Jump to content

theLast

Members
  • Posts

    87
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Florida
  • Interests
    Gaming, Reading, and occasionally sleeping.
  • Occupation
    Chief Operating Officer
  1. A lot of you seem to be uptight little *****. He said "spacebar" not "come on you effin slowpokes, spacebar and stop being dip(*#&s." When you say 1 word and people take it as an attack, the problem is the reader not the writer. Sounds to me like the OP has the right of it. These guys were jerks. That being said, I don't think it is worth the post here. The OP should have just put them on his ignore list and moved on. To those who say "don't get in a group if you don't have time," you are not thinking. Not every group plows through a flashpoint. This guy's group may have started with him having plenty of time to finish and just been that damn slow. I've been in groups where I carried them through Black Talon and we were hitting enrage timers on every boss and the instance took hours because of wipes and players swapping out and all that jazz. I agree with the OP's sentiment and a lot of the responses on this thread just prove his subject. Stop acting like children and grow up.
  2. First, let me say this post is going to be very long. If you are just here to post a response like "who cares" or "don't let the door hit you" or "can I have your stuff" the only thing I can say is it sucks to be you. I won't be checking in on this thread so your time is wasted. I am posting this not for you, but for Bioware. They need feedback to know what they are doing wrong and this post is going to be that feedback. EDIT: I forgot to mention, I've been here since closed beta, sent in numerous bug and feedback reports in game and even posted in both the beta and test forums over the 2 years+ I've been playing your game. I have so far spent my time submitting feedback in game and ignored the forums. However, the below is too long to fit into the feedback for in game and the unsub option. Also, I know many of my petitions for help with bugs have been ignored (closed without response) or deleted completely. Hopefully your team reads the forums better than your in game support does the help requests. While much of the below post outlines what I consider to be the biggest issue making me leave, it is not the only issue. Stale and boring content is one issue. The lack of other meaningful activities is another. The complete lack of anything resembling a customer support team in game is another major factor and there are many other little things that add up. I could ignore the other items (lord knows I have with some of the SOE games out there), if there was content to keep me wanting to log in. I would also note that I play no more than 3 hours a day on weekdays (when I raid) and maybe 4 hours a day on weekends, so I am in no way shape or form a hardcore gamer. I ran out of new content after the 3rd month. The release of Kaon and later Lost Island and operations kept me playing, but there has been no new content that lasts long enough to sustain a fun factor in months. Even playing short periods like my hours I was able to finish the storyline of Makeb in a weekend on both factions. When a casual gamer can run out of content for a new expansion in under a month, you have a problem. So now I move on to the original post. I would like to first tell Bioware that I am not the only subscription you are losing today. My entire guild's command structure and half it's membership (over 30 accounts) will be letting their subscriptions expire over the next few months. Some are leaving to go to other games. Others are leaving MMOs entirely because this game was their last best hope for the genre. I can't fault them. I'm nearly at that point myself. But let me go ahead and get into the meat of this post. The "Must log in" factor: I and many of my guildmates are no longer feeling like this game has a pull on us. The people in the guild still have a pull on me (and I believe that has been the case for the others who are leaving), but the game itself is stale and boring. When I have free time I can't bring myself to log in when all there is to do is run one of the 5 or 6 level 55 HMs (that I have run tons of times) or play the GTN (which is loaded with people that don't understand basic economic principles like selling an item for more than it costs to make the item) or go pick up datacrons (that I have done already) or run daily quests (that I have done too many times for my liking). There really isn't much to do when you get down to it. Most of the time if I log in on a non-raid night I sit around the fleet chatting in guild chat or in tells or on vent until I can't stomach the game any longer and when it is a raid night, I can barely make it through the raid without getting bored. Our guild takes frequent breaks to break up the monotony of doing the same raid again that we have done 50 times before. Lack of content: There is so little to do in this 1.5 year old game. It is quite sad. Bioware, you have had a great opportunity in this game, but you dropped most of the content development team and focused on the cartel market. Maybe that has not been your decision. Maybe that is EA. But the fact remains that it is 1.5 years after release and we have 3 new operations, a planet you can finish in 4 hours, a couple new daily quest hubs and 2 new flashpoints. At some point running the same content over and over becomes more than repetitive. It becomes a slap in the face. The entire game design for this MMO is to keep doing the same