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Aethyriel

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  1. game runs like complete garbage since update. I mean, even more garbage than before. 20 FPS in Ops, stuttering across the fleet on a machine that easily runs other mmos. Which I'm gonna play instead. Maybe hire some capable programmers when you want to do something like that. Sapped the last ounce of hope I had for the game.
  2. Changes like these would see a lot of credits go out the game at lightning speed. I know I'd buy a couple of Kanoth wings for other chars even at the cost of billions per wings. 5k credits to quick travel though will just make me not notice it. Honestly, if these changes came live and nobody told me, I wouldn't have noticed. And the credits you gain from H2 or whatever you need ports for is so pathetic, it doesn't matter whether this generated credits or not. The main issue is with the basic economic model - you want to earn money with CC, so you will never implement anything worthwhile for credits. For example: Dyes are one time use items with a rather low CC cost - you could sell those for credits instead and people would buy them like crazy I'd wager. But that would affect your real money income. So, you put pathetic charges on comfort stuff which I believe will drive new players away when they can't afford this stuff. I remember Wildstar died back in the day because repair costs were too high and you had to grind too much just to be able to play the game. If you drastically reduce the credit income for stuff casuals do, then you're not combating inflation. Those people can't pay the absurd prices anyway and they're not the ones people want to sell to. You sell your stuff to the guy with 100 black&black modules on bank and credit cap on 30 characters. the game simply offers nothing you can sink credits into that is worth sinking credits into and if you make baseline comfort too expensive, then poor players suffer. Imagine doing this in the real world: increase gas prices by 50%. Who gets hurt? Billionaires or minimum wage workers? You're creating a balancing act on the backs of the poor who will struggle to stay afloat while us players with billions of credits won't care. Just calculate how many quick travels I'd need to spend 1 billion. And then consider I spend 1 billion just for the 25th or so outfit slot for some character I sometimes play.
  3. You just make the game less accessible to casual players (especially F2P and pref. status) while the players with a credit abundancy will not just lower the prices of CM items or the like because fewer people can afford them. They'll just sell it to those who earn money through the GTN because that is where the credits are and get shared. You simply missed all opportunities to combat inflation and as long as you don't fight bots and the super cheap credit sellers, the credits will still be generated and bought. You just pump real money into the black market. If you want constant credit sinks then maybe let players trade credits for CM items (like a separate market / vendor with a changing selection asking high prices). This way, the credits leave the economy instead of getting shuffled around between players who sell a style set for billions on the fleet. Or allow players to buy weekly EXP boni (like double EXP) - I know I would gladly pay a billion or so to have that when deciding to level another toon. just sell playing comfort that doesn't really impact anything important - it's just fluff anyway.
  4. Re-reading my previous comment on the actual feedback thread that was deleted and there just isn't any 'profanity' in it for you to warrant issuing warnings. Then again, I see over half the replies have been deleted in that thread anyway - mostly negative ones I'd wager. So, apparently you again don't want solutions, you just want the illusion of a discourse. Your changes are bad though. They hurt infinitely more people than they help the economy - because they don't fix anything. The credits exploits you try to pretend never happened cannot be undone. we have super billionaires just inflating everything because why would I sell a mats for thousands if I can get millions? Now you increase the cost for convenience and playing the game (repairs) and guess what? I'll increase my prices to get the money back as most people will. But you'll implement them 100% as they are now because you don't care.
  5. But that's not what's causing inflation and it's not gonna make it worse if a few players gain more coins on some servers. That is such a minority of the player base who'd do that, it's not even worth thinking about. the cartel packs were just frustrating because they only rewarded crap I didn't want and then also couldn't even sell for anything worthwhile. So that change has intentions that don't work out and lessens the rewards to an absurdly low degree. This was by far the least exciting season. No. I don't like any of them. They're pointless. I already have many lv 50 comps, I don't need more comps. I'd rather have new stories during the season with classic comps or major characters that I know who'd join - like Malora perhaps or Thana Vesh, Jaxo, Watcher 2 (or X) - or simply other characters per origin story that were kinda big from 1-50 and then got shelved. Not some droid with a crap story about gambling I couldn't care less about if I tried. Or the weird dude with the weird organization and the anteater dude. All pointless. Maybe then yopur original choices could have some impact (e.g. Watcher X or Thana Vesh might be dead). there are so many interesting character we could get to see again, instead we got some random dudes with no ties to anything at all and a bland uninspired story with not so pretty skins.
