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Madeira

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Everything posted by Madeira

  1. . . . . I know books tend to have far more details than movie adaptations (or in this case a book adaptation of the movie) but of all things to leave out of the movie. . . . I mean seriously!
  2. To piggy-back on your post what makes me genuinely like the idea of Rey being the resurrection of "The Chosen One" (previously embodied by Anakin) is that the development brings an "Avatar" type twist to a premise that can fully utilize it. The Force exists. It has a constructive/destructive duality to it (light vs dark) Certain individuals can harness it. The entire galaxy is subject to it. There is an entity born every generation to balance it. This new aspect of force-cannon can be SO ancient that even Yoda wasn't aware of the full scale of it. Yes there were prophecies of "The Chosen One" but no one (neither Sith nor Jedi) recognized how deeply it ran. This would also address one aspect of TFA that nagged at me. Why did Luke seek out the first Jedi Temple? Something bad happened when he attempted to rebuild the Jedi order (sounds like his nephew went darkside and forced a bloody monopoly of Force status) but if it was a matter of being disgraced then Luke would have just pulled a Yoda and gone some place completely off the radar. But he deliberately sought out the first Jedi temple as if he stumbled upon a revelation that was SO ancient it had to be uncovered from the foundation. This would also explain why he damn near pooped himself when he came face-to-face with Rey. So yeah. . . . I don't expect the resurrection theory to hold despite how solid it is but darn it's a good one.
  3. Genuinely surprised there hasn't been more discussion about this theory: https://www.youtube.com/watch?v=Lu56bOmthZc
  4. So for those of you currently LOVING this game because of how well "optimized" your AI companions are just one request: If you intend to stick around PLEASE just please learn your class. Seriously. . . . for the sake of this game's long term advancement. . . . please learn your class. There is "advanced" content. There is also the prospect of more "advanced" content. Said "advanced" content is pointless unless we have a playerbase that understands their class mechanics. And class mechanics can be easily ignored when your companion AI helps carry you through those annoying growing pains of proficiency growth. This isn't a pro/anti-nerf post. Its just an honest request for the playerbase who intends to stick around after this x-pac novelty fades to take the steps needed (if it fits their gaming preference) to contribute to future "challenging" content exploration. Cheers!
  5. Pretty much in the same boat - played at release and leveled two toon to cap - PvP'd a bunch and then stopped before the Hutt Cartel XPac. I'm back now for 4.0 and the best piece of advice I can give you is to simply start a new character on one of the more populated servers and go from there. Although the game generally plays the same enough has changed in terms of leveling, spec design, and gearing that you might as well take it as a new experience. There is also a crap-ton of content that is available while leveling (even for solo players) so you might as well come at it all fresh.
  6. Just a few points I'd like to make (not that I'm disagreeing with you - I also would like to see modable gear drop more frequently in Flashpoints) 1) You can use the Common Data Crystals to buy an introductory modable armor set on your respective Fleet. You use that armor as your stat set while you level, which allows you to pick whatever you want for your cosmetic set. I personally like this as it frees up my inventory to look however I want while still being able to tweek my stats when I need to. 2) You really don't need to repurchase your mods too often while leveling. Level 25 gear will work just fine at lvl 32 considering how useful they've made companions. I personally was doing level 50 content with lvl 38 mods and came across no issues. 3) And to piggy-back on number 2 - if you hold off on updating your mods too often you'll easily be able to bank the 700+ Common Data Crystals you need for the purple, modable armor set available at lvl 65. Just some food for thought.
  7. That is a really sensible suggestion. Makes sense to save the other seven class story-lines for when there is downtime at the level cap. Cheers.
  8. So as a matter of a quick background I started playing TOR at release and stopped before the Hutt Cartel expansion. In that time I leveled an Operative and Juggernaut to lvl 50, and tinkered with a Sentinel and Scoundrel to the mid 30s. I'm now resubscribed with 4.0 and am seriously enjoying the leveling/game mechanics overhaul. What I enjoy most about TOR is the lore and overall plot presentation. However I do intend to partake in endgame PvP/PvE and recognize the importance of having at least one primary toon whose mechanics I understand well. I am about to hit level 50 with my brand new Jedi Knight Sentinel. Since leveling in this game has become SO streamlined for at least the 1-50 content, should I go ahead and play through the remaining seven class story-lines and get a solid bird's-eye-view of TOR's universe before settling on a "main" that will progress through the 51-65 content? I know there is no right answer to this. I'm simply looking for feedback from those in the playerbase who have a broader familiarity with the game's general content. Thanks in advance.
