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Kayriel

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  1. Wow i can't belive my thread was revided after so much time First of all , you are right with the words Yoda said to Luke during his training , but at the same , time wrong. Yes size doesn't matter when talking about the force , but as BrianDavion mentions above , Lucas himself said that Vader's potential was hampered due to him being half robot and could never reach his full potential due to the fact that so much living tissue was replaced with cybernetics , although this is a bit off topic , at the time , i was just venting a bit of anger towards the fact that my Inquisitor was not portrayed using some of the powers that we were given. We never see even a small jolt , on top of this , we never get to talk to our ghosts in any way shape or form , and the argument was that Valkorion may have somehow supressed them to make sure we use his power , but really was it that hard to record 4 more phrases that explains this ? I get that we have the option of freeing them , but that is the LS option and it should not have a say in the story unless it is accompanied by an explanation as well , also as far as i know , there are 2 ways of starting KOTFE : 1) where you play your character from the vanilla content until now , which the developers emphasized heavily that our choices , from the previous expansion mattered , which would mean that if i chose to keep all 5 ghosts , i should now have them at my disposal and if i play LS , i can choose to release them 2) you start out with a fresh 60 and play through the KOTFE story with the default settings , which , as far as i remember , are DS choices for the inquisitor ( so in a way , the the DS story version , could be considered canon ? ), which means you still have at least 1 of those things to use as your personal recharger Which means , it makes even less sense that we discarded them somewhere along the way , but that is not the point. The real issue is that as a force user , even with the carbonite sickness , considering the budget they had for this expansion , we could have gotten a better display of our character's power and i need to repeat 1 important thing ; this DOES NOT mean that we should be able to spank the 2 emperor's kids from the get go , it just means that we could have gotten better representation of our character . We could have been portrayed throwing lightning , doing a bit of acrobatics , trying to summon the ghosts and so on , and be smacked around by those guys due to our sickness and our long nap ( maybe resist some of the stuff that others to to us as well , still can't get over the fact that Senya ragdolls my Inquisitor , like a piece of cloth ) , but a one size fits all , in story and animation after a huge hype about varied choices and the like , was... disappointing to say the least. This coupled with the fact that i've been playing this game since vanilla early access have kind of left a sour taste in my mount and this game took a back seat to... really any other game out there right now. I can honestly say that i was expecting a bit more from this expansion and now its March , with no light at the end of tunnel. At this point in time , i can say that i haven't logged on into the game since the chapter 10 released. I played that for 2 hours then logged back off , a bit disappointed again , due to nothing being added , and again no choice thing that is highlighted. The only reason i am keeping my sub on , is because i am a SW nut and i am desperately holding on to a vain hope that something may change.
  2. I haven't seen a 30+k hit from a sniper more than once in their burst sequence , now 15-18 hits , yes , but that is , or was , kind of the norm of burst and to be honest , i expect that kind of damage , from specs that are specifically designed around this aspect of dps. Keep in mind that the HP pools now have been dramatically increased as well . The BW guys mentioned that HP will be adjured to give more than it did in the previous patches , so again those kind of regular crits from a fully pvp geared guy are expected in my option and all burst Disciplines should be seeing those numbers. As for the logic behind the supercrits , from the coments of the devs and from what i saw playing the game , is that the classes that have a built in auto crit in their set or in their spec , the crit rating that was used to provide the % chance to get the hit , is used as an additional surge bonus for the 100% crit chance attack . As an extremely simple example to understand the logic ( NOT the math since the calculations are done by the theorycrafters and im not one of them ) would be as follows : My 6 set bonus for assassin is : if i hit a target with Voltaic Slash or Thrash , my next Assassinate or Maul will be a guaranteed critical hit , this happens once every minute. My crit rating is at 40% and my surge is at 70 % for all the regular attacks. "To ensure that Critical Hit Chance is never a wasted stat, any abilities that automatically critically hit now convert any Critical Hit beyond 100% into additional critical damage." - this is a line from the patch notes from 4.0 So from this line , i understand that if i hit a target with maul under the influence of my set bonus which gives me 100% chance to crit , then that 40% that i have normally , will be converted into surge , so instead of 70% , it would provide me with 110% surge for that one hit. So if my average maul critical strike hits for 12k dmg , then once every minute under the influence of the set bonus , i am hitting a guy for 24k dmg. With the same crit and surge % that i mentioned above , if a PT is hitting normally for 17K Energy bursts , then under the influence of the super crit from the set bonus , that would make it a 34K crit. Of course , as i mentioned previously , this is not the math used for the super crits , this is just an example , a very simple one , to illustrate the issue as i see it. I think that BW implemented the super crit thing , in order to add some flavor , but did not foresee the problems with the talent changes related to surge bonuses and the impact they had in both pvp and pve , but this can be changed with the simple removal of the super crit addition and the un-nerfing across the board of the surge bonuses of all the classes that possesed them.
