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Bodahshek

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  1. Other things I'd like to see... A ) Faction Change option between Rep & Imp based on Light Side / Dark Side Balance. B ) At the very least, quest lines that play on your balance - Dark Side Republic or Light Side Imperial. C ) Some sort of Dual Specialization where I don't have to re-spec my entire talent tree. Example: I play a Merc BH spec'd Arsenal for DPS. This is my primary mode of operation, but there are times when my group needs a Healer and I would like to flip a switch to become a secondary Bodyguard spec. I know there are those that will complain this is WOW-like, but it would still be great to have in the game. D ) We have Light/Dark Side Special Gear... When will we get Neutral Special Gear? E ) Speaking of Neutral Balance, it would be neat for a Neutral Balanced character from either faction to be able to walk into smaller opposition towns freely to use vendors in those towns without being flagged PVP or reprisal from the NPC's unless you provoke them. F ) Along the same line as E, Neutral and "Temptation" Quest threads available in opposition towns. i.e. Neutral Rep toon walks into a small Imp Town to repair and sell junk without issue, but is offered Neutral Quest lines and/or "Tempted" with Dark Side Quests. More food for thought...
  2. Some further suggestions regarding the future of Legacy... A) Expand the Legacy interface to allow for interaction with other characters and their companions connected in that Legacy - Paid Subscribers ONLY. If I'm logged on with one character, we don't have to logoff and on again to another character in order to view their Crew Skills, View their Companions & Inventory, Start them on a Crafting task or Crew Skill Mission. Maybe even have an indicator showing that other character has x-number of mail messages waiting. B) Have some Legacy Level Perk unlocks that are automatic Legacy Wide at Legacy Level 5, 10, 15, etc and not just at the end of each Classes Chapter - Paid Subscribers ONLY. C) While I understand and support the F2P option, I think there are some options that should ONLY be available to paid subscribers to provide more incentive for F2P to Subscribe and continue to make loyal Subscribers feel special to the game. I think the free Tionese Commendations were nice, but those should have been reserved for Subscribers along with the Grade 7 Ship Upgrades which are now available to anyone who has CASH for Coins to use the Cartel Market. D) On a similar note to C, most Legacy Perk/Unlocks should have been reserved for Paid Subscribers ONLY or the in-game Credit Cost lowered significantly for Subscribers. Instead the cost stayed the same for Subscribers, but counters with an alternate Cartel Coin purchase option. Don't get me wrong on the last two items because I still love the game and want to see it succeed, but some Cartel Market options seem to have stuck Loyal, Hard Working Paid Subscribers in the eye, and F2P wasn't as restricted as it was promoted to be leaving us Paid Subscribers with a sour taste in our mouths. :-/ Kind regards...
  3. If its such a "problem", Why can't they have such skill scale for PVP vs PVE? The programming shouldn't be that difficult... Logic as simple as: IF 'PVPflag' = $Enabled THEN 'ElectroDartRange' = $10 ELSE 'ElectroDartRange' = $30 Personally, regardless of the MMO, I think PVE & PVP skills should be Normalized to there is no difference in Stats (and thus Equipment) whether you are playing PVE or PVP. Gaining Expertise gear in TOR (or any game for PVP) is also very difficult unless you are a hardcore PVP'er racking up those Commendations. IMHO, PVE Flashpoint/Raid gear should be just as effective in PVP Warzones, and vice versa. Just saying...
  4. Agreed, the range nerf will make "Electro Dart" bit less effective for range DPS, but not having it at all would have been a huge detriment and game changer for the Bounty Hunter. In PVE, this changes tactics with our Marauder tank who would stealth in while my Arsenal Merc could hang back safely out of pull range to land a dart at the start of combat followed by Tracer Missle to get the Heat Signature stack going for Rail Shot, etc. Together with "Disabling Shot" they are a more effective combo at closer range, but as you stated it presents a higher risk Mercs.
  5. WOW! I have to eat some crow here... I swear "Electro Dart" has not been in my abilities list since 1.5 was released, and as recently as the other night. Its been bothering me all week so I finally made the post. I just logged on after seeing your reply and "Electro Dart" has returned . Kind regards...
  6. Ok, folks, I know there's been A LOT of complaining from the PVP folks about the Bounty Hunter's Electro Dart and the beat downs they receive while being electrocuted , BUT put your PVE hat on and you LOVED it when we landed a dart on a party foe to take down most mobs, adds and a few bosses faster. Not to mention that it was highly effective for the class in general when soloing missions . With no warning or patch note, Patch 1.5 completely REMOVED Electro Dart from the Bounty Hunter's arsenal and it seems to be replaced with a minor interrupt which is completely ineffective and nerfed in comparison . If you're going to take away Electro Dart, then you may as well complain about and nerf Jedi and Sith Skills like: Sith Marauder and Warrior ---- FORCE CHOKE Jedi Consular and Sage ---- FORCE LIFT These Jedi and Sith skills effectively do the same thing as a Bounty Hunter's Electro Dart... I don't see any complaints about those abilities, nor am I complaining about them or implying they should be nerfed in anyway. I'm stating a fact of in game fairness because without any one of these abilities with any of these classes unbalances the game, so I strongly suggest putting Electro Dart back in the game to keep the classes balanced. If anything, the Bounty Hunter should have both Electro Dart and the new interrupt, not just one, but most importantly we must have Electro Dart. Maybe there is a better way to Normalize the skill for PVE vs PVP, but taking it away was the wrong move.
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