  9. If people want a coding resolution then make the XP gained from a WZ be rewarded in real-time instead of a bulk deposit at the end of the match. That way even if you choose to drop at the last minute of the WZ you would still have accrued XP throughout the match. This may piss off players who for one reason or another want to dwell in the sub-50 brackets but it would certainly remedy the issue of twinked lingerers.
  10. I did: If you need further explanation then hypothetically make a note of the names of these twinked lvl 49 Snipers, mark them like you would a healer, and make it abundantly clear that your team needs to make their lives miserable by focusing them; twinked or not Snipers also have their counter-class ( I personally make them my number one priority when I play my Concealment Operative) If all else fails, as was suggested in this thread already, hit the level cap and start down the road of end-game PvP. You're asking for a can of worms to be opened if you start looking towards Bioware to balance classes or restrict item use/acquisition pre-50.
  11. So if a player has a random crash to desktop or power outage while playing a WZ, they will be locked out of further WZs for an hour. This suggestion is akin to tossing the baby out with the bathwater.
  12. Bioware isn't going to make balance adjustments to a class based on its potential pre-50. Bioware isn't going to restrict item acquisition/usage to avoid "twinking." There are issues than can arise within a game that the community simply needs to police itself.
  13. So. . . . stop playing? To be constructive though you've got to admit that if you are genuinely sick of the same 4 Warzones, and this game holds no entertainment value for you, you need to keep it moving. Ultimately though threads like these are a passive aggressive attempt to goad Bioware into introducing more PvP content. I disagree with your tactic but I agree with your sentiment. With that said my playtime is approximately 2-3 hours every other day, during relatively early morning hours, consisting solely of WZs and thankfully I get frequent WZ pops. Because I enjoy the game, because I enjoy PvP, as repetitive as it is I enjoy the unpredictable nature of PvP so I keep logging in. If thats not the case for you then so be it - move on.
  14. First off I agree 100% with the post you made after this one (just didn't want to have an extended quote) With that said OPs/Scoundrels were ridiculous when the game was released (in terms of the Concealment/Scrapper trees) and were promptly nerfed. Then came the surge/crit nerf that effected all classes but compounded the Concealment/Scrapper nerf. . . . and then came the adjustment to the cooldown (and Energy values) of one of their bread & butter DPS abilities. That's 2.5 nerfs (I give half nerf-credit to the surge/crit nerf due to it hitting all classes) in the short life-span of a young game to one very specific tree of a specific Advanced Class. The first was justified, so was the second, but the third was a bit sketchy; but yet you still find threads like these where people are still upset. As annoying as it is to have an OP/Scoundrel pop out of stealth, face-plant you, and then remove a solid chunk of your health, its what the class was designed for. You can look thru these threads and find countless posts of players pretty much laughing as OP/Scoundrels post-opener because at the end of the day they really are THAT inept post-opener. But when its all said and done this Advanced Class brings a playstyle that certain types of players enjoy (me being one of them) So after those 2.5 nerfs, to hear more QQ about a class that has already been balanced (and make no mistake - after coming back to my OP I realize they really are quite viable from a Concealment spec perspective) you can't help but get a bit of push-back from a segment of a playerbase that is genuinely sick of the crying.
  15. Pump the brakes my friend. The truest sign of a good Concealment Operative is his/her ability to pop out of stealth, drop a crap-ton of DPS, and then actually survive their now vulnerable state. Basic risk vs. reward. Don't get me wrong, there are times where I want to toss my monitor out the window due to how badly my Operative can flounder once he is out of stealth. But being able to get that kill, or at least remove a solid chunk of health, and then get the heck out of dodge before I'm burnt to the ground is one of the main reasons why I play the class. If I wanted stupid burst and endless survivability I'd roll a Sentinel. . . . . oh wait. . . .
  16. Gonna have to say thanks for this thread. Despite the fact that I've been playing since early access, despite the fact that my Operative has been my co-main since early access, despite the fact the I PvP often, it never even occurred to me to use Corrosive Dart in my opener. Now that I do I'm /facepalming over the fact that I hadn't before. CR has renewed my faith in playing a Concealment OP. Its not a game changing ability but it certainly adds a bit more DPS viability to the spec. Good stuff.