  3. Since the last patch with the surge talent nerf across the board kind of made no sense to me , i decided to provide a solution that made sense to me , since , from my perspective , the nerf that came , originated from the pvp aspect of the game and some specs were able to hit like a truck due to a change that apparently is overlooked by most , the super crit "feature" that was introduced in 4.0. The thread is in the pvp section as well , since this change would impact both sides of the game , but as far as i can see the pvp aspect was the one that the nerf was geared towards , or at least that is how it feels to me. The thing that i am proposing is extremely simple : - Get rid of the super crit "feature" that was implemented with 4.0 for all classes and change back the 30% talent for all the ACs that lost it , either when 4.0 hit or earlier this week. From what i saw doing warzones and from the talks i had with my guild mates that do much more pvp than i do ( i am a casual guy who does just warzones , no arenas since i got sick of them due to playing them for 4 years in wow) , the problem stems from the fact that once every minute Snipers and PTs can take half your life in 1 shot . Now i play a Deception assassin and have been since vanilla early access , and i've never heard any guy complaining about my discipline's dmg , so the conclusion that i've reached is that without that super crit thing the ACs would be fine. Considering the dramatic increase in HP pools , a 15-17k crit is relatively the same as it would have been , if we were still in 3.x , proportionate to the stats that we had back then of course. This way , we can return to a the damage numbers that reflect the new level increase and it does not impact pve as much as it does now , also with this change , specs like Lightning sorc and concealment operatives can feel like actual burst specs , since they received this hit in the moment that 4.0 went live.
  4. I think that this is my 4th post in the pvp section of the forums since vanilla game access , since when i look in this section there is usually nothing constructive , but since the last patch with the surge talent nerf across the board kind of made no sense to me , i decided to give it another shot. The thing that i am proposing is extremely simple : - Get rid of the super crit "feature" that was implemented with 4.0 for all classes and change back the 30% talent for all the ACs that lost it , either when 4.0 hit or earlier this week. From what i saw doing warzones and from the talks i had with my guild mates that do much more pvp than i do ( i am a casual guy who does just warzones , no arenas since i got sick of them due to playing them for 4 years in wow) , the problem stems from the fact that once every minute Snipers and PTs can take half your life in 1 shot . Now i play a Deception assassin and have been since vanilla early access , and i've never heard any guy complaining about my discipline's dmg , so the conclusion that i've reached is that without that super crit thing the ACs would be fine. Considering the dramatic increase in HP pools , a 15-17k crit is relatively the same as it would have been , if we were still in 3.x , proportionate to the stats that we had back then of course. This way , we can return to a the damage numbers that reflect the new level increase and it does not impact pve as much as it does now , also with this change , specs like Lightning sorc and concealment operatives can feel like actual burst specs , since they received this hit in the moment that 4.0 went live.
  5. Many players that i've talked to have had the same idea , which in essence boils down to the nerf being too harsh and they need to bring the comps up to in order to make them useful again , so i support it Also , there is a thread opened by Eric Musco that asks for feedback on the changes to companions that happened on Tuesday , so i would recommend that you give your feedback in there as well , in the hopes that he will bring the replies gathered there to the devs. : http://www.swtor.com/community/showthread.php?t=855014
  6. Hello Eric , Thank you for posting this thread about the companion changes and trying to obtain information about our experience after the change. I will provide me feedback only for the healing version of the companions , since that is what i use exclusively. [Heroic 2] Missions – Challenge Level: Medium. - with the nerf to healing , a rank 26 companion can't even keep itself alive if a pack that has 2 elites and 2 normals , in the situation that i am dealing with 1 elite and the 2 normals and the only thing the companion has to do is keep the attention of 1 elite mob and keep itself alive until i'm done Star Fortress – Challenge Level: Medium. - Similar situation as with H2 weekly missions Heroic Star Fortress – Challenge Level: High. - I have played TOR since vanilla and i would think that by now i know the ins and outs of an Assassin by heart , in all 3 specs , especially Deception since that is my primary spec and has been since Vanilla early access , but with this change to the way that the companions heal , the Heroic version of the Star Fortress has become a chore to solo , again the same problem as with the rest of the content , the heals put out the a companion at rank 26 influence is laughable at best. In 3.0 , having Talos around geared in full blue coms gear obtained from the comms vendor , i could confidently get in any heroic mission on Yavin and have no problem even with an extra pack getting aggro-ed by accident. You mention for the Heroic Star Fortress that it is meant to be challenging and difficult and that players need to have increased influence , but in all your bullet points that is super vague , what does that mean ? Should i pick a companion and raise his influence to max level to at least get a semblance of competence from it ? Is that what you mean by "as well as increased their companions’ Influence level" ? I should also mention that i am doing HM operations and i have good gear on my character , working toward min maxing a HM set , with some piece of HiM added in as well , so that is not an issue either. With the change on Tuesday , EVERYTHING is now turned into a chore and takes more time than it should , so my feedback for the changes related to the healing aspect of the companions is that it was done in haste and it is way too harsh. Companions should be able to hold their own in a fight and provide help , not be a constant nuisance and an added burden that you need to look after in order to artificially pad the time it takes to complete a weekly mission ,so i would like to ask you to ask the combat team if they could revert the changes to the companions. There are already challenges in the game , in the form of PvP ( WZs and Arenas ) and operations and flash points , the HM version of those requiring coordination and understanding of mechanics from players , so adding extra time and an element of frustration to missions that ( at least from my point of view ) are designed to be done on a weekly if not daily basis , by making the companions almost pointless , especially with the enormous amount of them and i can guess we shall be receiving more when the next chapters of the story hit , is not a good idea ,so if at all possible , i would like to ask that you have a talk with the guys that tweak the stats from companions and have them reverted back to the way they were before Tuesday , or , if that is not an option , at least please ask them to lessen the nerf by a decent margin.
