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Incipien

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  1. -Group composition was just me (operative and shadow on two different runs, both dps), and a healing companion. -None of the bosses are hard. The first one does not seem to deal enough damage with the red circles. The bonus boss does not seem to deal enough damage during it's channel, making using the interactable objects pointless. -The bosses should be scaled immensely (and preferably add more mechanics) for master mode, or it will be trivial, even for a solo player who is relatively skilled at the game. -The enrage(?) mechanic on the second boss is not punishing. Red text shows up saying that one of the boss's abilities is strengthened or something, but then there is no noticeable difference in the encounter. -The final boss is the closest thing to a real fight in the entire instance. For Master Mode, it would be nice if the conal frontal attack tracked the player with aggro and dealt a knockback. The boss should have interrupt immunity, making the cast at the end a hard dps check. The droid adds that channel a lightning attack should stun players if they get 5 stacks. -The bonus boss room is bugged: you can fall through the floor by the entrance and walk around on a floor beneath the room. You can still aggro the boss from there, and you can use a distance closer to get to the boss if you bring it to the entrance of the room. This bug can be used to kill the bonus boss while bypassing the previous bonus objectives. -The droids in the bonus objectives seem to only explode the consoles if the player is standing on top of the consoles. -The door before the final boss can be walked through before it is interacted with. Killing the boss this way will still complete the flashpoint. -Why are Yarvok's pets here and why do they die in one hit? -The flashpoint is underwhelming. There's nothing going on there that's creative or original. I see no reason to ever run it instead of Hammer Station once it comes live except for the story and maybe the achievements.
  2. The jumping puzzle on Fortune's Folly was infuriating, since I'm pretty bad at jumping challenges. I died a bunch of times, but turns it out it's fairly trivial if you use rocket boots. And it seems that only one person in the group needs to make it past the puzzle, then the others can just die and respawn past it, so it won't be that bad. It can be avoided by jumping through the burning wreckage in the main hallway, not sure if that's intended. Also, if the jumping puzzle is skipped in that way, you can progress up until the second boss without completing objectives, which then seems to bug out the objectives, making it impossible to "Escape the Engine Leak," so the flashpoint cannot be finished. At 306 gear rating I get a number of gear drops as low as 290. On veteran mode, Golgo Brak is easily solo-able with a healing companion, the kolto stations aren't even necessary. Also, when he uses his jetpack to jump to me (melee), he moves super slowly through the air and it looks weird. Goldie aggros if you stand too close, even though the boss is unable to be fought. Bask Sunn should just give up, it's embarrassing how weak he is. Easily solo-able on veteran with a healing comp and no kolto stations. Only one ability does any real damage, but a companion can easily heal through it. I have one thing to say to Troya Ajak: "You are weak." Again, easily solo-able. Is she supposed to deal damage? Because she barely does. Only her "Pick Off" ability does a real amount of damage, and that can easily be taken with a defensive cooldown or healed. Heta Kol is a respectable boss on veteran mode. However, I did take her down on my first try while soloing the flashpoint (on veteran mode), and with a companion for most of the fight, since they died to the grenade. So I can imagine she would be fairly easy with 4 players. Heta Kol is the only boss where I felt like I needed the kolto stations. All in all, it's not a bad flashpoint, but the first 3 bosses at least need a buff, they're pushovers.
  3. The loot acquisition needs work. Spending tons of time buying random, green, un-moddable gear pieces from a vendor is boring and frustrating. Having more expensive gear that is at least blue and moddable that we can choose without an RNG would be so much better. Having Kai Zykken only available on the weekends is, quite frankly, a terrible idea. What if I can't log in on the weekends, only on weekends? Then I don't get access to good gear? There also seems to be an issue with the spoils of war vendor. The gear doesn't always go into my inventory when I buy it. I spent 6000 tech fragments on unidentified belts and didn't get a single one. Here are some ideas: -Avoid green un-moddable gear, it is trash. -Avoid complete randomness. Let us pick what gear we buy and give drops based on role (or spec) and class. -Maybe sell individual armorings, hilts, barrels, mods, and enhancements so we are more free to customize our stats. Customizing stats is nearly impossible with un-moddable gear and hard with an unforgiving RNG. Jedi Under Siege allowed for very little customization with the random drops from crates, leaving us with mostly just augments, implants, and earpieces to play with. We didn't have the option of using the lettered mods at 252 and 258 (unless I missed something), and changing enhancements around required buying whole other gear pieces. -Make operations relevant. The worst part of Jedi Under Siege (worse than the Ossus grind and random gear crates) was that ops didn't matter in terms of gearing, unless the weekly was story mode ops. Ops and MM fps should help with gearing and if higher tiers are implemented later on in Onslaught, the loot for those should be updated.
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