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supertimtaf

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Everything posted by supertimtaf

  1. That and to prevent most sellers from transferring to SV as well. The goal is to prevent credit mules so my guess is that transfers will be free for the timeframe it would take for an average player to grind from 1 to the required character level :')
  2. I mean, the main differences between ESO and Swtor is mostly how much money the games make and invest in return. They're both Free2Play, but Zenimax has much more staff in the ESO team than EA is putting in BS. The fact that they also make *more money* because their cash shop prices are less expensive is also pretty amusing. Less expensive prices means that people buy more in the long run, who would have thought 😄 We all wish for that to happen but I'm pretty sure that it's gonna take *a lot of convincing* to actually get swtor staffed and more importantly : motivated to do more than "maintain" the game.
  3. okay but PvP gear used to take like a day to get the 204 variant And less than a week to get the 208 variant. In my humble opinion, that's a *huge* difference, no ?
  4. I think that the issue she's pointing out is more of a thing for people who did a bit of both instead of going full commitment on one or the other. But I may be wrong, don't take my words for what she said
  5. I was around when it was a thing, and I didn't mind it at all because it was so easy to obtain that in one night you would have maxed it with the whole gear set. So no, I didn't mind it Heck, I'd wish they'd return to the PvPFlag system they had back then too instead of the separate instance
  6. It's true that the main issue about it is gambling but... I mean if you really wanna get down to it, this game has definitely some things that are on the shady side of things. Like the almost permanent discount on some cash shop items, the fact that they're still selling lootbox in game even though these have been banned in some EU countries, or that they don't even disclose the odds of said boxes even though it's again something required in certain countries, the daily discounts that are just to prey on FOMO, the fact that nothing is sold for an amount of cartel coins that you can buy directly... This game is barely above a mobile game when it comes to predatory behaviours, and I'm pretty sure that some things, if investigated, could definitely bring a fine or two to the devs. But it's so small of a game anyway that no one has actually bothered sending a message to investigate. :') Idk man, I already do well without these so I guess that a bit more stats can't hurt. If it means I'll take even more seismo-grenades on sight from premades then it's worth it. Like I said, it's just that when it comes to PvP, the slightest point of stats will make or break a win. If I barely kill someone with the same gear as me with 200hp left then it's probably that I won from skill *or lucky crits*. If I lost to someone with better gear but this guy has still 200hp, then maybe I'd have killed him with the tiny bit of stats that a gold augment would have given me. For all I care gear shouldn't matter in PvP anyway so... I'm kinda beating a dead horse at this point, and I still don't need gold augments to win at the moment so...
  7. True that But as I said, as long as they had an impact on PvP they were then mandatory if you wanted to be on equal footing or above your opponent. I wouldn't be as mad against this system if it had no impact on PvP tbh, this is the only reason why I hate it :'D Just like gold augments
  8. Or maybe they were trying to get them as fast as possible to not be a deadweight to their PvE or PvP group...? Idk, I rolled for amps three times before just leaving, that system was trash and I didn't wanna bother with it Which is a terrible thing, to be forced to spend billions just to get stats.
  9. At this point man, instead of opening a new server to try and have a balanced economy, you'd be better off making a new currency altogether. Just make "Galactic Credits", which are yellow instead of green. Autoconvert all credits from everyone into the new currency with a ratio of 1000 to 1 That way, someone with 100b has now 100M which is *much more* manageable. This will impact everyone, but since you'd earn the new currency just like you did the old one (so a quest rewarding 100 credits now rewards 100 GCredits) you won't destroy new players' money since they'll earn currency just like they used to. There, fixed it and no need to open a new server or anything. At this point instead of wanting half-baked solutions, fully commit to one that will actually solve the problem without angering whales. Which is what Broadsword is trying to avoid.
  10. Thanks for this answer, which is truly appreciated And I would still say that your voice has probably a bit more weight than ours, though not in the way that you'd expect. I think that a lot of us would love to have more ways to chat with the dev team, or gather feedback or just discuss about upcoming content, and so even one more option to discuss and exchange about the game is always important and appreciated Though I hope that this extra way of interacting with the team doesn't prevent you from formulating sincere opinions and voicing concerns, else that would be very much a shame
  11. Oh I wasn't aware of that, thanks for the info
  12. I'll play devil's advocate for a bit here, in the sense that imo everyone should eventually reach BiS no matter what they do. The thing is that it may probably take longer for some to arrive there than others, depending on the content's difficulty. That imo would be the most fair thing, no ?