  6. https://parsely.io/parser/operation-stats/all/8/MM/dps/live/ dummies don't fight back. Dummies don't have mechanics. There's just one dummy, no switching, no downtime. You can take any talent you want w/o considering utility. You can take things like extra rage on Ravage which in a raid you'd neve ever do because predation is always better. Obviously these stats are skewed as well due to Vengeance for example gaining massive fluff dps when they play cut to pieces and nobody else does any ae dps. But it's a much better indicator of what is actually being played and how effectively it's being played in the hardest content. Ofc you can still argue that this or that specific spec is used exclusively on some bosses and performs much better but it doesn't take a statistics degree to see that e.g. Merc heal is vastly outperforming both other healers by a large margin being played more than twice as often as the other two combined while operatives don't even see half the play of sorc healers which were out of favour 2 patches ago where everybody played operative due to kolto inject being so broken.
  7. Anni Marauder was one of the most fun specs with a smooth prio system and resource management. Now it's a spec with a rigid rotation heavily dependant on RNG from 2 talents and an implant just to make it barely work when you have zero downtime on a target where you also can't sensibly use all your abilities because using anything but a rage spender anywhere after the initial two spots after Rend results in everything being delayed and a dps loss. You literally waste tons of rage generation into nothing using BA anywhere sub 10 rage because you have a snowball's chance in hell to gain enough Fury to make Draining Center work. This is the least fun I have ever had in all my time in swtor. Still perfectly fine utility wise and all in ops but by god, this is atrocious to play and I'm not gonna do it. You took away all the dynamics of the specs and stupefied it in such a tunnel vision style of play. We now have even more absurd amounts of healing and if you're willing to give up another 1-2k DPS or whatever, you can gain even more healing on your melee DPS while simplifying the rotation to just being able to press anything at any time. I don't understand why the devs favour this rigid RNG bullcrap (where sometimes the best DPS option is to apply a dot again you have JUST refreshed with the CD prior due to how rage and fury interact now) over the fun and engaging rotation you destroyed for no good reason whatsoever. The burst option is still the top DPS option btw which was something you were super whiny about. So, good job seeing that through... could've just nerfed it to twice the dmg instead of 4 times the damage, buffed Blood Fury dmg and just left everything else alone and it would've been perfectly fine, but no - had to ruin another fun spec.
  8. of course they haven't changed anything. They don't give a crap about feedback. They have not considered any feedback when they nerfed Lightning, Deception and Concealment into oblivion instead of buffing those specs (or just leaving them alone like Lightning). They didn't give a crap about a burst option being top DPS choice for Madness either. They didn't care about nerfing Virulence below the level of Engineering despite it having lower AOE DPS and less burst. their entire balancing patches are an absolute joke and it seems like a showcase of their incompetence trying to figure out who can make the most absurdly stupid changes among the 3 remaining devs instead of actually trying to make the game better. And they're not answering the question because if they actually took a stance and made objective criteria for their nonsense, they know it would never hold up to even the slightest scrutiny. Even if we ignore the performance factor, what they also ruin is the fun factor. they wanted to 'fix' the Annihilation Marauder rotation and what they ended up doing is making it reliant on random dot crits ot taking damage to get enough Fury stacks whereas beforehand you had a perfectly fine rotation where if they wanted to nerf the DPS - they could have just nerfed damage instead of ruining a fun rotation and replacing it with random bs. I could have lived with the nerf despite it being extremely stupid but ruining the way the class actually plays and making it a button mashing idiot class is just disappointing beyond belief. If it wasn't for a group of guys I like playing with I would've trashed the game right now. Every patch they make it less and less fun and you're limited to fewer specs that are actually efficient and/or enjoyable to play.
  9. when was that different and particularly, when did you have so little time for the check that burst specs outperformed dot specs by such a large margin that it ever justified lagging behind in overall DPS so heavily? There are just far too few checks like these in game for the devs to be this obsessed with keeping direct damage specs way below damage over time specs - who also almost always have much better AOE capabilities as well and self-healing. It is just senseless to attach so much weight to 'burst' in a game that doesn't ask for it. Ever.
