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bigbassman

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  1. Personally I enjoyed it, but was getting my hopes up that there would be an additional skill added with all the training. Was pleased with the new weapon although my current ones are higher rated. But I'll keep it just in case it's vital to the story.. I really found the secondary Alliance alert story fun and challenging
  2. Then there should be a way of knowing, so you don't make a special trip to the trainer for nothing. Or maybe something that indicates "New Skill Available" or something.
  3. Since the new expansion release I've noticed that there are several levels that no longer have a new or improved skill to gain. How about adding some class specific top level gear for the level ups that don't have skill rewards? It is really disappointing to level up, make your way to a trainer to find "Nothing".
  4. Lol, I was on earlier today and thinking the same thing. Since it's not a big deal, I imagine it's not high on the priority list, but it would be nice to see it updated.
  5. I have to admit, I'm not a big fan of that little perk either.
  6. I'm sure there's a You Tube video of the whole story mode that you can watch.
  7. It has to be challenging for all skill levels. Beginners need to pay their dues like the rest of us did, that is what will make them better. Do you want to go into a flashpoint or Op with players that don't have any skills?
  8. Again, this is the all or nothing approach. I enjoy having a companion, but not one that can play without me.
  9. It's interesting, I was just reading a thread in the General forum about this subject. A lot of good points made on both sides. The whole argument reminds me of years ago when I used to play Tomb Raider with my brother in law on Playstation. Now he considered himself quite the gamer, but I found it interesting that he would go online or thru other sources find out what the "cheat code" was to make himself indestructible. He would then play thru the storyline, and then move on to a new game. Myself, I would not use "cheat codes", and yes I died a lot, especially at the beginning. But I got better, learned from my mistakes, and really enjoyed the content of each game for a much longer time then he did. Now SWTOR, in my opinion, has become a "cheat code" game, where my toons are basically indestructible. If I was a noobie now, I would disappointed in the game, figure it's for children and move on. My brother in law, who introduced me to SWTOR a couple of years ago, already has moved on. And if enough people move on, Bioware's profit goes down, and they then move on to another project. I believe for the long term sustainability of this game, I believe that it is necessary to make the game challenging again, especially for noobs. Now I know there are some expert gamers out there that claim it never was challenging, but they need to remember, they are not the average player. It's human nature, to wish something is easier, but when it is, it becomes boring. Anything worthwhile or truly enjoyable has to have some challenge to it.
  10. Again, I'm NOT suggesting a full scale turn back to the way they were before. There has to be a happy medium where they are helpful and don't get killed right away but not so powerful that they take over the game.
  11. What part of " I suggest that the companions be scaled back to the same strength as the player." is not a suggestion?
  12. I'm assuming that you've played SWTOR for awhile before being able to do that. Where you a head in lvl's compared to what you were working on? Was this before the lvl sync? If it was that easy for you, then did you get bored along the way? Would it not be even more boring if you could sit back and let your companion do all the work? My point is that for the "average player" if it's too easy, many will loose interest and move on. Personally speaking, I want a game that challenges me to get better as a player. But if you're indestructible most of the time, what's the point? And again, I'm not saying all or nothing, just scale them back to balanced level.
  13. Although lvl sync keeps you in the story line, the loot no longer becomes relevant other than to cash in for creds if you lvl up too fast. I used to get excited when I got good loot, but in most cases now, it's all junk to trade in for creds, since it's too low lvl of loot to help me at my current lvl.
  14. Now I know that there are many players that like the new companion strength, but in my opinion, that is a short sighted viewpoint and here's why. The game, at least in story mode, is not challenging anymore. And this is going to cause people to eventually get bored, and move on to other games. And new content is only going to go so far. But it doesn't have to be an all or nothing setting. I suggest that the companions be scaled back to the same strength as the player. That way the companion is strong enough to hold his own in combat, but not so strong as to make the player basically indestructible. Yesterday, I was playing my Jedi consular and my companion was Lana in healing mode and in a combat situation. I had to get up to answer the door. I was gone about 3 minutes. When I returned, my consular was at full strength, Lana had dispatched all but one NPC. Now granted, if I had been there, together with Lana, the battle would have only lasted a very short time...but you get the point. My contribution was not necessary to continue. Now some of the players that like it are saying "then play without the companion". But that goes back to my all or nothing comment. It should be relatively easy to find a balanced spot for companion strength that they are useful yet not taking over the game.
  15. Agreed, it's really weird at times to when there are several players in a given area and they all have Lana as companion for instance, and they all look the same, so you don't know which one is yours. Kinda throws off the individuality sense of the game.
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