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CaptainObvious

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  1. I really don't like the steering in this game. I've never liked using mice for flight sims, but I can understand the motive behind it. These are mmo players, and most are unlikely to have a joystick handy. Those that do would have a serious advantage over mouse users. The problem is HOW the mouse is being used to steer. Why does that little line track where my mouse is BEYOND the circle? There's no reason for it, other than to show you where your cursor would be if you pressed 'Z'. And who actually does that in a fight? Also, who cares? Just know that your cursor will be where the target is! Not only is it unnecessary, it's a terrible hindrance. It's next to impossible to get a consistent feel for how far to move the mouse to make a certain turn when each and every time you try the exact SAME turn you have to move the mouse DIFFERENT distances. If my "cursor" ends up tracked to the bottom right hand corner of the screen, in order to make a left hand turn, I have to move it MUCH farther to the left than I would if the cursor happened to be just outside the steering circle, even though I'm turning the exact same amount. In that same breath, it makes targeting a nightmare, cause the target responds with inconsistent delay to your mouse movement. I think that restricting the cursor to the steering circle would go a long way to making flying less awkward, and more fun, for everyone.
  2. This may actually be a bug. I'm trying to change the color of, or disable, group info text. I'm tired of "Captain Obvious rolls 33 on Rubber Chicken", "Captain Obvious has won the roll for Smelly Old Socks!" messages being the same color as the group chat text. If you talk while looting, your message gets lost. The problem is, in the chat settings window, even though it SAYS there's a specific option for group info color, it's actually tied to the normal group chat option. Changing its color or even disabling group info has no effect. But changing the group option changes both group chat AND info. Also, I think the default group info color should be different than group chat, since most people won't bother changing the default colors. This will allow my messages to be seen by others, too.
  3. Also, one more thing... I mean no disrespect to the OP, or anyone else that's posted in this thread... but... WHY THE HELL IS THIS IN CUSTOMER SERVICE? This section is reserved for technical issues. I CAN'T PLAY AT ALL right now because my launcher won't patch. And I have zero responses, partly because threads like this keep pushing it lower on the list. You may not like something about the patch, but it's obvious your game works to a playable extent. Put opinions about the game where they belong, so people who are having trouble even logging on, and yet are still also paying subscriptions just like you, can get the help they need.
  4. I will say, I'm quite disappointed with the range reduction of electrocute. As my main is an assassin tank, I now have ZERO ranged abilities that can do damage. The single-target taunt is now the only thing I can effectively use on a boss in the 20-30m range (since you can't pull bosses). That said, I think I'll live. We all will. Maybe some more than others as we all get used to it, and remember that these moves don't work like they used to. As a decently balanced pvp/pve player... I usually do about 2/3 pve and 1/3 pvp, so I can see the arguments and their validity for both sides of this debate. I'm not gonna get into gross detail here, but I wanna bring some points to mind for people to think about. ------------------------------- For pvp (I'll get to pve in a second), this whole argument that ranged players HAVE to only have ranged abilities overlooks the fact that we're trying to balance classes here. Even if we forget the fact that many say pyrotech pt's and assault vg's are far and away the most OP pvp class in the first place, (which is a BIG point, mind you), if ALL of a ranged player's attacks can be executed effectively from range, that puts the melee classes at a HUGE disadvantage. Why? Why do you think? Range gives a player more options. And, simply by staying farther back, you can concievably DESTROY a melee player without them ever being able to TOUCH you. Sure, melee players have closing moves, but they're useless if you're stun-locked and killed before you can use them. All this means is when a melee player DOES get in range of you, you STILL have your stun than you can now use on them, as opposed to having used it earlier. And, well, these shortened, yet still powerful moves are now no longer on cooldown, so you can punish them for getting in so close. ---------------------- Okay, now, for pve. First of all, you can't expect me to believe your entire reportoire of dps attacks are now all of a sudden melee attacks because two moves have their range shortened. There's still, what, all the others? Many of which also got buffed and do more damage. Read the patch notes, a LOT of other moves were tweaked. That said, I don't have a pyro pt, so maybe I'm wrong there. But I KNOW I'm not wrong about this, and I know just about every pve player can agree, whether they like the changes or not: PVE (ESPECIALLY OPS) IS EASIER FOR RANGED THAN FOR MELEE. PERIOD. END OF STORY. It's apparent that reducing the range of these few attacks are making ranged dps harder than it used to be. So, change your tactics and get better. ^_^ What's wrong with a little more challenge, especially when it now makes some of your other guild mates, (such as your marauders and deception assassins, OR your own melee alts) less likely to be passed over when looking for dps raid slots. Why? They're, comparatively, less of a hindrance now that ranged dps is a little harder. Thoughts?
