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Nilatis

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  • Location
    Norway
  • Homepage
    http://www.triumvirateguild.com/
  • Occupation
    Dictator
  1. The balance of power flip-flops between the two major forces, like literary periods: Renaissance (Reasoning) > Baroque (Sensation) > Classism (Reasoning) > Romanticism (Sensation) > Realism (Reasoning) > Neoromanticism (Sensation). And every once in a while it bounces rapidly between the two, when there's a major conflict, which mirrors modern literature (1870 - 2022). At least I like to think of it this way.
  2. I am the Right Hand of the Emperor, the Commander of the Alliance, the Eternal Champion, and the Master of Dread. And I am about to die to a peon with a practice blade on Korriban.
  3. A little bit of SWTOR UI design. A little bit of EVE: Online UI design. A little bit of EverQuest 2 UI design. A little bit of Twitter Bootstrap UI design. A little bit of KOTOR UI design. A little bit of mobile game UI design. Single colored class icons made using MS Paint. Forgot which color scheme the UI should have. Forgot to use backgrounds consistently. Forgot to add text shadows consistently. Forgot to add box shadows consistently. Forgot to use borders in some areas. Forgot to add a scrolling mechanics to dropdown menus. Too thick borders in areas where borders are indeed used. Wrong button placements. Inconsistent embossing. Used the wrong font. Invasive dropdown menu on login. Abandoned story quest menu. Chat window in the middle of the screen. Menu forced to the far left of the screen. Ludicrous amount of tokens sorted from least used to most used. Random inventory window that isn't attached to character window. Stats and currency values no longer updates when initialized. Outfitter still doesn't update when initialized. Guild logs still sorted in ascending order instead of descending order. Chat tabs still can't be locked. ... list goes on and on. I feel so immersed.
  4. Combat Styles and Loadouts are moronic anyway because it basically means storing multiple sets of gear in your inventory or storage tabs. It's pointless when you can have another character that can wear the items at all times, and you can relog which is quicker than relocating or casting the bank skill or whatever you choose to do prior to swapping gear. Combat Styles also doesn't serve any meaningful point as far as modifying your playstyle, e.g. a Juggernaut with Force Lightning like Malgus. The only thing Combat Styles does is give you the option of having one less character slot, whilst sacrificing a bank tab or two for it. So, I wouldn't sweat it. You're not missing out.
  5. If they 1.) make the UI design looks consistent, and 2.) return my Juggernaut's mobility, I'll be fine. If they remove the Powertech's Should Cannon like they removed the Juggernaut's Furious Power, which everybody and their grandmother despises, then I'll consider that an added bonus. But after all these year as a Founder I know better than to expect anything.
  6. The fact that they can't afford a community manager speaks volumes, indeed. Even Space Engineers, a small indie game, has a community manager who constantly communicates with- and even streams for the community.
  7. Project was the mirror ability to Shock, but with a cache. It had a delay before the damage was triggered, making its damage susceptible to interrupt. They changed this behavior somewhere between 1.0 and 2.0, so that it would deal damage instantly, like Shock. The reason was PVP players complaining about it being unfair. The ability was never channeled, however. Overload and its mirror ability also had a delay, to allow for the character animation to spin before slamming into the ground. This was changed at the same time as Project/Shock and Ravage below was changed. Again, because PVP players were complaining about it. Ravage and its mirror ability was originally channeled, and was later changed to activate instantly. The reason was PVP players complaining that the ability was useless because enemy players could simply run away from it, ignoring the skill option to lock the player into place for 3 seconds. Lightsabers originally clashed with each other in PVE. If your were a Sith Juggernaut who fought a Jedi Sentinel, then your lightsaber would physically touch the Sentinel's lightsabers, casing them to lock into place, like in a real sword duel, causing it to look more realistic. They removed this feature somewhere between 1.0 and 2.0 for reasons they didn't care to explain. There's no way I'm playing SWTOR Classic, as it only has 2 operations, both of which I've completed to death.
  8. When I say falls on deaf ears, I mean mine, as someone who has loved playing Immortal in PVE since the additional mobility active/passives were introduced. My argument was that they ONLY gutted the Immortal spec, so how on Earth does that validate your statement regarding, and I paraphrase, "too much fluff"? If there was "too much fluff" in the game, then they would've gutted the Shield Tech and Darkness specs as well, but they didn't. They have both their taunts, their AOE/cone abilities, speed buffs, everything. They lost nothing that they didn't already have before. Before 7.0: A total of 51.69% DR (100% uptime), from 42.16 (306 rating). After 7.0: A total of 60.69% DR (50% uptime), from 43.19% (320 rating). I then on average have (60.69 + 43.19) / 2 = 51.94% DR, meaning nothing has changed. Unless, of course, they expect me to play the cooldown game on the tentacle slams, sacrificing what little DPS I can offer to get us above the enrage timer in NiM, which means that the Juggernaut is now played identically to Powertech, instead of having a different playstyle of its own, the playstyle that I enjoyed to play. Ps. I've lost 19.71% Defense. From 43.15% defense to a whopping 28.5%. Oh, and 10% shield chance and absorb. I seriously hope all the tanks lost this as well with the gear update.
