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xThunderstorm

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  • Location
    Belgium
  • Interests
    SWTOR, Swimming, Overwatch, Guitar, Outriders
  • Occupation
    Student
  1. Agreed. My Vengeance Sith Juggernaut has, in my opinion, too much defensive abilities for a non-tank discipline. However, I feel like you are focussing only on defensive abilities. My Lightning Sith Sorcerer has a total of 5 (!) buff abilities to cast within the opener (4 if doing content at level 75, as you would not have a clickable Alacrity relic): Relic, Polarity Shift, Recklessness, Adrenal and Unlimited Power. Please tone this down to a maximum of 3, preferably 2 buff abilities. It is easy to miss one of these or simply forget to execute. This is a good change, but do not remove iconic abilities from certain classes/disciplines that define their identity. (For clarification: in this case (Jedi Guardian) I am thinking of Saber Throw and Force Push for example, not necessarily Blade Blitz.) I like the fact that you are moving away from the Utility point system. I have never particularly like it much, but also not hated it. I felt that these Utility points were more often than not just minor tweaks to abilities which would give extra damage, extra healing/shielding or extra utility (breaks immobilization, self-cleanse, extra movement speed, ...). While levelling, I generally did not pay attention to Utility points, simply because the effect was not noticeable. I welcome a more impactful choice. I was going to say: "As long as they remain in the game," but that thought was clearly unnecessary. It remains to be seen what will happen with these two abilities. We cannot give feedback on changes we know nothing about. Thank you for clarifying some of the changes for us.
  2. After 7 years of playing, with most of them subscribed, I finally decided to install the PTS to try something out. The reason for this is that I was kind of shocked when I read how the combat style for the Jedi Guardian, as of this moment, would look like. So I wanted to see for myself why people have such hard opinions about this. I have tried the Vigilance Jedi Guardian (path A), I have no experience with the Focus path (not on the live server nor on the PTS) and a little experience with the Defense path (live server only). Personally, I have to say that I still feel like a Jedi Guardian. In my mind, I'm a Jedi who wants to be up close for melee combat with attacks that are based around using my Lightsaber. This core idea did not change. However, when reading through the Focus Jedi Guardian path, I couldn't help but notice that something iconic (i.e. Saber Throw) is now optional and not a basic ability granted through leveling. I find it highly regrettable that an iconic ability will be optional, furthermore, if we want it, we would have to sacrifice one of the other passives, which could be very useful PvE-/PvP-wise. If I'm correct, then (for the Vigilance path) Energy Barrage will probably be mandatory (taking into consideration the rotation as of 6.0), meaning we would lose Saber Throw entirely (in 7.0). The the core idea of a Jedi Guardian did not change, its identity in my opinion did. When I picture a Jedi Guardian, I think of abilities such as Saber Throw and Force Push, which are present in any Star Wars game. Whether it being The Force Unleashed, Star Wars Battlefront II, SWTOR or any other game. It's like imagining a Sith Warrior without the Force Choke ability or a Sith Sorcerer without the lightning. Please do not remove iconic abilities which give characters their identity. As of right now, no. Our core abilities seem to have remained the same and the same goes for our rotation. The rotation is the Vigilance we are used to, which I like. Of course this depends on possibly new tactical items and set bonuses released with 7.0. I find this a hard one to answer. If I'm correct, there will be less abilities to use in combat at level 75 (I assume this also applies at level 80). On the one hand I like the idea of simplifying classes. I have never been an advocate for overloaded classes with stealth scans, cleanses, leaps, pulls, teleports, heals, operation buffs and the like. For example: as a Jedi Guardian (Vigilance) I want to have sustained DPS. This did not change, meaning my effectiveness against enemies also did not change. On the other hand there's the fact that I would have less defensive options, but then again, my goal as Vigilance is to deal damage, not to absorb it and have some mobility to keep up with the target or change targets quickly. As a Defense Jedi Guardian I want to absorb damage and keep enemies interested in focussing me. I feel this will be controversial, but in my opinion, Defense does not need mobility. I can see Blade Blitz being removed from Defense, as in my opinion one mobility ability should be enough (that being Force Leap). However, as Vigilance I expect to have both Force Leap and Blade Blitz. If the path remains as it is now, it would mean we would give up a defensive ability for more mobility or the other way around. I