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Dannicus

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    You own a Windows phone? I test its apps.
  1. Not to derail from the thread, but I'm surprised you think Bioware has been doing much of anything more than WoW ever did to benefit RPers. Really, the only thing WoW lacks by comparison is an equivalent to the codex (and to some extent customizability in gear) which is entirely meaningless given SW:TOR has got to be one of THE most barebones RP games I've ever played. FFS, we don't even have chat bubbles or sittable chairs, and considering this game is from Bioware I think what offends me the most on the RP standpoint is there's no Pazaak, let alone ANY kind of Star Wars Universe tabletop or card game. I want to roleplay as part of the game and as part of socializing. This game doesn't provide for RPers if the only RP you can make from it is treating SW:TOR like Second Life, a glorified 3D chat room. Of course, it doesn't help to get into the mood when every single quest treats me like the only person in the whole universe capable of doing anything. They dropped the ball for roleplayers right on our toes, picked it back up, then dropped it again before acting like it was all an accident. At least Blizzard had the courtesy to just throw the ball at us and then ignore us entirely with a nice note on it saying, "lol rp"
  2. Tech/Force attacks cannot be defended against, nor do they trigger shields, thus they always hit. ACs that rely heavily or entirely on Tech/Force seem to bare the brunt of most nerf requests and are perceived to be the most OP. By contrast, weapon damage reliant ACs are considered the most underpowered or underwhelming. Furthermore, by virtue of the mechanics of Tech/Force, tank specs in PvP are underperforming due to the nature of their many talents relying on or enhancing shielding and/or defending attacks. Are there any plans to revisit the combat system and address issues like these?
  3. Welcome to every MMO that tries to compete with WoW rather than make a good, unique game. They release too soon and numerous things that should have been in from the getgo take months to roll out. Especially when a company like EA is on the label...
  4. I recently submitted a bug regarding crew skills. I explicitly mention that I have a max deployable of 5, yet randomly I can only send 4, sometimes only 3, ever since my class story made a companion unavailable despite being able to summon the bugged companion and have them sell trash. In the response I got, I was told my max deployable was only 4... I'm level 50, you retard <_< I don't think most of their CSRs play this game.
  5. I'd simply suggest that carrying the ball caps your speed so speed buffs don't work, greys out any jump moves you have so you cannot leap to enemies/friendlies, and no one can friendly pull you. If the ball dropped when you speed buffed or did a leap/pull there'd never be a touchdown. Just cap movement speed, grey out leap/pull abilities for the ball carrier, and make the ball carrier immune to friendly leaps/pulls.
  6. Alderaan matches that are all troopers are *********** boss. It just looks so cool seeing them all over the place.
  7. If I'm out of combat, and I use my recovery ability, it shouldn't be interrupted. It's an extremely retarded mechanic. Quite frankly, the recovery ability should just wipe your debuffs and dots away completely. I'm out of combat. I should be safe to recover.
  8. Mars IS a very gassy god of war, afterall...
  9. I propose the following changes and offer the following reasoning: Force/Tech attacks a.k.a. "Yellow" damage Force/Tech attacks now trigger shields and can have damage absorbed They are now affected by the Defense stat and can be "resisted", reducing damage done BY the defense stat. 10% defense resists 10% of the damage with a 10% chance for a resist to occur. The reasoning: The majority of attacks made by most advanced classes are Force/Tech. These cannot miss, be dodged, be deflected, or trigger shields as they work currently. Numerous tank tree talents increase defense and/or shield chances, or rely on defending/shielding attacks for a variety of passives to trigger. Many defensive abilities do not affect Force/Tech, making them useless against most attacks. These three aspects of Force/Tech are a contributing factor to the many perceptions that certain classes are overpowered/underpowered and the lack of effectiveness of tank focus specs in PVP Alacrity, the cooldown/cast time/channel reducer Alacrity should also increase energy regeneration The amount of haste provided by Alacrity should be increased somewhat The amount of energy generation should correlate with the amount of haste, such that a sniper (for example) might snipe five times before energy regeneration is reduced. Increasing alacrity should retain this level of regeneration with its ability haste such that 5 consecutive snipes always results in reduced energy regeneration. The reasoning: Alacrity currently is a subpar stat, benefiting only cast time and channel heavy classes. The energy regeneration will make it more valuable to more classes. As it is now, Alacrity is counter productive, because the increased speed of ability use requires a player to be more stringent with when to use abilities or they risk draining resources too quickly thus causing a break in flow and overall effectiveness. Because of Alacrity's counter productivity, other secondary stats are given much more value, when all should be valuable based on build and playstyle. Accuracy, the defense and miss reducer Accuracy should also reduce shield chance for white, weapon damage attacks Accuracy for weapon damage attacks also penetrates armor Any additional accuracy over 90% should also reduce defense chance before reaching 100%, not after -OR- should slightly contribute to crit chance past 100% for weapon damage attacks Accuracy for Force/Tech reduces how much damage is resisted and how much shields absorb at a 1-to-1 ratio and be able to effectively reduce resists and shield absorbs to 0. The reasoning: The few weapon damage focus ACs (particularly for the Sniper/Gunslinger AC) are perceived as underpowered in PvP in great part because they are affected by defense and shields. Accuracy needs to be a more viable stat for all ACs, especially given its current commonality in itemization even among Force/Tech heavy classes. Accuracy needs to be a competitive stat, much like Alacrity, as both are seen as worthless. With a buff to accuracy, players have more viable options in playstyle and builds.
