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Jackbency

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  1. 4. They raise the complexity of the game to a level not supported by its current interface. The lack of proper, numeric buff and cooldown timers, legible unit frames, and better targeting controls make a lot of encounters harder than they need to be. To say nothing of how do you figure out who your weak link is, in a world with no combat log.
  2. No, sweetie. Designing a game around 4-player encounters and not offering a dual-spec feature is the real villain here. It's like they looked right at one of WoW's biggest problems over the years and said, "Hmm. How could we make that worse?"
  3. There comes a point at which you have to distinguish between role-play mechanics, and gameplay mechanics. Would your character steal things? Maybe. Does a contextual window displaying an object carried by the thing your character killed actually pop up in front of his face, and give him the option of pushing either a Dice symbol or a Credit symbol, with the consequence of the former being that the object magically transports itself into his pocket? No. This is a gameplay mechanic, and is not to be taken literally from an in-character perspective. But more to the point, role-play to disguise being a douche is generally frowned upon, and trolling thread is trolling.
  4. In the original trilogy, lightsabers were swords. They were treated like edged weapons, and the few characters with them were fencing. They were cool because they were rarely carried, rarely seen, and early. In the prequel trilogy, lightsabers were billyclubs. They were swung with wild and silly abandon, and were kind of lame when every third person to walk across the screen had one.
  5. And both of those times the films make it abundantly clear that in so doing, he was deviating from the Jedi way, and was giving in to darker urges.
  6. In the Sith Warrior quest line, it is revealed that you did not kill the Emperor. You only killed the Emperor's Voice; an Avatar-like body he chills out in.
  7. The same reason people with real swords don't fight that way. Also the same reason professional hockey teams don't just hire a really fat sumo wrestler to lie down in the goal net.
  8. I cared about the LS/DS thing a lot on my first play through, but in the end the impact of reaching the extreme of one or the other isn't quite as big a deal as you'd think, and especially not until you're max level. On the two new toons I'm levelling now, I've actually turned off the indicators for which choices are light/dark, and just make the choices that make sense. I recommend it. You won't min/max to the same extent, but you'll like your character more.
  9. Binary Sunset The Imperial March The Throne Room Augie's Great Municipal Band Duel of the Fates
  10. Rogue Squadron Rebel Strike (Only for the Rogue Squadron Co-Op Campaign) Jedi Outcast KOTOR 1 Tie Fighter
  11. If the intended solution to the fight is to use only three turrets, then there should be only three turrets. Expecting that encounter design be intelligent and intuitive is not the same thing as wanting it to be face roll easy. Specifically designing an encounter to make people think they have to do something other than what the actual solution is is just jerking people around, and only compounds the frustration of Dumb Vehicle Fights, which people already tend to loathe since they ask you to throw aside everything you've learned about playing your character to that point. I'm with the OP in that I want hard encounters that are actually hard, not ones that are simply difficult as a consequence of being poorly thought-out. If you actually enjoy counter-intuitive game design, I suggest turning your keyboard over on its face, unplugging your mouse, and trying to play the game that way. That would take real skill to play, right?
  12. Perhaps fighting someone is a complex and highly contextual situation, and not simply a matter of who in your mind has more power. Life is not Dragonball.
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