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Harsh

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Everything posted by Harsh

  1. I agree with OP, as a person who hit lvl 50 at launch and is back trying the game again now. I love leveling up, and I love the stories/voice acting/writing, however it really is a buzz kill when as a subscriber it ruins the games difficulty even more for me with extra XP. I only do the class stories and every other planet story-arc quest, and the occasional flashpoint/warzone. I don't use the 12 XP boosts I've been given from quests. I entered hoth at lvl 46, toned down to 42 and absolutely crushed everything without thinking. This has been the case for every planet, even when I skip through planets without killing a single mob to power-through the class quest. I understand the game-play isn't the main point of the leveling experience - if I just wanted super interesting game-play I wouldn't be playing a PvE tab-target MMO; however it really does have an adverse effect on the story when they hype up a powerful enemy for several hours, then I finally face-off with him after dramatic dialogue and he dies in less than 2 seconds. I may be remembering with a bit of nostalgia, but back on launch I recall min/maxing my companions equipment with the market, doing every bonus and side quest and still having a few challenging battles. My companions are more powerful than I am now, and I purposefully don't use the healing setting to make it a bit more challenging. In the only MMO that I WANT to do all the side quests, so giving experience boosts as a sub is a stupid perk.
  2. When using one lightsaber and one sword-weapon, there is a sheathing/unsheathing glitch where each weapon is pulled from the incorrect side of the character, and placed on the incorrect side then instantly swapped. (0:00-0:21) https://www.youtube.com/watch?v=ot8J8XJvGIQ&feature=youtu.be On the fury starship as a marauder, explosions randomly materialize whenever I'm onboard. My inquisitor friend has the same occurrences. https://youtu.be/ot8J8XJvGIQ?t=22 A rather irritating glitch(?), is missions which require you to "travel" to a planet or location will not be progressable if you travel to them via unconvential means, such as aboard another players ship, with an emergency fleet pass, or via your strong-hold. Further, even if you are to return to your ship after travelling unconventionally to your mission location, then exit the ship again, you still can not progress and must arbitrarily travel to another location on the star-map, then back again. Very frustrating and intuitive the first times I experienced this.
  3. Something about an ability that moves your character, from a great distance, to a location for which you have no control over by any stretch of the imagination (orientation, positioning, movement, speed, all irrelevant) just grinds my gears the wrong way. I can deal with stuns, that make me unable to do anything. I can deal with short-midrange knockbacks that can be manipulated through positioning. I can even deal with the combination of these two things because it's somewhat elaborate and cooldown extensive to pull off. "Pull" abilities are just absurd though. I can literally be an inch away from the goal line, running at a perfect angle to maximize distance from fire pits with 100% hp and a bounty hunter can stand in the fire, pull me, automatically ensare me (even if the pull caused full resolve) and I will die without being able to do anything. Pop stun-breaker, walk while out of center of fire with huttball movement slow. Dead, 100%. At any point in a huttball match if you are within 30m of a firepit, you can be automatically killed by a 30-45 second cooldown, instant cast ability. Obviously broken. case in point: doesn't showcase the ensare ability, or optimal use with firepits, but you get the idea.
  4. As many are saying, the sorc isn't blatantly op, only requiring tweaks to diminish utility. The fact that you can enter a battle with two shields ready for yourself (because cooldown is based off last use rather than ability cast) and immediatly mitigate 6k damage on yourself , while having a shield on multiple teamates.. you alone with no effort will stop 15k dmg + so long as there is a short walk from your starting point to the battle. (AKA every warzone and Illum) Then factor in that DoTs interrupt cast times in Voidstar and Alderaan on objectives, and the utility of burst is not valued in terms of medals as much as raw damage output, and healing. Every single person can attest to interrupts not functioning properly, the value of channeled and cast spells (especially heal) is amplified in general. The only class that can really stand up to an operatives burst is a sorc with a shield up, and shield debuff off cooldown, with stun-breaker offcooldown. The "light armour" argument as an excuse to have this sort of survivability and utility doesn't cut it. I'm an assassin in light armour and I have "immunity to force/tech for 2 seconds" on a 30 second cooldown, then an increased deflection rating by 50% for 12 seconds on a 2 min CD. My AoE knockback is identical to sorcs, just does not ensare enemies, and sorc also has same sprint as me. My survivability is fine, and I haven't the advantage of out-ranging my opponents to avoid damage, instead only increased deflection in general.
  5. lol, busting through the fire to shield the lowbie for a hutball score! pretty sweet.
  6. Let me spell out some basic logic for you. Player A and player B have identical skill. Player A has 20 abilities and 40 talent tree points, all of which have useful utilities and places to optimize dps, and overall combat prowess. Player B has 8 of the 20 skills player A has, and 3 talent points. WHO WINS IN A FIGHT? You can argue the scale of this disadvantage, but you can't say it's not there. They could also make every match randomly short one team two players, and if that team played better than their opponents by a large enough margin they could still win. doesn't make it a good idea, derp.
