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Kyromoo

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  1. It's depressing, but no. I wanted to love this game, but it's World PVP has fallen flat, the gear design has turned out to be unimaginative (and in many cases, flat out ugly), endgame PvE is horribly buggy, the 'Loot Bag' system was terribly implemented, and PVP gear progression was uninspired. World PVP: Steps to fix: Ilum: Change objectives to be only capturable if adjacent objective is owned, except for own base. Change reward from objective capture AND successful defense to gear or gear tokens, rather than valor. Only allow an objective to be captured once for a specific period of time. Alternatively, make each objective point open to assault and defense only at a specific time of day. Gear Design: There's not a lot of ways to make a lightsaber cooler, and so more focus needs to be put on making armor feel 'heroic'. Some of the biggest examples of bad gear are the Jedi Knight PVP gear and the Bounty Hunter PVP gear. Endgame PVE: Bugs. So many bugs. Yet on normal, they're the ONLY thing slowing you down. Perhaps this was a little TOO easy? Loot Bags: This was promised holy grail of raiding. The end of loot drama. What we thought we were getting: 1. Everyone gets their OWN bag and their own INDIVIDUAL CHANCE at loot. 2. If you didn't get a loot drop this time, you got commendations that you could save up FOR THAT SAME LOOT DROP YOU DIDN'T GET. Awesome! What we actually got (oh god): 1. Loot is randomly assigned to all players within the operation with no regard to whether or not they need it. A player who needs loot off of a boss can get screwed out of getting loot because there was another player of their same class in the operation, and they didn't need the drop but were assigned it ANYWAY. 2. Oh, you didn't get a drop this time? Here's commendations for the gear that you DIDN'T WANT, a full tier below what you're actually shooting for! Have fun playing the slot machines! Protip: Implement the first one. Not the second. PVP Gear Progression: Heeeey, I hear you're fixing some of this! Amazing! But not really enough for me to resub. Here's the deal. When a player hits Battlemaster in PvP, they have two goals each day. 1. Get 3 warzone wins (COUNTED, not actual! lol). 2. Get 30 Ilum kills/armaments/whatever. 3. Open bags. Get commendations now? Hey? Yo? Do this to PvE too and we're getting somewhere. Here's the problem: Once a Battlemaster is finished with these goals, they have no reason to continue pvp'ing during the day. Doing more warzones doesn't garner them more 'points' to spend on gear, it doesn't improve their ranking, and doing more ilum doesn't get them ANYTHING of use, whereas warzones might at least get pvp consumables and the occasional green box drop. How to fix: Rated Warzones? Might have to make those premade vs premade to truly get anything done on that way, but it looks like that's the route you're taking. I'm not sure where else to go with this, but a player having no incentive to continue playing is not a good situation.
  2. For the last time people, since apparently we need to say these things once per page before people understand: 1. Republic does not get access to purple crystals through PvP. We get cyan and Black-Blue. 2. Republic does not get access to purple crystals through PvE. Cyan and Black-Blue again. 3. Republic does not find purple crystals through random drops. It was possible during beta, but removed for launch. 4. MAGENTA (this color is LABELED magenta in the post code) is NOT PURPLE (oh look, ALSO labeled, this time as purple). Stop saying it is. 5. Nobody really gives a **** why Samuel L Jackson had a purple lightsaber. He just does. People just want one for themselves, because they think it looks cool. (Hey, I do too. Go figure.) Sheesh.
  3. I seem to be playing Aion for some reason. I'd explain, but I already did that. The thread seems to have been closed. <shrug> Still subbed. For now. Funny, that.
  4. I see what you're saying here and agree. When I was leveling to 50, I ended up repeatedly skipping entire planets worth of content because I significantly higher level than the available quests. At one point I even stopped leveling completely for about 3-4 days before continuing because I felt i was finishing things too fast.
  5. You seem to have mistaken this for a unsubscribe post. I can assure you that my subscription is still active. I plan on keeping an eye on the game.
