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Inframan

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  1. Yeah this game kind of sucks. I just resubbed after quitting in early 2012. The things I like, then and now, are some of the original Flashpoints like Black Talon, Foundry, False Emperor and the 1-50 character storylines. Replaying the game, I see that even the class storylines aren't that good. They have some juicy bits but those are separated by hours of mundane fetch quests. I just did the SW storyline on Corellia, and it's awful. They delay your personal confrontation with Darth Baras with the excuse that Darth Vowrawn, his enemy, needs help on Corellia. This Darth is so incompetent he can't even protect himself from Bounty Hunters. How was he on the Dark Council? The worst part of Corellia, though, is that you spend so much time racing up and down lifeless, empty corridors that you just want to give up on the whole thing. And with the new expansions, they expected me to "save" the Empire by obtaining this super great material Isotope-5. Which I did, and then what? I didn't experience anything suggesting any of that mattered. I was led through some somewhat interesting flashpoints, but those are tedious even on single-player story mode. Then they wanted me to go to some pirate world and do what I can only imagine was a series of mundane tasks involving pirates. I gave up at that point and launched KotFE. KotFE kills your personal storyline for a new-player-friendly romp. The only good thing about this game was the storyline and this expansion freezes you in carbonite and resets that story. I don't think I'm going to complete it. As far as MMO mechanics are concerned, this game at launch was worse than vanilla WoW, but I haven't delved into any of it on resubbing. I quit because I was bored and my guild and server died. I'm not going to experience that again. Maybe after six years of live time it has better mechanics than it did before. I can't really tell. I'm playing the Jedi Knight storyline now, and if you can get into your character, it's pretty cool. I'm level 30 now, Jedi Guardian, Defense spec, wielding a single lightsaber with TWO-HANDS (something Marauders and Sentinels could learn from), and repressing my character's lust for Kira. Good stuff, but I'm still dreading the crawl through Hoth and Corellia that I think is coming.
  2. Darth Malgus is a traitor to the Empire.
  3. The threat boost to Crushing Blow has literally wiped every threat problem I ever had. You don't really need much aoe threat, anyway. Trash pulls are incredibly easy (as long as people understand that aoe breaks cc.) It's true that juggs cannot tank 5 mobs at the same time with dps going crazy on aoe. But you never need to tank more than two mobs. Trash just doesn't do much damage, and anyway, if you see your healer taking some damage, just use intercede and pick up the target. When I first hit 50 three months ago, I specced into this talent, but now I see that it was useless. This is just a learn to play thing. Relax.
  4. I love the elitist attitude in this thread. These stupid casuals who want to be one of the most powerful beings in the galaxy and not be constantly strapped for credits are such a joke.
  5. All of the classes have some gear that is very poorly itemized. The best thing you can do is replace them with other mods.
  6. Also, resetting the instance after each wipe seems to solve the missing platforms problem.
  7. /signed Random aggro isn't fun when precise positioning is required.
  8. If your guild is convinced that a jugg tank isn't viable, just leave the guild and find another.
  9. What happens when someone betrays a Sith Lord? Force choke to DEATH. Also, the idea that anyone would drop your Sith Warrior because you killed an annoying companion is ludicrous. Besides, at level 50, you can only have five of your six companions out on missions. In any event, if killing one companion does gimp a player (and I believe it wouldn't), Bioware could just allow players to buy another crafting droid. And if the option to kill all of your companions existed, it would not affect the people against killing companions in the slightest because it would just be an option, not a forced path. The true crime is forcing players to allow certain companions to live.
  10. I don't understand how you can be defending locking players into one storyline. I'm glad you are able to justify why it's impossible to "break" her, but many SWs believe that they are about to embark on a journey to become the most powerful Sith in the galaxy, and they do not want some whiny slave who keeps prattling on about how she deserves to be free. Those SWs have firm ideas of what their character are like, and the options for dealing with Vette seem to completely go against their ideas. It's not because they lack imagination. It's because Bioware messed up. And what disadvantage would players possibly have if they killed a companion. Crafting? Bioware could just implement a system where you could replace any companion you killed with a crafting droid that costs a few hundred thousand credits. Honestly, I cannot understand the justification of a Bioware made game not having the ability to kill companions. It's such a simple way to make your character feel like an extension of yourself. Personally, I would be so happy if Bioware had let me kill Quinn.
  11. Personally, I like Vette, and I think she's a great character that complements a Sith who's not sadistic and who doesn't believe he should have absolute power over the lives of others. But I also see how crazy it is that if you don't like her or if you want to role play as Darth Vader, you have no options for dealing with her whatsoever. This sums up a pretty big gripe I have with this game. The writers have forced paths for players to follow, and if you like those paths, great. But if you don't like that path, you are given no room for doing anything different. I really want the devs to bring back the ability to kill companions. From a role playing perspective, it helps a ton with immersion. From a writer's perspective, it's a simple way to create more paths for the player to follow. To me, it just makes sense. /signed
  12. /signed It would be so easy to just make it an option for raid leaders to turn off the randomly assigned loot for normal mode, while keeping the current system available for pugs. My brother is having terrible luck getting gear in hard modes, and when the pieces he needs do drop but go to another player who doesn't need them, it's simply ridiculous.
  13. Also, when you start generating actual threat, you'll want to guard one of the dps.
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