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Fizzbang

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  1. Sometimes science is more art than science. A lot of people don't get that. Either way, we're still out here.
  2. Character: Krogg@Jedi Covenant - 65 - Sith Warrior - Juggernaut Roughly Average Item Rating: 216 gear (Glowing Crystal gear), full 208 augments, 208 pvp def proc relics Discipline: Immortal Companion: Senya Companion role: DPS for trash / HEAL for bosses Companion Influence level: 43 Which Mission or Star Fortress:Heroic Star Fortress (Belsavis) Your personal experience while playing this content: TL;DR: I am no longer invincible, which is fine, but if I wern't a tank, I would be screwed. Comps seem to have ADHD. AI needs to be smarter, comp heals need to be a bit higher or much more frequent (or both!). Comp damage output needs to be raised. I was able to achieve <The One And Only> post nerf yesterday, however this was a long and tedious slog (took about an hour to run the whole thing). I am a Founder, 4-year Subscriber, Legendary Player, so I have all the class buffs, and have a 500 Biochemist supplying me with stims. Health drops are substantial and I had to pull out all the stops so that my companion would keep up on healing, including cooldowns, heroic moment, freezing force / mad dash or force push away from attacking enemies just to give the comp a chance to catch up on the healing. If I ever lost aggro (rare), comp would stop healing me and concentrate on herself. Companion DPS is much lower and as a tank, I out DPS my companion. I don't think this should be the case. Out of combat, comp needed to spend 12+ casts to heal herself from 25% back up to 100% with no incoming damage. Comps do not attempt to avoid scripted damage events or attempt to get out of AOEs. Comps often stop healing altogether, looking for squirrels. I have companion attack hot keyed so I can focus my companion's attacks, and in many cases, (since she is a melee comp), use that to "move" her to a different area, but this only works if there are more than one enemy to move her. Sometimes, issuing an attack order makes her "snap out" of the "standing there contemplating why her ADHD medication doesn't have the same.....SQUIRREL!!! What was I saying? Oh, we're in a fight? Why are you bleeding? I can heal? No way!" But that doesn't work everytime. I have my Alliance at 20-19-19-20, so if I were to go back into Star Fortress, since I already achieved <The One And Only>, I would be willing to bet that it would be slightly easier, but i have yet to test that as I wanted to give good "regular world feedback". That said, it is my opinion that if people are willing to take the time to level their companions to make them more powerful for solo play, why not let them? What does it really hurt? Why bother stopping at 50? Why not let us go to 100, or 200, or even 500? If we're willing to invest the time and effort playing for an increase in a solo capacity, why not just let us do that? To that end, maybe buying them off with gifts/conversations to increase their influence past 50 isn't the best idea and actually have some repeatable game play mechanic that would increase influence? Maybe, one of the rewards for dailies/weeklies could be a box that either contains a random gift or gift fragment *instead* of credits/crystals/alliance supplies? (Or, just allow us to trade Alliance Supplies for gifts). Yes, this is an MMO, but I pay my subscription just like everyone else and most of the time, I would rather play by myself, while being social and occasionally helping players near me without being forced into it. I don't run OPS, they just arent fun for me. Slogging around for 2+ hours with 7 other people in a "know the fight before you get to it" environment is archaic and boring. MMO's havent learned this yet. Boss fights should teach you the encounter so that you learn it WHILE YOU PLAY IT, and become gradually more difficult during the fight if players make mistakes instead of "read up on the interwebs and know the fight first". Because of this, a solo player's progression tops out, giving us no incentive to continue to play until more story content is released. Playing solo, my mistakes are my own and that is far better than to have my fun dictated by another player's ineptitude. Sure, stupidly powerful companions mean we'll be able to faceroll content, and generate buttloads of credits, but honestly, why not? We, the players have the ability with over 20 summonable companions to dictate the difficulty of our solo game based on their influence rank. If I have a rank 40 comp and I think it is too easy, i could always use a lower level comp. Conversely, if I think the game is too hard, I have a game play mechanism to increase my relative power in the world. This heavy-handed nerf removes that choice, that I, the solo-player, am intelligent enough to make for myself.
  3. If you look at the mission log for "[WEEKLY] Tactical Flashpoints", only 13 of the 19 listed flashpoints will give credit for the mission. The following level 65 flashpoints are not in the list: "The Battle For Ilum" "Directive 7" "The Foundry" "The False Emperor" "Kuat Drive Yards" "Boarding Party" We (the community) believe this is a bug, or an unintended oversight to update the mission in 4.0, and that these Tactical Flashpoints **SHOULD** be on the list. If you look at "[WEEKLY] Galactic Conflicts", all 21 Hard Mode Flashpoints that can be queued for in the group finder are eligible for mission credit. It is highly annoying to queue up for a tactical flashpoint only to find out that 31.5% of the tacticals do not count towards the mission. Can we humbly request clarification as to whether this is a bug, and oversight, or "working as intended"?
  4. Would love to see them do something with the last area. The area is soloable @ 60, just finding 4 (or 3) warm bodies to click in Section X is difficult.
  5. Just want to let people know that we are always looking for good people to join us in our legendary adventures. You can punch pixels with anyone, why not punch pixels with us?