  9. We can't share any items, remember? Everything is bound, bound, bound, bound, bound, bound, bound.
  10. Due to the triple-A professional design work by the BioWare development team, you can find the Vehicles easter egg secret level in the dropdown menu by hovering your mouse over the dropdown menu and scrolling 1 single line down to find it.
  11. Mercenary and Operative healers always had an important role in operations due to their passive armor, healing and damage reduction buffs. Having both of these healing classes in an operation of eight, lead to them both benefiting from the other's heals. The Sorcerer was the only class that originally never had passive buffs that they applied to their target, but they were still considered important because they had an easier time maintaining their resource pool, so that when the Mercenary and Operative healers ran out of resources, the Sorcerer could keep going. Times have changed, however, and it now looks like this: - Operative applies a Damage Reduction and Healing increased buff to their target. - Mercenary applies a Healing increased buff to their target. - Sorcerer applies a Damage Reduction buff and an optional Run Speed buff to their target. So they all apply some form of buff now that benefit the other healers, and they all have healing over time abilities to some degree, as well as reactive heals. While the Operative has the strongest heals over time abilities (Kolto Probe), the Mercenary has the most traditional reactive heal ability (Kolto Shell), and the Sorcerer falls somewhere in the middle, having both healing over time abilities and a strange reactive (Roaming Mend), with their original potent barrier. My final answer to your question is that there is no "better" healer than the one you enjoy playing the most, and end up playing the longest amount of time with, knowing exactly what abilities you have in your arsenal and why you cast them. So my advice is to try all of them, and see which fits your playstyle best, then stick with that through thick and thin (or swap when you feel bored).
  12. That may sound like a valid argument, at first, but when you look at what they did to all the tanks from a broader perspective, such as how they didn't give Shield Tech and Darkness the same treatment as they did Immortal, that's an argument that falls on deaf ears. - Shield Tech has ONLY one hard choice and that's Hydrolic Override, which isn't a hard choice at all. - Darkness doesn't have ANY hard choices at all. - Immortal has MULTIPLE hard choices every step of the way, and had multiple important passives removed. The playstyle of the Immortal felt fluid and unique to the other two, it was mobile and agile, but now it's just slow, and clunky, and lacks the abilities required to hold aggro. - Powertech get to keep Flame Sweep, but Immortal has to choose if they want Sweeping Slash. - Powertech get to keep Carbonize, but Immortal has to choose if they want Intimidating Roar. - Immortal have to choose between Mad Dash and Saber Reflect, when both are highly needed in different situations. - Why did they remove ALL of the run speed buffs? - Enrage now behaves like a damage ability, that IMPLIES that we should use our taunts for DAMAGE instead of DEFENSE. That last change especially can only have been made by a troll. I see no other way around it.
  13. I'm a Founder as well. I don't really care about the gear progression that much because I expect to be doing operations and dying a lot in HM/NiM operations to get to the higher quality gear, just like we did before 6.0, and just like we did in EQ2. My problem is how they deleted half of the skills/utilities of my Juggernaut tank. They basically deleted my tank, so, I'm deleting the game. If they want to know what skills/utilities they need to put back in to the game, they can call me.
  14. Now that they've removed all of the following skills from my Immortal tank: - 50% run speed on Enrage - 50% run speed on Enraged Defense - Mad Dash (opt) - Intimidating Roar (opt) - Saber Reflect (opt) - Sweeping Slash (opt) - Chilling Scream - Furious Power And given me the following "upgrades": - Option to waste important taunts to deal a bit of damage. - Additional rage management that I never needed. I'm thinking of playing DPS, or perhaps trying out another tank class. What about you? Which tank is the most agile now, you think? The Powertech?
  15. I've asked them to remove skills like shoulder cannon and furious power that unpleasantly interrupts my train of thought while playing, and buff skills like chilling scream, not remove the active and passive skills that made the classes fluid and fun. My Immortal tank goes from being the most mobile in the game to becoming three times slower than the assassin and powertech with a massive loss to maintaining threat across the board. It's at the very least obvious that none of the devs play the class, or the game.
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