think it remains to be seen how this will all work out. I would advise to carefully identify the characteristics of each combat style and fit abilities and passives accordingly. Simplifying disciplines is in my opinion a good goal, but please do not take away the identity of the discipline by having us choose between 3 abilities and/or passives of which at least 2 are very iconic or simply mandatory. This will hurt our character's identity. This is too early to tell for me. My first impression is that I will still be enjoying this class as it is right now on the PTS. It will simply be adapting to fewer abilities. I would predict that I would not be enjoying the class if the identity of my Jedi Guardian and its core and iconic abilities are optional or removed. I see people having strong opinions about simplifying disciplines by simply removing abilities. While I do not fully support that opinion (as in yes, I would also see certain abilities for certain classes simply removed), please simplify in a way that does not harm the identity and core of the class. My favourite discipline in 6.0 is Lightning Sorcerer. It is visually very pleasing (thank you, Stormwatch ), but I would rather have less buff abilities to cast before my actual core damaging ablities. Allow me to exaggerate to clarify my point: I absolutely disgust having to cast up to 4 buff abilities before I can even begin casting my first actual core damaging ability. Simply have a maximum of 2 buff abilities (maybe for example Recklessness and Polarity Shift) followed by your opener and rotation. Why do I need to cast a buff to my group members, why do I need to cast an adrenal (which is not even an ability exclusive to sorcerers), why do I need to activate a relic for extra alacrity (in sub-75 content)? Simplify in a way that, for example, I would get the extra alacrity as a passive that triggers every x amount of seconds from your first damaging ability. I am not a game developer, so I don't know how to balance that, if it would be balanced at all. My point is to simplify by sticking to core class abilities and remove extra activations as much as possible. In addition (but this is very in depth and just my opinion), why make Unlimited Power for example a Corruption exclusive group buff? Aren't healers supposed to be the class that heals, shields, empowers, amplifies and such? Outside of having Operations utility, I don't see why Unlimited Power should be on the Lightning and Madness disciplines. In my honest opinion their buff abilities should be focussed on themselves, like Recklessness and Polarity Shift. I hope this is useful feedback for both developers and players alike. Please keep in mind that this is just my personal opinion, it's what I think and I know not everyone has the same idea.
  3. I'm very pleased with all the upcoming changes which are in the roadmap. There really isn't any issue to me! However, there's one thing that troubles me and that's the possibility of a forced rename of one of your characters. Every time I create a character, I try to come up with a name which fits the character as a whole, it goes with his/her appearance, it goes with his/her armour, goes with his/her class and subclass etc. I'm very attached to my character names and I really don't want to lose any of them. I currently have 14 characters and to me they're like virtual beings, renaming them would feel like a disaster to me, I'd be killing them. At this moment I already know that 3 out of those 14 characters will be forced to be renamed, if you ask me, that's a lot... Anyway, to some that might not be much of an issue, but to me it means this: delete the character, find new armour, create a new appearance and find a new name. Basicly, I'd have to recreate 3 characters, 3 characters I really don't want to delete... I spend an awful high amount of time when creating a character, I think of everything there has to be, I think of the smallest details. Every character I create is unique in it's way, renaming them means they're dead to me! If this is the price for server merges, then I'd rather like to not have them at all. I don't want to destroy 3 characters I deeply care for...
  4. You have a source which confirms most people are dissapointed? A lot of threads? Honestly, this and another I remember are the only threads which are complaining about it, in fact I've seen several threads THANKING BW for the 16 chapters and that they look forward to KotET. Compared to these threads, there is also a lot more posting in it (mainly from people who share the same idea). I will not argue about your opinion about KotFE, I for one think this is the best expansion yet, I think this is how SWTOR should've been from the beginning, a SW story game with little, but good group content (and maybe pvp, idc about that). However, you are saying that your feeling about KotFE is what most of the community think, which I think is very contradictory to what people in other threads say... If you complained about the lack of group content, I would understand, as SWTOR is advertised as an MMO, but this is about the latest story expansion in the game.