  5. you make a good point, but you're forgetting something. These fearsome, powerful attacks really only pack a punch when they crit. Too bad shields are useless against crit. On top of that, there is NOTHING the tank can do to reduce the likelyhood of an (unshieldable) critical hit. In fact, it's the opposite, tanks can't reduce crit chance, but dps CAN reduce shield change if their crit is high enough. Against those "money shot" type of attacks that can sometimes hit for 6k from a decently geared dps, tanks are no more able to withstand that than a dps. Depending on the type of damage they do, even the almighty mitigation can be nullified. It's not that tanks are completely defenseless. It's that there are SOOOOO many ways around those defenses, you don't even have to really try. Just do your normal rotation just like you would against a dps or healer., and you'll get plenty of undodgable/unshieldable force/tech attacks which set up a guaranteed unshieldable crit from a hard-hitting white-damage attack. Tanks have no extra ways of defending against these. Sure, we've got stuns, but so does everyone else. Defensive cooldowns? Again, no advantage here, cause tanking isn't really worth much if you can only effectively do it for 10 seconds every 2 minutes. (and, once again, every class has these). At the absolute LEAST, tanks should necessitate a change in rotation. Maybe you have your normal rotation for best dps, but when you see that a player (a tank) isn't taking the damage he should be, then you switch to your anti-tank abilities. At least that would present some challenging dynamics and keep dps on their toes. Hell, even as a tank, *I* don't even have to change ANYTHING about my attacks against other tanks. Cause my attacks hit pretty much the same... Hell, aside from appearance and certain tank-specific moves that are recognizable, tanks don't really stand out much.... Often, I don't notice a difference unless the guy is completely full war hero.
  6. Yes, this is a BUG, not an opinion. I worked hard for my gear. I'm half war hero, half battlemaster, specced full tank, and last match I played, I went 1 vs 2 against a scoundrel and a sentinel and got 3 shotted. Whaaaat?! No boss in pve EVER does that unless they're in enrage or it's a very specific mechanic that's avoidable. For instance (aside from enrage), even when he's purple I've NEVER been 3-shotted by Kephess. PLAYERS DON'T ENRAGE. FIX PVP FOR TANKS. Look, people have been complaining about this since LAUNCH. I know that it's technically working the way it was designed. I know about the whole "force/tech attacks are not shieldable" thing. Neither are crits. BUT.... REALLY? Here, just take my armor, too. Not like it helps. (against half the damage types, it DOESN'T). I've had situations where I popped dark ward, watched my character get 3-4 shotted, and looked at my buff bar to see 8 stacks STILL THERE before I took my last hit! Shields are not working! It's a bug! I put just as many hours into getting my gear built for SURVIVAL as those two guys did getting their gear built for DAMAGE. Why am I wilting like a flower? And, no, this was not a rare event. This happens ALL THE TIME. Tanking is non-existent in pvp. With a healer, I can take on 3 elites and a champion in denova and live, yet, with a healer, half wh/half bm TANKING GEAR... I got 3 shotted by TWO player characters. In pve, I don't die that fast WITHOUT a healer! This is insane. (btw, I hope no one's reading this thinking "dude, it was 2 vs 1, there's no way you could've won." O rly? THAT'S WHAT TANKING IS. I do this all the time in pve.... ). I'm not even demanding that I live to kill them both, lol... I'm saying, make them WORK to kill a tank. Seriously... Because with my low dps, I work for all MY kills... AND I WORKED FOR MY GEAR! I feel I'm getting ripped off for my hard work dealing with this frustration of getting gear. I got to 50, I felt like I was made of wet paper. Sure, all of us felt that way. But if you push through it, you should be rewarded for your efforts. In my case that reward SHOULD be living longer. And I DON'T. Not by much. If people don't feel like their effort is worth something, they're gonna move on to a game that actually rewards hard work, REGARDLESS of your class. So, please. Fix PVP for tanking classes. It's broken. It's been broken for a WHILE, too. P.S. No, I don't want to respec. It's too costly. What's more, is DPS classes don't have to. Why should I?
