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Zania

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Everything posted by Zania

  1. Zania

    Expertiese armorings

    With regards to crafting idea. I am a firm supporter that if they would be introduced and ARE craftable, they would require either rank 70 to equip, ingredients which could be obtained only through PvP or both. In general, I don't care the path it would take, I merely want to have an ability to customize my bracers. Currently crafted Rakata bracers are MUCH weaker than customizable bracers slotted with 140 rating mod + armoring (same as Rakata). However for PvP you can't obtain that boost through any means. It's not a huge deal, but I do think it's something that should be added to the game through some means.
  2. Zania

    Expertiese armorings

    So, are there any plans to add expertise armorings that fit into any item slot? Currently if I want to use a moddable belt/bracer (value of which skyrocketed for PvE and will rise even higher once the moddable belts/bracers become augmentable in 1.3), however they are still relatively useless in PvP. I can grind out an extra BM or even WH piece and pillage mod from it, but without an armoring, or even a PvE armoring, the item is not very competitive for PvP. I think there should be a way to either craft or purchase (for wz/ranked wz coms) armorings with expertiese stat. Only issue is to somehow make them sufficiently rare (to match rarity in PvE). Any thoughts/suggestions?
  3. Just a note, I think it has very little to do with your actual alignment. My understanding (Light 4 Sorc at the time of completion with received Imperius title) You get Imperius (Marr's line 'for your dedication to ideals of the empire') if you picked pro-empire choices during your class quest. That means stuff like sparing Thanaton's ally during the weapon test, not wasting imperial troops on attacks, etc. I am guessing Nox is for effectively going through class quest with maximum amount of killing. Occulus (if memory serves people quoted Marr's line as 'your agenda is hidden from us') is likely an in-between one where you have choices that are all over the map, or don't nicely fall into the other two categories.
  4. Honestly, it feels like it. Have both chars on both sides to 50. The railroading into really stupid choices where you have a choice between being 1) Happy stupid 2) Just stupid 3) Angry stupid reminds me way too much of SI story. Um, yes, of course, I'll go explore this tomb for you, D. Thanaton. Sure, D. Vash, I'll be delighted to come to the secret chamber where you are performing a ritual with a companion you explicitly requested after being warned 500 times that you will betray me... Oh, and ***, didn't Kallig explicitly made you go get his hat because it would protect you from Vash's sorcery? I was stupid enough to even drag the dumb hat with me for that...didn't seem to help much! And don't get me started on the people you just soundly trounced in combat suddenly getting up and owning you in a cutscene. I don't think it's supposed to work that way.
  5. Unless you are a DPS class, there is a very good reason to use non healer pets. Tanks kill too slow and will likely want to use DPS pet for 90% of the content, with exceptions of soloing heroic content / hard solo mobs where they will get healer out. Tank + healer pet take forever to kill anything. As a healer, stacking a healer pet is useless as well. Likely DPS pet here as well, with tank pet for selected content. If anything, I'd complain about the fact that tank pets are useless. Great in the beginning and can fill niche for classes that get majority of their dps from positional attacks, but other than that they kinda such at tanking.
  6. Heh, I found an easy way to check. Find one from other faction. Flag yourself. Stand in front of them. Their script is trivial and just right clicks in front of them (probably done through some mouse binding, its really not hard to do and would be completely undetectable by TOR I am guessing). So far 2/2 of the low teens I've seen on Correlia and Ilum have 'right clicked' me and initiated combat. No actual player would attack someone 30+ levels over them while farming chests, so yeah.
  7. SI: Pros: You get the illusion of independence. You aren't really taking orders from anyone, you are doing what you want (need). Female VO is absolutely amazing. By far the best for all classes I played. Cons: Tons of filler (ghosts), completely railroaded choices, assumes your character is dumb as a brick (how many times did Kallig had to tell me I was going to be betrayed, REALLY? And then I still walk into it? How many times you get 3 dumb choices and just sitting there think 'really? Is my character that dumb?'), companions whose presence on your ship seems stretched at best. SW: Pros: You get to be Darth Vader. You get to rise up from apprentice to Emperor's right hand with just your skill and power. You get some ability to manipulate, crush, destroy or be a nice guy depending on how you want to play it. Cons: You are taking orders entire way. Feels like I have no way to think on my own. Others set goals, I make it happen. Slightly better on LS path as you are actually secretly undermining everything, but then it feels like everyone else is being stupid. On Voss Emperor gives a major hint about his plans for the Galaxy and you kinda go 'oh, ok!'. Other: Weren't Miraluka's seeing world through the force and capable of seeing peoples alignment? Is Jaesa's gift that unique? Certainly in later stages when she could search entire sectors for lightsiders it is, but by the time you get her she needed to be near someone and concentrate specifically on them? JK Pros: Epic enemies, epic quests, you get to be the big hero, Kira is one of the few companions in game that (to me) had an interesting personality. Cons: Overdone. Save this planet, save that planet...by the end of Act 1 you are feeling sorta burned out of your 'epicness'. Havent played others completely. Trooper seemed too constrained by being in military and following orders, but I didnt get past Act 1 yet. Would probably enjoy smuggler a lot, but class mechanics for them was a pain for me.