  7. So today i decided it would be nice to start the story with my Sith Juggernaut , my main alt since vanilla , in order to see what is different from my play-through as an Inquisitor , but i noticed that i didn't finish the Ziost ark yet so i went to do that before starting the new stuff. Now here is the wierd part , i decided to take advantage of the new way that companions handle and i went with DS Jaesa as my healer companion and while doing the ark on Ziost i had a few flirt options between my character and Lana , with Jaesa present , who is my character's wife , hoping to see some funny outbursts from her , or some sort of reaction , but instead of that , i got nothing. Its like she wasn't even aware of any of it. So... this kind of frustrates me , since i was actually expecting some sort of interaction , something... anything but instead i got a big fat nothing. I really hope that if by some means we do get our love interests back through the new story , they actually respond to our choices , i mean , i could have taken the damn Akk Dog and the little fella at least can be made to do tricks , our old companions are even less interactive that that.
  8. You are right i saw them just now when i logged in , the weird part was , when i hit rank 10 yesterday , they weren't there , must have needed a good log out to register i suppose. I didn't get him from packs , i brought him from the GRN , on ToFN , i saw him on Sunday , going for 7,2 mil and i borrowed 3 mil from a guildie of mine to rush to buy him. Paying 3 mil back is way easier than spending cartel coind on a chance to get him , especially since i literally have no luck. My advice to anyone who wants this little fella is to keep a constant eye on the GRN of your server and if the price goes down enough that it is somewhere in your affordable range , go for it As a last note , the tricks are funny as hell ; the play dead thing , you actually pull out a blaster and point it at him and he fall over )
  9. So the title sais is all , but to elaborate , when you get the little fella , on his collar , it said that at certain influence ranks , namely 5 and 10 , he can do tricks , specifically : - Rank 5 - Speak - Rank 10 - Play Dead Now i've searched the codex and i've tried doing " /Speak and so on in as many variations as possible , but i can't figure it out , so if anyone else has this companion and managed to come discover the mistery behind the tricks , please tell me
  10. The solution to our mobility problem is very simple. Have the Avoidance utility point decrease our CD of Force Speed by 15 seconds , instead of 5 , since maybe this change was done with sorcs in mind as well and this way , they don't receive the benefit , although i can honestly say , i don't understand why , and then increase the CD of Phantom Stride to 40-45 seconds. This way , we are emulating our force blind counterpart , the operative and we get back in line with the rest of the classes in the mobility department. And since we are on the topic for Force Speed CD increase , could anyone tell me if they thought of a logical reason as to why the Inquisitor class received a... lets call it a buff to mobility , with the addition of PW as a baseline skill , but at the same time getting Force Speed reverted back to the CD that it had in vanilla ? I am just curious , maybe i don't see it because i main a Deception assassin , so if you guys could enlighten me , that would be greatly appreciated.
  11. If i remember correctly , even if you choose to send them away , one of them will still remain with you because he wants to , so you have at least 1 , no matter if your LS or DS As for the force power thing... I don't know... i mean we have done some pretty amazing stuff and cathing up and surpassing is one thing , but really , i do not believe we've gone all decrepid in that time , a bit weaker than this story's vilains , yes , but i don't think that the difference is by that much and now that i think about it , it could be this way because its , again , a 1 size fits all thing and they had to make a scene where both force blind and the force users could fit , although , i do hope this is going to be rectified in the next chapters ( although i kind of doubt it ).