  7. You don't know the half of it, lol. It just keeps getting better and better.
  8. Through the preferences - user interface (or is it controls?) - then at the bottom there is a tab for keybinding. You can scroll through the list of action bars, and change the binding for any slot in any bar as you see fit. I personally run 1-9, f1-f5, ctrl 1 - ctrl 6, mouse button 1, 2, 3 and 4 as binded abilities.
  9. People who don't want world PvP shouldn't roll on a PvP server anyways. That's entirely okay, as there is already a sizable community that do want world PvP, and are on PvP servers waiting for it.
  10. 100% agree with sentiments of OP. We're not asking a lot Bioware. You already segregated the population with PvP servers, the change is easy to make.
  11. Doing things from the players perspective to make world pvp happen can be great, but I just want to know if this is something Bioware acknowledges as a feature they would like to implement, or if it's not something they care to do, and I should move on to a different game after playing a couple characters to max.
  12. Interesting fantasy to conjure. I'm generally among the higher levels in a battleground, and a majority of the time the teams have been somewhat similar in distribution of high levels to low. Having a blast in swtor as a whole However, there is 0 reason to create a system with the potential for extreme imbalance, so that one lvl 12 can feel good if he kills a soft-headed lvl 40 despite an extreme disadvantage every blue-moon.
  13. What I enjoy in a game is not rushing to level cap to fight against other level cap'd people who rushed there, to grind gear in battlegrounds so I can occasionally have a chance to kill them in world PvP, during their breaks from warzones/arena. To me, it's important to have world PvP throughout all the levels, because it becomes an active element of the game during not only the endgame, but the entire leveling process. The effect an intertwined PvP system has upon leveling up and exploring the world at lower levels is immensely more meaningful to me, and others, than a gear race at lvl cap for battleground supremacy. This game has a very important feature which will fill out the world in all of it's leveling brackets nicely: Story. (Lots of rerolls/alts) The solution to dead-zones/bored level 50s exclusively ruling the world of PVP already has an at least temporary solution. Now there just needs to exist an active conflict in the world against the two factions.
  14. And when you hit 16 you get incredible DPS combo abilities. And then when you hit 24 you get another fantastic damage dealing CC. At 32, a wonderful ability to cripple the defenses of your enemy. 33, a world-changing defensive spell that makes the most difference in how easy it is to score in huttball. Wait, why do you want to be in the same battleground as people with these world-changing abilities that, without any subjective bias, creates an incredible imbalance?
  15. World PvP in WoW essentially ended when Battlegrounds/Arena rewards allowed access to the best gear. The community could still of course create player vs player content in the world, but people always revert to the most efficient method of character progression for advantages on the whole. So the frequency of these events were stunted, and limited to a smaller amount of people, even on PvP servers. Meanwhile the rest AFK grinded battleground gear so they could one shot you should you ever encounter them by chance attacking a city during their queue. The best world PvP in games happen when there is some sort of incentive, not necessarily right-click capture objectives on the map, but an encouraged world conflict with some sort of tangible reward system for world pvp or noteable progression of your efforts. -------------------------- For those who don't understand why people like world PvP, far more than battlegrounds - it's as someone mentioned earlier in the thread, a preference to more dynamic engagements that aren't predictable, controlled and linear. And those who picked PvP servers understand the appeal.
  16. A direct response from a dev may not be what we need. So long as people continue to express their opinion, with enough punch and frequency, the message will get through and a response, direct or otherwise, will happen.
  17. Bioware needs to be aware that every single person who went out of their way to roll on a PvP server did so because of a fondness for world PvP. This represents a huge portion of the population. With the current reward system in place for warzones, absence of reward for world PvP, and the lack of implemented direction for cross-faction conflict on the planets in SWTOR, this is literally just an absent feature. I'm sorry, but simply allowing you to attack other players within certain zones in the galaxy is not sufficient to satisfy anyone who desires open world conflict. I love the game so far, and could understand entirely if these features just didn't make it in time for the launch window, but please let us know if you have an interest in fostering this type of gameplay in SWTOR, Bioware! All the pieces to make this a great world PvP game for those on PvP servers, without hampering the experience for anyone else are present, and just need to be assembled correctly. Anyone who has something to add, or who agrees with the sentiments of this post, please reply in the thread so Bioware can see a unified presence of those wanting meaningful world PvP
  18. Uh, is this perhaps a matter of latency? I play a Sith inquisitor, have a stupid amount of abilities I need to cycle through for optimum dps, and I never have noticed unresponsiveness. The game has a global cool-down which is plainly apparent, but I've never felt clunky or unable to use my abilities. I've played every MMO in the business, and in terms of actual responsiveness this is no worse than the other top mmos.
  19. There has been some discussion about this on forums. I'm lvl 21 SI and my friend is a sith warrior. We've done ever quest together and he has way more alignment points over all from his class quests. A lvl 50 posted that he and his friend lvl'd together and had the same problem as SI.
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