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Nellise

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  1. I know Ilum is a bit of a failure, but it's a little disingenuous to post a link to an interview given in November as if it's something he's saying now. Ilum was different in beta than it is now (the nodes had timers that kept you from trading them immediately) and what he said then may have been with that design in mind.
  2. I really doubt it's an exploit since it's designed to be exactly at about max jump height. If it were about 3 pixels higher you wouldn't be able to do it. The wall could have been easily been made straight just like the wall next to it if they didn't want you doing it, or the outer wall higher or anything, but they're all set up just well enough for you to jump over there. (Just look at some of the datacrons if you don't think they know exactly what players can and can't do with jumping.)
  3. This has been complained about for the 5 or so months I've been playing the game (3 in beta), and nothing has changed. They seem to think guardians are fine. I certainly don't agree, but my best guess is that they might finally change something in 1.2.
  4. If 10% is "whopping", what is the 15% that SWTOR lost from box sales to subs in the first month? What's missing for me for endgame content is the sort of forced grind that makes you want to run hard mode fps. There's no reputations or factions or anything that encourage you to run things multiple times. If you don't care about the loot, all you do is run each fp once to check it out and then never worry about going back again. I don't know that reputations and the like are the best thing, but it did give me something to work on at level cap that just isn't there in SWTOR.
  5. What does this even mean? It shouldn't be possible other than purposely trying to break an encounter to bug it. I should be able to do a 100% completely incorrect strat and it shouldn't bug, it should simply kill me or give some other feedback that I did it wrong. This encounter simply stops working and gives no feedback why or how you did it wrong. If I solve one side wrong, it should simply spawn like 12 elites and wipe us immediately, it shouldn't just lock the console with no information and leave us standing there wondering what's happening and have us wait for a few minutes for enough stuff to spawn to kill us.
  6. So you're suggesting that you learn the puzzle on the first try with no prior knowledge, in minimal clicks, such that you get it right immediately so that this problem doesn't happen?
  7. I was trying to think of what WoW and Rift's gcd indicator was since I couldn't remember them, so they obviously weren't overly intrusive, and I don't remember anybody complaining about them (at least not to this extent). They're both exactly the same, a shading that disappears like a clock around the icon. There's no flashing or popping of any kind. I think the big reason that style works better is that it doesn't interfere with the borders of the icons which is where the 1.1 version was causing problems. Is there a reason this can't be used or is this being different for the sake of being different?
  8. This is unplayable for me. I'm trying to push through it, but my bars are all constantly grayed/blacked out and there's moving things all over the place and there's flashes of light. It seems like the game is deciding to check if I have focus for an ability on my sentinel only after the gcd timer is up, but since I hit things nearly on the gcd, my bars are blacked out 90% of the time and I can't see anything. I'm straining my eyes trying to see underneath the gcd stuff and I'm now getting the headaches some others are mentioning.
  9. Except it doesn't, at least for guardians (and presumably warriors). I have an actual armor debuff, it increased the damage on my abilities. Increasing my accuracy did not.
  10. It's more that it's poor wording on the tooltips. Like the force/tech one says "over 100% reduces the target's resistance". What does "resistance" mean in this context? Resistance isn't a stat that I know of in the game (maybe an old beta leftover?). And even the melee one is kind of vague since "defense" isn't an actual specific thing, it's a group of things. The Defense tab includes armor, but then there's another "Defense Chance" under that tab which breaks down into parry/deflect which is what they're actually referring to, and there's defense rating in addition to that.
  11. I just tested it with Force Stasis on my guardian since it has a fixed value of 613/second on the tooltip. On this mob, with 108.1% accuracy, it hit for 493 every tick. Since it only hit for 493, there's about 20% armor on it. I used an accuracy adrenal which adds about 11% accuracy and it still hit for 493 every tick. I then used sundering on it a few times and it went up to 503 (which is about right with 20% armor and 3 sunder stacks). I then tried a similar test using Slash and had similar results (although less clear since slash has a range). From this limited testing, accuracy does not equal armor penetration above 100%. But I will add on my character sheet under the Defense Chance section, there are 2 "Resistance" values that both say 0.00. I'm guessing that's what they mean by reduces resistance, but if it's always 0% then it never does anything. Some mobs may have values for this and maybe that's what people see? (these numbers are not my elemental/internal reduction numbers, under damage reduction I have 6% for those)
  12. You mean like Vanguards and Storm http://www.torhead.com/ability/2FaN83F/storm?
  13. About 90% of a tank's attacks (assuming they're using the tank tree) do not benefit from force power. So that 1000+ force power on your weapon and offhand do almost nothing as a tank. I haven't looked, but I'm assuming the other tanks are more balanced in abilities that use their weapon stats and so scale a bit better.
  14. First question is about this: where are you running into groups like this? None of the dailies on either ilum or belsavis (non-heroic2/4) require you to kill any group with 2 strongs.
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