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KEVHOUSTTWO

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  1. Considering how similar the chapters are to flashpoints, I think they seriously dropped the ball by not including a queueable group mode for them. That would not be too difficult I wouldn't think, considering all the resources would be there and they'd just need the infrastructure and balancing, and 25 repeatable multiplayer chapters + 5 uprisings is a hell of a lot more group content than we got. An 8 man (16 would be a bit much for the small space I think) version of Eternal Championship would also help alleviate some of the anger over no new ops. Both things would require a lot less work than completely new content, and would still expand the multiplayer experience of the game. They also should have made the command cache legacy wide to make gearing easier on altaholics. And why is Star Fortress still not in groupfinder?
  2. I, for one, will actually hate a legacy wide endgame system. It's for the same reason I hate this game's reputation system.... Once you reach the end, you are done! If command ranks carry over between characters, I can never again start at level one. Endgame gearing progression has always been character specific, and that is a good thing. Now, what they SHOULD do is make command stash legacy wide. So that you only have to grind on one character, and can choose to open your crates on another character (and get gear for them). It also would be great if they made the set bonus pieces drop as tokens, so you can choose the piece as before.
  3. Lol. Ravage and master strike are really iconic for the warrior/knight too, perhaps even more so. Same with force lightning for the inquisitors, and assassins can't use that anymore.
  4. /signed Players that don't like to learn rotations and classes will love the new instants, but as a Mara main, ravage went from being a unique and fun ability to just another glorified vicious slash. And is it really so bad to have a single ability that requires situational awareness? Until this is fixed, I have removed "ravage" from my bar and will pretend it's not there. It's not like that will result in much of a dps loss anymore anyways. It is insulting to see such detrimental changes to this game being called quality of life improvements.
  5. Yeah, the monolith is pretty much impossible as a melee dps, unless you are level 70 with outstanding gear. I know I will upset some people by saying this, but they need to nerf veteran mode (Just slighty though, it's awesome except for certain frustrating fights). VM should be an alternative to the insultingly handholding nature of SM, it shouldn't require grinding every companion to 20 and having 220 gear. It should bolster you instead, and have Master Mode be the brutal difficulty, where you lose 20% chunks of hp with each enemy basic attack.
  6. THIS! SO MUCH THIS! The interface editor now longer allows you to assign buttons per row etc. Accessing menus is now much more tedious than it was. I want all my buttons strung out in a line at the top like it used to be, just a single click away from whatever menu I need to access. Honestly, how could you allow people to customize their interface so much, and then force a rigid menu on them with orientation as the only option? The new menu slows me down, with having to hover over the category before clicking and what not. It's awful!
  7. You might wanna do the voss one though... Just a hint
  8. The double add thing is a bug, but it is worth mentioning that what is bugged is the stealth nerf they did that reduced the number of add groups from 2 to 1. So instead of the original difficulty where you would always face 2 add groups on HM (and bad groups would get shredded in seconds), people now face mostly 1 group, then occasionally get blindsided by a second bugged one. The aoe thing is not a bug at all. It is a really bad design decision that affects the entire game. The engine the game runs on uses server-side position checking, and the server only updates your position every few seconds to avoid excessive load. So even though you see your character as outside the circle/square/big mark of doom, the server hasn't updated your position yet, so you get flagged as being inside the aoe. This happens on ALL challenging boss fights, and anyone who has done higher level hard mode ops (not EV or KP) knows this, but unfortunately the majority of players in the game now don't bother to do them (because Bioware drove them off by refusing to release actual mmo content), so the only content that people play that harshly punishes standing in aoes is BoR (and maybe SM Underlurker). HM Kyramla used to be this way too, then they increased the delay in the aoes. This is why there are so many people coming to these forums to cry about it being bugged. The easiest way to combat position lag is to jump immediately after exiting the aoe. When jumping, the server immediately updates your position, drastically increasing your chances of avoiding it. Try this, and see if it helps. It is also worth noting that when the walker reaches 50% health in HM, the difficulty increases, resulting in more orbital strikes and bigger crosses. The issue with Korriban Incursion is that bolster is not boosting stats enough for low level players, and that the fight is obnoxiously anti-melee dps (can't deal dmg during bombing phase) Combined, this makes clearing the droid boss with anything but 2 level 65 ranged dps borderline impossible, as the boss enrages on the fourth bombing phase with Extermination Mode.
  9. Totally agree. An epic story in a game only feels epic if you can actually fail. It would be torture having to run every alt through story mode first imo I am hoping for some actual mechanic changes on these harder difficulties as well, to make the story bosses actually feel like a big deal. Arcann just feels like a damage sponge when you can ignore the feedback mechanic.