  13. The loadout system could use an Armory like XIV yeah Now you could even go *beyond* what XIV has done and make Armory be legacy-wide for ease of access. Wouldn't that be neat
  14. The loadout system could use an Armory like XIV yeah Now you could even go *beyond* what XIV has done and make Armory be legacy-wide for ease of access. Wouldn't that be neat
  15. Stopped playing when S8 ended due to how bad it was. So yeah, it was some time ago And lol did some people really do that ?
  16. definitely does, sir o7 And yeah I use double voltaic because back in the days opener was spike into voltaic into maul, and I just had an habit of using voltaic in PvP opener ever since :'D
  17. I was refering to Death Knell with the maulspam opener. This is the only reason Death Knell got nerfed. Just because of an oversight. Making autocrit affect only procced Mauls or Assassinate for Hatred would have solved the issue 100% instead of making it just one crit. The Death Knell situation is kinda terrible because every implication it has is *really bad* for the dev team. - The first possibility is "Death Knell was made and balanced correctly pre-nerf" This then implies that the nerf due to the oversight of "you could spam maul" instead of the "every 10sec" like it was obviously intended, made the class *much worse* than the rest. Basically the class got nerfed into doing very bad damage because the devs didn't fix an oversight properly. - The second possibility is "Death Knell was balanced correctly post-nerf" This then implies that the set bonus was overtuned from the start, and thus should have never been released like this. So they basically released a set that was *so* overtuned that they just didn't test it out properly, or didn't try to make it balanced. Both options are terrible as they just highlight a problem of actual commitment, seriousness and skill of the dev team at... Well, making a good game :'D So idk for me ever since this happened I'm more or less resigned about the fact that this game could use more staff but will probably never get it.
  18. does it ? Eh, weird, I must have gotten that wrong then. I'll try it out ! Thanks ;D *But I do still like my setup for frequent, constant burst. My damage charts at the end of games also makes me believe that it's not as bad as people would think it is* And why would you stay out of stealth and spam lacerate tho Just open with stealth dash -> reaping -> voltaic x2 -> discharge -> reaping and there you go you have a burst and stacks ? I mean... Again, PvP is situational anyway so, not really intending to judge or say that my way is better. Both works, and that's what matters :'D
  19. Tbh if you don't take it you don't have any burst to kill anything in PvP I found, but that's after a bit of testing with all that I could find. The nerf wasn't that warranted. But again, it's like the Death Knell nerf. They nuked the dps of a class just to nerf an oversight that broke a rotation. At this point that's not really "balancing" it's more "fixing an issue without looking at the consequences" :'D
  20. I mean, I don't know, I take the autocrit on stealth dash and reck cooldown, and I work well no matter the content so... Yeah I *could* but why would I if what I use is already working well ? I think this is more of a "fake choice" than an actual good one. And thus, does it truly serves a purpose ? The same cannot be said for tacticals though, where you'd want blade of the elements for PvP and the dot on ball lightning for PvE. But these should be more of a discipline choice rather than an equippable anyway so... For op healer and PT I haven't played them since 5.0 so I can't comment and I'll believe you on that
  21. Oh I agree that the *idea* in itself is okay. Definitely. I don't mind it. I'm just more realist about the budget this dev team has, and the fact that they really need to work on having ressources spent more efficiently. The swtor dev team is basically an indie team that acts like it has the budget of a AAA game. So they overpromise, they try things that requires a whole team to balance properly rather than one or two people... And just fail at it. In all of the indie teams that I've worked in, budget management and ressource allocations was the most crucial thing to do. If you were smart and developping simple but efficient things, you would go much further than trying to emulate a big production but lacking the manpower to balance it/make it fun and interesting. Swtor is trying the second approach when in reality they should apply the first. Maybe with more budget down the line... But that's not going to happen right now.
  22. True and I 100% support this I would 100% prefer to see more evolutions of discipline path, with actual interesting changes to rotations that evolves at each expansion Rather than just picking one set of legendaries because the rest is garbage.
  23. Imo they're two different effects, I don't mind having two per class. Like, two implants, two relics. Two effets. I just dislike the fact that 80% of the choices are *bad* when it comes to pure optimisation. They take dev time when they shouldn't, as just having two solid passives without choices (a bit like 4.0) would just make it easier for everyone... Don't you agree ?
  24. That's true. But then again, why have multiple set bonuses when back then we only had one and it was working perfectly fine ? :x I think that in all cases it's a matter of having too many set bonuses which adds an extra layer of pain in the equation that wasn't needed in the first place ?
  25. Oh true that the base relic bonus would be an issue as well. But I think that just shows how having set bonuses on armorings or shells just made more sense overall :'D They're trying to reinvent the wheel or fix something that wasn't broken to begin with. 😕 Ooooor Maybe they could actually stick to the "2 bonus only per class" Then suddenly relic base bonus aren't an issue anymore because you'd have the only two legendary availables on both relics that actually matter for your role ;D
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