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Exocor

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Everything posted by Exocor

  1. Not to say, that it's a really bad idea, insulting the people, you want credits from. Oh, and we, the ppl who are offering sales, are also nothing more then customers of other products. Me, for example, I bought a very expensive cartel market armor set for around 40m from our last sale income. The stuff, we sell are nothing more then very rare and expensive items.
  2. hm... 15man with crystal + clearing Hateful Entity is, from my point of view, a bit easier as clearing Brontes with 7man with crytal. However, when Server Transfers are back online, we can offer you those stuff. Obviously, we can't serve you with those stuff on Star Forge.
  3. Eigentlich müsste es doch heißen: Es liegt am Bitraider! So langsam steige ich hinter die Logik... ;-)
  4. Here! However, I don't really know under what circumstances a guild ist marked as "inactive". But disband/rename should lead to the auto-orginal-rename.
  5. Your guild will automatically rename, if it remains the only "Raiders of Valhalla @ xyz" on your server. So, ask the Customer Service for information about any other guilds with the same name and contact their guild masters, to either rename or delete their guilds.
  6. Es gibt wohl ein Problem mit dem Merge der Legacy-Bänke. Offenbar hat man nur die Bank des Vermächtnisses erhalten, das schlussendlich übernommen wurde. Der Rest ist - zumindest bei mir - unauffindbar. Glücklicherweise war nichts wichtiges auf den anderen Servern. Bevor deswegen Panik ausbricht: Es bleibt sicher nicht so, es wird erwartet, dass die Entwickler da zeitnah eine Lösung finden, sobald sie ausgeschlafen sind.
  7. Confirmed too. I just have the Legacy-storages of my "Main" server, the server with the highest legacy (and the most achievement-points). I don't remember, what was in the legacy-stores of the other servers, so I doubt, that there was something important.
  8. When you are experiencing this problem with the launcher, try the Launcher Repair Utility. Place it in your swtor-directory and run it. It will re-install the newest version of the (Streaming-)Launcher and should eliminate all launcher-related errors.
  9. Lost nothing, got some really nice names. Got even some names back I lost on our guilds server transfer in decembre 2016. However, I am "just" playing on Tulak Hord, German server. The active and subbing population is probably a bit smaller then on the US-servers or Darth Malgus.
  10. Nach dem hochfahren hat man ein Problem mit den Cartel Market Item Stashs festgestellt, wenn dort über 500 Items drin lagen. Um den Verlust an Wertsachen, für die durchaus Geld ausgegeben wurde, zu verhindern, hat man die Server sofort wieder vom Netz genommen, um das Problem zu beheben. Die Tatsache, dass bei einem so komplexen Vorgang ausschließlich so eine kleine Sache nicht funktioniert hat, finde ich durchaus beeindruckend. Soweit ich das sehen kann, hat so ziemlich alles andere sauber funktioniert. Sogar die Outfits sind erhalten geblieben.
