

  16. --snip--

     

    Put ten players in a room, you'll get ten answers as to what this game needs and where resources should go. Some would say PvP. Others just bug fixes. Others graphics. Others story content. Others more cartel items. The list goes on.

     

    There is no absolute.

     

    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....

  17. 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?"

  18. 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.

  19. 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?

  20. 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?
  21. Maybe ranked is suffering from a lack of interest, not a lack of incentives. 🤔

     

    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

  22. 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

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