  10. Irony being the quote this replied to about an Imperial Agent using Force Choke isn't exactly far-fetched. I think someone needs to play an Agent through Hoth and meet Ensign Temple.
  11. No one's asking for PvE's BiS to be PvP's BiS or vice versa. No one's asking that I can get a BiS from PvP that is superior to anything in PvE or vice versa. We're asking that PvE gear be viable in PvP and PvP gear be viable in PvE. The Expertise stat pointlessly and arbitrarily splits the two primary forms of end game content, punishing those who enjoy both. Instead of a stat that only benefits one side, the differences should be in what stats are emphasized and in set bonuses. The set bonuses should be the primary benefit of being decked out in a PvE set when PvEing, and vice versa for PvP. It's the set bonuses that should be mutually exclusive, not some arbitrary stat. PVP set bonuses should be necessary to maintain an edge in high end, high competition, ranked warzones (or arena if they are introduced). PvE set bonuses should be necessary to complete the hardest raids and their hardest modes. However, I should still be able to take even my best PvE stuff into PvP and be competitive while I should still be able to take my best PvP stuff into PvE and be a raid asset. We want the two sides of endgame to be stop being mutually exclusive with purpose and value behind focusing on one or another without punishing those who like both.
  12. I'm quoting this entire post because it's mother *********** true. I want to PvE AND PvP, and I shouldn't be punished for it. DOWN WITH EXPERTISE!
  13. There is absolutely zero logic behind PVP stats. I wish Expertise would be gotten rid off and for PVP sets to have stats and bonuses suited towards PVP. I'd like to be able to get into the raid game without needing to start from the beginning of an arbitrarily separate treadmill. PVP gear is good. PVP stats are bad.
  14. Bold emphasis mine. How about gear that is comparable in stats for PvE AND for PvP, and drop Expertise entirely? The problem is in the stat. Having gear progression for PvP is perfectly fine. They should just be designed, in particular the set bonuses, around the game aspect they're intended for. People who didn't or couldn't raid in MMOs where PvP systems were being introduced were at an unfair disadvantage because there was no gear for them to use to compete with players who also raided. PvP gear was a great answer. The PvP stat, however, only turned the problem on its head and introduced a slew of others. PvP stats are horrible ideas. Skill should always have a chance to trump gear, but this stat makes such a thing impossible. It unfairly punishes players who are unlucky or focused the PvE game till max level.
  15. You just missed my point entirely. Gear disparity is one thing. Disparity of a PVP stat is entirely another. I fully expect that someone in better gear has an advantage over me. The problem is that his gear not only is superior but he has an artificial buff giving him more damage than normal and takes less damage than normal because of the PvP stat. Skill can only trump so much gear in games like this. Expertise is a completely unfair stat for those who lack it because it's an arbitrary and unnecessary second advantage. Gear should make a difference, but skill should matter the most, and it's not only unfair but flat out stupid if I can consistently outplay some players yet consistently lose because they have Expertise and I don't. And as I had pointed out, it's not so much that Expertise even exists, it's that in order to have a competitive level of Expertise, you either needed to dedicate a lot of the leveling process to getting a bag and 1k/1k OR suffer through warzones where you've gone from powerful and effective to weak and worthless until you finally catch up. I'm topping kills, damage, and objective points with my level 14 Marauder. I'm effective and strong from an extremely early moment in the 10-49 bracket. In the 50 bracket, if I don't have something like 300 expertise minimum, I'm nothing but a drag on my team and a free kill for the other. I should not be forced into grinding for expertise just to become competitive in the 50 bracket when I can be a force to be reckoned with the moment I hit fleet for the 10-49. Suffice it to say, a PvP stat is a horrible idea in every game it's implemented in, and needs to be discarded badly.
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