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amazingwhales

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  1. *I play a currently lv 67 marksmanship sniper, and not familiar with all the abilities, and not really know the rotation tm* I voiced my more general opinions in the operative post, so I'll stick to sniper things and questions here. First, the lvl 70 decision is very hard, and honestly a bit unreasonable - having to choose between ballistic shield and orbital strike (I am unfamiliar with the last ability, but it seems very useful). ballistic shield and orbital strike are two of the main abilities I associate with the sniper, and they are some of my most used abilities, and very useful in a group setting as well. I would spread these out. Otherwise, this felt pretty authentic to the marksmanship sniper, and the ability tree was useful and understandable. I expanded on my general opinions on my operative post, but keep moving in this direction, no one likes that you are taking away abilities, but I'm guessing that you're set on it, so if you are going to do it continue to improve the clarity and customization.
  2. *context, I play a lvl75 ruffian scoundrel, so I'm not super familiar with the imp side abilities* this round of testing is better than the jedi knight phases. the ability tree helped greatly, even if I dont like having the number of abilities cut, I understand how it is happening now, which I think was what people were most frustrated by during jedi knight testing. First, I didn't have a second primary attack ability (2 key by default at lvl 1). this could be a glitch or something I didn't do right, but if this was on purpose I would reinstate it, since it is not a big thing and its very helpful in early game. Having to actively choose a long term stun is a pretty big blow, and could be problematic for many players. Having to choose between key mobility abilities at lvl 70 was also annoying. now, to answer the questions: 1) to reiterate, I do play a ruffian scoundrel, but it did feel like the imp side ruffian. the abilities tree made everything much easier to pick and see, so if an ability was missing I could see why. (to make it clear, I still do not like that you are deciding to cut back on the number of abilities, as it makes the game more fun, versatile, and unique, but if it is going to happen continue to make it clear as to why they are missing and what you can do to get them back.) The upper hand (imp equivalent) and its surrounding abilities were intact as I selected, which is the most central part to the scoundrel/operative, which I think is very good. The mobility and stealth abilities were mostly intact, except for the infiltrate (imp side), and trick move (imp side). I personally don't use them a lot and was fine to make that choice, but some players might find that choice hard. 2) the ability tree was fantastic. It would be nice if it could be a bit more clear whether abilities are passive or active though. Also, I could not figure out how to use my speeder from the new menu, so I would add a vehicles tab or put speeders under general. To reiterate, this update was an improvement from the last one, the ability tree makes understanding the cuts feasible, as opposed to essentially going in blind before. The choices didn't seem to unreasonable (although I play a scoundrel and am not 110% versed in the abilities and rotation). These clarifications are making me feel better about the coming update, as I was feeling very pessimistic and sad before. Keep on this track!
  3. *for context, I play a lvl 75 concentration sentinel. I tested concentration loadout a. I also tested out the guardian for the first time but I won't comment on it here, my opinions on it are similar to the sentinel* Going in, I had seen the guardian pts release, and had seen all of the unhappiness with it, which upon watching videos of playthroughs on the pts and explanations of the new system being tested, I agreed with. Upon testing the sentinel, it wasn't as bad as I thought, but I still wasn't very happy. Having no blade blitz and no combat clarity (which the best set bonus is built around) tripped me up, there was no straightforward long-term stun (other than force sweep, which stuns a little bit) but the lack of stuns compared to the game now tripped me up as well. Overall, it felt like a shell of the class, like my character was level 40 or something. This did not feel like a level 75 sentinel. But to answer the questions, force clarity, force camouflage, zen, inspiration, the concentration abilities (concentrated slice, etc) make the sentinel the sentinel for me, and at least half of those were missing. To reiterate, this did not feel like a level 75 sentinel, but rather a hallowed-out level 30-40ish sentinel. The available abilities were able to get through the Onderan dailies, but would definitely not stand up in harder content like pvp, ops, and harder fps. I'm a half-decent player I'd say, and without those abilities, I would not last a second in pvp and other harder content. I was originally very excited for the premise of the combat update, but you said we would have more choice (e.g. being a lightening marauder, which I understand is still a work in progress and this part hasn't been included in the pts to my knowledge yet), but so far the 'more choice' is basically choosing which abilities to keep at the cost of others. This is pretty much the bare minimum to have a pve story player have a half-feasible rotation, which will not cut it in really any content outside of story. If the pts where it is now were to enter the game, ops and pvp would just be a shell of what it is. If it is do-able (which I understand it may not be) I would highly suggest having pvp, flashpoints (especially vet and master difficulty) and maybe some smaller ops to do with these abilities, which I think would really demonstrate the cuts you are making. If you continue down this path of making the other classes like this, I guarantee you that you will lose a significant amount of your player base (the people threatening to leave aren't kidding!). As for me, I haven't been playing this game for long (since Onslaught), but I have really grown to love it. I have put so many hours into this game and have very much enjoyed learning the class combat and refining my skills, and I honestly don't see a need for a change. But if the update come out with combat long these lines, I think I will sincerely have to rethink if I want to play this game or not - I will honestly be heartbroken if you reduce the classes to a hallow shell of what they are now. Please listen to us - there are literal thousands of people voicing their opinion on this, which is what you asked us to do! If you don't, I think you can imagine the loss in both profit and player-base you will experience.
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