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Xarielle

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  1. Over a 3 week period we managed to see 4 Trooper Rakata MHs drop 0 Consular. RNG is RNG.
  2. This is a flawed concept. 1. Weekly quests do not get people to log in every day. 2. The Republic mirror to Black Talon, Esseles is harder, the easiest HM on the Republic side is Taral V which you can skip 2 bosses and more than half the trash and finish in around 20 minutes or less. 3. The rewards - You are already awarded Social Points/Credits/Exp(Legacy) throughout the dungeon experience. 3.2 Lockboxes are BOE and by nature cannot be too good or they will have a negative effect on the economy. 4. You are making some big assumptions on lead times.
  3. There needs to be a balance between execution and gear. Some of the enrages in this game don't mean instant death, you can still survive well after the enrage, sometimes for quite a while. What most people seem to be complaining about though isn't the enrage timers but the fact that executing the fight properly doesn't give any leeway because at the end of the day you have X amount of time to kill the monster so instead of focusing on the best execution they focus on doing the most DPS they can.
  4. 2 BH Comms a day is hardly too generous given the price of the BH gear, there would be no HM FP weekly or the weekly would not give BH commendations or if the weekly gave BH commendations lower the daily to 1 commendation. The problem with a weekly quest is that it is weekly. Which means that as the week goes on it becomes increasing more difficult to find a group as many people will prefer just to do the weekly right after reset and be done with it then and there. To fix people spamming the shortest FPs the daily could be randomized ie "DAILY: False Emperor [HARD]". Balancing the rewards is important as you don't want people who can't play every day not being completely outgeared but at the same time you want to encourage people to want to log in every day.
  5. Important thing about MMO design is to keep people playing as long as possible. By adding no incentive for people who don't need the gear anymore create huge dead zones which affect the community negatively. The fact that you can start raiding without ever stepping into a HM FP makes them barely relevant as is.
  6. Precisely, even the encounters with soft enrages like Karagga actually hard enraged before the soft enrage mechanic becomes an issue. And yes they tuned the original raid encounters for 2/4/2 split but healing was actually too strong, alot stronger than they imagined which allowed you to drop 1 tank and add an additional DPS as well as completely ignore mechanics since the boss fights would be significantly shorter and since the main limit on the encounter was an enrage timer it made sense to stack DPS over executing the fights as intended. The council fight could have been so much more interesting as well, instead of fighting them there you could have easily been pulled into a Mind Trap which would give each person a larger area and allow you to expand on the boss abilities more and overall give a more unique experience.
  7. You are talking about mechanics that aren't in the game and I'm talking about current mechanics without the enrage timer.
  8. The reward for doing a Daily HM should be a choice of 2BH/6Columi and 5 Daily Commendations.
  9. The main culprit behind the enrage timers in this game is the fact that healers have infinite resource as long as they manage it. You don't even need to add 7 healers and 1 tank. An 8 man group with 2 tanks 3 dps and 3 healers would be unkillable every encounter unless someone died to an instant kill mechanic.
  10. They are not impossible and they have been done before.
  11. An active subscription is any user with game time tied to his or her account regardless of if they has cancelled the recurring fee or not. The problem with this report is that shortly before the end of April they gave a large portion of the player base 1 additional month. This throws the numbers completely off balance and makes it impossible to use active subscriptions as a gauge of active players.
  12. My issues with Legacy... 1. It's bound to server and not account which means the more investment you put into Legacy the harder it is to abandon (Not that it has any real benefits apart from the buffs.) The only thing about legacy that should be server bound is your Legacy name. 2. Legacy unlocks are too expensive, everything that requires a high legacy level and thus time investment also requires a high amount of credits. I can see there are trying to remove some of the credits from the economy but based on their own metrics it makes the legacy unlocks inaccessible to a majority of the user base. This gives me the impression that these unlocks are targeted specifically at the people who can afford them. Overall a bad design choice because people get frustrated by seeing a carrot there they can never reach. 3. Family Tree is useless. Without the ability to interact with other players or characters in your family tree it really serves no point. 4. The 4 Imperial legacy skill unlocks are better than the Republic unlocks. Not that it matters too much but it's interesting to not that the Inquisitor level 50 unlock is the only unlock that's not a baseline skill (It's a Sorcerer ability not an Inquisitor.) overall I don't care that much about this issue in particular but people going after unlocks are more likely to go after the Imperial ones which can potentially worsen the population imbalance. It would have been better if the legacy skills would summon 1 of your characters during the herioc moment who was proportionately stronger than your regular companions. 5. Inheritance/Birthright gear. Why does this exist? It's better than your average piece of gear for the appropriate level but the time you spend at the level doesn't justify the cost. Some pieces cost as much as 200 Daily Commendations. I'm really confused about the purpose of this gear. It doesn't scale, it doesn't give any meaningful bonuses or aid your leveling experience by alot since it's so easy to begin with and the amount of time it takes to farm your alt a full set you can level to 50 with no trouble at all. Overall useless. The custom Legacy items apart from the Bracers and Belts are equally useless, they need to have Augments slots, because to spend over a 100k on a piece of armor and then another 100k to remove the mods on a piece of endgame armor to put it into a piece of armor that doesn't have an augment slot seems like a waste. Apart from buffs legacy feels like fluff. It doesn't offer anything meaningful for the time investment. The Inheritance and Birthright gear needs to be re-evaluated.
  13. The problem is that TTK is too short not so much the CC system. Not to say that resolve doesn't need tweaks.
  14. Ability to snap elements together. Turn off portraits. Make buffs/debuffs more visible on raid frames.
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