  10. and where exactly do the aforementioned classes excel (or rather their specs)? There are a few specs that are clearly better for about 90% of the content (some of where it doesn't matter at all e.g. nobody cares about DPS on Nefra or does not matter as much). But just because you can also kill bosses with suboptimal setups does not magically make specs that make up those setups 'viable' in the same sense as classes you would bring when given the option to do so. Absolutely, but the reality is that some classes are just a straight up handicap and there's no denying that hence the example with the crappy setup for one boss. You're not doing your group any favours playing a whole lot of specs on most bosses. They might be able and willing to compensate or be satisfied with 'good enough' and that's fine but you're still worse off every time. is the answer to why those other classes were named. But why would you play Deception over Hatred, Arsenal over IO, Ling over Madness, Concealment over Lethality? the non-existent burst checks for the classes that don't actually have that much more burst over some 10 seconds or so (which would basically be pursuer droid which is the only real burst check I can think of that's this short)? You might consider it for armor break perhaps but then the argument would become why you don't bring a class that provides that and is better or why you don't play a setup that makes it rather redundant to have anyway and be better off in both cases. Long story short / the point is: some classes and specs simply suck compared to others some 95% of the time. And when the encounters actually have tight dps checks or require good defences or support abilities, some classes suck even more. It's especially a problem when a well played bad spec still underperforms against a badly played good spec.
  11. but you're obviously having a much easier time with a 3 PT 1 Marauder setup on brontes than running a group of Deception Sin, Concealment op, Ling Sorc and MM Sniper nvm the tank or heal setup.
  12. There's nothing new / no changes have been made. The way the changes were challenged by the players were handled in one of the most inept ways I have ever seen in my 10+ years of suffering errors from devs who fail the players by being too proud to admit mistakes and then ruin their game as a consequence. what we know for certain is that the devs will stick to their plan as awful as it is and the purpose of the PTS is really not about the balancing but the new area and pvp and finding and fixing bugs (well, trying to fix bugs). Nim raid groups are quitting one after another because there's nothing to do and because only a so few specs are playable reasonably in nim, no new players join the ranks. So, why even waste time balancing classes for content nobody plays? Anyone who wants to enjoy raiding will just play the new WoW expansion or FF XIV instead of doing the new daily area for 3 weeks before you have maxed out the reputation and never visit again.
  13. Never, because that would actually be a super useful change and apparently, we can't have that in swtor. Just like we can't have that + seeing remaining seconds on the icons like we do in our ability bar. You know, like the barebones version of every UI in every mmorpg out there...
  14. But that creates the same problem all over again - that only one class or one spec provides something so important that you virtually can't do without (meaning, you make it SO much harder on yourself not utilizing certain classes / specs). Some classes just bring nothing but DPS to raids (deception, ling, concealment for example) or bring utility but another spec you can switch to on that class has the same utility just even more on top (like Anni > Fury/Carnage due to heals, Vengeance > Rage due to spread, Madness > Ling due to self-heal /w more DPS even). This makes hierarchies quite clear. And it's just so infuriatingly moronic that the devs do not approach balancing from that POV but are just hard stuck on their idea that groups will totally want to bring burst specs or ranged specs despite the DPS because of range or burst. But that's true for about 3 encounters or so and it's 1-2 spots really at most even there where this even begins to make sense. As long as devs believe that burst or range is a utility, some classes will never be good. As long as devs believe that reducing incoming dmg is not important, some classes (e.g. Assassins, Operatives) will simply suffer being 2nd choices behind classes doing the same thing just with less dmg taken and more utility provided.
  15. Correct - but the unparalleled utility is still the issue. A DPS should not just do some 10k+ HPS without giving anything up. At least not while no other DPS provides a similar group utility (e.g. a dmg reduction for the group, maybe a group wide shield or something). But the goal should be to balance classes in a way that every class is useful. We are far far far removed from that goal. And the current Marauder changes do not address the issues in the slightest. The rotation was fun - the new rotation is not fun, it's build around random crit luck to gain stacks for a proper rotation. That is objectively speaking utter nonsense in terms of design. Does it make any of the other classes perform better? People gonna play Deception sins and concealment sabos now? Are the other Marauder specs themselves now a more balanced choice? No. Because despite the devs insistence to highly value 'burst', it is almost never needed anywhere or in a capacity where the dot classes could not perform the task all the same just fine. At least, there is dramatically more drawback to lose DPS compared to burst damage - especially since the only really short DPS check I can think of might be pursuer droid in Dxun boss 2 and I don't see dot classes failing that check, even with 4 dot classes even if perhaps some would take something like shock finisher or burst tactical on viru to make up for a lack of burst. But who the hell do the current changes actually help? You nerf Anni burst pointlessly, ruin the rotation, nerf the DPS and leave it with the stupid healing it has. You nerf Fury despite its idiotic Obliterate mechanic hampering it heavily and you have not fixed the inflexible and convoluted Carnage rotation because of the really dumb insistence of the devs to either make massacre cost more or less rage. Apparently, those are the only 2 options they could come up with. The pool of viable classes certainly shrinks further with these changes and that's never a good thing. And the few actually viable classes just get nerfed and will then be played with a really dumb rotation just providing less for the group for no reason whatsoever.
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