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visperan

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    Oslo, Norway
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  1. I saw we are entered already, but we will be having full unlocks. <Impetus Norvegicus> Sith Empire Full unlocks.
  2. Just got back from enjoying the summer, very nice to see this in the game now Thanks Bioware!
  3. How are the rest of you NOT freaking out over this? This is "small teams Arena" yeah? and it got a ranked ladder system? yes? yes? BioWare? I NEED TO KNOW! YOU CAN'T TEASE ME LIKE THIS D: I need to go prepare an Arena PvP section for our website now. Mmm, ladders, ratings, profiles, setups, maps... when is that web-based "armory" feature coming out btw? (We haven't forgotten about that!)
  4. Hi Bioware! So I was wondering if you'd given the Flytext any thought recently? It would be very nice with a mode where you can set it to "scrolling" instead of "sprouting" off the target you're hitting. The reason I'm requesting this is that the numbers that bounce of your target are sometimes very hard to see if your target is very big (like many operationbosses are). You need to tilt your camera upwards to see the numbers, which makes for some very awkward angles at times which can lead to missing other stuff that's happening. While I agree this is not critical to anyone, it would be a very nice feature to have. DPS-junkies like me like to keep track of how hard we're hitting, how much dots are ticking for etc. What I'm suggesting is that you put "scrolling flytext" into a movable UI element that can be positioned by the user, or even just have it be a static element in the middle of the screen. I won't ask for advanced features, but if you're looking into it then perhaps look at the possibility to add different effects (healing given, healing taken, damage done, damage taken, effects gained, etc) into separate UI elements. It's not about pretty looks though, it's about information. Thanks for reading! Hope you take it under consideration.
  5. I think the dye system is so incredibly limited i'm just gonna pretend it didnt get released. I had hopes for this, but nope. Good thinking BioWare, but you should have let this feature sit on the workbench for a few more months. There are so many other games which have a dye system, you could have copied any one of them and it would have been better than what you have made. You don't always have to reinvent the wheel, there are plenty of working systems for this out there. Bah.
  6. Thanks for the update, we've been waiting for Denova NiM for a veeery long time now! @limenutpen: The challenge to clear it in under 2 hours will probably only be possible once (on average) your raidteam is fully decked out in Dread Guard / Hazmat and know every fight in and out. From what we've heard from the PTS, Denova NiM is really really hard. One question though, which might not be related to the Ops design team(?): When will we get new setbonuses?
  7. Will we be able to move Columi/Rakata armorings to custom gear anytime soon? I really want to run with a custom look on my alt but I can't afford to lose the set bonuses, and I don't have time to run HM ops with another character.
  8. Well, it's always sad to see people who's been here for a long time leave, but maybe the next class balance designer will fix my sorc for PvP healing. Edit: It's almost funny how happy the folks over at Reddit are about this.
  9. As the topic says, are there any applications like the WoW Model Viewer for SWTOR? I'd love to get into machinima again, but this time for SWTOR..
  10. Not gonna reply to the other posts in this thread, I just wanted to post my feedback as this thread has been pointed at as one of the "allowed" feedback threads by the Forum Moderators. As a note, I listened to the SWTOR PodCast and catched the part about devs not liking to read feedback that was loaded with "I think/I want/I demand", but for this type of feedback I only have my own experiences to draw conclusions from, so here you have it; I've been playing Corruption Sorcerer for PvE since the launch of SWTOR, ever since level 10 I was spending my points in the Corruption tree and was playing as the healer for my guild groups all the way to 50, and continued that role into the first raids (I fondly remember raiding EV for the first time on December 28th, severely bugged content which took us 8 hours to clear ^^). In fact, I have only specced Lightning a few times on level 50 just to try it so I'm no expert on sorcerer as a class, I only have vast experience as a healer in PvE. My raidgroup had EV and KP 16 Nightmare Mode cleared by the 14th of February, so I'd say we're among the better raidgroups in SWTOR. In the PvP department I played up to Valor 46 or 47 (around there) before GU 1.1 when I decided to play a Marauder for PvP instead. Not been in warzones as sorcerer since then, so therefore I won't comment on how corruption plays in PvP now as I really have no idea. The only thing I can say is that pre-patch 1.2 I could take on corruption sorcerer 1v1 on my marauder, and while I couldn't always kill them 1v1, I could at least keep them too busy keeping themselves alive to not being able to heal their squadmates. That's good design if you ask me, PvP should be tactical and team-based. Yesterday I destroyed healers left and right on my marauder, it was weird. Back to PvE; I do understand why sorcerers were up for nerf to their healing output as we had near unlimited force with minimal penalty while managing it, and we could utilize the "double dip" bug to dish out 10-12k healing in less than 3 seconds when things got intense. All this along with the best AoE heal in the game. Me and my fellow healers (sorcs and other classes) compared output and utility, and the conclusion was that sorcerer were the best healers across the board, regardless of scenario. We also agreed that sorcerer were ripe for a nerf, but I don't think anyone of us anticipated a change of this magnitude. My main concerns right now is the resource management for long fights. As another poster in this thread pointed out, we now have 3 things to worry about; our own force pool, our own health pool, and the health of our group(s)/target. In AoE heavy fights I cannot allow myself to use consumption too often because my health would go too low to be able to tackle incoming AE damage, which in turn effectively reduces my already reduced healing output. I found myself taking breaks in the healing on some occasions to either wait for a more calm moment to be able to replenish my resources or to stop healing my group and focus on myself for a few seconds to heal myself and consume health to replenish force, which overall reduced the amount of fun I was having while raiding. Another thing I saw the need to do was using Revivification on an area near me to heal myself up so I could use consumption more often, this instead of throwing it next to the melee players or similar to heal them. Feels like a waste of a perfectly good AoE heal. This is situational, but that I feel the need to do it at all feels like a waste to me. TL;DR Force Bending "double dip" fix that's okay. Reducing output through removing the activation speed buff from Force Bending on Dark Infusion in exchange for lower force cost.. okay, I'll handle it. Consumption change.. I cannot see the reason you had to do this. It shifts our entire playstyle in PvE into another mode where we have to not only manage our force, but also be more worried about our health than other healers have to be. Please have another look at this.
  11. Hi BioWare Just a minor thing I think we all can agree would have been nice to have present in the crafting system right now. This is a tad annoying: http://i.imgur.com/cIPi8.jpg An irritating issue when browsing the GTN for new schematics to learn. As it is now, we have to do it from memory, or close the GTN -> open the profession window -> check for schematics -> re-open the GTN. Simple fix would be this: http://i.imgur.com/mRGFp.png Problem solved, everyone happy
  12. Kill X Activate X Escort X from Y to Z Talk to X Solve puzzle X Find and loot X Go to area X How many more mechanics are there? These are all in the game, and it's fine in my opinion. By the way, I thoroughly enjoyed tracking down, talking to, fighting and then absorbing the immortal ghost of an ancient Sith lord. It involved "go to area X, then area Y", "talk to X" and "kill X"", but when paired with good story and animation it was a lot of fun. What's the issue here, really?
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