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Eshinai

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  1. Raiders in nutshell, making MMOs fail since 2004 except WOW. Added underlined portion since it affects the original quote's context. Most MMO's fail when they disrespect people willing to spend money to play. I value my money and how I spend it. I've gotten a few ME DLCs that felt worthwhile, and skipped anything I didn't want. Call it frugal, it's how I choose to spend my money. The BW model is entirely reliant on story content that is intentionally time gated. There's no reason to remain subscribed as I play through the first nine chapters. After that, I'll probably want to try another game (Fallout 4, XCom 2, etc.) for a change of pace and playstyle. Fast foward March 2016, I'll be able to get a handful of chapters for $15 that you spent $45-60 getting, see the same story and probably enjoy it equally without waiting 20-25 days between chapters. I'm not going to fanboi subscribe to frivolously spend $15/month for a few hours a month. I like the story, and I'm certain I'll enjoy it. I'm also willing to wait for DLC's to go 'on sale' and get them at the discounted price. Oh. WoW has maintained it's subscription to have any access and introduces a variety of new content steadily, including entire new solo/group areas with FPs and OPs. There's plenty of reasons to stay subscribed if you enjoy the game and you can't play it unless subscribed. VERY different animal that Blizzard is using to feed folks into the F2P games of HotS, Overwatch, Hearthstone via RealID.
  2. Recycling content is literally a cheap way to create more things for players to do and it's happened in several other games, including Blizzard's World of Warcraft. However, it was introduced as part of expansions/updates, with other content being completely new along side it to keep player interest. This entire blog strikes me as announcing a summer intern is adding code for blostering players' gear in FPs/OPs, adding code for Solo Mode and buffing OPs content to 65. We may as well all unsubscribe until October, resubscribe for a month to get the first nine chapters and buy a few Ops passes (they're on sale currently, btw) and clear out the 65 Ops in a couple of raid cycles before moving on to another game. There's no significant reward for remaining a sub when we can play something else for a couple of months, then swing back and pay $15 for another few chapters (DLCs?). What is the incentive to remain a continuous subscriber if we're paying for the same content? Even new players will quickly exhaust the content, where PvP and endgame Ops often become the backbone to keep players active. Individual content only survives a couple of iterations before it's no longer interesting and merely a chore. The game needs both new PvP and Ops content in October. People are moving entire guilds to find more people to play with right now, and the game design is going in the opposite direction for 'story'. Groups/people will remain together by finding other activities & games to play. These groups are not beholding to Bioware / SWtoR and will leave if the group activities that keep them playing aren't improved. Some will stay for the story, and I expect they'll exhaust that and depart that well before new chapters roll out. We (Raiders & PvPers) aren't asking for KotFE to be purely new content. We're insisting it include new group content so we have a reason to remain and play with our friends. Otherwise we are going to look around with the $30-45 USD we're not going to spend between now and October for another group game. Minority or not, folks were willing to pay to get new content and now we're looking at our wallets asking "Why" .
  3. The flexibility is more than just 'off tanking', as some of the 1.2 changes further differentiate Guardians and Sentinels. While Sentinels do more damage, Guardians give up damage output for other options, talents & utility. Staring at a list of cooldowns & perceived damage output ignores that differences that make both interesting unto themselves. Frankly, after leveling a Sentinel (after a Juggernaut), I'm going to roll a Guardian as I enjoy both playstyles.
  4. This is going to sound silly, but don't take both the smuggler & counselar. When you bring more than two people into a lot of instanced missions, the game adds and elite to keep it challenging (hence the 'reinforcements are arriving' text you'll see). I would suggest trying that first. I solo'ed virtually everything in class quests, with only Doc healing for a couple of non-class related bosses that I 'had' to kill (ie, datacron).
  5. The 18/23/0 & 14/27/0 builds are based on trying to maximize mitigation, compared to a 31+ Immortal tank spec, while improving threat. That those builds are viable is either brilliance of design or an indication that they focus on the trees isn't there yet. I'm leaning to the latter. Immortal has a phenomenal amount of control but lacks reliable & sustainable threat. That you can spec Impale & Force Scream both to 9 sec cooldowns makes things notably easier compared to Crushing Blow's 15 and FS's base 12 as you don't need to spam filler Assaults as much. I think it's unfinished. Period. I believe the core mechanics, design and system of the Jedi Knight were set in stone very early in Beta, and were copied over to SW as mirrors. Other classes' benefit from the development processed and got progressively more polish prior to release. I do expect the tank viability of vengeance tanking to be destroyed in the March update. Question is whether the DPS focus of Vengeance & tanking focus of Immortal will be honed to make them solid options unto themselves instead of considering rerolling.
