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chipequssmlgpro

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Everything posted by chipequssmlgpro

  1. Hi! Sorry, I know it's not exactly legacy raid but here it is - I think that's enough proof about my expertise on the matter, also, please keep in mind these kill videos were made when legacy raids still had their premium Veteran's Edge stacks.
  2. The raid difficulty in both WoW and SWTOR does not differ that much. The only "massive" difference in difficulty that you can feel is in SWTOR's legacy raids, because there's barely any group mechanics to do. Best example of a really difficult raid to progress would be obviously Gods from the Machine, which is in my opinion - and many others, the best raid this game has ever seen. Dxun is not as hard but atleast it's still a step up with mechanics from legacy raids.
  3. Maybe because it's dropping only in Dxun and is only obtainable through random unique item from Kai. I've personally poured around 400k tech fragments to Kai until I got my full set bonus.
  4. So, if you quit, a long time ago, why do you assume what is hard and what isn't? Have you tried raids as they were in 5.10, or 6.0 with 258s, or VE stacks? Or have you tried Gods Nightmare by any chance, when they came out in 5.10 which was by far the hardest raid they ever invented in this game? Why are you posting in this thread if you've got no clue how raids are right now? If you're an OG raider who liked challenges, you'd be pleasantly surprised about how good raids feel right now. But no, you choose to listen to people on the forums who probably didn't even spend 2 hours in a raid without VE stacks. Why would you bring in someone inexperienced in a group? Of course you want to have the raid you're doing to go as smooth as possible. Especially if everyone has cleared it several times before and is only looking for a nice time. This kind of discussion have been going around for years in every single MMO out there. People have progressed it and spent time doing so, why bring in someone who haven't? There have been several discords and such where different groups of people with various experienced did both hm and nim together.
  5. I mean, you do realize anything outside of your main raiding group is considered a pug, right? It doesn't matter if it's a select discord or fleet, it's a group of people that don't usually play with eachother, hence the name 'pug'... That's a weak attempt at showing that no VE raids are hard.
  6. Look at it this way, if you're a group progressing on any of the legacy raids and once you and your group clear -everything- without Veteran's Edge stacks, you'll feel like you actually achieved something, rather than -just- kill it. And if there are any of you that still doubt that it's doable, you can hop onto Youtube and search for kill videos from 6.1, or just DM me and I'll be more than happy to provide you footage
  7. If everything you've said, about how very good your healers are, how good you know all the strats and mechanics, if atleast half of it were true, we wouldn't be even having this discussion.
  8. If you're doing raids only for gear purposes then no - there's absolutely no point in doing raids at all. But if you're raider that still 'enjoys' doing raids and hasn't quit yet, then it's perfectly fine. But yeah, the gearing has been dumbed down so much because majority of SWTOR community does not invest time in raids/ranked which back in the day, dropped the best in slot gear, thus, based on statistics, Bioware had to do it one way or another, me and most of the 'end' game raiding community do not agree with this sort of decisions but considering the fact we are the very minority of the game population, our voices do not matter.