thing over and over again then do it again when a new difficulty is released. That is fine as a side objective, but not as your major content. Repetitive nature of game design: When your main way to make the end game last longer for players is to screw up itemization on all gear tiers so badly that everyone has to grind 6-7 chest pieces to fill out the correct mods and enhancements for an optimized gear set, your game development strategy is a failure. No, a tank does not need alacrity. No, defense is not a stat for sniper! Everything else you have given us beyond the content I listed above has been additional difficulty levels for already existing content (HM FPs or HM and Nightmare Mode operations). I'm sorry, but that is a waste and it is lazy. There is no draw for me as a player to run the same zone 90 times to optimize my gear set and my guild's gear sets only to have to turn around and do the same thing again with the same content on a new difficulty for the next tier of gear when you deem it is time to release another difficulty level. If I wanted that, I would be playing Diablo II or III. It is the same exact game design with no subscription fee. Lack of draw to existing content: I play MMOs for the ever expanding content and the shear amount of things that are worth my time to do. EQ and EQ2 for example had huge amounts of stuff to do at max level. Dungeons, raids, collection quests, crafting that mattered, guild halls, personal housing, heritage quests, epic quests, loot to farm, alternate advancement points to gain experience for, and more. The list goes on and on and on before you even touch PVP. If you were max level and didn't want to do any of that, you could always go back and mentor (lower your level) and do the zones that you hadn't done when you were lower level, because unlike SWTOR there were more zones and more quests to do per level range than required to actually level. In SWTOR, when you hit 50 you have completed at least 75% of the quests because you need to do them to level (unless you level through PVP or space missions that are repetitive as well). In EQ2 you had barely scratched the surface at about 20% of the available quests when you maxed out your level. Game updates and what they should be for: Every 6 months these games released more content via patches and their games are still receiving expansions even 14 years later (in the case of EQ1) with content expanding faster than you can clear the existing content. This content is created because subscriptions get paid and the subscriptions get paid because there is so much to do. The development teams on these games understand that content (not cash shops) are what drive subscription renewals. SWTOR has failed in that regard. Bioware, you have made the cash shop your priority for development time. So much so that every patch has nearly as many (and sometimes more) cartel notes than fixes. I don't need to tell the player base these things. They have all seen it and you have read more than your fair share of threads about the fact that subscribers feel like the game is not for them. Why we pay subscriptions: No one pays a subscription just so they can pay additional money for stuff on a cash shop. Before the expansion hit, subscriptions had dropped off dramatically. People were not logging in. For the first couple weeks after the expansion populations jumped dramatically. This should tell you something. Subscriptions get paid when new content is released. When the content was cleared and people had nothing new to do, they stopped logging in again. The population levels are dropping again and the expansion is only a few months old. At some point there needs to be content updates. New missions that are worth our time to do. No, rep grinding is not new content. No, achievements are not new content. It is enforcing the paradigm of doing the same damn thing over and over and over. Sorry, but even a hamster gets tired of the wheel after a while and steps the heck off. What does Bioware want this game to be? If you want this game to be catered to Free-to-play, you are succeeding. In a year or two the majority of players will be free-to-play (if it isn't that way already) because there isn't anything that warrants paying the subscription. Is this a bad thing? I don't know. I just know that it will not sustain the game in the end. Every game that has gone free-to-play from subscription based has failed. Maybe SWTOR will be different. Maybe. I had high hopes for the expansion as did the leadership in my guild. We hoped that you would give us enough content in an expansion to make the game last a year until the next expansion and give us a bigger pool of subscribers to recruit from, but you didn't. You gave us 4 hours of leveling and a new operation that could be cleared on both difficulties in the first week. The Star Wars franchise couldn't save SWG and I don't think it will save SWTOR in the end. That's a wrap: Anyway, that's my 2 cents. I'll probably give FFXIV a try again (since I already own the game and they are revamping it with a more player friendly experience) and if that doesn't work out I'll probably drop back to EQ2 if I decide to still play MMOs. I'm thinking that MMOs might be a dying genre since there are none being released anymore that understand that content and community is what makes the game worth playing. Anyway, before I get into another soap box speech... Thanks for at least a short distraction. I did have fun with your game. It just didn't last very long. Cue the obligatory troll responses and grammar attacks.