  5. I've got 3 characters who are dps characters and I want to do something different. So I've been thinking about a Jedi Sage, a healer. But I don't have any experience and don't know how good/bad dps companions are. Therefore my question is: are dps companions any good? At least good enough to justify my Sage to be a healer? Small sidenote: I picked Sage healer because I wanted something different than dps, but also just because I want my Sage to be the healing, non-violent, respectful, good Jedi.
  6. I haven't read all the posts here, actually, post of OP and that's it But I just wanted to express my opninion on KotFE and as you all probably expect: I love it. I'm very curious to KotET, I really hope they keep the chapter system, I'd rather have one big mission with the chapter title as the name, rather than a lot of mission names under a HUGE chapter (like the original class stories: 3 chapters, each chapter with a lot of different missions). It really helps to see the "structure" of the story.
  7. For Europe the choice is simple: The Red Eclipse. And as people already mentioned above, for the Americas, it really depends on the time zone you are living in. That being said, I think the most populated server is The Harbinger. If you want to have a look yourself, you might want to take a look at this website: http://www.torstatus.net/
  8. I've been thinking about that... I just hope they don't make MASSIVE story changes to their next expansion(s) just because dark side won by just a tiny bit (or light side)... I hope it's just the companion really, and in that case, let it be the Chiss Jedi, I think it's much more interesting then, ooh, another Zabrak Sith Lord.
  9. I have a strange feeling that this is intended. I always had the feeling I leveled up a lot faster after 50. Also because I usually skip Makeb and immediately go to SoR (the prelude with FP's SOLO, Rishi and Yavin 4). And that even was the case before the armor set, with only EXP boost... I'm don't know if that is normal or not, idc really, as a mostly solo player I just need healer companions, hue hue hue
  10. Thank you all for the quick and clear replies, I know I shouldn't worry then ^^ Thanks!
  11. I have a problem with the achievement "Flashpoint Expert." I'll explain soon, but firs of all, let's make sure that what I'm saying is correct. Therefore, I'd like to refer to this page: http://www.swtor.com/blog/champion-level-guide. I used these exact steps for every Flashpoint. The problem is this: I ran all the listed Flashpoints (on tactical mode). Every last one of them is now checked in the achievements, except for "Depths of Manaan." Although I ran it twice and once in Solo Mode, it just doesn't want to be completed. I have done the exact steps as explained in the link (see above), I used Groupfinder, I finished the Flashpoint, on tactical mode, etc. This is the first time I encounter such a problem and I'd like to know, am I the only one, are others also experiencing the same problem (maybe with another Flashpoint)? Can this issue be resolved? Off-topic question: because this is the first time I encounter such a problem, is this a bug? Should I report it as a bug? I don't know what it exactly is, as said before, this is the first time I experience it...
  12. delete, they are useless, unless you just want to have less space in your inventories so you feel rich or something XD
  13. The older something gets, the rarer it becomes and the more credits people want for it, especially when it's a very nice armor set. Take for example Tulak Hord's Armor Set, I bought that set for say 27M credits, when I search it up now, it is around 200M credits (server: The Red Eclipse). Your problem is exactly the case why BioWare should re-release those gold/silver/bronze armor set packs, I loved them... AND they would give you the chance to get that older, nice looking armor set. (Yes, I might have had some luck with a golden armor set pack: I got Dathomir Shaman's Armor Set. But who cares, right? Those things were good, right? Even if you didn't like it, you could sell it...)
  14. Class quests alone won't be enough. I tried it once (with constant 25% exp boost up and legacy perks), you'll have to do some Heroics/FP's/PvP. I am curious if it'll work once that Victorious Pioneer's Armor Set is out, maybe then you can only do class quests, although I do not think it is possible, even with the armor.
  15. So I'm kind of bored doing the Heroics for credits... Anyone got an alternative that doesn't involve crafting (I dont understand the system, don't want to, too lazy trying to understand ). I'm actually looking for something I can do for, say, a month or so, to then return to the Heroics. Just so I get rid of my boredom. What are you guys doing to make credits, except for Heroics ofc
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