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Chimi

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  1. It's not about adding content. It doesn't matter how much content they add if no one is logging in. What they need to do is combine some servers. Make the populations healthy on the servers. A lot of people no longer play because when they log in, there is no one else online. Hard to play an MMO without other people to form groups with. If they do this, I think it will help a lot. More people will want to log in and do what is currently in the game.
  2. I just love topics like this. I love the whole "This feature was in WoW so it is the most evil thing possible!" crowd. There are a ton of features in WoW that would be way beneficial for this game and actually make it a much more enjoyable experience.
  3. Take them through the older Operations. New 50's shouldn't be able to step into the latest Operations and be able to perform.
  4. I don't know why people keep asking for F2P. A game that is F2P is generally a bad thing, not good.
  5. Yep, they should definitely make the game free to play since they are changing the design of their website.
  6. Calm down. Stop being lazy and take two minutes out of your time to look for correct information. Right on the homepage of this site, it tells you who is eligible for a tauntaun pet and no, you don't need to have a level 50 to get it.
  7. I work full time, have my own house, own cars, and have a level 50. What kind of life do I have?
  8. SWG was not flawless. Unless you were a Combat Medic/Rifleman or some variation of that with Swordsman, you had no chance. That game pigeon holed people into the same class.
  9. I love the "hardcore players are the minority" argument. Well, hardcore players are what beats the heart of MMO's. You think the servers are dead now because the casual players quit the game? I'm guessing most casual players are still playing because they haven't got to a level of the game that they are doing much of the end game. If this wasn't a hardcore PVE MMO, then there would be no need for Bioware to put in Nightmare Modes to their raid content. They'd be content with just having regular story modes. It's pretty clear they want content to be in the game for hardcore players.
  10. Yes, they can. You're always going to have the hardcore of the hardcore who raid 12 hours a day so they can lay claim to the world first boss kills. But making a raid instance with 8-10 bosses in it, that all have a challenging learning curve can easily be done. I've played in every single raid that WoW has released since it's launched and have killed each end boss in each tier of content (minus Deathwing since I quit before then), that I can sit here and tell you how to make the current fights harder. Soa for example should have about a 3-4 week learning curve. This is assuming a guild raids 3-5 hours a day, 4-5 days a week. His mechanics are there. Adding some new mechanics, making abilities less forgiving, and making his enrage be an actual enrage (we've had Soa up for a good 3 minutes enraged and he doesn't do anything lethal). There are ways for them to make Soa HARD and not the joke that is currently his nightmare mode. Let me give you an example. Here is a write up I did a while back with my own ideas of how I would make the Soa fight more challenging on Nightmare Mode and feel more like an end boss. I understand even my ideas can be improved a bit, but here is what I came up with. And these are all based around my own experiences raiding and being in the top end raiding guilds. PHASE 1 For the most part, Phase 1 is fine. Most Phase 1's in fights are easy and don't put up a lot of resistance when it comes to people getting past it. One change I would make though is I would have Ball Lightning in Phase 1 but it would act a bit differently. Maybe even call it something else. Ball Lightning/Lightning Orb: Soa places lightning orbs on a random target that will tick three times before they finally explode. It will do moderate damage to the person with the debuff but heavy damage to anyone within 10m. People would need to stay more aware during phase 1 and make sure they don't blow up the entire raid. One more change I might make is I would have Soa keep up his lightning shield which would reduce the damage he takes by 30%. This would mainly be there to keep people from going through phase 1 too quickly. Everything else would stay the same and he would keep spawning the void zone things he does in the other modes. TRANSITION PHASES (both transition phases would be the same) I would add a few changes to the transition phases and make them a little harder than just jump down and eventually get to the bottom. First thing I'd do is making the pillars on each platform do moderate AOE damage. It has to be enough damage where if they are kept up too long, it would wipe the raid. Increase the HP of the pillars as well so they aren't killed fast, but not to the point where they can't be killed