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NoFishing

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  1. 2012 macbook air....windows 10...intel 5k graphics.....lol
  2. That Nadia has aggro at all tells me this is a L2P issue, because anything you hit you will have aggro on. Or did you decide to go make tea instead? Also did you know you can interrupt him the first time he tries to summon adds? The second time isn't interruptible, but with your gear, he should be pretty much dead by the time those adds actually land.
  3. You can get rank 20 from about 250-300k worth of rank 2 gifts from the vendor on fleet, which you can get quickly by doing the heroics. So rank 10 is hardly a reasonable baseline.
  4. I call bull. Balance sage, just killed Orus Jind above Voss. NO alliance buffs, NO stim, M1-4X at rank 31 (have rank C2 at rank 50, but skipped him for this test). Fight took 1m6s and I average 6,062 DPS. I apply DoTs and attack him, using DoT spread and FiB to kill the adds. At no time does anything switch to M1-4X. I reached 50% health at one point, which is when I used my stun on Orus. By the time the stun elapsed, I was back up to 75% health. http://imgur.com/tfTqPI3 The nerf to healing is definitely large and noticable, and probably worst for low-influence companions. But between the alliance buffs and the special abilities, the heroic SF is still very soloable, even with moderate influence.
  5. This is the exact opposite of what needed to happen. A new player just starting out, especially one starting at 60, wont have a bank of credits or comms to buy gifts with to get their companion influence up. Nor will they have the experience with control, interrupt, and defensive abilities. Or the baseline of presence that legendary players have. In short, this is the group that needs a relatively more powerful companion, and you're inflicting the biggest nerf on them.
  6. AFAIK the token is never given back, but you should be able to create a replacement level 60 after deleting him. But be careful, and when you create your 60, don't escape, spacebar, or otherwise skip anything at the opening. Best theory I've seen is that is what causes ppl to end up with level 1's.
  7. Yes, it is a bug. Workaround is to change instances / zones (travelling to your stronghold and back will do), which will then let you allocate skill points. FYI, this seems to happen every time you pick a discipline that replaces an existing skill. My sage can switch from either DPS discipline to heals and commit skill points, but switching to a DPS spec requires a zone change. Oh, and you will probably have to retrain skills that are replaced when switching away from a discipline. Carry the hutt with you if you have him.
  8. The patch notes for 4.0.1 in the launcher contain a message at the end "Please click <here> for a current list of high priority in-game known issues." The provided link is for the defunct (and about to become inaccessible) customer service forum: http://www.swtor.com/community/showthread.php?t=403398 Pretty sure the correct link would be: http://answers.ea.com/t5/STAR-WARS-The-Old-Republic/INFO-Known-Issues-and-Current-Alerts/m-p/4886775#U4886775
  9. Isn't the current limit 12 for preferred? That's what the FAQ says anyway. http://www.swtor.com/support/helpcenter/7192
  10. What makes you think it will be a single-player game? But, points taken. I'll take my tin foil beanie off now.
  11. Well apparently EA has Visceral working on some kind of "open world" Star Wars game, as of late last year. There is probably no cause for alarm, as even if it proceeds, it isn't going to the see the light of day for several more years. And "if it proceeds" is a big if, since game projects get cancelled all the time. But still, it doesn't take much tinfoil to see the timing of LucasArts and Sony shutting down SWG vs the launch of this game, and wonder if it could happen again. Especially if it is in favor of another EA game.
  12. Oh god, I hadn't even thought of that. This game could end up going the way of SWG.
  13. Tomorrow morning is kinda too late in my view. Right now the ship cannot avoid the iceberg of going 14 months with only GSF, 1 new WZ, tactical FPs, and strongholds being the new content. The damage will be done, and they will have to look at post-expansion to get back on track. To that end, what I would like them to do: 1. Release level 55 HM versions of Collicoid and Red Reaper ASAP. 2. Follow up with HM/NiM versions of other FPs. Battle of Ilum and False Emperor are great FPs, but there is no reason to run them any more. Give me level 55 NiM versions of those before the expansion. 3. Add 2 new objective-based WZs. There has been an ongoing conversation about possibilities, put them in action. Spice up the PvP queues a bit by cycling what WZs are available every couple of weeks. All of this may have to wait for the expansion, but see below. 4. Bring back the Chevin event in the fall and the original Rakghoul event with open-world PvP areas, missions, and rewards. 5. Start talking about the expansion/level cap increase. Commit to a date, and give us a hint about the planet. Confirm it will contain at least 10 new operations bosses, new hard and tactical FPs, WZs, new daily areas, etc. 6. Enhance the social aspects of the game. Let us have an opposite faction guild with shared guild chat and bank, and account-wide friend/ignore lists. 7. Add cross server queues, required for ranked PvP, and optional for unranked and PvE. I know this is hard, and not something they can probably even approach until after the expansion. But move it from the wall-of-crazy to the queue of stuff to do. I'm going to finish with a change I've recognized that is incredibly positive and want to reinforce: communication and dialog about class balance changes. The discussions and circle of feedback directly with class developers going on in the PTS is amazing to see, and something I had given up hoping for. It is probably resulting in a bit more buffing than is entirely healthy, that needs to be dialed back, but the communication is revolutionary. Take that same level of transparency and apply it across the entire game, and you can foster a bunch more good will.
  14. Timing is everything. That poll would have been soon after DF and DP were released, Bioware had a history of releasing ops every 6-8 months, and nobody knew it was going to be 14 months to the next one. No doubt, but when a portion of your subscribers/players spend a substantial amount of time running operations, and you stop producing operations for a long time, you HAVE to know that a significant number of that portion are going to reduce the amount of money they spend in your game, by cancelling their sub, etc. If you can afford to lose them, so be it. They will move on and hopefully you can attract different players to replace them and their money. But it feels like a very risky gamble to me.
  15. The reason this happens is because raiders enjoy raiding. Like you, they have lots of alts, and don't mind running SM operations on them, even if there is no gear that is going to benefit them. It has nothing to do with not being able to get a guild raid together. And I'd argue that it is those more experienced players that raid on HM that tend to organize and lead operations in SM, and those players that help ensure those SM ops run smoothly and are cleared. I'd bet that a full 16-man of players that have never done HM are going to struggle immensely even in the so-called easy mode. Even with bolster. Without any doubt, this is absolutely correct. But this is also where the issue comes in even more significantly, because no new SM ops for 14 months should also be unacceptable. TfB will be close to 2.5 years old by the time new operations come out. S&V well over a year and half. DF+DP well over a year old. They need to do better than this.
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