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Auxili

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  1. Is the game ever going to become less of a constraining themepark? I'd like some freeing sandboxy social elements be infused into this game. Bioware's current design philosophy is "make the gameplay experience as cemented and claustrophobic as possible", which can be seen from their planet design to Ilum (I'm sure your pvp devs aren't going to write Ilum on their resumes).
  2. That's what I meant to communicate, thanks for the superior explanation. I guess the themepark design Bioware has chosen for SWTOR limits what they're able to do in terms of making this a large and freeing game experience
  3. I was simply looking forward to getting new things like ships in the future, not 'now'. And please don't derail :? I don't understand why you care about space pvp, sounds like a bad idea
  4. "Unfortunately, the nature of our ships as central story areas for all of our class content, and all of the associated triggers and cinematics that must therefore be done on the ships, means that giving players new ship models, particularly interiors, is very, very hard for us. We will probably look at addressing this instead by providing a greater sense of ship customization at some point well in the future." Bummer, it's too bad we won't be able to have content like 'new ships' due to the way Bioware designed the game. I'd love to have a different sort of ship, but it looks like these sorts of cool sandboxy things won't make it into a game like SWTOR.
  5. watch out, Bioware may ban you guys for participating in non-ilum world pvp. It's happened
  6. Auxili

    Nerf down the sith

    Currently, sith gears up lightyears faster than republic on pvp servers due to ilum and same-faction warzones (empire queues up way faster). and the fact that bioware doesnt give a rat's arse makes me feel like crap.
  7. still baffled at how you get the aspect ratio wrong, and squish your videos
  8. DF is the worst raiding spec. Unless you want to prevent your raid from ever CCing anything ever
  9. Maths -50% (for example) of a 5k hit is 2.5k -50% (for example) of five 1k hits is 2.5k Maths of mitigation You'd only be correct if defense gave a flat -damage# effect, like in some more oldschool RPGs. If defense mitigated 200 damage 'per hit', then you'd be right in saying a single 5k hit is better than five 1k hits, because those five 1k hits would just become five 800 damage hits. Meanwhile that 5k hit becomes a 4.8k hit (much superior). But that's not how mitigation works in this game. Single big hits are still favorable, but not due to how mitigation works. Big hits, or burst, is more favorable simply because it's generally harder to heal through, allows you to execute targets, and so forth.
  10. please stop with that font and stop posting without contributing to the topic (you're defending yourself as if you're under attack).
  11. good video, but why would you post it? You know Bioware makes balance changes around forum QQ, and videos like this are what starts QQ trains. SniperSlinger nerf incoming
  12. in the tank tree it breaks roots. Is that not enough? You've already got a knockback, a mez, a ranged stun, stealth, a sprint, a tank stance, a knockdown, in-combat 10m burst, an execute, 5% more base parry, a vanish, an out of combat mez, and a pull within your class. Is this not enough? Some classes *coughoperatives* have half the tools and manage to complain less.
  13. scoundrels still have less utility than shadows and other melee (shadows are more comparable and both have the same burst damage).
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