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reverendsaintjay

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  1. #1. Time constraints in the real world make things like "raid night" an impossibility for me (two kids under the age of 4), so all of the level 50+ stuff that is going to be gated behind the subscription fee is largely useless to me. #2. I have been waiting, since launch, for some basic functionality that keeps getting pushed back. How long should I pay for a game without Dual Spec, a stable group finder, voluntary server transfers? #3. My RL friend and leveling partner just had twins, his ability to play diminished to 0. To add to that, the relatively thriving guild that we were members of on our origin server was effectively destroyed by the server transfer/consolidation. #4. The legacy system is, for lack of a better term, crap. Why am I going to spend hundreds of thousands of credits for a set of gear that can only be used by one character, for one 1-50 run? Alternatively, why am I going to buy inheritance tokens for equipment that doesn't scale with my alt as they level? Further than that, why am I going to spend millions of credits on per-character unlocks that provide little-to-no actual gameplay benefit? #5. I'm played out. I have two 50's and I'm about to finish chapter 2 on a third character. I don't have it in me to do the side quests on Nar Shaddaa or Taris again. I don't have it in me to push a 4th character through all of the junk you have to slog through to see the epic story quests. And I don't have the alternate leveling capabilities (even with the legacy perks) to fully avoid the drudge associated with completing planets. I love this game, and my paid time should run through the end of the subscription-only model, so I will be able to jump in and play for the foreseeable future, but you guys have stripped any incentive I have for continuing to budget $15/mo for this game.
  2. People complain about the emergency fleet pass reduction because it's both useless and overpriced. You could improve the quality of the unlock to the point where it's worth the credits (reduce the cooldown from 18 hours to 2), or you could make it a purely level based unlock so that it's a perk everyone gets for Legacy Level N. Either solution would fix the complaints, so it's ok to 'whine' about both.
  3. To be fair, legacy has not yet been fully implemented. The perks that we have today are, indeed, lackluster. But there is more on the horizon, with legacy unlocks that will make bringing the rest of your characters up to level 50 a truly customized experience. Not to mention the fact that with server transfers coming you will be able to take some part of your legacy to other servers, or consolidate your alts into one location. I really think that it's too soon to claim that something has "failed", especially when it's only halfway rolled out.
  4. Are you familiar with the phrase "wanting to have your cake and eat it too?" The solution to this "problem" is that you keep your main in the event/progression focused guild and you make an Alt to be in the social/leveling guild. No massive overhaul of the guild mechanics are required.
  5. Because the population counts aren't always low? Alternatively, where the pop counts are low, they aren't expected to remain that way?
  6. I can precast Kolto Probe before the encounter so that all I have to do is refresh it periodically on my target. That KP stack will generate enough TA over the course of the fight to keep Stim Boost up at all times, preventing me from ever dropping below 5e/s regen. With Stim Boost active, my Time To Recover (TTR) for Kolto Injection is now 4.167 seconds. In that 4.167 seconds I can: Cast KI (2 sec talented cast) Cast SP (instant cast, 1.5s GCD) Wait .667 seconds to get back to 100e Using all of the tools available to me, Kolto Injection is effectively an energy neutral ability, negating every single argument you have tried to bring into this thread. This should be completely evident to anyone that has played an Operative past level 30, which is why so few people bother to explain it to you. If you haven't gotten it by now, you aren't going to, and it's a waste of time to try to clue you in to it. Operatives have problems, some of those problems are severe. Our resource mechanic just isn't on the list of things that need to be 'fixed'.
  7. I'll second the gunslinger suggestion, I've got a lowbie Sniper (Imp mirror class) that I do extremely well with. I'm running engineer spec, which has an awful lot of mobility for a class that is tied to the cover mechanic. My recommendation for your DPS toon will be to level Biochem. Having reusable medpacks that heal both you and your companion make soloing anything a breeze.
  8. My question is this... The buffs for Cover appear to stay on sniper in the tutorial video you posted. Has anyone tried to confirm whether the damage reduction is still in place while you are sliding around? Being able to move across a battlefield (like Voidstar or Alderaan) while maintaining the damage reduction features of cover seems like it would be uniquely useful.
  9. Here is how I would suggest leveling a Medic Op, based on my own experiences. 1.) Do your space dailies, every stinkin day, from the moment you get a starship. 2.) Do your PvP dailies, every stinkin day, from the moment you turn level 10. 3.) Stealth past every non-essential, non-quest mob and don't worry about the lost XP because you've been doing your Space/PvP dailies every stinkin day like that guy on the internet told you to.
  10. One change that would fix my problem with TA is this. If you use your Tactical Advantage, the countdown timer on your remaining TA should be reset. As it stands right now, if your stack of two is about to expire and you use one, both TA are gone, and that sucks.
  11. Paladins were taken because they brought buffs. Managing 40 5 minute buffs was a nightmare, and didn't leave a whole lot of time for healing.
  12. This is what I'd recommend if you don't want to wait too long to get to DS 1/2 for your relics at level 20. A solo run of BT will net you 200 DS points and ~200 Khem affection (remember to hit escape and restart the convo if you pick the wrong dialogue choice). Running it with other people may reduce the number of Khem points you get (due to lost convo rolls), but you'll add quite a few social points to the tally.
  13. Also, and this is important if you are like me and left for the fleet as soon as you could, the quest will only complete when you click the lore object next to the mod station on your starting planet. If you aren't already there, go back to your starting planet. On or near the main vendor area for the planet there should be a mod station, you can use your map filters to find it if you don't know where it is. Next to the mod station there will be a plaque that you can interact with (like most clickable lore objects it's glowing slightly blue). Simply right-click the plaque and you are done, accept your XP and item enhancement and you are good to go.
  14. Do you think that the time that you have spent trying to get a crappy workaround figured out is worth more or less than the $4 USD it costs to get the physical security key? I know, "the physical key isn't available in whatever part of the world I'm pretending to be from so that I can make my overly convoluted and passive-aggressive point about having fleet passes available to everyone".
  15. Do you know how I know you don't PVP? Also, your posts appear to be fishing for someone to use an justification for Dual Spec that supports an argument for AC change. If you want to start another thread about AC change, just do that and get it out of the way. Don't dance around using false equivalency arguments to try to make your point.
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