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I-Win-Button

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  1. For context, I've been levelling for the past few days as a shadow tank. It's perhaps my favourite class/spec to play on the live server and has been for years, so I figured I'd throw some thoughts in. Does the current combat rotation make this experience feel like you are playing a Shadow? Why or why not? Not having Slow Time until level 51 leaves a huge hole in the rotation I'm used to. I don't think players unfamiliar with the class will notice, but anyone who's played Shadow/Assassin tank before will notice it's absence for the majority of their levelling. The same goes for Kinetic Ward, one of the core abilities for tank spec, being locked away until level 39. To add to the above, I didn't feel like I was playing a tank until level 39. Until this point, the only thing resembling a defensive cooldown is the 30% absorption on Force Potency, and there are plenty of fights where I feel I have to either take a healing companion or be very, very careful with my stuns to get anywhere. As you’re beginning from level 1, do you feel you have enough abilities that keep gameplay interesting? This is a bit of a rollercoaster. The first 10 levels or so I remember being rather pleased. I was getting new abilities at a good rate, and Force Breach gave me a feeling that I was starting to get my tank toolkit. Then it just... stopped? Cascading Debris was nice to get at level 23, but there was a good 10 level gap where my rotation never really changed and none of the new abilities felt like they impacted my combat. Then there was another big gap until level 39 where I got Kinetic Ward and Deflection, and actually got to feel like a tank. Overall, I think the early levelling got it right but then the remaining abilities are far too spread out over the other levels, and valuable defensive abilities (at least for a tank) are locked away until halfway through the levelling. Are you able to defeat enemies at a reasonable rate? As above, this changes depending on where we are in the levelling process. Until around halfway through Coruscant, things feel nice and fast, then stall. Things pick up again when I get the damage boost from Cascading Debris unlocking, then slow down again. The slowdown almost always coincides with feeling I have to switch my companion to Heal rather than Damage just to get through a fight, as the levelling seems to give me threat generation before I have survivability. Around level 39 this starts to turn around and I get to feel like a tank who can afford to take mobs without a healer companion all the time. Do all your abilities feel like they’re working together? As I've alluded to already, during the levelling I feel like several of the abilities have been given too soon or too late. I'm given plenty of threat generation early on (and options for more) but constantly lack the survivability to go with it until I get my first defensives at level 39. I cannot understate the importance of having access to Kinetic Ward earlier. It's perhaps the most important ability for a Shadow Tank to work into their rotation from a survivability perspective, and I fear we'll instead have a situation where the Shadow Tank is a liability in group content at low levels simply because of how squishy they are until level 39. As far as offence goes, the spec feels satisfying after hitting level 23 and getting Cascading Debris, which combos nicely with Force Potency, and I can imagine new players finding possibilities opening up in heroics/flashpoints as they unlock Mind Maze at level 19. It just lacks the tankiness for far too long.
  2. So this is a small suggestion. Right now the Operation weekly objectives specify completing the operation in story mode. I'm suggesting this is changed to any difficulty mode. To be clear, this isn't asking for bonuses or anything for doing higher difficulties. Just that running the given operation at a higher difficulty still completes the objective. For some context, the group I play with gets together once a week for a few hours to run an operation, and while we could easily do any of the operations in story mode, we would much rather have more of a challenge. By allowing any difficulty, you take nothing away from those who only want to do storymode (except, perhaps, a minority of the group finder population) and allow those of us who enjoy the harder difficulties to have our fun. All with a fairly minor change.
  3. This topic seems to come up every couple of months. Someone hasn't logged in for a while, loses leadership of their guild, and isn't happy. The 30 day handover for guild leadership exists not as a safeguard for the guild leader but for everyone else in the guild. If something happens to the guild leader, be that simply losing interest or ending up in hospital, the leadership can shift to someone else (preference is given to the rank immediately beneath the guild leader, so Johnny Random who just joined isn't getting guild leadership unless everyone else is gone too). What difference is increasing the limit going to make? If logging in once a month is already an inconvenience, what difference is it going to make changing that to two or three months? Meanwhile the guild is left in limbo, wondering when someone who's actually playing the game is going to take over.