  10. Well nothing is official yet, so perhaps bioware will prove me wrong in the end
  11. Don't worry, the rage will be explosive. I can't say much here cause of forum rules, but since they let the cat out of the bag about the stances last week, I can assure you that it is the ONLY good thing happening, and even that won't sit well with the pvpers. I recently switched to a mara main b/c of the lack of interest in group content, and now I will have to switch again because the warrior class is being made boring. There is also a huge change affecting all classes that won't help anything, and will make veteran players furious. They are just proving again and again that they have no freaking clue how people who actually play the game feel. This delay is either an attempt to minimize the damage before the release, or they are reconsidering their decisions (doubtful). So yeah, fasten your seat belts, and grab some popcorn. It's gonna be good lol.
  12. Alchemy of evil is technically soloable, but the second boss is a huge pain, and pretty much mandates high dps and a utility that helps break incapacitating effects. The source of the problem is that the boss's Dread Tentacles channel heals him, yet also stuns 2 group members (so both you and your companion will be cc'd while also needing to interrupt the channel). When done properly as a group, this mechanic is awesome, as the 2 people who are free need to interrupt it quickly, and a missed interrupt simply prolongs the fight, unlike missing something like Malgus's Unlimited Power. Combined with the fact that companions are eligible targets for the boss to drop onto (have to position them on a barrel manually) means that soloing it takes quick reflexes, good awareness, and clean execution across the board. I also would much rather see people doing these as groups, than doing them solo and missing half the fun. Imo, bioware needs to make these missions repeatable without having done the gsi quests, and give people a reason to help out in them. They are designed for groups with incompatible mechanics for solo, mechanics that are actually fun Besides, a lot of people have yet to experience them due to the fact that you had to travel from planet to planet in the prior missions (Which was indeed a pain prior to the QT cooldown reduction and taxi changes in 3.2). I have gotten several people to help me with the missions before who had never done them before and they thoroughly enjoyed it. (It's also really freaking hilarious to kill the droid on the bridge in the shroud heroic by turning it off, especially with people that aren't aware that you can do that) If people were able to do this without reaching the end of the mission chain, they might be able to experience great group content that they otherwise would have missed. Please consider all the options bioware. Going solo isn't always the answer. People simply want to clear content that they can't because it's difficult to find groups. That does not mean they do not want to group for it. Give people a reason to do this (like adding it to the weekly heroic board for Nar Shaddaa and Ilum or something)
  13. And sorry to inform you that I have played all 3 Mass Effect games, and in every one there are difficulty modes where you can choose how easy or hard it is. Not to mention on the first two (never tried narrative on the third, casual was easy enough) it is actually possible to die on the lowest difficulty!!! My definition of an interactive movie is watching cutscenes and then "playing" with little to no fun at all. Stuff like Heavy Rain, for instance. As it stands, the KOTFE chapters in this game fit that perfectly. You can literally go out to Subway and grab a sandwich while your beast mode companion kills the boss for you. Heck, ever since 4.0 you can do that with most of the 1-50 story missions. But its pretty sad when people come into these forums and choose to nitpick about word usage instead of providing constructive commentary.
  14. Very good move in the right direction. I was wondering when we were going to start playing a game again instead of an interactive movie. If I understand what was said correctly, these difficulties apply to the KOTFE chapters as well. I plan on playing through KOTFE all over again on Master to get the proper challenge for a player of my level XD That being said though, did it even cross your mind to add group difficulties to these chapters? That would be a fairly efficient use of resources, given that all it would be is some scaling of enemies and mechanics tweaks versus developing new group content from scratch. While some people might view it as lazy, it would nonetheless give group-minded people something to look forward to with each chapter installment. Please consider doing this. I'm aware the content is probably mostly finished at this point, but some suggestions for the higher difficulties of the existing chapters: Obviously damage dealt by enemies would be increased, though I would avoid increasing enemies health, as the trash is tedious enough as it is. It goes without saying that level sync should be enabled or the chapters scaled up, as people are reaching level 65 before finishing Tatooine
  15. I know people want solo modes because they are non repeatable and thus hard to find a group for. But these are a whole different level of heroics that are better than some flashpoints. Please leave the group versions in the game for people to experience them properly. The Shroud's Last Stand (Revealed) would be missing most of the fun without coordinating with people on the puzzles. Better yet, do a server merge for those poor souls on the low pop servers. Or are you really that dead set on making your game look more populated than it really is, that you will lose even more people on those servers for not doing it? Add them to the weekly heroic terminal for Nar Shaddaa and Ilum, and provide a solo mission for the antisocial people who need it for the story. Or make them scale to the player count like the rest of the GSI missions. Or put them in a new category of GF for people to queue for without a weekly lockout, so that people have no excuses anymore. I used to think that this kind of stuff should be soloable, but then 4.0 Aurora Cannon happened. It made me realize that when the content revolves around group mechanics, simply deleting the group stuff makes it VERY dull and boring. Don't do an Aurora Cannon to the 2 missions that make the whole chain worth doing. Think about ways to encourage and streamline the process of finding a group for these missions that a lot of players ignore. The missions are a lot of fun to do, the problem is people can't repeat them to have incentive for helping others, and those people are left unable to do the content that they wish to do.
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