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micnevv

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  1. So let's start with this simple question - what does SWTOR have to offer someone who has played since launch or for many years? The answer is not much in in terms of new content. However it offered a game space to hop on, create a new character and quickly complete it with a full set of 306 gear and set bonus in under a week. This let players like myself have fun with a wide variety of different classes & specs in both PVP & PVE without having to dedicate an exorbitant amount of time to the game doing old content that I've completed a million times over. From what I can tell, this new system completely removes my ability to play in such a way. If you were to guarantee that content would be released at a reasonable pace - let's say 2 finished raids a year, then yes I would say that this is a viable gearing system. However based on your track record these past few years you've shown that you can't provide such a steady stream of content. Therefor this new gearing system makes no sense SWTOR. If you're going to force people to spend weeks going through years old content every time they want to try a different class or spec, then you're going to kill the appeal of the game which is Flexibility & Speed. That is not to say the the current gearing system is perfect, it definitely has its flaws. But what it does right, is that it lets people enjoy the limited content that is available in this game the way they want to. Also DO NOT lock mods behind 334 ilvl, an ilvl which most people clearly won't get to under this new system. Mods are a really cool aspect of character customization in SWTOR.
  2. This is just flat out wrong. These past few expansions Bioware has given every class every ability/utility with the aim of obfuscating the difference between a good and bad player since everyone can now press their multiple get out of jail buttons every few seconds. I would also recommend you have a look at Warcraft logs. Wow's talent tree for raid content is also cookie cutter for the vast majority of classes. However you can still see major differences in performance between average and great players fairly easily. With fewer DCDs and Utilities you will now need to actually think and co-ordinate with your team about how you use the few abilities that you have. Also I see no problem with bad players being more apparent, they should learn like everyone else. This has been the case ever since day 1 of the game with the original talent tree in 1.0. What this new tree does is create more options to customize your playstyle IE; PVP / PVE / Solo PVE. The current talent tree in live is pretty much something you set once and forget that it even exists. Not a great system if you ask me. Again, nothing can prevent this from happening in a world where you can just throw values into a bot and have it simulate the optimal choices to pick. This is about creating options for different scenarios so that you aren't playing the same build 24/7 for all content. And finally the overall difficulty of the game currently does not match the number of buttons that you are given for the vast majority of content (not talking about NIM here, it's the only outlier). Levelling is basically brain dead since you can get through it by spamming 1 button, most solo content is made trivial once you have 306 ILVL and most of the raids are barely a challenge for any decent guild at Veteran mode. Finally a point that I should make clear - the current iteration of the new talent tree is NOT perfect. However I believe that it is a step in the right direction.
  3. That logic is flawed. Everyone one else will have the same limitations and choices that you do. You have less, but so does everyone else. It's going to be exactly the same as it is now, you just need to learn to play around these new limitations if you want to be "awesome" Also this is an MMORPG - Massively Multiplayer is the important part here. In recent years the devs gave every class everything; threat drops, cleanses, reflects, self heals, etc. This made a lot of teamwork kind of irrelevant for low/mid tier content. These changes will ensure that you pick what is needed to go along with your team comp, IE - more opportunities to prove how good of a player you are rather than just mashing buttons.
  4. Why are you so intent on copying WoW? SWTOR has always copied WoW in regards to its gameplay, but the reality is that WoW had been on the decline for these past few years. Their ML change is one of the many reasons why I've played the game less and less recently. This change along with the new Talent tree makes it clear that you are looking in the wrong places for inspiration.
  5. Warlords of Draenor - A WoW expansion that is widely regarded as being the worst one. It had lots of flaws and lots of cut content, but despite this it still had more to offer than any expansion SWTOR has put out. Let's have a look at what came with it. - 3 new full size raids - 8 dungeons with challenge modes & rewards - Multiple new sets of gear and weapons with desirable appearances to chase after that were obtainable through in game progression - A new large scale PVP map, although it was flawed it was still fun to hop in and try out occasionally - Updated player models - World bosses - Garrisons - a highly controversial feature but it was still a large feature none the less Now let us have a look at Onslaught that has now been out for over a year - 4 hours worth of levelling/story content - 1 new raid - 3 new dungeons - 2 strongholds made up of mostly re-used assets See the difference? Even at its worst WoW still provides more than SWTOR, and not just WoW. Have a look at ESO, FF14 & OSRS - all provide way more content that is much more polished. I only play the game cause I can afford to sub to multiple games and therefore I hop around depending on my mood. I will admit there are some features in SWTOR that I prefer over other games, but the reality is that there are only so many times I can run the same 8 year old raids over and over again that SWTOR provides. If for whatever reason I find myself with a more restricted budget I would drop SWTOR first. I never recommend this game to anyone, it is simply not worth the time and money for how little it offers compared to other games in the market.