  8. So the problem is twofold. One is that you want to be a Jedi/Sith and therefore have lightsaber. Obviously they can't let it just dangle off your belt entire time and maybe used in cutscenes - it would just look out of place if you never get to use it. On the other hand no sith/jedi in the movies had their lightsaber out and ignited while using force powers, especially those requiring both hands. Heck, Vader was deflecting blaster bolts with his hands when needed. In movies it's not an issue since after tossing stuff and zapping each other for a bit they always ended up in melee fight. However Sage/Inquisitor is just NOT designed for that, so their lightsaber would stay on their belt forever (as a side note, why do caster's base attack, that doesn't use force is the lightsaber swing? can we please get some sort of ranged attack to take up that spot? All other ranged classes get a ranged attack that doesnt expend their resource. Anyhow, digressing from topic). As such you get this awful looking solution of an ignited lightsaber (YARR, I am a JEDI! See my glowstick glow), which looks completely out of place. However with all honesty, this issue is so minor on the grand scale of things, that I don't think it'll be addressed anytime soon.
  9. Alright, so a few things bothered me about the companions to begin with. I'll try to put these things in a somewhat coherent post so maybe we can get a discussion started on this topics. So far the companions suffer from the following issues: 1) They will never be able to rival or even come close to players because of their missing relic slots and inability to use clickies/consumables. I find this normal, but I wanted it out there. 2) They are missing some key abilities, such as stuns and interrupts. Overall the number of abilities they have is pathetic. 3) Tank pets currently do not have +armor% from their tank stance, so they cannot mitigate anywhere near as well as players. 4) The companion control is awful. Why in this day and age we only have 'attack' and 'passive' modes? No hold position? No guard target? Can't set it to heal/attack specific target only? 5) They are stupid. Like really awfully stupid. This is partly why I want 4) implemented, so I can at least somewhat compensate for their stupidity. Move out of AEs? Nope. Running away from monsters after being pulled in? Nope. I am not asking for them to watch their aggro or whatnot, but at least they should be...I dont know, following me out of AEs. I am sure there are a number of other small issues such as them getting stuck in pathing, but those are small enough that I won't even bother. I am really mostly concerned about 4 and 5 as there is nothing you (as a player) can do to improve this. The other can be at least partially addressed by overgearing the companions, but that doesn't help with their ability to die in the most bizarre cases. Anyway, hopefully enough of this post was understandable to start a discussion.
  10. Two things you have to do during Baras fight. One is to interrupt his long cast time really mean ability. Another is to get out of his Stomp-like AE, because unlike SW Stomp, it persists in the area (and its instant cast so can't be interrupted). As long as you do two of those, he is quite easy. I would recommend Quinn or Vette so they dont get hit by his PBAE. Also make sure not to walk him into your companions. Hope this helps some.
  11. Well, the way the story goes, Emperor really didnt give a crap about the empire at that point. He started the war as diversion to perform his mass murdering ritual. However since he neglected empire for so long, Baras (and not only) decided that they can have some fun. Baras locks the Voice on Voss, claims to be one, etc etc. I'd guess Emperor wouldn't care all the much normally, except he is also hit by defection of Scourge. So now he has a pretender trying to steal the empire (not that Emperor cares about it, but he needs it to complete the ritual) ad no way to deal with it. In a hurry to deal with the threat of Baras SW is tapped as new Wrath. Getting rid of Baras is great except he let his sights off Scourge and JK who quietly sneak up and stab him (or his True Voice, depending on how truthful Hand is) in the face. Let me be clear, I doubt SW was ever meant as anything other than a tool for one job. Emperors plan was to consume the galaxy shortly after getting rid of Baras, but it doesn't happen. Now he is either dead or disabled and Wrath is under control of the Hand. We don't know if at this point Hand One is even telling you the truth or just decided to become an Emperor himself by relaying orders he makes up themselves. In either scenario, probability of Emperor investing time and effort into making SW immortal seems far fetched. His plans were/are close enough to completions that he no longer needs and immortal Wrath.
