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Hard modes are Horribly overtuned and sometimes buggy.

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Hard modes are Horribly overtuned and sometimes buggy.

Grubfist's Avatar


Grubfist
01.08.2012 , 07:35 PM | #11
Some of them are most certainly buggy.

This is a list of grievances I have against HM flashpoints.

Vokk in Hardmode Esseles has his double-saber-throw. If both of the throws hit the same target, it is nearly impossible to save that target. This attack should never hit the same target twice in one channel unless they are the only target visible.

Bulwark in Hardmode Directive 7 does an ability named "Bulwark Blast" that targets a spot on the ground and then hits it with a very powerful attack. It appears to be bugged, as the location it lands is never visible beforehand. This makes the fight very nearly impossible. The only hope to avoid it is to randomly run around the entire fight.

Several fights where the boss does an aoe around themselves or has some other mechanic to stop melee from attacking have very short enrage timers, making a group that is melee-heavy have far more difficulty than the boss seems to be meant to have (often these bosses only drop Tionese crystals).

Other than those issues, hardmode flashpoints were very easily completable with a group comprised of 2 melee dps, one melee tank, and a trooper healer the moment we hit 50 with little to no gear upgrades. We've been easily farming them for a week and we are a casual guild on an RP server.

Hardmode flashpoints have a few issues that need addressing, but are very, VERY far from being "overtuned".

EDIT: I'd also like to add that Hardmode Mentor is easily the most fun fight I've ever seen in any game, and living proof that enrage timers are not the only way to make an encounter a challenge.

Auilt's Avatar


Auilt
01.08.2012 , 07:41 PM | #12
Bulwark blast always hits the center of the room. Stand on the edges (preferably under the shield generators) and you will never be hit by it.

Mavery's Avatar


Mavery
01.08.2012 , 07:45 PM | #13
I don't know what is up with this notion that you need PvP gear to do HM FPs. It's just wrong.

When I started doing HMs, I had 0 PvP pieces. My enhancements were purple (I was artifice at the time) and my armor was modded to 50. My implants were 40, ear piece 47, green relics and a 50 modded light saber. The people I grouped with were the same.

Now guess what? We steam rolled all of the HM FPs.

Player skill >>>> gear when it comes to these spaces.

If you are running into problems with the enrage timers, it is one or more of the following: 1) your DPSers are not playing their class optimally (rotation or talents); 2) your DPSers have not upgraded their gear appropiately (and by this I mean, stuck in lv 40 gear, that won't cut it); 3) you have stacked classes and do not have enough buffs.

At first I thought they were tuned a bit high. But after I played with a variety of DPSers I realized it was a L2play issue. The players who we struggled with content were, for whatever reason, not playing optimally. When I had success? The DPS knew their classes and what they were doing.

This will fix over time when more theory crafting comes in. But the spaces are NOT over tuned.

GrandMike's Avatar


GrandMike
01.08.2012 , 07:46 PM | #14
The difficulty is fine but rewards are not. Or rewards are fine but difficulty is not.

ATM i gave up on HMs and will just wait a week to start operations cause HMs are not worth the trouble *shrug*

And i can finish them, did them with PUGs mostly.

Grubfist's Avatar


Grubfist
01.08.2012 , 07:53 PM | #15
I'm terrible at math and I hate theorycrafting. That doesn't mean I have to be a bad dps. I've had no problem pulling my weight and beating enrage timers by simply looking at my skill points and how they mesh, and using abilities that seem obvious to use. (example, I get a proc for x ability, I use it, etc.)

Avanaco's Avatar


Avanaco
01.08.2012 , 08:10 PM | #16
Quote: Originally Posted by Gvaz View Post
(enrage timers on 5 mans? the hell?)
Since I'm not 50 and haven't done any hard modes, I can not offer any opinion...


... but this comment made me giggle :P


Quote:
I don't know what is up with this notion that you need PvP gear to do HM FPs. It's just wrong.
And that's good news. I refuse to PVP for my PVE gear.

Gvaz's Avatar


Gvaz
01.08.2012 , 08:11 PM | #17
Quote: Originally Posted by Avanaco View Post
Since I'm not 50 and haven't done any hard modes, I can not offer any opinion...


... but this comment made me giggle :P
Sorry, it's a layover.

Gvaz's Avatar


Gvaz
01.08.2012 , 08:13 PM | #18
Quote: Originally Posted by Caille View Post
Get out of the WoW mindset. That is what is making the paradigm seem so foreign to you. Heroics are NOT for gearing up for Operations. Though I agree we could use a better spread.

Difficulty in this game really seems to go like this currently,

Level 50 Flashpoints -> Entry 8 mans normal mode Operations -> Heroics (meant for raiders to continue gearing up in between raids) -> Hard Modes -> Nightmare Modes.
Nope you're wrong. 8 man ops drop tier 2 gear on the bosses.

Grubfist's Avatar


Grubfist
01.08.2012 , 08:14 PM | #19
Quote: Originally Posted by Gvaz View Post
Nope you're wrong. 8 man ops drop tier 2 gear on the bosses.
As do hardmode end bosses.

I'd say daily-repeatable flashpoints that can grant you tier 1 (to get your 2 and 4pieces) from mid-flashpoint bosses, and ops-drop (tier 2) pieces from the end bosses (that you can do 7 more times per week than ops bosses dropping the same quality gear) is indeed a spot where you would be doing this in between your ops at the same difficulty.

Gvaz's Avatar


Gvaz
01.08.2012 , 08:18 PM | #20
Quote: Originally Posted by Grubfist View Post
As do hardmode end bosses.
Yes....because Hard modes are meant to gear up for ops.

That is how the rewards are set up.

The last boss of a hard mode drops epic crafting items too.

This is almost the same as wow, minus the tier 2 chest piece drop. Instead in wow you generally get a nice weapon and/or more commendations.