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lELADRIN

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Everything posted by lELADRIN

  1. Well spoke too soon another round coming ty for that info BW.
  2. I've been patient so far, biding my time and not being vocal on this. BUT get to Belgoth's Beacon already, were one of 7 pvp servers in NA left, get us our transfer or send people to us already.
  3. Get a better ISP dude, I get 200-300 lag playing on a PAC server. Normal for me is under 20 for both east and west.
  4. Dude learn to read, that was posted yesterday. there were no new servers YESTERDAY that does not mean there will be no new servers today.
  5. So assassin tank's/ shadow tanks are too tough according to Boiware. Well I play both of those classes along with juggernaut/guardian and TBH the jugg/guard are FAR Tougher than my sin/shadow are. The changes being tested on the P.T.S. reduce the self healing from stance proc by 50% and the channeled heal by 33%. Additionally they have reduced the damage mitigation by 5%-7% depending on gear. So on avarage in a PvP match I heal for 25k to 50k in self heals. (that's in a 15 min match) so 28 health to 56 health a sec. That has been reduced down to 16 to 32 health per sec on avarage, or a 42% on avarage decrease. Then we get a reduction on our armor on top of it of which will roughly cut 1000 off our armor rating and reduce our damage mitigation by 6%. So in a fight vs another opponent they will add 6% to their damage vs us in addition we loose 42% of our self heals. throwing us AS A TANK SPEC into the range of a medium armor wearer. A medium armor wearer with fewer heals than most other med armor, lower damage than ALL OTHER MEDIUM ARMOR WEARERS, "escape skills" that tbh suck compared to other tanks, and the agro generation in PvE of all other tanks. HOW CAN YOU CALL THAT A TANK? To be totally honest my jugg and guard do better in PvP than my Shadow/Assassin I deal more damage, protect for more and I am more useful to the team in general because I have more cc. better defenses, better DPS and in general is a far better class to play in pvp. My mitigation is 10% higher, I heal for about the same amount, and do more damage. WHY IN THE WORLD HAVE THESE NERFS EVEN BEEN PROPOSED? One answer for you FORUM WHINING!
  6. So I've read that when hit numbers are calculated the first thing after the (hit/miss) that is calculated is critical. If a critical is scored all defenses are bypassed and damage is applied. This mean that if you stack enough crit in your gear then tanks of all types have their basic function nerfed. Essentially the higher a characters crit chance the less effective a tank is. A tank could have 40% mitigation vs a low critical chance opponent (15%) he would do his job and be a tank, Same tank vs a high crit (65%) opponent has his tanking ability reduced by up to 65%, the CORE of a tank class. No other role has it's function reduced like this by the basic game mechanics. My suggestion to deal with this is simple, after the basic hit/miss is calculated calculate defenses, parry, dodge, ect, have those defenses reduced by accuracy, base damage figured (power included), mitigation applied, then critical chance figure. If the hit is a critical then apply the critical multiplier to the adjusted damage. For non tank classes this won't change damage taken by much but for the Tank who's job it is to take damage and mitigate it, it will make a huge difference. Some numbers to show this, say a base hit for a skill does 1200 damage Currently if it is a crit with a 50% multiplier that equals a 1800 hit with defenses ignored. With the modified system I have suggested that hit would be reduced, 1200 X .6 (40% mitigation) = 720, if a crit then 720 X 1.5 (50% crit damage) = 1080 meaning that being a TANK has meaning, 20 hits vs 11 to kill a tank, against non tanks the reduction in crit's and damage from them is far less. This would also solve the time to kill reduction people are complaining about & would make tank protection worthwhile. By simply putting the critical calculation at the end it solves the problem of tanks not being worthwhile in pvp and should not affect pve very much.
  7. So your saying Bioware should make it a free for all so you can get all of your characters on one server and end up with one or two full servers with queue times in the hours to get in .......BRILLIANT! The way they are doing things is fine for this INITIAL phase. I will get us back to playing the game, Later they will most likely allow you to transfer wherever you want with however many of your characters as you want. If they do that initially it would be a class A fubar. Let them handle this in phases, consolidation of the player base first, then allow you to consolidate your characters on a single server if you choose to do that. Trying to do it all at once will cause more problems than taking it slow.
