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Norpsel

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  1. Kite, have you tried to kite Ravage. The ability hits targets at 10+ meters away. Once it is successfully cast you take all the channeled dmg, no matter what the distance is. Oh and the whole uninterruptable part of the spell, I wish force lightning was uninterruptable.
  2. I could have sworn LFR was in for Firelands, not sure. Yes, LFR was definitely boring but so is storymode EC.
  3. The title may just say content but if you read the OP, I specifically say one major criticism is endgame content and basically stuff to do at 50. I agree that WoW should not be the standard as well, infact I do not believe in the OP I even mentioned WoW's schedule. Since it was brought up again let's have a little comparison. The 10month period where WoW did not release new content was at the END of an expansion not at the release of a game. If we are going to compare, lets use Cataclysm release compared to SWTOR release. Cata released with 3 raid encounters; Bastion of Twilight, Blackwing Descent and Throne of the Four Winds. BoT released with 4 bosses, 1 heroic only boss. It also had 3 difficulty settings. Blackwing Descent released with 6 bosses and again 3 difficulty settings. Throne released with 2 boss encounters and again 3 difficulty settings. That's a total of 12 bosses with 3 difficulty settings (LFR, normal and hardmode; I do believe LFR was introduced towards the end of that tier). SWTOR released with 1 raid encounter and 1 raid boss. EV was released 5 bosses, sort of. Pylon encounter and Soa were extremely buggy until 1.2. EV also had 3 modes but completing Soa heroic was incredibly difficult due to the amount of bugs present at that time, acknowledged by the devs as well. Bonethrasher was release at launch and again was incredibly buggy, one shotting players as they zoned in another well known bug. So at launch, Cataclysm had 12 bosses over 3 encounters and SWTOR had 6 over 2 encounters. Already at launch Cataclysm had twice the number of raid bosses to tackle than SWTOR. 3 months later SWTOR added more bosses to Karraga's Palace. The new total was 10 raid bosses for SWTOR. Unfortunately, EV remained buggy (Soa mainly) but we will ignore that issue. 3 months later Explosive Conflict was released with 4 bosses and 2 difficulty settings, Nightmare was said to be released SOON, if I remember correctly it was supposed to be released prior to the next major patch which was 1.3 (according to dev posts if I remember correctly). At this point SWTOR had 14 raid bosses. For Cataclysm, Firelands released with 7 bosses and 3 full fledged difficulty settings. So the total is 19 boss encounters. I should also mention, these encounters were tuned very well at launch and had few if any bugs. So overall, if we are to compare the two mmos (which again I am only doing in response to the previous post) WoW had 19 boss encounters and SWTOR had 14. Simple math, SWTOR contained ~74% of the total raid boss encounters that WoW did. 5 raid bosses is practically another raid encounter, more than what EC currently has. I should also remind you that Nightmare mode is STILL not released. Do not forget about the 3 difficulty settings that WoW had vs SWTOR. EC has been lacking a 3rd difficulty setting for 4 months now. Again, I agree that WoW should not be the standard but if you must compare don't take the tail end of cata or wrath and compare it to the launch of SWTOR. Those are completely different. So again, SWTOR needs to step up it's game and start presenting new content before even more subs are lost (oh and I am not saying I'm going to unsub if new content isn't out tomorrow either). I really like this game but I think constructive criticism is needed. To beat a dead hoarse one more time, we need more endgame content to keep level capped players around. Please do not focus on legacy, this is a cool idea and is something that should have taken a backburner (imo) to producing more content. Just so I don't sound completely negative, the LFG finder, Zombie event, ranked warzones and server transfers were great. It's the right track to be on but we are still lacking in other very important areas. Please remember, content will be outdated in 1/2 the time(if not more) than the devs believe which should emphasize the need for fresh new content. Again, 1.3 has put SWTOR on the right track but there is still a lot of work to be done.
  4. WoW is ending an expansion, SWTOR is launching a game (~6.5months old). Another difference, the last content update for WoW the raid had 3 difficulty levels, SWTOR released EC with 2 difficulty levels with the assurance that Nightmare would soon follow. I'm sorry, 4 months is not soon.