  6. Several of the aforementioned WoW-addicts from our old WoW guild "The Stoppable Force@Azjol-Nerub" have come back to TOR this weekend. Yaaaay! But don't let that sway your judgement, we are always looking at adding more of the right people who will mesh well with our band of adults who say raunchy things while playing a video game together.
  7. That looks like the older version of the INI file. In the newer version of the INI, FarClipScale is no longer a listed value. What you may want to try is renaming the file to .bak, and restarting the game so that SWTOR recreates it, and see if that has any effect on your FPS. (that way, if it gets worse, you can restore the file) Otherwise, (if i recall correctly, i could be wrong), to reduce maximum render distance what you need to adjust is: FarClipScale = 100 Setting scale is [1-100] with 100 being maximum distance.
  8. I am probably not using "Decked out" correctly, what I meant by that was, I have all Level 60, rating 186 gear (purchased with basic comms). I also appreciate the fact that the new HM's are challenging. Love the fact that we have to mark targets and CC things again. In the Major Imos fight, I was always the last to die, as I was able to dodge the AOE's but there was no way i could hold aggro on 5 guys at once (again, maybe I am doing something wrong here?). The crux of my inquiry is, if the recommended gear level for the new hard mode 60's is 178, and the basic comm 60 gear is 186, there doesnt seem to be much of a middle ground between faceroll tacticals, and death by seemingly unavoidable mechanics otheriwse.
  9. Preface: This is not a whine post, nor is this a learn to play post. This is a "am I the only one seeing this?" post. Ok, that said, I have my main tank who is 60 and is decked out in 186s. Running the two (only 2????) tactical flashpoints provide almost no challenge other than making sure someone is going to click the auto-heal station / healing sac and "not stand in stuff". That said, these tacticals also provide no worthwhile rewards gear wise, (bosses dropping 178's) with the exception of the Elite Comms you get for completing them. Perhaps in this case, being in 186s means you are overgeared for Tacticals, and that is why we seem to be steam rolling them. Whereas, the 60 Hard Mode bosses are completely insane in some cases. (Fun fact: the recommended gear level on these is 178) Completed Legacy of the Rakata twice and attempted Assault on Tython once, here are some of the issues we have found: 1) Rancor & War Chief Rehkta: Seems like the root ability lasts far too long, since there is limited ability to cleanse it. Is this intended behavior with limited cleansing? 2) The Infinite Army Prototype does not drop decor, or loot other than a basic comm. 3) Darok and Arkous: If for some reason Darok targets Jakkaro with it (should he be?), it becomes extremely difficult (if not impossible) to get enough distance in between to the player targeted and Jakarro for the player to not be killed outright. Assault on Tython: 1) Major Imos: Once he summons his four protectors, his is filling 75% - 90% of the combat area with AOEs. Is this intentional or are we doing something wrong? Perhaps there needs to be more fine tuning, since technically, the game is only one day old. Just wondering if anyone is seeing what I am seeing?
  10. **Update** We just purchased our starship for our guild! Still looking for the right people for our guild to join us!
  11. Above the heads of quest givers, there is a yellow targeting triangle /_\ (dont know what else to call this, an icon?) signifying a quest is available, which then fills with a green dot to show a completed quest turn-in point. I think it would be a good idea to either change the "icon", or alter the color of the "icon", based on the quest type being given, so we can tell at a glance and from a distance what type of quest is being offered. This would mean that those of us who want to specifically avoid (or seek out) certain kinds of quests can find them (or avoid lengthy conversations for quests we are going to drop) easier. The new icons and colors would also be visible on the minimap as well. Currently, every quest uses the same symbol and color, with the only notable exception being when you complete a daily, the "icon" turns light blue. What I would propose would keep the existing coloring and "icon" for all normal quests and class quests. A new color or "icon" would be for Heroics, Dailies, and OPS. As an example (note: just an example, I'm sure better ideas are out there) ----------------------------------------------------------------------------------------------------------------------------- Quest Type ||| Possible Color ||| Possible New Icon (just ideas, pardon my ASCII) Class/Solo ||| Yellow (current) ||| Current Icon. /_\ Daily ||| Light Green ||| Square icon [ ] Heroic 2+/4+ ||| Orange ||| Elite Gold Star (from mobs) -/|\- OPS ||| Dark Red ||| Champion Star (from mobs) -=/|\=- Thank you for reading this. I welcome creative feedback and suggestions. --
  12. Edits made to reflect additional contact information (Xeija), a spelling error, and lack of hot sauce.
  13. Mine is not missing H and V like yours, but: As soon as I enter the GSF battle, NUMLOCK on my keyboard turns itself on. I have a specialized micro keyboard where numlock is off by default so that I can type normally, as it does not have a 10-key pad, but NUMLOCK forces a good chunk of my keyboard in number mode. Obviously, i know to turn NUMLOCK off now, but i have to do this manually at the start of each battle. Is there some setting that is doing this?
  14. You can track them with the following filters: Category: Technological Subcategory: Artifacts There are a couple of other things listed in that, but it is mostly datacrons.
  15. Just to clarify, there is not an application process to join our guild. The only requirement is that you have read our Wall of Text™. If read it and you liked what you saw, please do not hesitate to send an in-game mail to Krogg or Xeija to get the ball rolling. Thank you very much! -Krogg.
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