  8. You at bioware need to take a page from another classic sci-fi character, Montgomery Scott, Aka Scotty from star trek, Scotty once made a comment the "you triple your estimate on repairs to maintain your reputation as a Miracle Worker" . What that means for you, if you think a feature, bug fix, whatever will be figured out in 2 weeks you tell US it will be fixed in six, then when you release said feature, bug fix, in 3 weeks we all praise you and are happy and don't complain as much. It's not that hard to do, but at current it seems you tell us the truth about how long it may take or avoid the date with "soon" and get greif from the community for lack of info, un-kept promises, or under expectations of accomplishments. Some there may say it's unethical to blatantly lie to us about such things, but remember one thing Dr. Gregory House said, "EVERYBODY LIES"
  9. No sad to say your wrong. It is not 20 of 100 attempts at RE'ing a given item you'll succeed. It is a 20% chance on a SINGLE RE attempt that you'll succeed in getting an advanced bp. There is a HUGE difference in the two and you have to deal with that. And the thread you quoted was pre1.2 patch in which they fixed the RE success rate. So again your wrong Max. It is possible for you to never get a successful RE attempt, not likely but possible. It's also possible for you to succeed every time you attempt a RE, again possible but not likely. I think they should add a mechanic to increase your success rate depending on lv of item vs your lv, pet affection, # of attempts, if the item is a crit that your re'ing, something even additional cost of some kind but until they do your just stuck with the system like the rest of us.
  10. Will the imbalance between Consular's and Inquisitors ever be fixed? Specifically Project vs Shock. This is a well documented imbalance, It has been in game since launch, and has been ignored since that time.
  11. Hey hey hey no loose wire jokes? Did I say anything? He's trying. I didn't say anything.
  12. Exactly, 5 pieces of gear or as many as 7 not counting weapons at 80k each is 400k to 560k add weapons add another 80 to 160k so worst case scenario would be 720k to swap out mods. Way too dam expensive.
  13. Have they ever made a deadline?... I don't think so but I could be wrong. As far as "early summer goes" summer doesn't officially start until 00:00:01 June 20th, and with roughly 3 months to the season that could mean server transfers not showing up until July. if they aren't here by July 20th then it will be another deadline not met IMO. Now most people consider Memorial day the start of summer here in the U.S. so early summer could mean before the end of June. Now I have lived in the Austin area and I can tell you that by 90% of Americans perception early summer in Austin started a month ago. So that could mean server transfers any day now. It leaves a large margin of error for when exactly they will show up.
  14. There is too much wrong in SW:ToR to narrow it down to 2. Open world PvP Ranked WZ's Deliver on High res graphics (a problem around since launch) LFG tool Server transfers/mergers End game solo small group (2player) content Epic Raids (look back to Lotro's Rift raid that was an epic raid) Countless bugs not fixed New bugs with every patch Lack of customization Lack of basic mmo services The list goes on and on. The recent shake up at bioware proved that they know there is some dead weight and they are trying to fix it but it may be too late. With 2 new mmo's coming out (Tera, GW2) and other better options without out all the problems, they may have dragged their feet too long. I'd love to see swtor succeed but without big changes to the game better customer service and better communication from the Bioware team to it's players I see it becoming yet another of many small population MMO's out there. Swtor is one of the best single player game that has come out in many years but one of the worst MMO's.
  15. Too little too late IMO. I've already unsubed, and unless we have something by the 31st I'll be seeing you all later. If they fix some long standing problems ( High res graphics, world pvp, ranked wz's, the list goes on and on) I may be back but atm paying to play a game with 2004 capabilities in 2012 just isn't happening here. I love Star Wars but TOR is lacking too much for a MMO in 2012 for me to continue paying to play it.