  9. Hello Eric and Matt! First of all, I'd like to point we all were in full 258s because the machine on Odessen is not working properly, bolster was NOT working, so we were on a very big disadvantage. I KEEP UPDATING THE POST RED: -I've got a bad feeling about the DOT stack debuff, might be too hard to manage for casual/conquest players. (maybe put more than 1 Spore next to the boss spawn area, but leave it as it is now for Hardmode and Nightmare difficulty). -Overall dps check was on SM level, considering we were all in full 258s and bolster was NOT working, we had normal group comp with 2 tanks, 4 dps and 2 healers. -Acidic Jet can pretty much one shot people, that has to get tuned down for Story Mode. Breach CI-004/Jungle?: -Well, where do I start… first of all, my group and myself included don’t even know when the boss encounter starts and when it ends, adding some sort of indication that we pulled the “boss” would be neat. -Other than massive amount of adds and bit of stuttering caused by massive amount of trees I guess (please try to fix optimization on this fight it was God awful : D) it wasn’t that bad of a fight, but it was really messy. The first part was ok, but when we got the the checkpoint and had to run through the coils it gotten a bit more interesting, I dunno if SM players will be able to handle it, I suggest putting maybe some sort of AOE indication behind rocks which tells people this is a safe area from the coils. Also, adding some sort of timer for how much time we have left before we’re being teleported back to the checkpoint would be also nice. Quad Kephess aka Containment Protocol: -You can start the encounter when you stand too close to the open window on the top floor, I’m guessing it’s not intended? And if you pull them they can just run straight towards the group on the top floor through the doors and so on, I suppose it’s not supposed to happen, but if it is, make them evade if let’s say, some group members drop down and few stay up? -When the bosses die, door’s not opening, we had Matt to fix it for us. -When your group wipes, you can't release, you have to relog, but as long as you have the same group going you still have the lockout (Matt is already aware of that). -Also, huge props to Matt for coming up with such great mechanic, is hella awesome, give this man a raise. I didn't have that much fun and laugh in this game since ages! -Whenever you kill Quad Kephess', and you come back to the "main" floor with elevator, and run towards the first pair of stairs, the adds are respawning infront of them after each wipe on the Huntmaster/Apex Vanguard - picture Huntmaster: -Huntmaster in a certain phase can run rampant in melee mode with taunt immunity (but Matt already confirmed it being a bug). -On a phase when we have to stay out of circle or he one shots us, he’s shooting towards the group anyway, even though there are adds in the circle that he should be shooting at. -Huntmasters damage on basically every phase, towards the tanks, is enormous, even through cds, it's defnitely not SM level at all. It's way too overtuned -Whenever Huntmaster casts Firestorm Grenade there is no indication on the ground where it is. (but Matt is already aware of that). -Healthpoint numbers on adds are a bit too big I feel, eventhough we didn't have bolster and were undergeared, the adds should be dying a bit quicker, I suggest decreasing their Healthpoints by 1/4? -I dunno if that's intended or not, but when the Light Probe is moving, Huntmaster is actually waiting to change position only when he's outside of the circle from Light Probe. I feel like he should change position much faster rather than waiting for the circle to run away. -Whenever Huntmaster is teleporting to new position there is a chance for him to get offsync, just like Tyrans on Dread Council encounter in Dread Palace. Apex Vanguard: -Whenever you kill the Huntmaster, you're getting spammed with "the Battery is fully charged" 24/7. -Whenever Apex Vanguard casts Acid Blast on a tank, there is no AoE indication where it is. -Also if it's possible, make some kind of markers for the console, what to click and when and so on. -I feel like Story Mode should not have -I suggest putting maybe some buff or something similar to it to our buff tracker regarding how much power does the Battery have?
  10. The problem with scaling tech right now on PTS is that you can basically 4 man HMs or even some NiMs from what I've seen, not to mention when <Failure> tested Dread Palace, they killed every boss in less than FOUR minutes! With an exception for Calphayus because of his Portal phases. If Bioware releases scaling tech on retail in it's current state all of the raiders who actually want to raid and do hard content can just say big bye bye to old raids and when they clear Dxun and farm it for a little bit, they'll simply quit. It's literally gonna be next incarnation of 3.0 when people were overleveled. Eric mentioned before, I don't know if it was this thread or a different one, but he said that they learned from previous mistakes like 3.0(I hold you to your word Eric please don't fail us, raiders!). From what I'm seeing they didn't learn anything as of now, unless they actually manage to pull it off number-wise on next phase of PTS which is going to be a miracle. TLDR; Either remove Scaling tech or make it so that every Raid and Flashpoints scales to 75.