before he destroys the platform. There should definitely be an urgency though. The pillars AOE would activate when someone touches the platform it is on and will be zone wide, so just running past it wouldn't be an option. Aside from that, give Soa 10 stacks of his lightning charge rather than the 5 he has now. PHASE 2 I would keep the lightning orbs the same here. People will need to find their orb, run to it, and blow it up. But that is probably the only thing I'd keep the same. As for Mind Traps, they need to punish the person inside them somehow. Right now they don't do anything except take the person out of the fight for the duration they are in the trap. While in the trap, the Image of Soa should do a moderate aura AOE that will kill someone if they are in there too long. By killing the Image of Soa, it would stop the AOE. The Image of Soa's HP would need to be buffed as right now he can be killed in a matter of seconds. Healers would have to be able to heal through the damage while inside. Players are still freed from the Mind Trap when it's destroyed. I would also change the the throw he does. Soa would put up a shield that makes him immune to interrupts and begin throwing someone around the room. This shield would need to be broken and his cast interrupted before he eventually kills the person by slinging them around too much. Also, when the shield is broken, it would explode and hit everyone in the room for moderate damage, maybe 10k or so. The person being thrown around would be immune to this damage. This phase would also require two tanks as Soa would stack a debuff on his current threat target that decreases healing received by 10% and increases damage taken by 10%. Tanks would continually have to taunt off each other in order to remove their debuff and make it easier on the healers. PHASE 3 I would keep the immunity shield on Soa and have him kited around to the pillars like it is currently. One big change I would make to Phase 3 is his weakened phase. After Soa is weakened, he will gain his energy back, unleashing it on the raid for 17k unmitigated damage. This damage can't be resisted or mitigated in any way. You also won't be able to out range it, so healers would need to be on the ball keeping people alive during this phase. He would do this AOE after every weakened phase once he recovers from it. Soa will no longer debuff the tank, but would instead summon adds each time he is weakened. These adds would come out during each weakened phase and begin channeling on him (as if they are helping him trying to get his shield back.) Once he gets his shield back, the adds will then aggro on the raid, so they will need to be picked up by the second tank. All this will happen at the same time he is doing his powerful raid wide AOE, so the picking up of the adds will need to be pretty flawless so they don't damage anyone under that 17k HP threshold. These adds will need to be killed. Mind Traps and Ball Lightning would still work the same. This phase would just go until he's either dead or he enrages making his AOE ability unlivable.
  11. If there is one thing I've learned playing MMO's, it's no matter how easy the content is, casual players are still not going to do it. So trying to balance PVE raids around casual players is completely pointless. You have to cater to hardcore players or you have what you have now, extremely easy content that is cleared in one day and then left with nothing to do the rest of the week. I'd be OK with raiding one day a week if I had spent the last few months learned the content and working hard to get it down. But that's not what happened. We cleared Nightmare Mode content the first week we did it. Which is kind of sad because I think some of the bosses in the current raid tier would make for some pretty awesome fights if they actually tried to make them hard. I don't expect this to get any better with 1.2. Apparently there is only 4 bosses in the new raid, which regardless of difficulty, isn't enough to satisfy people for long periods of time. Even if it took a month to clear those 4 bosses, if the next content patch is 3 or 4 months away, that is 2 or 3 months of people again doing absolutely nothing in the game.
  12. People don't need your name to stalk you. Someone can see you at the store and decide to stalk you. It's funny how people perceive people on the internet as a bunch of lunatics, but total strangers we pass on an every day basis we have no worries about. Someone in my community was murdered by someone that followed them home from the grocery store. So does that mean you should never go shopping?
  13. Are you someone so important that you can't have people know your real name? Give me a break.
  14. This isn't a bug. Learn the mechanics of the fight.
  15. And if they made it so you got whatever gear you wanted in one or two days, then you would be making a post about how you got all your gear in two days and now you're bored.
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