  11. Lord Ptach is late... again! He will never become Darth with an attitude like that.
  12. So, after several months of doing mostly all 16man stuff with our group, I decided to give a short feedback about the current state of scaling/balancing of the current NiM-bosses, with respect to the ops with HM as their highest level of difficulty. Eternity Vault / Karaggas Palace: Nothing to say here. Haven't done them in months. Explosive Conflict/Denova: First boss: Zorn & Toth 8m: Very good balanced in 8man for a first NiM-boss. Decent DPS and healer-check, tank-swap mechanics. 16m: A bit overtuned. DPS-check is a bit tighter, but all in all doable. Very painful for melee-dps and much easier with rDPS. Zorn does an outstanding amount of damage - we had two healers having constantly just healing the particular tank and themselves. Toth on the other hand does not mich damage. Leader Murdok is definitely scaled wrong. He does a random 150k hit ("electro dart") every ~10 seconds, one-hitting someone. Suggestions: Move dtps from zorn to toth and reduce it overall by ~10%. Reduce the damage done by toth (and all other AoE and fake-AoE stuff in this fight) by 20%. Reduce the damage done by Leader Murdok's Electro Dart down to 70k. (all 16man) Second boss: Firebrand & Stormcaller 8m: DPS-check is very tight. Cheeseable with reflect-classes. Damage done by both tanks is good. 16m: DPS-check is a joke. In 8man, the enrage-timer is at 6:20. In 16man, we played until 7:40 and nothing happened. Damage done by Stormcaller is a bit too much. Suggestions: Tune down the damage done by Stormcaller by ~10%. Put the enrage timer at 7:30. (all 16man) Third boss: Minefield & Colonel Vorgath 8m: Pretty well tuned. DPS-checks are tight, but to tight. 16m: Mining probes have the same health as in 8m [bug]. Damage done by Colonel Vorgath is way too much. We had two healers just spamming overheal on me after he globaled me in our previous trys. One series of Rapid shots does 80k damage. Enrage timer of Colonel Vorgath is too tight. Suggestion: Decrease the damage done by Vorgath, increase the range of the turrets by 10m, add 20 seconds on the enrage timer. (all 16man) Fourth boss: Kephess & Walker 8m: Damage check is tight, but not undoable for normal groups. Damage done by Kephess is a bit overtuned. 16m: Damage check on the walker is as tight as in 8man. Not because of enrage timer (not the same as in 8m) but because of Kephess himself reaching enrage, when you are not able to down it with 4 baradium-bombs. Kephess is as painful as in 8m. Suggestion: Tune down the damage done by Kephess by ~10% (just 8man - in 16m you have 3 tanks, so 50% more dcd's). Terror from Beyond/Asation: Nothing to say here. We haven't done Asation in 16m until now, it's planned for in two weeks. Scum and Villany/Darvannis: First boss: Dash'rode 8man&16man: It's trash. No problems to beat it. Suggestion: Buff the damage done by the boss or the adds HP. (8m and 16m) Second boss: Titan 6 8man: All checks are very medium. 16man: Same as in 8man. There is enough room to not stand in others during many rockets. Suggestion: Buff the damage done by adds and/or boss. Make the overal dps-check a bit tighter by adjusting the enrage timer, so that the boss goes enrage after fourth start. (8m and 16m) Third boss: Thrasher 8man: Adds are very painfull. Boss is very painful. Damage check is not tight, but not to easy. 16man: Adds are still panfull. Boss is still painfull. No damage check on the boss. Suggestion: Reduce the enrage timer in 8man by 30 seconds. Adjust the enrage-timer of 16man the same value as in 8man. Reduce the damage done by the adds by ~15%. Fourth boss: Operations chief 8man: All groups are well tuned. There is a DPS-check at operations-chief, but not to tight. 16man: All groups are a bit too weak. We haven't found out anything about a DPS-check in 16man. Suggestion: Buff the HP of all groups by ~20% in 16m. Adjust HP and Enrage Timer of Operations chief to be on the same level as in 8man. Fifth boss: Olok, the shadow 8man: It's a joke. Only Olok himself does a bit of damage. No damage-check here. 16man: Don't remember any problems, the last time we visited Olok. Suggestion: Reduce the enrage timer of Olok by 1:30m in 8man. Adjust the HP and Enrage Timer of Olok to be on the same level in 16man as in 8man. 6th boss: Cartel Warlords 8man: Very well balanced. Damage check is a bit to easy. 16man: For a NiM-boss, it's good balanced. However, it's hard, compared to 8man. Horrics cleave is very painful. The rest is the same as in 8man. Suggestion: Reduce the enrage timer in 8man by 40 seconds. Adjust the HP and Enrage Timer, to be on the same level in 16man as in 8man. Reduce the damage done by Horrics random cleave by 20% in 16man. 7th boss: Dread Master Styrak 8man: Not as balanced as in previous patches as far as I know. The enrage timer is somewhere far beyond 20 minutes. When you have enough damage, to deal with the Chain Manifestation, you won't reach enrage. 