  5. I'll keep this short, we need new content fast. 1.2 was launched in April, that's almost 4 months without a Nightmare mode made available. This is one of the number one criticisms of the game, lack of endgame content. Stop focusing on legacy, you may think that players want this but we want more content. Leveling alts is fun and all but that isn't why I play, I like to raid. Running through the same HM EC every week gets old. Most of us have alts that are well geared at this point, some of us even have a 2nd alt in BH/Camp gear because we are so bored. Get it together, at this rate you will release Nightmare when a whole new tier of content should be out (most games release new content within 6 months). Also, if you think that just releasing Nightmare EC at this point will give us enough to do, you are wrong. We need something new, not the same 4 bosses with maybe a few new mechanics. Let's see this increased rate of content release.
  6. This is the exact same issue we have been having, great population and now the game is broken for what we want the game for. 4-5 sec lag spikes in Operations is horrible. Thanks for breaking the part of the game I play and not having the foresight for this. I would recommend the OP idea, turn some of those dead servers into instance/operation servers. This needs to be addressed quickly, it's bad enough we are stuck with HM EC that has been on farm for quite some time and to top it off BW has made the Ops unplayable.
  7. Since the server mergers the populations of the server have been great. Unfortunately, we have been experiencing huge lag spikes in operations. I do not mean 1 or 2 sec lag spikes, more like 4 or 5 sec lag spikes. If it was just me then I would dismiss this as a problem with my computer/internet but when every player in the raid experiences the same lag spike we know it is server side. The lag spikes are making HM EC pointless, we have been clearing (1 shot everything including Kephiss) HM EC a month prior to the transfers. Please address these issues, wiping on farm content which we know we have killed multiple times in the past is frustrating.
  8. so you create super servers like Fatman and Jedi Covent yet some servers cant break 100 on the fleet during peak hours. This is ridiculous.
  9. Ok, so I have a pattern for the campaign relic and I have been trying to proc the augmented version. Since the pattern is orange and I am using a max affection companion I should have a 15% (10% for orange recipe and 5% for max affection companion) chance to proc a crit relic. I have crafted a total of 15 and not seen a single crit proc. There has to be a bug in the mechanic for the crit chance on the relics. With a 15% chance I should have seen at least 1 crit by now and if I was really lucky 2. I have seen none and now it is seeming to be pointless, guildies all have one that I have made and the trinket is not worth selling. The mats are more valuable selling the individually than the item. Also, RE'ing them is horrible, for 2 matrix cubes and 4 stabilizers (and some other common stuff) I usually get back 3-5 upari crystals. I think 1x I got back 1 molecular stabilizer. I thought I read in a dev post that there were supposed to be safeguards against "bad luck" streaks. If there is one in place it really needs to kick in, 15 crafts and a poor return on RE'ing makes it pretty pointless to even continue crafting. I don't mind the idea of the item being difficult to make but this is a little crazy.
  10. UI customization is great but I would like to see an option to list our debuffs on our target first or have our debuffs a different size. To understand why this would change gameplay, if you have 2 sorcs both putting up affliction. Which affliction belongs to me? Right now the only way to tell is if you track the debuffs location on the target frame when it is applied and to track it as other debuffs fall off. I don't know about other players but the ability to have my debuffs listed first and/or increased size would make a huge difference. So, any chance of us seeing this down the line?
  11. When will Artifice be fixed, I know the next major content patch is supposed to add more schematics but this doesn't address the bugs with the crew skill. Examples are 1. Duplicate recipes for Enhancements. By this I mean 2 different named enhancements with the exact same stats and crafting materials needed to craft. 2. Lack of ability to craft Shield Generators for Assassins/Shadow tanks. The items we can craft for the tanks lack the 20% absorb and 5% shield rating bonus. Currently willpower offhands seem to be dps/healing oriented. 3. Lack of +power schematic trainable. Atleast a +27 or +31 power should be trainable and not require an op and hope it drops from a wb.