  12. I do not expect the inquisitor to the super sith in the story , as i mentioned in my original post . What i expected was to have SOME show of our power. No interaction with our ghosts to draw power from them at all and as far as i remember , we kind of forgot how to throw damn lightning! Our most iconic skill and i do not recall a single cut scene where we go Palpatine on a dude's ***. On top of this , for some reason the animations were made as 1 size fits all for all force users . I use a saber staff , since my main is a deception assassin and the saber combat in the cut scenes is done as if i am wielding a single bladed saber. With about 160 milion budget that disney gave EA for this game i would have thought it would warrant at least a small amount of flavor added for each of the classes. Again , i do not expect for our character to be the apex predator , but i was expecting him to be at least a contender and to actually be portrayed as a threat to the emperor's brats , not barely surviving each encounter and running with his tail between his legs every single time , if you don't choose the Valkorion battery pack . I do understand that a 5 year nap is enough to dull our edge to a degree , but... i don't know , i was expecting a bit more show of strength , than we got.
  13. I think he was asking from the point of view of a person who knows that the events don't happen on a regular basis , like the bounty contract week and it would be anoying to decide you want to get that companion and to have to wait for the event like 3 months before you can have the guy , since the event isn't going to happen , which i kind of agree with.
  14. Maybe i did not write my initial post properly , so it got misunderstood. I am not asking for the PCs to be the harbingers of doom to anyone who stands in their way , but the problem i have is that even Senya , who is supposed to be a regular Zakuul knight ( of which we are plowing throughout the entire story and they don't even register on our radar ) is just ragdolling us around like were nothing. Seriously , i understand being at a disadvantage and all that jazz , but come on , at least from my point of view , we are being made to look like children ; we may have spent some time in the fridge but and as Thaelcron mentions due to us being on time out , the rest of the force users had time to catch up and surpass us to a certain degree , but really we should at least be made look like a damn threat in those cutscenes when were engaging the baddies , not running for our damn lives all the time. Our displays of force are retardedly laughable compared to the stuff we were made to do in vanilla and the rest of the xpacs. Yes the Zakuul ppl had time to prepare and they are the magnum opus of the emperor , but it would be apreciated if we could have been at least a bit acknowledged as a damn threat to them , not on the run and barely escaping with our lives in each encounter because of luck. I am just saying that it could have been done a bit better , the PCs strenghts could have been displayed as well and they could have been a suprize to the cyborg and his sister , made us a threat but still no match for them yet and i would have been happy.
  15. Supposedly is the right word here , he got his face torn off along with a damn arm , which would put him at a lower force potential compared to his brother , since he lost quite a bit of living tissue , which is the conduit for the force. It also speaks of his dueling prowess , not that fantastic i would say. Also , Senya did indeed sucker punch the inquisitor , but that still is something , since , normally , when entering battle all force users put up a protective force shield in order to protect themselves from this very thing , so for me at least , this just adds to my confusion as to where did all my power go ? I can understand the emperor and his daughter , whom Senya said she had a rediculous for potential , but seriously , the Archann duel made little sense to me , i choose to go at it without the help for Valkorion and the logical thing from my pov , would be to summon the strength i need from my ghosts and at the very least , throw in so damn lightning ? I mean really , not even 1 measly jolt ? Maybe the lightning bit would make this fight too 1 sided ? Since that guy has a vader type mask that helps him breathe and a robot arm and it would simply disable them in the first few seconds , thus just making it a rofl storm from the inquisitor ? I am not saying they are not powerful in their own right , but really to call them monsters would be kind of a stretch. The real monsters are our force user characters and the emperor : - inquisitor - feeds on the dead to bolster his own strength which is enormous to begin with - warrior - fights and kills a Voss dark side entity that has a piece of the emperor powering it up as well - knight - fights and kills a voice of the emperor , which is so strong that everyone thinks is the actual emperor - consular - ridiculously powerful force user just like the inquisitor and with the added bonus of a technique that would cuts off the power of dark side curses ( at least generally speaking that is what i understood that it does ) and fight an emperor's kid as well , which was in a way the equivalent of Arkaan , but instead of being born to the emperor , he was created ? These are all just gripes that i have , that frustrate me about the story. I mean don't get me wrong , i absolutely love it and i love the fact that Byoware decidede the game should have a story driven experiance again , but some class flavor needs to be added ; not now since 9 chapters are out , but in the next part , we need a proper come back , because it feels like even though all the force users are built up throught the game , like the chosen ones , we kind of feel like : meh , i can do parlor tricks that every other dude is capable as well.
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