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Luceus

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  1. .... Yet still asks me for a password to sign in. I know, it's just a password. It's just funny to even have that option when it doesn't do anything. Anyway, on an expansion note - So far, so good. Only up to CH3, but I like quite a few of these expansion changes. Good job, BW.
  2. I played the game at launch, and got a Marauder up to lvl 50. I did a ton of pvp (70 valor I believe), and some raid content. I ended up quitting before the expansions, so my Mara is still low. However, I have been re-learning all the changes by leveling up a Jedi Guardian, and it is now 58. I am looking for a mature guild of good people. Running groups, maybe raids, or pvp would be fine, but at this point I'm looking for people to socialize with. If I end up joining a guild that raids, it would have to be EST. Thanks! Send whispers to Neelz
  3. I kind of like it the way it is, although I've never really been the type to play on multiple servers. I always just had the mindset that starting a new server is essentially starting from scratch.
  4. I stuck around for server transfers hoping it would spark life into the game for me, but it didn't. It was fun to pvp more for a week or two, but the reality is that was all I was doing. So here are my reasons... 1. Flashpoints are useless / boring - With battlemaster and/or war hero pvp gear, there is almost no reason to ever step foot into a flashpoint. The gear is not worth the time invested considering the amount of trash that needs to be killed per zone. My last many FP's were trash, trash, trash, trash, kill named - random on loot because it's junk, trash, trash, trash, trash... rinse repeat. 2. Ranked Warzone Issues - Two main issues with ranked warzones that rubbed me the wrong way. The first is not being able to solo queue in them... sorry, I don't want to find 7 other people to pvp with... at least not every time. Secondly, the fact that those groups can queue to both ranked and regular pvp. Since I'm the pvp outcast and don't want to group with people all the time, I now get to face pre-mades stomping people. Dumb. 3. Planet load times - To be fair, I haven't checked after 1.3, but I hated leveling and trying to pvp as an alt. Loading back to any planet was so painfully slow it required me to sit in the fleet, which is boring. I should be able to do stuff while I queue and not worry about 3 minute load times. 4. Repetitive alt grinds - I like alts, leveling them was terrible. Storymode is great but you get sick of the same cut scenes over and over. Give me the quest and let me do it... I know I can spacebar through it, but that just slows down whatever momentum you have and mostly need to be able to level your 3rd alt. Also, like said above, you can't pvp while leveling because planet load times sucked. In addition, maybe I don't want to take the same linear path through the game for every single alt. Same planets, same areas, same progression, different people to speak to. Boring. 5. Lying about updates - I became a big defender of BW when they said they were going to release monthly updates after 1.2. That update was so large it required a few months, but after that they were going to bang out content. 1.3 was probably the most disappointing patch I've ever seen in any MMO that required multiple months to produce. That patch was a great update to be released a month after 1.2, but inexcusable to take a few months to release a group finger and legacy perks. I know server merges were partially considered but that should have been a side thing as soon as they saw 95% of the servers dying many months ago. Thanks for the vent thread. Hopefully in a few months BW will get their act together. Many good aspects of the game, but those 5 reasons are why I just unsubbed.
  5. Giradda the Hutt... Giradda the Hutt... come on big money!!!!!!
  6. See that's the problem, that mentality drives the company to take this motto to the extreme. I seen it with EQ2. While I was playing, they never really put anything game changing in the market. However, over time they not only spammed the crap out of the market, but put anything cosmetic worth getting in it. Because it's simply cosmetic, fanboys will defend it and bash people who want that stuff, but what they don't realize is the cosmetic stuff is part of the game play. Back in old school MMO's, the coolest looking gear came with the best stats. When you saw someone with incredible looking armor, you knew he was a solid player and in a top guild. Once the marketplace opens, any joe shmoe can look as cool as the guy who invested countless hours into his character. I know instant reaction will be "As long as it doesn't make him a better player" but anyone who's been in a top guild back in the day can relate to the feeling of walking up to a bunch of noobs and having them inspect you because of your cool looking gear.