16man: Damage check at the Chain Manifestation is very very tight. We went there with 6 VG-DPS and played the double-shadow/sage-knockback-tactic to maintain maximum uptime and it was still very tight. Damage on Styrak is still unexistent. Adds in phase doesn't have much HP. Suggestion: Put the enrage timer at 17m from the Kell Dragons spawn (8man). Put the enrage timer at 15m from the Kell Dragons spawn (16man). Increase the adds HP in phase one by 50% (16man). Reduce the Chain Manifestatons hitpoints by 15% (16man). Dread Fortress First boss: Nefra 8man: Welcome to story-mode... oh, wait. That's a NiM-boss? 16man: see: 8man Suggestion: Put the enrage timer at 3:30 minutes. Second boss: Draxus 8man: Very well tuned. Maybe the damage check is a bit too easy. 16man: A bit too easy in 16man. Suggestion: Reduce the enrage timer by 30 seconds (8man). Increase all adds HP by 20% (16man), increase the boss HP by 15% (16man). Adjust the enrage timer in 16man, to be on an equal level as in 8man. Third boss: Grob'thok 8man: When you know, what to do, it's easy. Damage check is okay, maybe a bit too easy. 16man: As easy as in 8man. Suggestion: Reduce the enrage timer in 8man by 30 seconds, adjust the 16man-enrage timer/boss HP to be on an equal level. Increase the damage done by the adds by 50% (8man) / 100% (16man). Increase the adds HP by 30% (16man). Fourth boss: Corrupter Zero 8man: Very well tuned. No enrage timer here? 16man: A bit too easy compared to 8man. Also no enrage timer? Suggestion: Increase the damage done by the adds by 50% (16man). Increase the Adds HP by 15% (16man). Add an enrage timer of 6:45m to 8man. Adjust the enrage timer in 16man to be on an equal level as in 8man. Fifth boss: Dread Master Brontes 8man: Well balanced. Maybe the damage done on the tanks in burn phase is a bit too high. 16man: Well balanced. Don't running into enrage is a bit more difficult as in 8man. Suggestion: Reduce the damage done by the Hand of Brontes in Burn phase by 15% (8man). Incrase enrage timer in 16man by 30 seconds. Dread Palace First boss: Dread Master Bestia 8man: Well balanced. Nothing to say here. 16man: Also well balanced. Maybe boss HP are a bit too low. Suggestion: Increase the boss HP in 16man by 15%. Second boss: Dread Master Tyrans 8man: Damage check is tight, but doable. 16man: The damage check is too tight. The boss has 35.000.000 HP. That results in a raid-dps of 100k. Damage income is to low. Suggestion: Reduce the boss' HP by 10% (16man). increase the damage done by Shock by 10%, increase the damage by the AoE-smash by 15% (both 16man). Third boss: Dread Master Calphayus 8man: The overall damage check is okay. The damage check in future#1 on the mass-affliction-add's is hard. The damage check in future#2 on the spheres is hard. 16man: The adds in past#1 have the same HP as in 8man [bug]. The damage check on the spheres in future #2 is too hard. The other stuff is okay for 16man. The overall damage check is not visible. The damage check in burn phase (future#3) is too easy. Suggestion: Reduce the mass-affliction-add's HP by 10% (8man), reduce the sphere's HP by 10% (8man & 16man). Increase the boss HP by 15% (16man). Fourth boss: Dread Master Raptus 8man: The damage encounter is broken. Besides that, the boss fight is very good balanced. 16man: Not good balanced. No damage check here. The damage encounters adds have the same HP as in 8man [bug]. Suggestion: Increase the boss HP by 15% and adjust the enrage timer to be on a similar level as in 8man. Fifth boss: Dread Council 8man: Well balanced. The damage check in Styrak/Brontes-phase is a bit too easy. 16man: The damage check in Styrak/Brontes-phase is way too easy. Suggestion: Increase the HP of Styrak and/or Brontes by 10% (8man) / 20% (16man). Temple of Sacrifice First Boss: Malaphar 8man: Well balanced. 