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Darthanimus

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  1. Thanks for adding to the thread, it's appreciated. This mechanic has been such a big headache over the years.
  2. I am writing to complain about the auto guild swap mechanic. It is in my opinion it's one of the most pointless and infuriating aspects of the game right now. I am co-manager with a guildie and real-life issues mean that both of us from time to time need to take breaks from SWtoR. The issue is that unsubbing turns the guild to a F2P guild and then when someone resubs in guild the ownership swaps to whoever, which we then need to ask for it back. A guild turning to a F2P guild resets the guild ranks and this messes with the permissions on the guild bank. This had happened so many times often with unacceptable consequences, such as a random guildies getting access to the guild bank clearing out tabs of platinum and gold armor and weapon and billions of credits.. I am honestly getting to my wits end at this stupid mechanic and its long past time that it was removed so that people can safely keep hold of what they have worked so hard for. In my opinion guilds should remain with a person regardless of sub status and guilds that move from F2P and subbed and visa versa, should not suffer changes or effects that impact the existing permission parameters of guild property.
  3. Can we please have cheap server transfers once again, now that gearing takes a bit longer, and conquests are harder to achieve, it's probably better to have characters spread out and multiples of sent to other servers, where I can play them in off peak times. I have been playing swtor long enough to have doubles of pretty much everything triple in some cases, so would certainly feel that they would be better used elsewhere. The normal cost is just so expensive (1000cc), this price is really only suited to the odd one off transfer not multiples, which is what I would like to do.
  4. Remove cap on currencies. I hit cap before weekly reset usually fri or sat. No rewards = nothing to do = I go play something else.
  5. Out of 4 total pvp loot boxes on my inquisitor I just got one piece of gear. I am working really hard to gear up my toons but I am getting nowhere fast! Please fix and reimburse me for my missing items.
  6. Just for the experience I rolled a new sentinel. On Tython I just had a piece of armor called the Echani Bantha hide vest, looks really good, great textures, great colors and now I really want to collect the whole set, could you please tell me where I can get the rest as there is nothing about this on google! Some of the old original armor designs are special can you make them available once again! Best wishes.
  7. Can't log on, I have a spinning loading icon that I can't get past, perma loading screen.
  8. Please don't say that to get the existing gold augs for 7.0 we would still need to participate in that damned awful grind for OEM and RPM materials? Getting the materials and grinding out those gold 77 augments were for me the very worst and definitely the lowest point of onslaught. Way below amplifiers, way below RNG, honestly just the pits.
  9. Level 43 slinger/sniper choice. The first choice out of three at this tier is: 'Sabotage deals 20% more damage to targets affected by shock charge'. Seem to be worded funny as sabotage only works with shock charge. Not sure what this passive ability is getting at. It could be just worded as 'sabotage deals 20% more damage'. Maybe there are more changes intended for this choice.
  10. Hatred. Still feels like hatred. Cleaner UI is nice. Nice utilities. A few PvP related issues. Hatred needs to have better survivability in PvP, it just feels so soft and squishy and always has been, the changes to PTS make the combat style feel even more squishy as vs mobs in the environment the hp went down so fast. Also please make death field the dot spread again, and lacerate tick the dots or summin, a bit like sweeping slash dealing more dmg with veng warrior dots.. It has always felt clunky with lacerate spreading dots. Other than that It plays nicely atm.
  11. Lightning sorcerer my feedback. 15 seems fine, have some interesting choices. 20 has some ok choices. 30 insulating force adds a tile to the UI and does not work with force mobility. 35 to 80 seems fine. lightning strike still present on the UI should be replaced by lightning bolt. As a last note lightning sorcs don't really need or use force lighting at end game, for the sake of UI clutter you could make this an optional ability. Still feels like I am playing a sorc dps. Changes are fine imo. Still fun to play with some extra meaningful passives.
  12. Short background on myself and my thoughts on sorc/sage healing. Been playing sorc/sage heals for many years. Current meta sorc/sage is very poor and a shadow of its former self. Energy management is very bad, heals are impoverished and they pull the lowest numbers of all the healers. Hoping that sorc/sage heals will get some love next expansion. My opinion and break down of the changes are as follows. Level 10 seems a bit odd, the position of the passives indicate that we'll have to choose between static barrier and dark infusion at some point. If we cannot have both abilities it will break the class imo. Static barrier is needed to stabilise friendly HP when under attack, it provides healing and is core to sorc/sages toolkit. The same can be said for dark infusion its our largest heal and core to the healing rotation. Don't make us choose its gonna be a mistake. 15-30 I see no problems and each of the choices are meaningful in their own right. 30-35 I see no problems, choices are ok. 60 I see no major conflicts between key/core abilities. 70 everyone will choose force barrier in PvP it will be recommended as mandatory on guides. the choice to choose extrication over force barrier will be situational in some PvE content. On the whole the changes seem fair when considering sorc and sages in relation to other classes so far released on PTS. Some of the new improved passives, such as 15 and 30, I am genuinely looking forward to, great additions and better choices than a lot of the current utility choices.
  13. With the changes to armor sets and set bonuses, and the future changes to combat styles, including loss of utilities. I would like to suggest that you consider for the future being able to add underlays and overlays to armor sets. This would be applied to all armor pieces not individual pieces like augmentation. And could be created cheaply using crew skills for materials found in the world and certainly not as expensive to craft as gold augments, that in my opinion was a big fail. for example, bio-restorative underlay mk-1 1% heal per sec when armor set have this underlay fitted. This could be used by classes that don't have heals such as snipers/slingers seem to have lost a utility that grants the passive heal of 1% total hp when in cover, (see where I am going with this). Of course there would have to be changes to fit with swtor, but I am sure that environment underlay (for example) could be changed from cold/fire dmg to elemental dmg etc. Plus the addition of some new overlays/underlays to protect from melee dmg or ranged dmg, but you get the picture.
  14. Engineering Sniper. Feels better to have less on the UI engineering always felt too crowded. Explosive reset did not work but good idea. energy management feels better with engineering while testing, glad to see resource starvation has been done away with, its never fun to play like this. Again snipers feel a bit shy on defensives now, they are essentially a turret and depend on many defensives to remain competitive, I feel that snipers will feel the heat far more in pvp when these changes release. The general direction is good, just need to offer more defensives now IMO. Final note, the tactical choices for engineering leave a lot to be desired, please release better tacticals, especially for pvp.
  15. So immediately I see a problem with Shatter Snipe and marksmanship. We need to cast snipe x2 in a row to finish the CD of followthrough, meaning the trauma debuff that is now inbuilt with snipe with this selection, will just get refreshed on a target, this seems like its not fit for purpose and disadvantaged with marksmanship. Please change this. Suggestions include, maybe increasing the debuff duration to 20 seconds while keeping trauma debuff at 20% for 2 snipes in a row for mm only, or increasing the % of trauma received to like 30% after 2 snipes for the 10 sec for mm only. Or change the rotation to just one snipe to finish the CD of follow through, I am not sure of a solution but it feels like marksmanship has got the bad end of the deal with this. Snipers in general will lose ballistic shield heals, also lost heals on covered escape, and also lost flashbang and evasion. Feels like snipers and slingers are taking a big hit with the nerf hammer IMO. Snipers and slingers will be far less seen in pvp next expac, I certainly wont be maining one in the future as I have in the past.
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