  12. Ok, about the whole immortality business. It's getting slightly annoying. New Wrath is NOT immortal. If you've played JK, Scourge actually talks about the immortality ritual. It takes all senses of a normal being away from the target. He can no longer smell/taste/feel(sense wise). He is no longer mortal and possesses no senses that are present in mortals. it's one of the reasons why he is mad at Emperor (other than him wanting to destroy all life). I am sure our character would have remarked on such a loss after getting out of the mine. Nox is not immortal either. He was held back from brink of death by being tied to the ghosts, yes. But with body destroyed, he will either die, or become a ghost himself. During second confrontation, Thanaton explicitly says something of the sort "oh, I see what you did there, I'll make sure to dispose of your body properly this time!" just before he realizes you actually have more than one ghost tied to you and you zap him. Either way, immortal characters would be a bit boring, don't you think?
  13. So, with Legacy system effectively 'binding' all your characters into a single legacy, why not have a legacy bank. Make it require certain legacy level if needed, but I do want an ability to easily move stuff between my characters without having to go through mail every time.
  14. To test a trial you drag him to a few instances. Really, if you can't dedicate time to screen your trials properly and not just drag them into raids and watch meters, you are being lazy. People managed to recruit to their raiding guilds before WoW which seemed to turn everyone very impatient. As far as watching who dies from what, yes, meters are useful for that, but once again, if the content is not tuned for meter usage and you are running with competent people any mistake will be either recoverable from, or can be learned from. As far as not using meters in WoW that much and just keeping an eye on them, well, the game is old. The rotations are established. Content is already tuned for meter usage. Yeah at this point you go through motions. I understand why people want meters, and I am not denying that they can be useful. But I feel that people do not fully grasp ramifications having meters has because they never got to play a game that did not have them.
  15. There is no argument to be had. Only reason people are for recount type of add-on is because they suck and can't learn how to play their class without it.
  16. As I have posted in the other thread, ironically, damage meters benefit mediocre and harm best players. A good player can optimize their rotation without a meter by simply playing their class long enough. Mediocre player needs external tools. Outright bad player will be bad with or without the meter. The downside to having meters is that encounters now assume that everyone is doing top dos instead of just high as developers are now aware that everyone can squeeze that dps out of their character by watching meters. As such, where in the game with no meters a group of great players can beat content in decent gear, in game with meters they can't, as encounters are now tuned to accommodate the people who can't play their class to full extend and rely on external tool to do it for them.
  17. Ok, I'll explain why I personally feel that damage meters of any kind are bad for the game. 1) Yes, they allow you to get higher performance out of your character by watching the meter. Which honestly helps bad players a lot more than good players. Good player will learn how to play their class and get the most out of it without addon's help. Thus, you are actually reducing the value of personal ability to play character and substituting it with mindless number watching. 2) With that established, now only thing separating players is gear. Since everyone with same gear will be using exact same rotation (as they have hard evidence that it provides them with maximum damage) and have exact damage output. 3) With THAT established, we now have developers designing encounters solely based on DPS output (and since that is now known) based on gear alone. So whereas without meters the performance of characters is uneven, and encounters are created to accommodate for it, with meters the playing field is evened. And yes, I consider that to be a BAD thing. It takes the player skill out of equation completely when balancing encounters. Whereas before a group with decent gear but exceptional skill could get through an encounter, now you need X bodies with Y gear and you are set. The people who can't perform on-par with the rest of the group even with meters available either have some handicap and should not be expected to perform on the same level, or are plain out horrible. Without the meters players with THAT horrible of performance should be pretty obvious anyway.
  18. I'll bite. Dec 20th is an absolutely arbitrary date. There is NO reason why the date is 'releasing' on the 20th other than someone in EA saying that they should release the game before holiday season. There is absolutely nothing magical that will happen on the 20th either. There will be no huge influx of players - everyone who orders before 20th gets in before 20th. And there is really no reason to wait to order until 20th as it's highly unlikely they'll drop box prices until after the holidays. As such, the 7 day 'EGA' is actually worse for the people who ordered late than 5 day one. It adds much larger discontinuity in levels for the people who got in first and those who get in last. Not a big deal on PvE server (other than the amount of spoilers you'll be walking into from day 1), but a lot of people on PvP server will not enjoy it. Now, I fully understand why and how it's being done. However asking people to rejoice in the fact that EGA has been extended to 7 days while they are sitting on their hands getting trolled by people who got in on the first day is not going to work. They will wait, but you can't ask them to be happy about it. It's about as futile as whining about not being in. Not actually going to help anyone.
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