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ThaBuzz

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  1. It seems to already exist. It would be nice to be able to obtain it. The gurian holo series is my favorite in the game, but I can't get this one... I could simply be added to a cartel pack or a reputation vendor (swoop event?) https://swtorista.com/mount/gurian-starfire
  2. To give some context I've been playing this game since beta. I've taken some time off here and there, but always came back to it because of three things: (not ordered) 1. It's Star Wars 2. Most of the original class storylines are great and I've replayed them time and time again. The latest story content as also been pretty good. 3. The complexity of the combat system. Yes it's a plus for some people. Why? Simple after years of playing the game small tweaks that are made to it can have drastic changes on you rotation. Take vigilance guardian for example. With Hemophilic Slash you want to save up your blade barrage reset. #3 is actually why I stopped playing Elder Scrolls Online (ESO) and came back to SWTOR. In ESO I reached a point where there wasn't anything left for me to learn in my rotation, but I had plenty of content left to play... With nothing to progress on what's the point though? I can just watch the story on YouTube and move on. And so I came back to SWTOR to play around with some of the new tacticals on different classes. Recently I've been playing as guardian as a 'main' so I think my feedback is well placed here: I tried Vigilance A and B, B keep more abilities so it wasn't as bad, but A was horrendous. -Does this feel like a Jedi Guardian? Please explain why or why not. No. It's missing key iconic abilities: Vigilant Thrust / Force Sweep, Saber Reflect, Saber Ward, Saber Throw, Blade Blitz, Dispatch / Whirling Blade, Enure, Awe, GUARDIAN leap, force clarity, freezing force, Valorous Call, cyclone slash and more are all very useful tools Not all of these abilities are core to the Vigilance Guardian, but ALL of them are useful. Knowing when and how to use them is what differentiates an average player from a good one. I've been playing this game for so long that I barely know the key bindings for most of my abilities. Muscle memory kicks in. When I saw multiple enemies around me I pressed 5, but nothing happened because Vigilant Thrust was gone. When I saw an enemy come from far away and I was low on focus I pressed shift+8, but nothing happened because saber throw is gone, when I saw a low hp enemy I pressed shift+3, but nothing happened because whirling blade was gone. This was frustrating at first, but then it was just disappointing, because I realized that what I had come to truly love about this game was the flow of abilities that we learn an build over time. The chaining of all of those things that create a symphony when you play this game. That was gone. I is replaced by a shell of what it used to be. -Is there anything that feels missing or out of place in the combat rotation? Vigilant Thrust / Force Sweep, Saber Reflect, Saber Ward, Saber Throw, Blade Blitz, Dispatch / Whirling Blade, Enure, Awe, GUARDIAN leap, force clarity, freezing force, Valorous Call, cyclone slash It may seem like we're reaching for straws, but things as simple as using Enure / Valorous Call while using other abilities because those are off the global cooldown is really what makes this combat system fun. It's the chaining of abilities to create this rhythm that you get into. It's not just hitting buttons to make numbers pop up. -What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies? It can still kill stuff, but it's lost all its appeal. As I mentioned above it's a shell of a class I love. -How are you enjoying or not enjoying this class? Not at all. I would not play this class in it's current state nor would I play this game if all classes feels like this. This feels like a shell of the class I'm currently playing on the main sever. -If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it. I only tried Vigilance A & B and was very disappointed so I stopped there to write feedback. I'm also a game dev and I was a part of multiple projects where I and other devs gave feedback and it was ignored. I was on the SWBF2 dev team and we told higher ups the loot crate system wasn't a good idea, they did not listen. I'm currently on a project that is getting destroyed by the public on feedback that was given years ago, but they did not listen. You're lucky enough to have a community that loves this game and wants it to succeed. We're telling you this rework of the combat system is a BAD idea. PLEASE listen. I'm not sure what the goal is here: Attract a more casual crowd? Reduce the number of animations to allow the use off different weapons on different advanced classes? Make balancing easier? I don't know if this call even came from the Dev Team, because I know some calls can be made by higher ups that have little to no contact with you all, but what I know is that this isn't a direction I want this game to head into. And it seems like this is a sentiment echoed by lots of players. I also know that there are lots of areas that need love in this game much more then the combat system: There are tons of quests in this game that aren't really worth running other then for the story. Why not add a companion gifts currency (there use to be artifact gift fragments) and add those to side quests, bonus series and heroics. (I know crates give rng gifts, but you don't get to choose the ones you need) Make world bosses worth running. Why not drop a WB crates per player on those and have a decent amount of fragments in those? Give those crates to light and dark bosses too. Make ops worth running. Right now people are only running TC. I'm a veteran and I still have not been able to run Dxun because no one wants to run it. Why not balance the old ops? It feels like this would be much easier then rebalancing the whole game. Bring back the op of the week system (Master mode drops in a different Veteran op each week) Remove item breakage in OPs! This always bothered me why are PvP areas exempt from repair bills, but people who raid loose all their cash running ops. This could also make it much easier for newer players to try ops. Add weapons to the outfit system! To be honest there is so much that could be done to better this game. Fiddling with the combat system is far from being one in my opinion.
  3. Looking at the ptach notes it doesn't look like this was fixed. Are we going to get the points for these? I've run into this issue twice now. It could've been nice to let players reroll that one or remove it from the list if it's still broken.