  7. This is something that isn't mentioned much, but honestly why isn't/wasn't the pop cap on servers just raised a bit? Did they buy their servers from the leftovers Everquest 1 had back in 2001? Did they have interns coding the network capabilities? note: I'm not complaining about queue times. I'd rather have a 10 min queue than a dead server. I'm just shocked it even needed to get to this point. Pop caps were always far too low imo
  8. +1 to the great list comments. Hopefully they don't lock this. Well done
  9. So the definition of defensive CD = 5) Does not directly damage enemy players -- Cloak of Pain = deals 206 damage to attackers every 1.5 seconds. 800+ damage every 6 seconds and can trigger up to 20x in a 30 second span can be considered almost as much of a damage dealer as it is a reduction. Does that disqualify it? 4) Does not directly lower damage enemy players do -- Obfuscate - Lowers a single target's accuracy by 90% for 6 seconds. Lowering accuracy = lowering damage dealt Right off the bat you can knock off 2 of our CD's based on the OP's definition. Now let's take a look at the rest... -- Undying Rage, if not used properly does more harm than good for the Mara. If you hit the wrong button, or use it above 50% health, it likely doesn't maximize the return unless you stand there like a training dummy and get hit for 1k+ DPS for 5 straight seconds. Mara's need to use it somewhere between like 5-30% life to get the most use out of it, which is easier said that done. Smart opponents hold their stuns until I'm under 40% life then burn me down. If they're not smart enough to do that, well it's a l2p issue, not a mechanical issue. -- Saber Ward. 3 minute recast, great against melee (like in pve encounters), not as great against snipers and sages. I'm not going to pretend it's useless, but a 25% decrease for 12 seconds against someone who can stand well out of melee range and hit me is a decent trade-off, don't you agree? I know I have my 12 second recast gap closer, but ... hey wait a minute. 12 second recast force jump, 12 second duration defensive cool down. It's almost like BW knew what they were doing! Every 3 minutes they cut me some slack for swinging light sabers instead of sitting a mile away throwing pebbles. -- FC. Nice ability, there is no denying that. Not as powerful as pre 1.2, but still nice and has a short recast. (45s). 4 second duration doesn't make it that OP'd though, and the invisi+damage reduction is kind of redundant. They're likely doing 100% DR on me because they can no longer see me, so adding the 50% part just makes the QQ'ers tears flow. Remove the 50% DR, I don't care, but I'll gladly keep the invisi + aggro reduction (for pve). Fighting many Sent's and Mara's in my time, honestly FC is probably the only ability that makes us frustrating to fight. That being said, I can list 2-3 abilities per class that make everyone else challenging too. That's the way the game is.
  10. Haha I love the 31/31/31 build. Marauders are simply just overpowered, you can't debate it any more. 80% run speed all the time, multiple roots, snares, healing on bleeds, tons of rage builders, massive AOE damage, long lasting FC, the ability to use predation and berserk simultaneously, 15% damage and healing for our groups that has no CD, and last but not least, our 99% damage reduction that doesn't cost any health and is up every 15 seconds. We're an unstoppable force! (btw I am willing to bet someone copies and pastes this as a real example of Mara's being OP'd without even realizing it's not true)
  11. Yup I can definitely agree with that. Good geared + well played Marauders are a lethal force in pvp, especially against bad players. That being said, there are quite a few classes like that for their own reasons. While others may not have the defensive CD's, they have their own abilities that make them a lethal force.
  12. Well you're right about it being not much because personally I never use it. I use Berserk instead for the guaranteed crit on my bleeds + heals. (And please don't complain about our tiny triggered heals considering so many other classes can heal on demand) I think a big problem is that the game isn't just pvp. People need to factor in the pve element where those defensive CD's come in pretty handy considering we're in melee range of boss mobs while range classes sit comfortably away from them. Should our defensive CD's be altered to help the bad players in pvp? Sure, let's just nerf anything that makes things hard. Let's see now... - KB's in Huttball are frustrating. Let's make them not work on that map - Stealth shouldn't work in pvp at all. Well, you can keep it in Novare I guess, I'll compromise.. I'm nice like that! - AOE's planted in front of doors or on turret's shouldn't interrupt players - Sages / Sorcs can no longer use AOE heals in Voidstar or Novare. Again, I'll compromise and allow them in Huttball, and maybe Civil War - Sniper shields shouldn't prevent force jump, especially in Huttball - All players should be immune to any type of control ability for 60 seconds after they use their self break - All players will be given fire immunity during Huttball - If you put any points down a heal tree, your damage spells no longer work and vice versa - If you put any points down a defensive tank tree, your damage output is decreased by 75% Yea, that should fix pvp! All of it sounds reasonable!!