  16. It has been 3 days now since there has been any communication on these forums (just checked dev tracker last dev post was on the 18th). Communication in general has dropped to near nothing in the past 10 days and to nothing in the past 3. Ignoring your customers is BAD BUSINESS. Server pop has dropped since D3 released and things are looking grim. Some form of communication from the Dev's is needed NOW
  17. So I started this game back in December as an assassin and recently started leveling a shadow. In general the classes are mirrors in almost every way save ONE HUGE DIFFERENCE. That is the difference between Project for the shadow and Shock for the Assassin. they both do the same damage they are both listed as Instant but Project IS NOT INSTANT. There is an animation delay of roughly .5 sec built into project that seriously hinders the ability. So far as PvE it is not a big deal. But in PvP this is HUGE. I'm lv 34 and in the limited pvp i've done so far on my shadow I have seen at least 20 instances where I would use project as a finishing blow only to have my opponent stealth, get out of range, or get a heal in time to save them because of this delay. The animation will start but not finish in cases of stealthing which is the BIG PROBLEM. If they are not in stealth when I click on the skill they should still be hit and take damage instead of the animation cutting off and no damage being applied. Fix this skill so that damage is applied immediately not when the debris thrown gets to the target. If you doubt me I'll get a fraps of the animation cutting off and submit it to prove i'm right.
  18. So in this thread people were asking for more info from Bioware and this is what we got. Today , 12:02 PM | #32 REPORT POST Hello Everyone, We have a number of different resources available that provide information from the developers on a very frequent basis. We suggest the Weekly Q&A blog, the Developer Tracker, the Community News( which includes our Weekly Dev Tracker Summary and Weekly Patch Notes Updates as well as Maintenance Notices) and our Official Podcast. In addition, Dallas Dickinson posted information recently in our April 27th Q&A about transfers: Quote: Arymono: When will character transfers be available for everybody? Dallas Dickinson (Senior Producer, Live Services): We will be rolling out our Character Transfer Service in early summer. First we’ll have some targeted free transfers from/to specific servers, but that will be followed with a broader system where you can either take advantage of free promotional transfers to specific servers or paid transfers to the server of your choice. We know everyone has more questions about character transfer, and we’ll reveal more details closer to the launch date. DrakeAssaShin: What is being done to address low population servers? Dallas: The Character Transfer Service, as mentioned above, will be offering free transfers from/to specific servers. This should allow the most motivated players to get onto a higher population server. We will be closing this thread now in an effort to keep your feedback consolidated and the forums tidy. Thank you for your patience and understanding. Moitteva| Community Representative Follow us on Twitter @SWTOR | Like us on Facebook [Contact Us] [Rules of Conduct] [F.A.Q.] Basically ****. BAD FORM BIOWARE
  19. Well I looked at the Q&A questions asked this last week and there were several pertaining to Ranked WZ's Open world PvP and the like yet AGAIN no response. You at Bioware are avoiding these questions and you NEED to answer the PvP questions. Yes you all screwed up with your pvp, yes you killed your open world because of this, what we want to know is what if anything is being done for open world pvp. Were not asking for a timeline on open world pvp yet we just want to know if your doing something if not tell us. As far as ranked wz's we need them asap, all the changes you made to pvp gear were designed around ranked wz's which we don't have. On the TTK issue certain classes have a distinct advantage in pvp now, tanks can't tank, healers die before they can heal, and your 4 force using dps classes (marauder & Sentenal being the worst) have escape mechanic's that throw fights even when outnumbered in their favor. These are the IMPORTANT PVP ISSUES YOU REFUSE TO ANSWER. This has already caused some to unsub and soon more will follow, Answer some if not all of these questions and you may save some subs even if it's "were working on it' it's better than being treated like a mushroom (kept in the dark and fed ****).