16man: A 16man oneshot. Nothing wrong here, it's just HM. Suggestion: Maybe add enrage-timers. Second Boss: Lance Squadron Walkers 8man: Right Walker does very much damage. Also, enrage timer is a bit tight for HM. 16man: Enrage is not a problem. Suggestion: Reduce teh damage done by the right walker by 10%. Increase the enrage timer by 20 seconds. Adjust the enrage timer and the HP in 16man to be on a similar level as on 8man. Third boss: Underlurker 8man: The damage income is very low. The boss himself does very heavy spikes. 16man: The damage check is too easy. Suggestion: Increase the damage done by the adds by 10%. Reduce the damage done by the spikes by the boss by 15%. Adjust the enrage timer/boss' HP in 16man to be on a similar level as in 8man. Fourth boss: Revanite Commanders 8man: The damage done by the adds is a joke. The rest is okay. 16man: Same as in 8man. Suggestion: Increase the damage by the underworld-revanites cleave by 20%. Fifth boss: Revan, the Returned 8man: All damage and healing checks got nerfed. Okay. But, in my opinion, the damage check in core phase is a bit too easy. Also, the healing check there is too easy. 16man: Heave does double damage compared to 8man. Suggestion: Increase the Cores HP by 20%. Increase the damage done by Unstable Aberrations by 20%. (8man and 16man). Reduce the damage done by Heave by 20% (16man). Increase the damage done by Heavy by 20% (8man). Ravagers: First boss: Sparky 8man: Well tuned for first boss. 16man: see 8man Suggestion: - Second boss: Quartermaster Bulo 8man: Well tuned. 16man: see 8man Suggestion: - Third boss: Torque 8man: Enrage is no challenge. 16man: Enrage is an even easier challenge as in 8man. Suggestion: Increase the Boss HP by 20% (8man). Increase the Boss HP by 30% (16man). Fourth boss: Blaster and his boss 8man: Damage done by Master is a bit overtuned. Masters HP are a bit too high / Blasters HP are too low. 16man: Damage done by Master is a bit overtuned. Suggestion: Reduce the damage done by Master's overpowered weapon arm by 20%. (8man and 16man) Increase Blasters HP by 15% (8man). Fifth boss: Coratanni & Ruugar 8man: Damage check on Coratanni is a joke. Damage income in phase 1 is also a joke. Damage Check in phase 2 is too easy. 16man: same as in 8man. Suggestion: Increase the damage done by fire in phase 1 by 15%. Increase Coratannis HP by 25%, Pearl's HP by 20% and Ruugars HP by 15%. (8man and 16man) Gods from the Machine: No comments here. All bosses are balanced very well. I hope, that the Devs will read my post, to adjust the bosses, making them a bit more normal. From my point of view, some boss encounters are also very interesting due to the fact, that they are a bit weird. Just an example: Tyrans has a very heavy damage check in 16man. Working on that boss with our group and beating him, is very fun and moreover satisfying. Strange balancing creates it's own type of mechanic (e.g. taking an additional DPS for a healers). I wouldn't be disappointed, if my post doesn't lead to a rebalancing. Overall, working on 16man ops was very fun and created new content for us. However, some bosses, like Zorn & Toth, are just annoying in it's current state in 16man. A small readjustment would be nice. Also, I have to mention the ongoing performance-issues in 16man raids again. I know, you are working on this problems, but it makes some boss encounters, where positioning and a right timing is very important (e.g. Styrak Chain Manifestation) very difficult. If it is not possible, to solve these problems, I would suggest a revoulutionary suggestion: Rebalance 16man-raids to 12man-raids (2T, 3H, 7D). We made the experiences, that our performance gets better when a couple of players have died. With 12man, we will still not have a performance as in 8man, but it should be possible, to execute certain mechanics correctly even with a weaker PC. 12man-version would also create a new level of difficulty for 8man-groups. Beating a 16man NiM with 8 players is nearly impossible. A boss balanced for 12man would also be a very hard challenge for 8 players, but it can be doable by the top level players. So, all in all, 16man-raids are very fun, but are in my opinion in need of some adjustments. I also added my opinion for the 8man-versions and some suggestions, that would make them a bit more balanced. Greetings Coryak/Exocor
