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Jaerion

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    Texas
  • Interests
    Memes, bacon, orange soda and cheesecake. Not together, though, because that would be too awesome.
  1. Feel free to supply suggestions...
  2. Communication requires open lanes both ways. If you've been unable to understand previous attempts to clarify, you can't just shut off your end and expect things to magically resolve. You have to keep trying.
  3. Agreed on the first point, not on the rest...there are already enough loading screens and setbacks in the process of going through the orbital station.
  4. [sARCASM] At last, a champion for all of us, and we didn't even have to ask him to speak on our behalf! How generous and thoughtful! Who'd have guessed that we've all had this exact experience and that he'd intuitively know our every concern? [/sARCASM] You do realize that if established troubleshooting protocols can't be met, that going outside of procedure is inefficient, right? And that they have entirely too many issues to resolve to chase down every single ticket that doesn't include enough of the right info? It's not a lack of caring, it's a matter of manpower and practicality. This. I'm sure your experience has introduced you to the idea of over-saturation.
  5. 1.) Yes, agreed...as long as you take into account that some people like to troll the group finder tools by queuing up at the end of the run in that other game, wasting everybody's time. 2.) No. . I don't miss that aspect of the other game in the slightest. I get that sometimes queue times are a bit lengthy, but so are traffic lights. 3.) Disagree, respectfully. Communication with your group helps clear up a lot of the issues you're probably experiencing. 4.) Yes.
  6. Check your chat tab settings and make sure the system messages box is checked on.
  7. I actually find my heavy armor characters to be just fine on the survival aspect of things. They feel tougher. This is a forum...trying to silence other players' input is kind of counterproductive.
  8. Actual-lol. Yeah, some less extreme options would be nice. Even Jedi could use some love on this, occasionally...it's not always "A Jedi's duty is to serve," sometimes it could be "Sure, I'd be glad to help."
  9. External Perception: I stopped PvP-ing on my Sentinel a while back, but fighting them on my alts of other classes has given me this perception: knowledge absolutely is power, because the drawbacks of the class are apparent when you're on the other side of the blade. So, I think we're perceived as being Achilles, if the other guys don't know about the heel. In PvE, however, our guild loves Sentinel players that know what's up...the fact that one of ours runs Watchman and ends up doing roughly 15% of the overall healing is a nice perk, plus the great utility. Stacking that player with one that runs Combat is wonderful, and the AC is generally held in high esteem...not revered, but well-liked. Personal Perception: admittedly, I have zero experience with Focus, but I leveled with Watchman and did endgame with it and Combat...and it's all fun. Numbers aside, the pacing and mechanics make for a really enjoyable class. I'm never not having a good time on my Sentinel, even on encounters that are especially brutal for melee. As far as output goes, my guild is satisfied with Combat (I lag behind the Watchman Sentinel by a bit, but not too much) and I have a blast doing it all. The separate playstyles between specs is great, and I like the variety a lot. The way Watchman opens up so many doors and gives the player a lot of flexibility is beautiful, and Combat's method of invest/reward is awesome. I do wish there were more uses for Centering, for Combat. I feel like having cheaper and faster Blade Rushes is great for the bursty feel, but I don't get the feeling that my Sentinel is helping the group as a whole as much as I did in Watchman spec. But, if the idea is to make Combat feel like that Jedi that spends SO much time working on this lightsaber techniques that he/she is unbelievably good with them, then I guess you nailed it. Also, the animations are fantastic. Thank you for that consideration.
  10. I'd like to see some shorter mission chains or mini-quests centered around AC-specific themes. It'd be resource-heavy to develop, for sure, but I feel like there's potential to reuse things from the existing leveling content smoothly. I'll toss out some examples of what I'm thinking about. Vanguard Planet: Balmorra Theme: Holding the line Objective: Successfully repel __ waves of enemies while keeping [NPC]s alive. Neat bit: Hits both the dps and tanking ends, especially if you make it so that the [NPC]s can be guarded, etc. and the waves are set up similarly to some of the encounters from class-specific content. Commando Planet: Alderaan Theme: Domination Objective: Rescue and lead [NPC]s in fighting off occupying enemy force. Neat bit: Lets player blow stuff up, give the option of healing [NPC]s to a point where they follow along and help. Leading could absolutely be secondary for those that'd rather DPS the content down themselves, but if you're a healer player, it would be nice to have the option. Guardian Planet: Tython Theme: Protection Objective: Repel Flesh Raider attack on Padawan training area. Neat bit: Use Guardian abilities to keep the baddies from endangering younglings and such similar to Vanguard suggestion, but designed to highlight the Guardian tank's strengths. Sentinel Planet: Hoth Theme: Honorable Duel Objective: Challenge and defeat [NPC] to ensure he/she/it doesn't harm locals. Neat bit: Plays to the "go in and smash stuff" motif, while still allowing for the player to feel like a Jedi. Dpsing and using survival cooldowns intelligently, they get a bit of solo practice being a smart dpser. Scoundrel Planet: Nar Shadaa Theme: Expeditious Retrieval Objective: Steal and smuggle [medical item] from ____ the Hutt's stash and take/sell it to refugees. Neat bit: Smugglers gonna smuggle. Hits up both the stealth feel and allows for limited use of medic side of the AC...though, I admit, this one could use some more loving on the concept. The two roles make for some very interesting possibilities here, but I haven't finished the Smuggler content to know what else y'all go through yet. Gunslinger Planet: Tatooine Theme: Tactical Defense Objective: Retrieve and defend shipment of [valuable cargo] from Gamorrean raiders. Neat bit: Crates, crates everywhere. Highly positional content, lets the player really burn 'em down strategically. Sage Planet: Corellia Theme: Wise Leader Objective: Support squad installing defense system. Neat bit: Could go with similar basic setup as commando suggestion. Objective allows for dpser to just go nuts and smash everything, or heal up [NPC]s and yolk their strength. Also, could allow for some very powerful-feeling moments. Shadow Planet: Coruscant Theme: Taking out the trash Objective: Neutralize new gang leader threat Neat bit: Could make for some interesting choices, as you could design this to play to either the tank's strengths in withstanding a lot of punishment, or the dpser's ability to avoid it when possible and absolutely control the situation when in combat. Plus, this way you could actually hit the darker shades of the Shadow that used to be associated with the AC. These could be done as dailies that change out (a rotation of 3 or so each) or even just some one-offs. Reusing assets could probably cut down on development time and implementation, even if it does feel kind of like recycling. Just thought I'd toss my two cents out there. Edit: I'm aware that my suggestions are strictly Republic-oriented, sorry about that. I've yet to experience enough of the other side to give many examples, though, so I stuck with familiar territory.
  11. Could we have an option that allows us to include nameplates/marks when toggling off our interfaces?
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