  20. The problem with this point of view is that your raider has all his Uber gear from raiding yet the PvP'er does not have any of this gear. Your raiders gear is optimized for raiding as it should be and your pvp'er is optimized for PvP with the expertise stat. Your basically saying a pvp'er should be FORCED to run pve content to get his gear just like a raider is FORCED to pvp to get pvp gear. At current if you run PvP gear in a raid your seriously hindered in your capabilities and to a lesser extent vice versa. That comes from the players CHOICE in what end game content they decide to engage in. Raiders get "raid only" drops for their choice of end game content PvP'ers get High expertise gear for theirs. If "raid only" gear was available through pvp to give a pvp'er access to that gear then I might agree with droping expertise but at current your thinking would give the raider an unfair advantage vs a pvp'er. Then your raider is hiding behind his gear not the pvp'er as you seem to think. It takes just as long to get the end game pvp gear as it does the end game pve gear so both play styles are "hiding behind their gear" the difference is Pve gear with it's higher stats makes it so the lack of expertise isn't as big of a hindrance in pvp as the lack of stats from pvp gear is in raiding. We effectively can't raid in pvp gear and you can't pvp in raid gear if you don't like it ***** at bioware for their choice in separating play styles not the pvp'ers who kicks your ***** because you have no expertise gear. This wouldn't be a huge deal if they had implemented ranked wz's. The pvp whores would be playing in ranked wz's and your casual pvp'er could buy the recruit gear to pvp and fight against equally geared people. That is what was intended, they had a problem with ranked wz's so they were delayed, and yes the delay means that there are people out there who can hit with a 20% bonus to player damage because they are pvp whores and your raider is not. Again blame bioware, not the players, If you want to do both get the gear for both. Don't try and force PvP'er to run raids for gear because you got your ***** kicked in pvp.
  21. Everyone is concerned with numbers, so lets crunch some. Now these are just rough figures pulled from news reports so bear that in mind. 2 million box sales at $60 each = $120 million (less than actual #'s and only counts basic edition and digital DL others cost more) 1.3 million current sub's @ $15 each x5 months = $97.5 million (this dose not count people who subbed for 1-4 months) With those rough numbers that comes to $217.5 million. A reported development cost of $300 million leaves $82.5 million to recoup development costs. Or 11 months with 500k subs. Or 4 months with 1.3 million subs they are currently reporting. Now these numbers are low and even looking at a 500k sub base if it runs for just over a year they have recouped development costs. So in the world of MMO's they are doing fine. Now some reports suggest that actual development cost were less than reported (in the 150-200 million range) if theses reports are correct then EA/BW have already made back development costs and are making a profit. Financially EA/BW have little to worry about but that does not mean the game is successful. Poor customer service, continual bugs from patches to FIX bugs, Bug's going un-fixed (some from beta), world PVP failure, ranked PVP delay, and many other problems leave the game lacking and i suspect after the next quarter report you'll see even fewer sub's. Most likely not down to 500k but under 1 million.
  22. All right stop this, BEFORE 1.2 Juggs, Mauraders, mercenary's, & even Powertechs (and their republic counterparts) ALL had an 8-6 sec cd on their interupt. It's nothing new it's been there since beta and people just didn't use it correctly until recently. Play style's have changed not the skills. This is just another QQ thread like so many others.
  23. Well DUH shadow's/assassins are a DPS class of course their damage is going to be higher. Vanguards/Powertech's are ranged which is why they come in 2nd, and then there is the Guard/Jugg, I have a jugg and I know their pain in the dps area. In the end though my jugg is very difficult to kill, his dps sucks but hey he's a tank not a dps'er.
  24. Yes I'm A tanksin and have been since launch but the cry for nerfs on us just started since 1.2. OK lets look at the tanksin's. What was changed in 1.2 um NOTHING, Assassin Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability's functionality has not changed. Madness (Assassin) DOT SPEC NOT TANK Death Field no longer heals the caster if no targets are hit. Raze's activation effects are now more visible. So why are people qq'ing about them now? The change in expertise plus the nerf's/buffs to other classes have caused people to L2P the class and people are getting better at playing the class. A full tanksin 31/?/? does NOT have a lot of spike damage save their assassinate which ALL specs of sin's have. Deception has the spike damage, Madness has dot's, Darkness (Tank) has self heals/defense. The problem is the expertise change, which with a fully geared tanksin increases the dps, healing, and defenses. This same change is why Sentinel's and Marauder's are so op in the dps. If you want to call for a nerf call for it for the RIGHT reason. Tanksin's haven't changed expertise has, nerf expertise not the Tanksin.
  25. TBH it won't help much on survivability, if as a sin you want that go with Darkness spec 31/0/10 or something similar. Unless your a darknes spec sin your squishy plain and simple.
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