  3. Advanced Agile Mod 30A Advanced Reflex Armoring 30 Crafting armoring for 250k + mats, mod for 100k + mats. Imp side: Maknor-soza
  4. Not going full immortal (using the 16/25 build) you lose: - 5 sec increased duration on endure pain (balk at it if you want, but this can be huge if you use it right). - 4% internal and elemental damage reduction - 4% shield chance - Sonic Barrier (damage absorbing bubble on every force scream) - 67% (would be 100% in the 31pt build, but is only 33% in 16pt) chance to reduce accuracy of mobs on smash and sweeping slash (again, huge damage mitigation if you are doing it right), If they aren't hitting you, then you aren't taking damage. - 4 stacks of armor reduction on smash (never underestimate the power of mobs dying faster for mitigating damage). Leading off with a smash after force leap means all the mobs in range just became that much easier to kill, not just the 1 you are targeting with Sunder Armor and Crushing Blow. - Oh wait, you'd lose Crushing Blow as well! Bye Bye to the skill that deals 1k damage and stacks 3 armor reductions on your target (which spread to 3 nearest targets if you have 5 stacks on the mob you hit with it). What you get in return TANK wise for a hybrid build: - 20% damage reduction for 4 seconds after a charge. Limited usefulness, unless you are constantly Interceding and charging back at the mob. If you are doing this, you are reducing your dps while doing so and therefore negating the only real advantage this build has. - Immunity to interrupts and controlling effects for 4 seconds after a charge. Limited usefulness, see above. - Reduced cooldown of AOE taunt by 15 seconds (threat is no longer an issue so meh). - Reduce damage taken by 4% all the time. - Reduce damage taken by 15% more while using enraged defense. (Enraged defense drops aggro every time you get hit and heals you at the cost of rage, so this is more of an emergency skill than a constant use skill). So yeah, unless you are constantly popping out of the fight with Intercede or dropping aggro with Enraged Defense, you're not going to come out ahead in mitigation with a hybrid build. Explanation enough?
  5. On paper it looks like survivability improved. In reality it did not. I take more damage from mobs since the patch. My tank is sitting on 23% defense chance, 48% shield, 48% absorb, and 48% damage reduction. With augments I'm sitting on 25760ish HP. I'm getting creamed by silvers running dailies now compared to before the patch. I'm losing half my health pool on a single smash in the Toth and Zorn fight on normal Denova (compared to 1/4 before the patch). Before you ask, I'm only missing 3 item modifications (2 enhancements and 1 armoring) and I'll be in full campaign gear. They broke something in this patch. Our raid force was doing HM denova on the regular and now we're having trouble keeping alive in story mode because of the changes in 1.3. There is definitely something wrong here. To those who keep saying that tanks shouldn't have good dps, I say only this: what are you smoking? No one in their right mind looked at Jug tanks before 1.3 and said "oh god, they do way too much dps and need to be nerfed." Tank Jugs were doing MAYBE 800dps in fights. Actual dps classes were doing over 1600 (some as high as 2000). Tank assassins were doing 1400 and Tank Powertechs were doing 1200-1300. I know this from parsing with guildmates in equal gear. So explain why any nerf in damage was justified to me and I'll try to keep a straight face (unsuccessfully). It already took a tank Jug 5 minutes to kill a champion mob for the belsavis dailies when most any other class can down it in 1-2. To those who claim that the dps change doesn't matter because your raid force shouldn't be relying on your dps I say this: what are you smoking? You should know that there is more to this game than just raiding. Dailies, Heroics, Flashpoints, etc all rely on everyone pitching in. Nerfing our damage nerfs your chances of finishing your flashpoint. It makes it harder for the lowest dps class to complete daily missions or any other mission solo. It also hurts the game as a whole because many people will simply not roll a jug because it is worth less to the raid than an assassin tank or a powertech. I already know 2 tanks that are re-rolling as an assassin as a powertech. TL-DR: You think they upped survivability because of the numbers they put forth in your skill tree. In actuality the survivability of Jugs (and really everyone) was reduced. They broke something in this patch that has literally made my guild's raid force go from clearing HM denova to having trouble with story mode. I think I can track this back to the change they made with the nerf to debuff and buff stacking. This change has made a significant difference in the amount of damage put out by the bosses and a reduction damage output raid-wide so the raid hits enrage timers it never hit before and has to take on mobs hitting harder that they hit before.