  11. Amplifiers are total bs. What they should have done is focus on things that are actually usefull, for instance, slightly more Power/Critical, something like higher Shield/Absorb chance or just flat Shield/Absorb, instead, we're getting some bs like less damage from dots or more damage dealt by FIRST attack out of combat, like, let's be honest here, who's even gonna use that? Probably only people that just got into the game and will think this is good, but it's actually garbage. Don't get me wrong, Amplifier system is a really neat idea but it needs so much more tweaking and actual stats that are gonna matter in both PvE and PvP. I dunno who thought about all of these pointless bonuses/stats but they need to rethink it. About Tacticals, like some other people said it already above, there should be like 5? Tacticals per class. Not per spec, but per class. Why, would you ask me? Because currently if I'm not mistaken each class has like 15? or even more Tacticals and only like 3 or 4 is actually usefull for something. In my opinion Bioware is trying so hard to roll out so many things at once, and that's a mistake. We can discuss about all of it on forums but in the end Bioware will do what they always do, just roll everything out and then tweak it on retail after a month or two when game got broken by stupid Amplifiers, Tacticals in mostly PvP. For all I care Bioware can even delay the expansion just to fix everything, that could have been avoided if PTS launched like 2-3 months ago, and not like what, 2 or even less months before official Onslaught launch? I would rather have good launch rather than something close to Shadow of Revan launch. Not to mention the gearing system we got since 5.0, cxp boxes, unassembled components, crafting. They should have just stucked to the comm system, that's when SWTOR felt like an actual MMO with sort of gearing progression. Don't get me wrong, the gearing changes they have done now with Legacy left side is really great! I was so happy to hear it, but then they had to make actual gear sets Legacy bound as well for whatever reason, not to mention Set bonuses being stuck to the SHELLS instead of armorings, now all the legacy weapons, gears we've grinded since ages can just get thrown away. Imo they should have just did Legacy left side and that's it.
  12. Okay, what if they don't make a nerf and just make a sort of time limited achievement/title with reward or something like just like they did with Izax HM? Keep in mind Izax and whole Gods didn't get nerfed when the time limit ended, they got nerfed when they announced NiM Gods, or if nerf was the answer then maybe do what's Blizzard doing and nerf Gods/Dxun when new tier comes out? That would be so much time for groups to clear it because we know how fast we're getting raids. Edit: Also, I'm pushing for such things because I believe if Bioware would make such a thing, much more groups would try to get it when it launches and not 8 or 9 months into tier because they know whenever they start they'll get rewads/titles/whatever there is to achieve except for achievements, and it would make the (heh) World First race a little bit more interesting if more groups would try to get it?
  13. Basically what the title says, is it possible to get NiM Power for Dxun? Just like back in 2.0 for Dread Palace and Dread Fortress? I'm quite sure some of the top guilds/groups and even the less commited groups would appreciate it. Considering the fact what Matt and Eric said during the Working Class Nerds Podcast about Dxun's difficulty being same as SNV.
  14. https://www.twitch.tv/aduswtor/clip/ObliqueNastyPangolinDerp Pot calling the kettle black, my friend I think you should first look at yourself than point out other people who actually genuinly tried to help. I think you're actually delusional if you consider my sentence "healers too bad?" to be toxic, especially if they can't handle 3 droids, because accorsing to what Ray said on one of his streams, you guys needed to
  15. Where did I say guides are bad thing? It's nice to see somebody tries to do them but all I said was that kill videos should be enough for capable team to figure out what's going on in the fight, is this some language barrier I'm smelling here? Edit: if you're not a capable team you should not even enter Gods instance considering it's hardest content up to date Edit2: don't get me wrong Zwirni, real props towards you for doing guides, really man, but it feels like you're trying to make it our responsibility, like we HAVE to do them because we are among few groups that cleared the instance quick, but it's not our responsibility at all, we don't even have to release kill videos, but we do because it helps other groups, it's a fraction compared to fully fledged guide, but still help
  16. Hi! First of all, congrats on full clear! It's obviously a tremendous achievement considering how hard mechanic-wise, dps check-wise and heal-wise Gods from the Machine on Nightmare difficulty are. Really big congrats! Now, I wanted to share <Farming Components> wipecounter for Gods from the Machine just for comparison purposes here, please, keep in mind that we were obviously on PTS and this diagram shows only LIVE servers progression. Our current lineup formed only when Tyth and Sisters were already unpullable so we started on Nahut, only some of us pulled Tyth and Sisters. We also needed around 5? weeks if I'm not mistaken to farm gear in between of raids, as also farm Reputation to be able to use that gear, that said, our Tyth, Sisters, Nahut, Scyva and even Izax kills were without full 258 gear, not to mention Timer without mainhands. Now I wanted to talk about your attitude in your post above, like here You accuse us, as in all groups that cleared Gods instance of being egoistic and scared of not helping anyone but themselves, which is a total lie, if you would check YouTube you could see loads of Video kills of every boss from many of the teams, they're obviously not fully fledged Guides, but I think simple kill videos are more than enough for capable team to figure out what's going on in a fight, especially if said group had HM Gods on farm. Not to mention people who cleared the instance long time ago which are helping other teams to clear the instance with their knowledge and insight