  7. First off, that's the point of a tank/healer combo. You're supposed to be VERY tough to kill. But, really, even if said guardian WAS invincible, if you're focusing on the tank, and he's not carrying the huttball... you need to rethink your strategy, sir. Also, this point is moot, because, as a tank, I can still be killed with a healer. Quite quickly, too. Even though I'm full BM/WH. But as for your invincible guardian, explain how guardians (allegedly the ones who dodge the most) would be invincible when you CANNOT DODGE FORCE AND TECH ATTACKS. They never miss. They're not supposed to. So all those points you worked for in your defense rating don't mean ANYTHING, at least against force/tech attacks. Okay, that's fine, as a tank, I have multiple lines of defense. That's what a shield is for, right? Wait, what? You can't even SHIELD force/tech attacks? REALLY? So, pretty much, force and tech attacks (which EVERY class has PLENTY of) IGNORE EVERYTHING THAT MAKES A TANK A TANK. Some tanks, not all *coughshadows/tankasins cough* have armor mitigation. Nevermind the fact that 2/4 types of damage (elemental and internal) IGNORE ARMOR TOO. So what happens, literally, is that a LARGE portion of attacks in pvp (nevermind that CRITS CAN'T BE SHIELDED EITHER -_- ) make all my hard-earned BM and WH gear WORTHLESS. Why? It's supposed to absorb damage better than dps gear.... yet, for about half the hits you take, it doesn't. at all. This is a huge problem for people like myself who would otherwise pvp more often. It's not fun like this, to not be able to play your role in a role playing game. I've worked for this gear, and specifically chose survivor gear over damage. So, I'm knowingly sacrificing damage output for survivability. Why, then, is it not paying off like it does in pve? Why do I notice NO DIFFERENCE in survivability when I equip a rakata focus instead of a battlemaster shield? Tanking, in its truest form, is severely broken in pvp. Because shielding is. I will say this: I spam my taunts every chance I get. That, plus guarding, gives tanks a lot more utility. But don't tell me taunting and guarding are the great equalizers here and that those abilities somehow justify leaving tanking broken like it is. DPS specs can use taunts JUST as effectively as tank specs. Hell, a recruit dps specced assassin can taunt with EXACTLY the same effectiveness as a full war hero tank spec if he just remembered to do it. So you see, that hard-earned gear is meaningless for this large chunk of tanking "utility". Only thing that's exclusive to tank specs is guard. I'm not about to downplay the importance of guard. But, you know, guard doesn't mitigate MY damage... Nor does taunting mitigate the damage done to ME. God, I hope I don't get focus-fired, cause both me AND the healer will die. Wait... isn't getting focus fired and living what tanking is all about? Why can I take on 3 elites and a champion in Denova and live, and not be able to survive in a freaking 1v2 scenario in huttball? So, basically, I'm saying I wanna be able to take on MULTIPLE opponents and live?? YES! THAT'S WHAT TANKING IS! This isn't Halo Team Deathmatch. No one's counting kills (at least, not the smart players that care about winning). Making some players who put time and effort into survivability VERY hard to kill is kinda the point when we're trying to equalize classes. (and allow people to effectively play ROLES in an RPG) I put JUST as many hours into getting my tanking gear as all you marauders/sents/snipers, etc. So let me TANK in my TANKING gear like you can DPS in your DPS gear. This is exactly the problem. If the name of the game is class balancing, that's a clear imbalance. I don't even really mind this restriction, as long as the hard work I put into my limited options as a tank pays off. With the defensive mechanics as they are: simply put.... it doesn't. And THAT'S a shame.