  6. BS. The problem can be a combination of the components and the software. In my case, the OPs post holds 100% true. I start the game and from the character select screen onwards my video card is at 99% usage and even with the fan manually set to 100% the card sits between 74-82C. I could post screenshots too, but you'd dismiss them like you did the OPs well documented proof.
  7. Play Imperial in PvP for a week and you'll know why Commandos got nerfed.
  8. So many people claiming "this is not Star Wars" and not having an F'ing clue what they are talking about. Read some of the Extended Universe that is all classified as canon. Look at the examples *in this game* and tell me again why any of the Legacy releases are a problem. The thing I find most hilarious about this entire thread is there were people *exactly like you* who complained on the boards in beta and caused the alignment restriction to be added to color crystals. Now look where we're at. They have taken that restriction off because the people who complained and caused that were costing them customers. If they listen to your whining about the Legacy changes they intend to implement, they will lose customers as well. I myself am neutral to this change. On the one hand, it makes sense to me that one of my descendants might have an inclination toward force choke, or may have inherited my flamethrower as a family heirloom. On the other hand I'm not sure that it makes sense for every class defining skill since some would require more control than others. In the end it comes down to the fact that they have restricted this to only work when you have a companion out. So basically this is only going to work when you are soloing or in a group of 2 or 3 outside of a WZ or operation. It won't affect balance for the vast majority and it becomes more of a social ability with a little kick than anything else. I see no reason to be against this. Besides, it's not the huge break in consistency that a lot of people have been whining about in this thread. I think you're all getting angry for the sake of getting angry. If you're that unhappy with the game that you are trying to find reasons to be pissed off, just leave. You're not happy and I'm sure I speak for the majority when I say we don't want you to be sticking around trying to make us miserable too. Some of us enjoy the game and don't go out of our way looking for ways to make the experience miserable for ourselves and others. Does the game have bugs? Hell yes. Are there some things that need to be tuned and balanced? Hell yes. Is this a reason to be a forum lurker with no other purpose than to ***** about everything that Bioware does? Hell no. Like every MMO on the market, there are good things and bad things about the game. You choose to see it as all bad. Fine. I choose to see it as a mixture of good and bad and leaning more on the side of good, so I'm sticking around to see how things turn out. I've hopped from MMO to MMO since 1999 looking for something that is perfect and I have learned there is no such thing and never will be. You work with what you have and enjoy your time in the game or else you waste your time making yourself miserable and stressing yourself out. In the end, that's your choice to make.
  9. You guys are funny. Completely insane, but funny nonetheless. You want to attack my skill as a player. You want to tell Juggs to spec DPS in order to tank (that problem is for another thread). You want people to not only raid for the Rakata gear, but then swap out all the mods because the gear is poorly itemized. First of all, I have no trouble with threat. That is not the point of my original post nor is it the cause of it. The problem is itemization. Nothing that has been said so far has countered that fact. If anything, you all have confirmed my original post by telling me that I should mod the gear (even though no other class is required to do this to make their gear worthwhile). Even if they want us to mod the gear with mods that drop in the operations, it is still poorly itemized. First, the mods in the raids drop so rarely that it would take a ridiculous amount of time for a Juggernaut to be on par with what an Assassin can achieve stat-wise with very little effort. Secondly, even if that was feasible, it is still a poor itemization model. You can make people mod their gear with raid drops without making the raid gear itself worthless. Just make Rakata useful to it's intended purpose and then make the mods slightly better. The min/max people will still mod their gear and those who don't get every single mod drop in their favor will still be able to tank in the Rakata gear that is meant for tanking. Here's an idea. Discuss the real problem here, instead of telling people to switch to a dps spec in order to tank, instead of telling people to go out and get mods to make the rakata gear halfway decent for the intended role it has (War leader is meant for tanking, not DPS - we have vindicators for that), instead of telling people that they suck at playing the game (since you don't even know how to read I feel the need to say I doubt your judgment). As I said in my initial post, I'm not going to get into the Assassin defensive skill imbalance in this thread as it deserves its own thread. Suffice to say, if you think Assassins don't have better defensive cooldowns than a Juggernaut for tanking then you have no clue what a tanking spec Assassin has in their arsenal.