  17. Technically Marauders still get Force Choke and Intimidating Roar. And again - all I'm asking for in terms of balancing the class is increasing the cooldown of two of their Defensive abilities. You know as well as I do that many bad, bad, BAD Marauders wait on Force Camo and Undying Rage to get off cooldown before starting their offensive and more often than not they get away with it. Make those two abilities slightly less accessible and the class would still be devastating. . . . just not corny devastating.
  18. C'mon folks - you've got to admit, considering how many more Defensive cooldowns a Maurauder has compared to a DPS Jugg, not to mention more DPS. . . . thats kind of twisted. EDIT: But again - Juggs are no slouch - they do have more group utility. . . . but still.
  19. Here is the thing though - and I'd be surprised if you disagreed with me on this: A Jugg pops a Defensive cooldown to help prolong the DPS they are already dropping (assuming they are DPS specced) or survive those last few feet while they tank damage while heading for an objective. A Maurauder has SO many Defensive cooldowns that they can pop their one cooldown to set-up their DPS, and then pop another one to survive the encounter by getting the heck out of dodge if things go wrong. That is why I draw so much attention to Force Camo and Undying Rage - the two work WAY too well together (especially Force Camo. . . 45 sec cooldown - 6 sec if feated - 50% movement increase if feated. . . . thats insane!) As a Marauder you can literally save these two cooldowns to piggy back with one another for the sake of burning someone down and then 45 seconds later have another Force Camo to cause a ruckus. . . . . and that doesn't even mention your OTHER cooldowns. Now don't get me wrong, I've learned how to counter a Marauder - I now save my snare solely for the inevitable Marauder who pops their bubble for the sake of burning me down. But that still doesn't excuse the short cooldown on two abilities that really need to be spread out more. DPS is fine - adjust Defensive cooldown time. I can't help but see that as fair.
  20. To be honest ^THAT^ is exactly what I was afraid of and certainly not the kind of play experience I enjoy. Ah well - my OP has been on the shelf for a few weeks while I got my nub Jugg fully Battlemastered. Not that I got that squared away I might as well dust off the OP and upgrade his gear from Champion to BM while trying to make Concealment work. Thanks for the perspective.
  21. And since there seems to be a trend regarding posting someone's prior statements regarding Marauders/Sentinels to help "debunk" their perspective, here is my core input regarding the class, which I still stand by:
  22. "social engineer". . . . . ? . . . . . Anyway - this isn't a trap, its an attempt to highlight to you how ridiculous your attempt to counter his argument is. It is simply a matter of fact that Marauders are designed to do more DPS than a Jugg. It is also simply a matter of fact that Marauders have more defensive cooldowns than a Jugg. So when a Jugg says that he has no problems killing a Sniper, chances are if you put a Marauder in the hands of the same player he would kill that Sniper just as easily. THAT is the point of the post and its a solid one. This isn't to say that a Jugg doesn't have its merits. A fully Tank specced Jugg is not an easy target to kill (at the expense of a good amount of DPS) and Juggs have - in my humble opinion - WAY more group utility than a Marauder by the grace of their Taunts and ability to Guard. But again, if you are an Immortal specced Jugg (tank spec), you are not going to survive the DPS/mitigation race against a Sniper so obviously the Jugg has to be more DPS oriented. If that Jugg in question can burn down a Sniper than a Marauder, with more DPS and more survival tools while keeping that DPS, will be able to do it even easier. Not too hard of a concession to make mate. No need to get defensive about it.
  23. Which part are you arguing about him over; that Marauders do more DPS than Juggs, that they have more Defensive cooldowns, or both?
  24. Solid feedback and thank you. I am, however, looking at it from more of a PvP perspective. Good to know though that I will be at least entertained if I ever decide to heal in a Flashpoint.
  25. This is actually my biggest issue - something I'm still having problems resolving. Concealment Operative was a blast to play; not fun because I could ROFLstomp anyone within a couple cooldowns, but fun because I had to be very strategic with my attacks. Skulking around in stealth waiting for that straggler to break away from the pack only to pop out of stealth and ruin their day was great. Now, however, unless I am picking on someone who is well below half health my DPS pay-off isn't that intimidating and my survivability post opener is a joke. So the question is, coming from a former Concealment Operative perspective, is healing as an Operative strategically entertaining?
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