  13. Hardmode-Content doesn't really need any gear. Especially, when 7 players are geared properly, it shouldn't be the problem, to get the eighth player through. When this is a problem, it's a l2p-issue, not a gear-issue. However, I wouldn't suggest to do heroics for Gearing. I personally haven't done any Heroic-mission since launch of 5.0. I leveled my first toon to 300 with the Fractured-Uprising back in January. That was the first and only time I really grinded for equipment. However, we did difficult HM's back in Decembre with nothing more then crap gear, that was even before Tokens dropped. When you are not even able to do EV or KP with 230-stuff, it's a l2p-issue, not a gear issue. Also, in serious groups, everyone works for the group progress. We had several players, that just logged in for raiding days. Others were daily doing pvp, gsf and random ops. The first member of my group reached level 300 in early january. The last player did so at the end of july. We were both properly geared after some weeks of raiding. Of course, he got more pieces of gear then me from operation-drops, he got more pieces crafted then me. But why should I have 3 toons full geared, before he even gets his first full set? Being part of a raiding group is, in my opinion, sacrificing oneself for the group, placing back your own interests. When you are not able to organize your group in such a manner, then it's not a gear issue. sAll in all, in most cases, it's not a gear issue. I have always said: You cannot replace skill with gear, but the latter is very helpful in certain situations. "I am not able to pull more dps, because my equipment is bad." is just a lame excuse in most cases. Increase your own skill-level. You cannot do it by grinding heroics. You can become better by doing pvp, random ops, flashpoints and stuff. Don't be satisfied with what is enough to beat a certain encounter. It's very similar to driving a car in the real world: When you keep having car accidents, you probably think about making a drivers license instead of complaining about your car.
  14. Die Login-Server stehen in den USA. Sind die down, helfen uns auch Spielserver in Irland nicht.
  15. In General, PT/VG Tanks have the best DPS-potencial of all three tank classes. For PvE, PT Tanks are viable for everything except of Brontes. It helps in certain DPS-checks due to it's Sonic Rebounder (see: Terror from Beyond) but makes it harder to cheese certain mechanics (see: Masters Ion Cutter). PT's DCD's are very okay in my opinion. You have Epic Shield, Explosive Fuel, Oil Slick and Tank Adrenal. Compared to Assasines, PT's have a better Passive Mitigation. For PvP, i haven't made many experiences since 5.0. However, I heard of flame burst hitting very hard. In Terms of Skank Tanking, PT's aren't bad. They have two hard stuns, a slow on oil slick and - in terms of DPS - a good Burst with Shoulder Cannons and Flame Burst. So, all in all, PT-Tanks are very okay. They are not as overpowered as Assasines are and not as bad as Juggernauts are. For DPS-classes: Don't play them in PvP. For PvE-content, they are both very good. Advanced Prototype is the most versatile DPS-class ingame, with good sustained damage. Pyrotech will become competetive with 5.6, because it receives AoE-damage-reduction. Pyros also have good sustained and outstanding AoE damage. They don't have any hard dcd's beyond their Pyroshield, but they have mediocre survivability due to their heavy armor. However, AP looses a bit of survivability due to loosing CC-damage-reduction with 5.6. So, no PT-stacking anymore at Brontes NiM. All in all, PT's are good in doing everything (except of healing), but not great in doing something special.
  16. Moin, ich habe diese Art der Probleme auch erstmals seit ca. zwei Wochen, aber in meinem Umfeld gibt es einige Spieler, die damit durchaus schon länger zu kämpfen haben. Viele Grüße Coryak
  17. Sowas habe ich tatsächlich erst einmal erlebt - ein nicht funktionierender blauer Knopf an einem Shuttle. Hat nach dem nächsten Patch wieder funktioniert. Die Verbindungsprobleme zwischen 20 Uhr und 22 Uhr haben tatsächlich nichts - oder in den seltensten Fällen - etwas mit SWTOR zu tun. Tatsächlich gibt es momentan einige Verbindungsprobleme der Netzdienstleister - Telia und Level3 - bei denen Knotenpunkte überlastet sind. Dadurch hat man regelmäßige Lagspikes. Lösen lässt sich dies einfach mittels VPN oder einer anderen Variante, mit dem man sein Routing ändert. Ich empfehle, dich an deinen Internetanbieter zu wenden, idealerweise mit detaillierten informationen (wann gab es Störungen? Bei der Kommunikation mit welchen Server/IP's traten die Probleme auf?). Wir haben da so ein Foren-Maskottchen, das bei jeder sich bietenden Gelegenheit jeden davon zu überzeugen versucht, den Bitraider sofort zu löschen. Er kommt in 3...2...1...