  6. Invincible and Blade Barricade/Barrier are where most Veng tank builds stop, only 14 points into Immortal. You can get more defense, but vengeance talents supply damage with some late capping tanky talents. I leveled Immortal and would probably do Vengeance if I had to repeat. The biggest issue is how poorly Jugg damage works out, and buffing it makes soloing far easier and less reliant on excessive tactics, cooldowns and *shiver* Quinn.
  7. Solo, leveling, Juggs hold up adequately. However, in competition (group, ops, PvP), they have some definite gaps. I believe the flaws are a result of class being designed and left unpolished while the remainder of the game was finished. Other classes benefited from the innate refinement and were more finished than Sith Warriors' design. Question is when we'll see Devs revisit the class, as it won't be a minor update and every other class/AC is going to demand a 'review' if Sith Warriors finally get it.
  8. I understand the intentions, as I've used Soresu on my Rage Jugg for the same reasons you're asking, but I also accept the price tag for it. If you're being focused and need to survive, use Saber Ward. If you need to Guard, accept the cost to yourself and use Enrage. Please utilize those tools rather than suggest there is need for another defensive cooldown while set as DPS.
  9. The desire for a LFG tool is to remove the cumbersome process of getting X people together, heading to Y location and doing Z. No one wants to spend (a lot) of time getting a group together, and many people don't want to be 'trapped' in Fleet waiting for a group to form. PvP is easier simply as you can go out, do quests and queue/PvP whenever to break up the play time. I'm curious now if a LFG channel exists on my server, as that's a good idea to help alleviate the trap issue, but I certainly don't want a wow-esque LFG tool. The result I saw was anyone with a decent network of friends/acquaintances would get as many together as possible, tolerate the PUG player(s) as needed and play. However, many players I knew skipped the PUGs entirely. You can argue that LFG didn't do anything to wow, but I think you can look at how changes following the tool reveals that Blizzard had to keep enticing the system to the point it penalized guild/friend groups simply as they didn't 'pug' players. LFR pretty much is the pinnacle of 'gimme' in this regard. Aside, still the best laugh of general: "Group LFM Tank & Healer". I recognize people want to show up, and play 'anything' in the game, but I get the impression people don't want to invest into a community by talking, networking, grouping. If putting that effort out is too much, then you're getting exactly what you've worked for - nothing. I'm having a blast, doing Ops, PvP, etc. with a group of 15-20 people. Open up, say "Hi, nice to meet you.", run a flashpoint, and whisper the solid players if they'd like to run another or if you could add them to a friends list. Look them up politely later for other groups. It's not that hard. Get out of your shell people. You'll be amazed how competent playing and being polite will get you networking.
  10. From leveling my Jugg, the #1 issue is the sheer number of niche abilities. Getting a new ability with a list of limitations/requirements when we're already fighting for quickslot space is frustrating (I'm looking at you, Pommel Strike). Tanking abilities need streamlining. Both Sundering Assault and Crushing Blow need CD reductions so we're able to utilize the damage (threat!) of CB. For comparison, Vengeance's Impale has a talent modifer that reduces the CD from 15 to 9 seconds. There's a 18/23/0 spec in the Jedi Guardian forums that utilizes Impale. It's a hassle to read as a SW, but I think it demonstrates Immortal abilities are inadequate. Mitigation is too reliant on Retaliation use, which is something else that needs some review. A slight increase in duration is needed so you don't have to stare at it constantly. I'd like to see the rage cost removed completely via talents, but then it would get macro'ed into everything. However, if Jugg mitigation is based on including this in any calculation, we need to know it can have a 100% uptime like an Assassin's Dark Ward (which is limited only by the GCD).
  11. X profession as Nice Thing . They can't have Nice Thing because my profession doesn't get a Nice Thing . Please take away that Nice Thing . The bonus for having Biochem is not having to acquire the standard medkit/stims. They don't give an unfair advantage, but a return on the leveling investment that won't break even for most players for several months of steady play. Cybertech? I honestly don't know, but if the grenades have a five (5!?!) minute cooldown, that's insulting for suggesting it's overpowered. I'm certain that BW can look at endgame/raiding/'hardcore' players and see what professions are being used. If something is showing up excessively, such as Biochem being on every member of a operation what killed a boss world first, then BW can decide it's out of hand and adjust as needed. Buffing other professions to have some unique, balanced aspect would be a better solution albeit it more difficult to achieve with so many players, playstyles (FP, OP, PvP, etc.) & professions.
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