like myself, and many many more, and I feel like figuring the fight on your own is much more rewarding and fills you with sort of pride and joy when you down the boss rather than having 2 people that have cleared the instance incl. Timer that tell you exactly what to do . I say this, because after watching your guides just now(I haven't watched them fully will do it tomorrow when I get back from work) I dare say that because from what I saw on your and your teammates streams you already had 2 <Better Now> members in your group basically holding your hand telling you exactly what to do, I'm not saying it's bad and all, but saying you guys calculated how long you're going to need to fully clear the instance is a bit hilarious considering you technically didn't have to progress the bosses, just copy paste from kill videos and from the 2 mentioned people that told you exactly what to do. Also, what I noticed watching your Nahut guide, if I'm not mistaken, you said at 0:14 "our tactics", it's not so nice to not even mention the original creators of "your" strat on Nahut which was Group Emerald from <Failure> and claiming it as your own , Same goes for pretty much every other boss. I know you try to be some sort of Raiding Community hero, you want to be "the" someone who unites and helps everyone with your holier than thou attitude, but what you don't see is "we" the community are actually helping eachother as I've said above. I dunno what should I add more. Also, last, but not least, congrats once again on full clear!
  17. Izax 8m - <Team Toxic Jawas> - Darth Malgus Achievement popped for 5 people. Fudu Sinister Ayur Cold Caiban
  18. Just to clarify what I meant exactly with "nerf" so we all are on the same page, first of all, if it would be to happen I guess best time to do it would be 6.0 with Dxun launch, considering all top teams and everyone else who cleared GFTM before 6.0 will be grinding Dxun at that time, so other teams that want to catch up and are still pulling bosses in GFTM instance would have a slight better chance to do so, secondly, I did not mean all out nerf on Gods operation, but a slight damage nerf or so, slight HP decrease on bosses, or maybe something like increased enrage timer, but I leave those things to Matt because he's done a really fantastic job tuning all the bosses as they are now, thirdly basically what Cola said about Slayer title achieved by killing Izax because I noticed some people think I want it removed right now, of course not, it's been out for so long it doesn't make any sense to remove it NOW. What I meant is and what Cola said already, best time to make it unobtainable would be 6.0/Dxun launch, I might get slandered for it for wanting Slayer title to be unobtainable anymore because it was said from the very beginning that it is NOT Nightmare Power whatsoever, but I guess lots of people would agree with me for all the gamers that were farming Old Content operations for so long in hopes for new operation that we finally got and so we could get rewarded with an Exclusive title for clearing Gods just like back in 2.0 with DF and DP. Hope that cleared things up but I probably forgot about something anyway, heh.
  19. Hello Keith! First of all, thank you again for providing the raiding community with a Nightmare operation, I hope you have seen some of the forum threads, discord conversations and twitch streams where groups are discussion strategy, wiping for hours and finally downing some of the hardest bosses in the game. Speaking for myself and the raiding team I am in (Group <Farming Components> on the European server Darth Malgus), we have had a great time with these bosses, coming up with strategies and killing bosses, Matt did a great job with creating challenges that REALLY felt next to impossible at the start. That said, something that has been on my mind recently is how almost 8 months have passed since the release of Gods Nightmare, but a mere 5 teams have managed to get the timed run and just 8 teams have killed Izax. I know quite a few teams are close, a few friends of mine are doing their best on Izax and will likely be killing it sometime this summer, however many more of are in teams that simply do not have the capacity to kill some of these bosses. The raiding community, in particular on Darth Malgus, has been growing steadily during the last few years as more experienced raiders are helping new players and the Nightmare community today has loads of players with the capacity to clear most of the older Nightmare operations. However, Gods Nightmare is not one of them and I think this is a huge issue going forward, in particular as players end up clearing the old Nightmare operations but feel like Gods Nightmare is too much of a jump in difficulty. Thus, I think that a slight decrease in difficulty of Gods Nightmare could be an option, looking at the fights I think that the HP of bosses/adds and their damage dealt could be reduced and that would still ensure the fights keep part of their unique difficulty. Perhaps this could be done in a similar manner as when Dread Fortress and Dread Palace lost their Nightmare Power and how Gods Hardmode had a period during which it was harder, followed by a patch in which most of the fights got significant nerfs. Although I am not sure, perhaps this is what you guys have been thinking all along? When I first killed Izax and were rewarded “Slayer of the Machine Gods” title it seemed similar to how players gained “Conqueror of the Dread Fortress”, “Deposer of the Dread Masters” and the “Bane of Izax” titles prior to nerfs. Speaking with a lot of raiders that have cleared Gods Nightmare, I think that a lot of people wouldn’t mind nerfs to the Nightmare mode to allow the larger raiding community to start venturing into the operation and experience the fights. A key argument I think is that so many of the mechanics are fun and that the boss fights are really challenging both on an individual level as well as for the team, however, the current difficulty level excludes a lot of the larger raiding community. Tldr: Reduce the difficulty of Nightmare Gods from the Machine to allow for the larger raiding community to experience the fights, remove the “Slayer of the Machine Gods” title upon killing Izax as a token to the players who killed it prior.