  13. People are still crying about this? It's incredible... I'm not going to pretend the Marauders aren't very strong now. I've played one since launch, and know how tough they can be, but give it a rest. Little has changed since launch.. they boosted two specs that are still inferior to the one they didn't touch. I'm still doing just as good, and bad Mara's are still just as bad as pre-1.2. The biggest difference is ranged classes now actually have to know how to play, so they run to the forums and whine about it rather than learn by playing. I can easily tell the difference between a sage who knows how to play and one who doesn't. It's as clear as night and day. Good sages give me a hard time and can still solo me on occasion, bad sages don't have a chance. If you are a Sorc or a Sage with BM+ gear and still getting owned by a Mara/Sent, there is a good chance it really is a l2p issue. If you came to the forums to cry about it, there is probably a 99% chance you are one of the bad players I'm talking about. Sorry for the truth. I know I'll get ripped for it, but keep practicing and when you're good, you'll realize how silly you sounded crying about Mara's. We're a good class, no doubt, but to make 500 threads on it when there are classes just as good (if not better) just shows how many bad players there are in this game.
  14. Glad to see I'm not the only one who draws circles around the small planet while waiting for load screens haha
  15. Yea no way they are going to allow a server to host 10-20 people who enjoy dead servers. They'll definitely be consolidated over time, this is just the first (badly needed) step
  16. I doubt it. If the destination servers + untouched (fatman, etc) are the only available servers for new customers to join, those big servers should remain big especially when the f2p crowd comes in.
  17. My opinion, it's going to go in stages.... first they're going to do the focused transfers, then allow for paid transfers to *any* of the untouched or destination servers, then merge all the dead servers into active ones and close the dead ones.
  18. That would certainly put a new dynamic to the game... especially if we could change alliances. (I'm not really sure why we can't right now tbh .. lore lets you, but I know it may disrupt the balance on servers)
  19. I have no idea, I didn't play that. I also don't really care because every game launches with a different amount of content. This game launched with: a) A leveling curve that didn't take long to hit 50 at all b) A few poorly itemized flashpoints that became obsolete extremely quick c) Almost no raid content d) About 500 servers that quickly dried up after the first month Those a problems they needed to address quickly before the game turns into a Rift, Warhammer, etc. I'm a realist, I don't feel they need to have years worth of content for people at launch, and honestly the amount they have right now is not bad. They covered © with 1.2 which was great, but appear to be covering (B) and (D) with 1.3 and doing it at a snails pace.
  20. I love the wording of the youtube video. First he brags about adding content at a 'rapid' and 'unprecedented' pace, mentioning the speed of 1.1 (which was quick). But then he had to bring up the size of 1.2 because the speed certainly wasn't there. Finally mentions the live event, and finishes with "all of this and more in just under 6 months". Wait, so what you're saying is you called the content rapid, but go on to mention 2 updates in 6 months? Good stuff.
  21. 1.3 won't make or break the game for me, but I do know it's getting harder and harder to keep a subscription going until this patch actually does happen. Two things to do in the game once you hit 50 and get full columi after a week 1) Do Operations - Pretty fun but limited content, requires scheduling times, etc. 2) Do Warzones - Still fun unless you're on a dead server (95% of servers). If you are, be prepared to face the same 10 or so people over and over every day. Transfers need to happen sooner rather than later.
  22. I think the legacy thing would be an easy fix by simply making it it's own entity. What I mean is, any character under the legacy 'umbrella' has to move as a whole legacy. If you want to just move one character, you remove that person from the legacy and move them. They start fresh on a new server, and the legacy remains in tact on the old.
  23. The big question will be whether or not they allow transfers from the big servers. I don't see why they wouldn't. I know I'll probably get off of fatman simply because I won't be able to bring my toons there. I'll have to pick a 3rd server and combine everyone there.
  24. Because there are a billion replies in this thread, I didn't read them all. Does anyone have any details on transferring from pvp to pve servers? I know that wasn't allowed in EQ2 because different gear for pvp servers, but as far as I can tell nothing should stop that, right? I have my main characters on a dead server, created a new toon on fatman, I'm hoping I can transfer all my toons to a different server to be under the same legacy. Do you guys think that will be allowed?
  25. The more I think on it, it would probably take me 2 or so weeks to get to 50 at the rate I play. More than casual but not hardcore, and by then 1.3 will probably be close to out, so it's a tough decision.
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