  6. It's definitely a problem. I got all of my decos over the years through the GTN whenever they came out, so even the super rare stuff I managed to get at reasonable prices. Now however it's almost impossible for a new player to get into stronghold decorating without spending hundreds of dollars on cartel coins. It's incredibly unreasonable for such an interesting part of the game to be blocked behind an insane real life currency cost.
  7. What a weird change. Amplifiers are one of those things that you spend 10 minutes setting up once and then forget about them. Why would I need a UI that fills up half of my screen with useless information that I already know about every time that I open up my character sheet?
  8. The jumping puzzle is fine. I do however think it is not clear enough. When I first went through the FP I thought it was a bit of scenery as it blended in so well with the rest of the level. Perhaps you could put some indicators that it is the correct way to go. I think there is also a bit too much trash. The FP feels very repetitive since it is made of up a lot of similar looking hallways with very little interesting scenery or mechanics to break up the monotony.
  9. Oh I completely agree, it's a cool concept but unfortunately it's a bit too limiting in what you can do with it in its current state. This seems to be a recurring problem throughout this stronghold with interesting features that we have no control over.
  10. Hook placement Suggestions: /The wall at the main entrance needs a hook - Empty Wall /The stair railings need small hooks for stuff like banners - Stair hooks /Side rooms should all have varied hook placements to allow for different arrangements - Example /More hooks in this area - Outside Area /Aside from these there is definitely a need for more hooks to be scattered about in the outside areas. Too many areas that are empty. Misc Suggestions: /Allow us to disable the stained glass visuals on the floor. They dont match various themes and look odd passing through objects - https://puu.sh/F1hQI/88907dc07b.png /Increase the size of the throne step and replace the medium hook with a large one. Or just remove it entirely and place a large hook- Throne area /Let us place our own lights in hallways - Fixed lights
  11. My biggest issue with the stronghold right now are certain 'forced' features. A couple of examples: The stained glass lighting- It looks great, but it doesn't match the with aesthetic that I will be creating. Throne room stand - It's a beautiful room, but what If I want to create something else in there? Like a bedroom with a nice view? The killik cave - Again, very interesting area to decorate, but I hate the killik nests. If these things could be toggled on and off it would be great. Here's another suggestion that I saw in this thread that I would like to repeat - The ability to swap the interior textures. Having the ability to swap between republic and imperial interior textures would make this the best stronghold.
  12. Makes more sense from a PVE perspective for sure. But at this point this is all speculation, my post included. Hopefully they will release all the info soon - updated talents, minor bonuses etc. We can't properly discuss these bonuses without seeing the full picture, maybe a new talent makes phantom stride proc something new? Who knows.
  13. Would it be possible to go into detail about the design decisions for this particular bonus? Assassins usually require a decent amount of setup to get to their 'big hitter' abilities (particularly deception). The way this bonus currently works basically requires you to blow your force cloak at odd times in PVP, making it entirely useless for the most part. Perhaps it could be slightly reworked to function like one of the current set bonuses - "Stalker's Critical Bonus", only effecting specific abilities such as Maul. This would allow for a much more comfortable opener/stealth transition. Or you could completely do away with the crit and replace it with a large amount of alacrity for a few seconds, this would work much better as an 'opener' for all 3 specs since this new set bonus is class based rather than spec. Though to be honest I'm not sure why the original crit set bonus was even changed, it worked fine and this new bonus simply doesn't fit both thematically and game-play wise with the phantom stride/stealth combo.
  14. Imagine defending and apologising for a multi-billion dollar company that only thinks of you as a whale
  15. This whole problem stems from the fact that you decided to do away with PVP gear. Certain people may not have liked it and it may not have been perfect, but it served a purpose. It allowed people to gear up at a rate that was appropriate for that specific content. Now however we're stuck with a system that relies heavily on RNG/time and takes far too long for PVPers to get their BIS gear. And yet for some reason you've decided to make this particular problem even worse by introducing a new tier of gear that was completely unnecessary for the large majority of the game. You could've made new obtainable set bonuses that are specific to the new raid difficulty instead. 8 Equipped = +8% stats while inside raids for example. But somehow you thought that disrupting other areas of the game was a better idea. So now your only options are to either: A - Screw over PVPers. B - Screw over both PVPers and PVErs at the same time. C - Implement 258 bolster for PVP as a banaid fix. All these options are undesirable, but C seems to be the only one that can solves this issue without causing more trouble. I agree that some gear should be present in the PVP environment, but there is no other way you can salvage this without reintroducing PVP gear in under a month or handing out the new 258 gear like candy. And can we please get away from these convoluted gearing methods? No one asked for gear to be this confusing.
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