  20. Hello Keith! First of all, thank you again for providing the raiding community with a Nightmare operation, I hope you have seen some of the forum threads, discord conversations and twitch streams where groups are discussion strategy, wiping for hours and finally downing some of the hardest bosses in the game. Speaking for myself and the raiding team I am in (Group <Farming Components> on the European server Darth Malgus), we have had a great time with these bosses, coming up with strategies and killing bosses, Matt did a great job with creating challenges that REALLY felt next to impossible at the start. That said, something that has been on my mind recently is how almost 8 months have passed since the release of Gods Nightmare, but a mere 5 teams have managed to get the timed run and just 8 teams have killed Izax. I know quite a few teams are close, a few friends of mine are doing their best on Izax and will likely be killing it sometime this summer, however many more of are in teams that simply do not have the capacity to kill some of these bosses. The raiding community, in particular on Darth Malgus, has been growing steadily during the last few years as more experienced raiders are helping new players and the Nightmare community today has loads of players with the capacity to clear most of the older Nightmare operations. However, Gods Nightmare is not one of them and I think this is a huge issue going forward, in particular as players end up clearing the old Nightmare operations but feel like Gods Nightmare is too much of a jump in difficulty. Thus, I think that a slight decrease in difficulty of Gods Nightmare could be an option, looking at the fights I think that the HP of bosses/adds and their damage dealt could be reduced and that would still ensure the fights keep part of their unique difficulty. Perhaps this could be done in a similar manner as when Dread Fortress and Dread Palace lost their Nightmare Power and how Gods Hardmode had a period during which it was harder, followed by a patch in which most of the fights got significant nerfs. Although I am not sure, perhaps this is what you guys have been thinking all along? When I first killed Izax and were rewarded “Slayer of the Machine Gods” title it seemed similar to how players gained “Conqueror of the Dread Fortress”, “Deposer of the Dread Masters” and the “Bane of Izax” titles prior to nerfs. Speaking with a lot of raiders that have cleared Gods Nightmare, I think that a lot of people wouldn’t mind nerfs to the Nightmare mode to allow the larger raiding community to start venturing into the operation and experience the fights. A key argument I think is that so many of the mechanics are fun and that the boss fights are really challenging both on an individual level as well as for the team, however, the current difficulty level excludes a lot of the larger raiding community. Tldr: Reduce the difficulty of Nightmare Gods from the Machine to allow for the larger raiding community to experience the fights, remove the “Slayer of the Machine Gods” title upon killing Izax as a token to the players who killed it prior.
  21. <Team Toxic Jawas> - Scyva 8m - Darth Malgus Achievement popped for 6 people: Sharryl Ayur Cold Fudu Sinister Goat
  22. Hey, So basically what the title says, is there a slight chance we can get those operations back any time soon or in 6.0? I'm asking coz there are people just like me who lost some of our Archived achievements back in time during server transfers/merges and we couldn't get them back through Customer Service. It would be nice to get back to 100% Operation achievements someday again. They don't need to be reworked or such, just bring them back for the sake of achievements, and if you're worrying about people getting some easy 248s gear pieces or stuff like that maybe just disable it for EV/KP or make them drop lower tier gear pieces, thanks!
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