  4. Quite a few of these made me smile so I'll throw a few of my own into the pile: The Overachiever: It doesn't matter what's going on, this guy is not only willing to help out but he's got the perfect alt for it. Need a healer? He has one. Tank? You got it! Tactics for the new FP? Covered. Buddy for the Section X heroic? He has a few minutes to spare. Not only that, the Overachiever is asking nothing in return and it takes a few weeks to realise the five guys helping you out are in fact the alts of a single person. The Underachiever: The Overachiever's dark reflection. He has a single character that barely passes the gear check and only joins in when there's a promise of epic loot. The Underachiever hits the numbers you need, nothing more, and disappears once the dust settles. By the time you find a potential replacement, you discover you can't imagine raiding without him. The Butt: You're not sure how or when it started but somehow this guy is the target of every joke. Hilarious typos, falling down a hole, leaping off a ledge at a mob being knocked back. Everyone has a favorite anecdote they carry from one game to another, and the Butt is always at the heart of it. The Organiser: He's not the leader. He's not an officer. In fact, he joined last week and he's already arranged two events. A week later you've figured out whether he's a helpful Overachiever or just angling for a promotion, usually because he mentioned it. Captain Clueless: It doesn't matter how you explain it, Captain Clueless is confused. This is the guildmate whose hand needs holding through everything and anything. Riding in on horseback, driving the guildies onward. The noble Cat Herder knows who is supposed to be online for the raid and he's making sure they're here. Someone forgot their stims? The Cat Herder is already opening up the trade window. Don't worry, he'll make sure you remember them next week.
  5. I made a thread on the same issue yesterday but like every other time a new hairstyle is released, it gets buried under other problems. This has been going on for years and really needs correcting.
  6. Better? Maybe. But still far from black. For comparison: Original - https://i.imgur.com/jyrCmMb.jpg?1 "New" - https://i.imgur.com/uRoFEGD.jpg?1
  7. As the title says, the new hairstyles do not appear black when using the 'black' hair colour. It probably comes as no surprise to those who attempted to try black hair with any of the hairstyles released since the first bunch on the CM. It's a consistent issue that, to my knowledge, has yet to even be acknowledged as a problem, despite there being at least one thread about it every time a new hairstyle is released. For the record, I'm aware that the other colours appear different on the newer hairstyles too. While I understand that some people like the difference, it does leave good old black completely unusable and I find it difficult to imagine it can't be corrected.
  8. For the record (because someone is bound to get confused), there is no mass migration of RPers to the French server. And while I assume one of the people running it will create a thread soon enough, in the meantime I see no harm in dropping a link to our pretty little RP community website here. (https://malgus-rp.enjin.com/) So far things have been great here on Darth Malgus. Let's keep that going, shall we?
  9. It's an issue that's been going on for a long time and, to my knowledge, BioWare hasn't acknowledged it at all. It makes several hair colours (including black, to my dismay) pretty much impossible to use with the newer styles. At this point I'd really just like to see some response to the issue, even if it's just to say everything is somehow as intended and that we shouldn't expect a fix.
  10. I'll add my voice here. I bought the new hairstyles for my character but I'm faced with this strange greenish colour rather than black. Disappointing to say the least but I'd hope it is a fairly easy fix. And for the rare person who might actually like the greenish colour (I've yet to find one)... well, I can't imagine it would be too much to add another colour option to the slider?
  11. It's been mentioned in this thread already but I can't stress it enough. The new hair options (especially the shae one) aren't available in black. Instead we get this odd green colour. It isn't a new problem but, having been present to some degree in all the non-original hairstyles, but when it comes to the newest releases it seems more glaringly obvious than ever before.
  12. New hairstyles in general would be nice, Shae's being a good example of one I know a fair number want. Personally I'd love to see a long straight hair option for females, same length as the other long hair option available. I imagine any new style would be gratefully accepted by someone though.
  13. I'm the 'casual' player which should, in theory, be benefiting from this system. I don't like the idea of spending week after week running the same ops to get gear or grinding warzones for PvP comms. The idea sounded great. By doing general activities in the game I earn points toward a random piece of gear. It's been a week. I have one piece of good gear on my main to show for it. Not great. Good. Each command rank requires more exp than the last. For each piece of useless gear I randomly get, the next piece gets further away. When I finally have a set of gear, I have alts to think about. It feels like a grind, not progression. This isn't fun.
  14. I might be mistaken but I believe the toggle is set to lightside by default and for me, at least, was hidden behind one of my hotbars. I didn't even know the toggle was there until a day had passed and I imagine others are in the same position. To be honest, it's not a well advertised feature ingame. There's a message now and again saying light side (or dark side) has won for an hour but nothing indicating how that happened or what it actually means, to my knowledge. Players have to go find that out for themselves and, given it's early access, are probably still too busy leveling/playing the new content to look for now.
  15. Also running into the same issue. I believe it's a matter of the Power Overwhelming debuff (which prevents movement) not being removed when the shield is raised, leaving us stuck on the spot while we get fried with lightning. Planning to try it on Veteran now.
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