  12. from the looks of it, there are 2 patterns for willpower and endurance, maybe one pattern was supposed to be the dps/healer pattern and the other supposed to be the tanking one. Dunno but here is an example of the lvl 31 patterns... Focus of Cerebral Supremacy 37 end 25 will 28 crit 198 force power Memory Power Generator 37 end 25 will 28 crit 198 force power
  13. I decided to roll an assassin tank alt, so I went to my main who is unfortunately an artifice and wanted to craft some stuff. Artifice lacks the ability to craft a willpower/endurance shield generator. There are the willpower/endurance dps and healer offhands but no shield generators. Yet another reason why Artifice is worthless.
  14. My guild experienced the some of those bugs and more. After an hour of some of the "buggiest" mechanics we decided to skip EV from here on out. It is not worth the time and frustration when Karagga's Palace. Once the bugs started appearing our gm sent in a ticket about it and BW's response was to please skip the boss and continue progression elsewhere. This is highly annoying considering a "bug patch" was recently put out with new content. This is setting a bad precedent for such a new game. By not ensuring op content is completable, many "raiders" will lose interest and could possibly unsub. Sorry to bring in the unsub argument but this is the simple truth of it. List of bugs we experienced 1. Panels on the second tier of Soa's platform were missing (between 2 and 3 panels) 2. Mindtraps were not appearing on screen (ie, players were placed in the trap but the graphic did not appear so you had to hunt for the wonderful nameplate) 3. Loot no dropping for 1 player with all the bosses except Soa being killed. 1 other piece of loot should have been dropped for that player. 4. WEEKLY STILL BUGGED. As a guild we have decided not to waste our time with this encounter, this should be a clear statement and I hope BW gets it's act together. I believe that bug fixes for current content supersedes new content. Why bother putting out new content when the current content is buggy and cannot be completed. Where is the motivation to go into a new level of content when the current is bugged?
  15. Artifice needs to have +power cuts baseline. I wouldn't mind if the cut was +27 power or around there. I find it a little ridiculous that this prof is the only prof that will require an 8man+ op to get a VERY low drop rate pattern from a world boss on a ~2.5hr respawn timer. Then you have to get a unique crystal (only 1 color) that requires a 4man group to get. Every other prof is provided with the recipes for the items unique to that profession, yet Artifice can only cut +crit and +end baseline. It seems a little disheartening to pick up this crew skill when you compare to other profs... oh like Biochem. Let's see what Artifice has going for it. Artifice can craft color crystals that maybe tanks and Merc's may want but can get through other sources (ie pvp). So the color crystal benefit is pretty low. Artifice can craft Enhancments for gear. Every class can do daily quests on Ilum and Belsalvis and use the daily commendations to buy these. Also, 1 of the daily heroic quests gives an equivalent if not better Enhancement. These are not BoP so you can sell them too... ruins my enhancement market. Also, there are patterns missing;ie there isn't an Enhancement that includes both +power and +crit. the best thing to it is +power and +surge. Artifice can craft Offhands. The offhands at max level, mastercraft are barely better than the Champion (pvp tier 2) gear. Also, the crafted Offhand is barely better than the Columi Offhand. A little easier to get but still replaceable by Rakata level gear. Artifice can craft lightsabers, modded properly the fully customizable gear from quests is equivalent or better. Artifice can craft relics, this is kind of where Artifice shines, kind of. It's a great relic since the patch but again will probably be replaced by Rakata level gear. Now lets look at some of the benefits of Biochem. Reusable Medpac that also gives a HoT. This item will be relevant throughout this release, till the Expac and new level cap. Compared to almost anything from Artifice, this item alone will have a very long life vs any artifice item being outdated by Tier 3 of gear. Reusable Stims, wow... these alone are crazy. Again, this will be used till the expac and new level cap, nothing in Artifice offers anything near this level. Implants are on par with crafted stuff from Artifice, good items that will last probably up to Columi, replaced with Rakata gear. So again why pick artifice when the crafted items can be replaced by Rakata level gear, when you can pick up Biochem and save soooo much in credits, craft GREAT items that are reusable till the expac and level cap and just seems all around better than Artifice. Also, not to mention that Artifice can not cut the +power color crystal unless you are lucky enough to get the drop off the world boss and that pattern is for only 1 color. If you cannot tell, I am regretting picking Artifice as a crafting skill and I am finding it difficult to justify keeping it. I cannot find a single thing about it to justify keeping it besides the time invested so far. Please buff this crew skill because at this point there is almost no reason to pick it.
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