  4. I just created a discord server if people want to use it https://discord.gg/T9BUR4w
  5. I can't find it anywhere so if anyone has one I'dd like toi buy one.
  6. That would mean making a whole new system and addding new UI. Adding it to the existing system would be much simpler. I don't think they have the manpower to implement a new system at the moment. You're right in saying that on the user's end it would be better to have seperate systems for those, but I don't see it happening. Thats what I mean. If there a skin over your weapon with the stats what s the point in having a crit crystal over an endurance one? Which means implementing it f*** over people who have bought both and unlocked them with CC. Futhermore what's thye point in having a level 50 yellow crystal if you can use a level 1 crystal? I'm curious. What did they say about this?
  7. Weapons in the outfit designer! How is this not a thing yet! I guess the only thing in the way is the fact that color crystals have stats (which shouldn't have been the case in the first place), but the crystal stats are a drop in the ocean of stats you have at this point. I'm certain there's a good way for Bioware to repay players who have those legacy unlocked and give something to artificers. This woulkd be a good money drain and you improve charcater customization.
  8. Thanks! I get that they try to create hype for the items with this, but I my case I has the oposite effect. I tend to create caracters, play them and move on to the next. If by the time I get to max level or even around 50 ish I probably not going to buy the item. This isn't the first time I simply resign on buying something because it's either a pack item or an unavailable direct buy item. But to me the cartel market's overall buisness model of rng and cycling sales is kind of a deterant to spending on the game so... I just want to be able to look at an item and spend the money if I want to. Buying cartel packs full of carbage and waiting for item to be available as zero appeal to me.
  9. I agree, but a lot of dyes arn't available in reverse and a lot of the base colors for armors simply don't exist ex: https://i.ibb.co/YfYZPhq/Invert.png But what really makes this important for me is of how easy this seems to be to implement. Simply add another toggle above the color matching icon we already have and then swap the colors. if(inverted) { temp = primary primary = secondary secondary = temp } //the end It's something that bothers me a lot when creating outfits for charcaters and theres a quick way around it which makes it even more annoying.
  10. Dye inversion in color matching: Some colors can't be reproduced and some armors don't put the primary/secondary colors where you would expect them to. This feels like a small feature that would go a long way for players. http://www.swtor.com/community/showthread.php?t=966741&highlight=dye+inversion
  11. It's a cartel market item (direct buy). That is no longer available for some reason. The only way the get it would now be through the gtn, but there aren't any on it . So theres no way to get this at the moment...
  12. I'dd like to buy the Infiltrator’s Compact Sniper Rifle, but I can't find it anywhere and it isn't on the cartel market.....
  13. I like to customise gear on my toons and one of the things that bothers me a lot is that some gear dyes inverted when color matching. For example the new holoshield trooper gloves don't dye well with the fieldtech gunner chest peice (the primary and secondary colors seem inverted). Now I'm not suggesting that you change the way existing stuff dye, but I would like to have the option (when color matching) to invert the color for a specific peice relating to the existing color match. So if I want to I can tick an icon (the same way we do with color matching) that is over the existing color match checkbox and that piece's color match would be inverted. A decent amount of armor as this issue and since some dyes are simply not available there is simply no way around this. I feel like this is a faily small feature that would bring great improvement to those of us that like to cutomize outfits. Here's what I think it could look like:
  14. I'dd like to chime in here because I've been playing this game since beta and I've seen gearing in this game jump from one convoluded system to another and it's driving me and a lot of other players away from this game. Step 1: Only have one type of currency for everything and everyone. That currency should be legacy bound and should be dropped in all and game content. Let's say we keep unassembled components. That means: SM OPs drop a small amount of components, same for sm bosses, group finder ect SM Flash points a little less components. Hm Ops and bosses...more components! Pvp daily gives...you guessed it!...Components! Dailies -> Components! Command crates ~~~ Components! Those can be RNG if you really want it somewhere in there and even if they do drop gear unassembling it should give you... Components! Conquest >>> Components! Why? 1 - Because it's simple for you and us. 2 - You can adjust it at any point if everyone starts farmimg the same thing. ex: Best way to gear is pvp so pvp everyone! -> pvp component drops are lowered to balance it out. 3 - This also allows people to jump to whatever content they want to play today and not end up with some form of currency they're never going to use. 4 - This allow fine tunning for PVE content. It always bothered me that EV HM would drop the same stuff that TOS HM would. I mean why try to gear in TOS when it's that much harder... well now you guys can balance those out, without having a weird discrepency where some HM ops drop a certain of gear (248) and another one drop better gear (252) Step 2: Cycling bonusses: I liked the idea of the op of the week we had couple of years back. It got raiding guilds to jump from one op to another and got rid of some of the grind. This could also be implemented for daily areas, flash points, and maybe even Pvp areas or open world pvp. This alows players to see more of the game and prevents them from quitting out of: I'm tired of doing the same thing over and over. Step 3: You can also implement the trade in for gear that we currently have with the 1 type of component system. By allowing people to buy peices at a reduced price if they have the previous level of gear. BUT they DON'T need the previous gear to buy it. It's only pricier if they don't. [Optional] Step 4: Get rid of gold gear. This is only a flat tax on players and does not actually reduce the gap there is between really rich players and poor ones. It only makes poor people feel even poorer by smacking them over the head when they pull out mods. [Optional] Step 5: Get rid of gear breaking all together or put it in pvp. It still shocks me how much more money I make PVPing vs raiding. You can pvp for 5 hours without any financial ramification even if you're dying every 30 seconds, but wipe on revan for an hour and you're gonna be pennyless. (I've seen people quit over this baffling money sink) [Optional] Step 6: Allow player to buy rare crafting mats with said currency. Why penalize players that aren't in a guild by having them look through the GTN for mats? Allow them to buy mats woth the components they erned through completing content. They can then gear up through crafting that way.
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