  8. FACT: A pure dps assassin with a 0/1/40 madness skill spread and all gear maxed out for damage output (as opposed to, say tanking), has two taunts, the SAME two taunts that their antithesis of the same adv class has (i.e. 40/1/0 darkness spec, with gear maxed out for survivability). Not only that, but these two abilities have the EXACT same cooldowns and EXACT same strength for both hypothetical characters. Anyone else see the problem here? Taunts should NOT be forbidden to anyone but tanks. Takes away the dynamics and the potential for hybrids. But taunting IS a skill EXCLUSIVELY used by tanks in the pve world, barring rare exceptions and assuming normal intelligence. In other words, it's a tanking skill. Why is a pure dps specced player identically effective as a tank when taunting? In pvp, HALF the effectiveness of a taunt is completely erased anyway, because humans can think for themselves who to target. That's a major blow to the tank's usefulness right off the bat. But now you're saying ANYONE who's my advanced class is just as good at taunting as I (the tank in this scenario)? So while I'm being a tank and taunting you (the dps master), you're taunting me, essentially making me useless against 7/8 ths of your team, and taking a huge chunk off my already low damage output. Sure, my taunt lowered your damage, but your damage is so high you can still do your job with only mildly increased difficulty than before, everything else being equal. The point is, tanks already don't stand out in pvp as tanks. Healers are obvious, and easy to spot. Everyone else is dps... the "tanks" are just bad dps that can take maybe 2 or 3 more hits. Perhaps this imbalace can be mitigated by nerfing taunts in non-tanking stances/specs, while still preserving the ability to use them at all. Also, I think many people are forgetting that taunts don't limit the damage done to the one doing the taunt, lol.
  9. This really makes no sense.... Call me crazy, but I expected one single game world, with lots of different access points (i.e. servers). I thought I'd be able to pick a server that was close to me for best results, log on, and be able to play with people all over the world in game. One single game... lots of players. Isn't that what an MMORPG is? I log on, and I get to play with my friends, that simple, regardless of what server they're on, cause it's the SAME GAME... Wait, what? It's actually 215 different, separated games? How the hell am I supposed to know which one my friends are on? Sure I could talk to them via some other medium (phone, facebook, etc) and coordinate something where we all play on one server. Oh, wait, too bad I was really excited to play and just picked a server at random, THINKING THAT IT DIDN'T MATTER WHAT SERVER I CHOSE, I COULD STILL PLAY WITH THE SAME PEOPLE... And it wasn't till level 17 or something that I found out that every server was separate. Okay, that's kinda weird, but maybe it's good for population control. I'll just move my character to the server my friends are on... ***, I CAN'T DO THAT EITHER?! I HAVE TO START OVER?!! ------------------- So.... are the forums separated like that? Do I have to create another account on a different server to make a post that people in other geographical areas besides my own can read? How do I switch forum servers? So, pretty much, this post will ONLY be read by the tiny fraction of people that happen to be on my server, instead of the entire SWTOR community? Wow.... PHAIL.... No, would-be flamers, I'm not that ignorant. I'm making a point. You were thinking I was retarded that I would actually think that something so ridiculous as the forum thing would be true. Well, I also think completely separated and un-transferrable servers that don't intercommunicate with each other is pretty retarded, too... I don't recall having to select a server with Second Life... Yes, I just said that. That's practically kerosene. Light a match....
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