Jump to content

Heezdedjim

Members
  • Posts

    1,719
  • Joined

Reputation

10 Good
  1. My sub is lapsing this month and I will not renew it because of the companion patch. For the record, I've played since early access, bought the original game and all the expansions on pre-order, and subbed through the entire promo period leading up to KOTFE. I've got the Founder title, Living Legend, and Legendary, and that's just on my paid account. The revamp to companions in 4.0, even with the rather extreme new Influence grind, was the main reason I thought the game had really turned around and was heading in a good direction. They were a bit overtuned and in need of some adjustment. Instead you decided to simply trash them. As others have said, it's not that companions didn't need some work; sure, they did. It's that the development team has no concept of how to make reasonable, moderated, tested changes when things are not quite where they need to be. Every change they make is just another wild *** swing from 0 to 11 and back again. It's silly and annoying, and to be totally honest, it makes you all look like you have zero common sense. These things happen every time they "rebalance" in their favorite ham-fisted way. I already had planned to wait a month for them to work out all the show stoppers in the new expansion before I try it out. This makes it clear it's going to be a while yet before you find your way back to some sort of semblance of reason with your approach to companions. So I'll take a look again after New Years and see how it's going then.
  2. I have a couple of abilities that I always toggle off on my companions. On healers, I always turn off their channeled stun, and on HK-51 I always toggle off Assasinate and Stealth Suit. Since 3.3 dropped I keep seeing all of my companions' quickbar abilities forced back to on (the little green dot lit up), after every time when I leave a cutscene. Also, the toggling behavior seems bugged now. If an ability appears to be on (green dot lit), then the first time I right click on it, it doesn't actually toggle. I have to click it at least twice to get it to toggle from lit to not lit. I can't tell if this is because the ability actually was off, but was mistakenly showing up as on, or if it's just that the UI is ignoring the first click, and only repeated clicks will toggle the ability. So far I have seen this behavior with Elara on my Vanguard, Mako on my Mercenary, and HK-51 on my Vanguard. The Vanguard was level 60 at the time, playing through the first part of the Ziost storyline. The Mercenary was leveling through the Forged Alliances chain and Rishi from 55 or so to 60.
  3. One minimal stronghold does have a lot of utility even for a solo player, and you don't have to invest much in it to make it very useful. If you only want to have one stronghold, I recommend the one on Nar Shaddaa, since it is the nicest looking one with just the base rooms and is on a neutral planet, so all your characters can use it without paying the 1k "smuggling fee" to quick travel. The biggest thing is that the stronghold is the only place you can put down and access a Legacy Cargo Hold, so if you want to use the legacy bank at all, then for that it's worth at least unlocking one of them. Add a mailbox, GTN terminal, regular bank, and plop down the free <Decoration Vendor> right at the zone in point, and you have a great repair and resupply hub. You can quick travel to the stronghold from anywhere for free, and when you exit you have the ability to return to the exact spot you were when you entered. It also gives you a free quick travel to starship (travel to stronghold > exit to ship) with no cooldown. That's all I can think of at the moment. But for those things, I use mine all the time, and I probably spend about 10x more time in there than I do on fleet.
  4. There really isn't an answer to this. When I was leveling eight brand new characters during 12x, I did Empire first and then Republic. I did the melee classes first because I like that style of combat less. Other than that, there is no real reason to do any of them before any other. If you want to do first or last the class that is easiest to play, then start or end with Trooper / Hunter, particularly if you go Vanguard / Powertech. If you want to save what many regard as the "best" story for last, end with the Agent. If you want to get through early with the class that has, at first try, some of the most frustrating and annoying class mission fights in the game, do the Consular early on. (Contrary to popular wisdom, Consular is a unique and very fun story, especially in the later chapters, but not one that gets much love from most people.) Other than that, you may as well just roll a D8 for it.