  10. Clearly you've never main tanked a hard mode or nightmare mode operation. The idea of using Columi mods in a Rakata piece is not even remotely rational. Rakata comes from Hard Mode+ operations and is supposed to prepare you for tanking Nightmare mode. It should be balanced accordingly and should NEVER require someone to swap out mods with a lower tier raiding gear. As for an imbalance between Assassin and Jugg... there most certainly is one. As far as tanking goes, light armor has better tanking stats than heavy armor. Explain to me why Juggernaut Rakata gear gives up shield rating for SURGE? Why does it have absorption rating, but no shield rating (except the shield itself)? Why is the Rakata saber worse than the Champion saber? If Rakata is supposed to be the highest current tier of gear, why is it actually worse for tanking than Columi (for Juggs)? None of these problems seem to plague the Assassins. The only advantage to heavy armor is armor rating (which compared to an Assassin in equal tier gear is about 1000 higher than the Assassin can get). This works out to a 3% lower damage reduction over Juggernaut (I've checked this against an Assassin in my guild, so don't even try to tell me I'm wrong). The Assassin gets better threat generation abilities, additional defensive skills and resistance against certain damage types that completely bypass Juggernaut damage reduction. So yeah... there is an imbalance.
  11. I don't know how many people have noticed this, but the Rakata gear for Juggernauts is completely broken and the Assassin tank armor provides them with higher endurance than the Juggernaut gear. Additionally, the Champion and Battlemaster PVP sabers have better tanking stats than the Columi and Rakata (Rakata being worse than the Champion!). If Juggernauts are designed to stand and take damage, then there really needs to be some tuning here. I'm outfitted currently in full Columi and a couple pieces of Rakata (except the saber which I would have to be stupid to switch out of Champion). I currently have 140 less endurance than a guild Assassin who is outfitted just barely with Columi (no Rakata and some pieces of regular quest gear). When this character gets geared equally to me he will have over 200 more endurance than me. How does that make sense? This same Assassin is only 3% lower on damage reduction than I am. IN LIGHT ARMOR?! I won't even get into the problem I have with their tank abilities being better than Juggernauts either because that's for a different thread (compare the damage reductions that have 12 second durations and you'll see that Juggs have a 1 minute longer cooldown). Ignoring comparison to Assassin gear, the Rakata gear for Juggernaut tanks (War Leader) causes you to lose 48 x 4 = 192 shield rating and for some god awful reason has Surge on it? There is a grand total of 175 more armor rating on the Rakata than on the Columi War Leader gear. There is maybe 50 increase in endurance. There is clearly a scaling problem here. You are losing defensive skill to gain 500 more health and less than 1% damage reduction from armor. I would put this in the suggestion box, but since the powers that be have hidden half their forums, I am forced to put this here. Please look at this gross failure of tanking itemization and get it fixed. TL;DR - Juggernaut Columi and Rakata War Leader gear is grossly undertuned for tanking gear and needs to fixed. It should be fixed immediately and the new gear being put in with patch 1.2 should NOT repeat this mistake. This would be the first step in actually making the Juggernaut the tank class for SWTOR.
  12. You will burn for this. It's not even remotely funny, just simply tragic.
  13. I would unleash a level of murder that would shock even the Reich if someone tried to put Zooey Deschanel in the Leia role. She is strictly a non-speaking role actress.
  14. The marauders in my guild all roll Carnage in PVP and they top the damage charts with the highest kill:death ratios in every warzone. Annihilation is not your only viable spec.
×
×
  • Create New...