  18. Tipp für alle Lösungsansetze: Die reinen Spieldaten (assets-Ordner im swtor-Verzeichnis, sowie Movies-Ordner im selben Verzeichnis) immer sichern. Das sind zig GB an Daten, die sich vom Format zwar ändern, je nachdem, ob man den Streaming-Client verwendet oder nicht, jedoch nicht "schaden", wenn man sie vor Ort belässt. Dadurch spart man sich einige Stunden Download und kann entsprechend an anderen Stellschrauben drehen.
  19. Ich muss ich den allgemeinen Beschweren anschließen. Mittlerweile nutze ich Abends zum Raiden sogar einen Handyhotspot, der ist stabiler als die normale Leitung...
  20. I would very appreciate it, if the Avalanche Heavy Tank, dropping very rarely @Explosive Conflict would drop a bit more often. We did Explosive Conflict in all modes many times since launch of 5.0 and it only dropped once (I was the lucky one who got it). I would also appreciate it, to see the Concordian Scout Craft dropping @Ravagers back dropping. The last - and only time - I saw it, was in good old 3.0-times (Guess who got it? ). I would just also ask for some of the Dread Master Decorations from the Cartel Market. Maybe make them drop at the Oricon-Ops? And what about some special decorations for Ravagers/Temple of Sacrifice HM/VM? The special stuff were moved to storymode with 4.0, so it isn't very special anymore.
  21. Have you ever heard about brain-wash? It worked pretty well with Revan.
  22. Stealth rezzing is a very helpful raid utility. Especially for Deceptions or Darkness-Sins, who don't have to wait until some hots or dots fall of. I don't know your special raid experience, but there is no raid night, where we don't use a stealth rez. Just watch . In terms of raiding, the only fight, where I miss the stun-DR is Brontes NiM final Burn. And there we have plenty of other dcd's (especially force speed, that we can use for every fire&forget). So, in my opinion, it's not a great loss for pve/raidcontent.
  23. Beherrschung steigert nicht die Schnelligkeit. Wenn man unbedingt den GCD verringern möchte - was ich bei beiden Hexer-DD-Skillungen für nicht wirklich DPS-steigernd halte - dann sollte man prinzipiell mit Präzistim spielen, um einen höheren Stat-Pool für Tertiärstats zu haben. In diesem Fall werden die Stats, die übrig bleiben, nachdem man die 1850 Schnelligkeit verbaut hat, in Krit investiert. Grundsätzlich gilt: Die Relevanz der Schnelligkeits-Schwellenwerte zur Verringerung des GCD's werden relevanter für eine Spec, je statischer die Rotation, je weniger Dots, je weniger Casts und je weniger Offensivcooldowns man hat. Von daher profitieren Focus-Guardian und Concentration-Sentinel am meisten davon, Dirty Fighting-Revo und Balance-Sage am wenigsten. Im Übrigen: Die Frage nach der Energieregeneration, die sich bei manchen Klassen im Hinblick auf die Rotation stellt, ist hierbei ganz interessant. Energieregeneration verläuft nämlich teilweise linear (orientiert sich an wesentlich Kleinschrittigeren Schwellenwerten). Das bedeutet: Ist man knapp unter den 1850 Schnelligkeit, hat man im Vergleich zu den APM eine recht hohe Energieregeneration. Ist man knapp drüber, hat man die umgekehrte Kombi: Eine hohe APM mit etwa derselben Energieregeneration. D.h., man hat drei Attacken mehr pro Minute, muss diese jedoch in den selben Energiepool inegrieren. Specs wie der Assault Specialist Kommando mit einem relativ knappen Energiemanagement haben somit zwar 3 APM mehr, müssen diese aber praktisch in Autoschüsse investieren, um sich das Energiemanagement nicht zu zerschießen. Der Gewinn dadurch ist also relativ begrenzt.
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