  5. In an unrelated post, they said that the Third Anniversary Decorations would be available until 3.0.2, and they also said that you would need to get your decos by 1/12/15. So it seems we can expect 3.0.2 to drop on that date. In the meantime, you could do the [sOLO] version of the lead in story line, if you have not completed it before, or as a last resort you can gather a group and just do walk-in runs of them (you always can run any FP by just going down to the deck where the door is, picking up the quest, and going straight in).
  6. This is the TL;DR that Bioware deserves, but not the one it needs right now.
  7. There is zero complexity in a "stat" that is nothing more than a flat minus to your stat budget. You stack to X or you fail, that is all. There is no choice, there is no option. In fact it subtracts "complexity" because after you stack the exact amount needed (and not a point more), you have nothing left to play around with the supposed "alternatives." So subtract X from our stat budgets, and remove the pointless stat. Problem solved. More precisely, leave the stat budget and reduce the nominal damage values to what they "need" to be, instead of relying on a broken and boring kludge to gimp damage down to where you want it. Then we can use the stat budget for actual stats that have an actual impact on how a class plays, or that might deliver different performance in different situations.
  8. The problem is that a miss will wreck your rotation and gimp your damage for between 3 and 10 GCDs. That's the reason Accuracy always wins, because without it you cannot consistently maintain any decent level of damage output, but will have long periods of downtime when critical procs or cooldowns are offline.
  9. It already supports it. All that these abilities do under the hood is apply a 100% chance to avoid any incoming attack or effect for 2 seconds. We already have abilities that do the same thing, but they aren't usable tactically because the cooldown on them is far too long. All they need to do is add a new small universal resource pool to throttle it, where you can do one or two dodges from a full pool, and then you have a longish regen time once it is drained. The animation and movement that are usually added aren't strictly needed, but there is no obvious reason that they could not be included. We already have leap and roll abilities. The only difference is that a dodge by default usually moves you backwards rather than forward. GW2 adds the feature that if you're moving, then you dodge in the direction of movement. But if any sort of movement is "too much" for the engine to handle, then the ability could just dodge in place with a visible effect for the duration.
  10. The only edge that main stat has at this point is that the Force Empowerment raid buff (10 seconds, 5 minute cooldown) will buff main stat (but not power) by 10% during burn phases. The question is whether that matters, and it only would if there are some DPS checks where the window is so tight that you could pass them with all main stat augments and fail them with all power augments. There isn't apparently anything in the new ops that meets that criteria, so it's a wash, with Power having a slight (but probably meaningless) edge.
  11. The time has come for this stat to go away. With the built-in 10% accuracy talent for tank stances, it now is irrelevant to tanks, and it already was meaningless for healers. For DPS it isn't even a stat anymore, just a flat 758 DKP MINUS to the stat budget of every PvE DPS setup in the game. It is clear from the comments after 3.0 that Accuracy is "working as intended" and that Bioware is "happy with where DPS is at" that Accuracy now is nothing more than a kludge to keep DPS in check. So if they want to keep DPS in check, they should just keep DPS in check. Nerf the base damage of abilities down to wherever it needs to be at and let DPS specs use their stat budgets for actual stats, so that DPS (like healers and tanks) can have real choice in their setups. It's dumb, it's boring, and it adds nothing to the game. You give up 70% of your tertiary stat budget to cap it, and then you forget that it exists, until the next expac comes along when you have to re-stack to whatever absurd level the next threshold turns out to be. Lather, rinse, repeat. Blizzard realized this and removed Hit Rating in WoD. Maybe if we're lucky Bioware will follow their lead in 4.0.
  12. I only remember I was playing SWTOR. I started out in early access in a guild called <Star Knights> (one of the biggest guilds during pre-launch signups, now sadly long gone and forgotten, I think). I can't remember the name of the server I started on. Is there a list anywhere of all the launch servers? EDIT: Looking at the December 2011 Bioware posts with server lists of early access, and some other forum posts from SK members, I think the server was Giradda the Hutt.
  13. Well when the old level 55 hardmodes drop Elite comms and the new level 60 ones drop Basics . . . what did you expect? And we won't be seeing any changes to group finder until mid-January (3.0.2), so don't expect this to change, if at all, before then.
×
×
  • Create New...