  6. Edit: Since I seem to have given the wrong impression, I would like to state for the record that my subscription is active, and I intend to keep it that way for the foreseeable future. I want to like this game. I really do. It's Star Wars, it lets me be a Jedi (Sentinel!), and it's made by Bioware. But the end game feels like there's something missing. When I look at another Sentinel in the game, they never look very different from me. I'm not especially wowed or impressed by the way their gear looks, or the items they have. When someone looks at my pvp gear? They laugh and then they realise it really is Tier 1.2 pvp gear. It looks that bad. I look at it and wonder if I'm supposed to be a Jedi or C-3PO. When I look at the PvE tier gear? I see a re-skin of the exact same robes many of us have been wearing for thirty levels with some bigger shoulders. My character doesn't look awesome. To be effective, I have to wear something that makes my character look...not awesome. A fix for this is coming, sure, but it's not here yet, and the line-up for Jedi gear, especially hood-less Jedi gear that lets us SEE the character we have created, is especially underwhelming. But that's okay, right? The rest of the end-game surely makes up for it. Well, let's take a look at my experience with the Eternity Vault. My guild did it for the first time recently. Our main tank was someone who had hit 50 that very same day. No flashpoint gear. Our off tank was a dps player who had respecced to tank, and was in all dps gear. Half our players hadn't even read the fights. The only challenge we encountered throughout the night? Our patience with the bugs. Bugs are the only thing that slowed us down. Not wiping to boss mechanics, not working out strategies, just bugs. WOTLK Naxxramas was harder than this, mechanically. Finishing the Eternity Vault did not feel like an accomplishment. It felt like a milk run where you got stopped by a jarring pain in your leg every once in a while. Sure, I haven't done the hard modes yet. The reports I'm seeing are the same, though. Bugs are the number one mitigating factor to current progression. But surely there's innovation within this PvE system? What about the ever-touted Loot Bags that I got so excited about during release? How are the boss mechanics? Loot Bags as they were envisioned did not happen. What we got was random loot assignment with crafting materials and schematics rolled on. Players who already have gear have no recourse to pass the gear to another player under this system. Even the ability to pass Class-Specific loot to another player on a per-boss basis would have resolved this issue. Instead, I got Tier 1.2 Gloves that I already had while my fellow Sentinel went without. Even the commendations are not worth the time, since they are always one tier below the actual desired drop. All we got is a wasted opportunity for ending loot drama across hundreds of guilds. How about that normally used Loot system? Master Looter? Sure. It's in. Without a /roll command. Boss mechanics? I haven't seen anything this melee unfriendly since the start of Burning Crusade. Sure, this content wasn't difficult, but being forced into such large stretches of dps downtime from boss mechanics where ranged classes have no such issue is not proper game balance. So PvE was kind of disappointing. Surely we can make up for this in PvP! Loot Bags. Again. Let's discuss probabilities for a moment, friends. Work off of the assumption that a bag has a 15% chance to grant you an item. At the current rate of dailies/weeklies, you can get 20 champion bags or 16 battlemaster bags. For the sake of simplicity, we'll use 20 bags/week. The probability of receiving at least ONE item in twenty bags is (1- (.85^20))%. That's 96.125%. A 3.875% chance of not receiving any loot drops in one week of effort. Now apply that to a sample of players of 50 people. The chance that at least ONE person among these fifty people will not receive any reward outside of the Tier 1.1 (nigh useless) commendations for their week of work is: (1- (.96125^50))%. 13.86%. For 100 people? (1- (.96125^100))%. 98.07%. Now tack on to this the fact that it's not only possible, but LIKELY to get duplicate drops. You can get the bracers you already have three times more before getting anything else, and you might not have anything worthwhile to do with them, and vendoring them doesn't even net you some pity credits. Pity the man who has all his champion gear but one slot, because the odds are far and away against him getting that last one any time soon. But that's not so bad, right? Sure, some people are getting utterly screwed over by the RNG with no recourse to stop it in their favor, but surely the PvP content is good and effective? Which brings me to the PvP dailies and weeklies. Let's say you're a battlemaster. What you want is battlemaster gear. Valor doesn't do anything more for you but titles anymore. What's your pvp day like? Log in. Grab a few battlemaster friends. Queue and win three warzones. Go to ilum. Get thirty kills/armaments. Turn in your dailies. Weeklies too, if they're finished yet. Open your bags. You have now completed all possible progression for your character in pvp today. There is no gear reward for continuing to queue in warzones or participating in the Ilum pvp battle beyond these two quests. Many of the battlemasters I know log out as soon as they finish these two quests. Let me make this clear: There is no reason for a battlemaster to compete in pvp beyond that which it takes to complete their dailies. But what about Ilum? Surely it's got some good open world pvp going on on it now? No. Not really. We have some zergs rolling over unorganized players, we have kill trading, and in the wee early and late night hours, we have the occasional small group pvp. Notice what's missing there? CAPTURING THE OBJECTIVES. Here's why. Capturing an objective on Ilum unopposed takes at most 30-35 seconds, if you're alone. When done, your reward is.....increased valor on kills. If you're a battlemaster, this is essentially useless to you. Battlemasters have no reason to capture the Ilum objectives. For those who aren't battlemasters, sure, bonus valor. But here's the problem: It is not possible to react to a message indicating an enemy player is approaching an area in time to come defend it when at an ADJACENT area. I've tested this. The other player can capture the objective and leave before any opposition can arrive. It boils down to a tedious game of whackamole that ultimately reduces the valor you get from not participating in getting kills. Here's how to fix this. Step one: Choose a design strategy from these two: 1. An objective may only be captured if your side owns an adjacent objective. This means that without their Base, Republic cannot take the Southern assault, and without the SA, the republic cannot take the center, and so on. 2. Each objective may only be captured during a specific time of the day. (As seen in: World of Warcraft's Wintergrasp, Aion's Abyss Sieges.) Step two: Provide substantial rewards for capturing AND defending the objective. Scale the rewards accordingly to whether you chose design strategy #1 (less reward) or #2 (more reward). Substantial rewards means gear. If it has to be Loot Bags, so be it, but you're not going to entice players out with just valor once more players reach Battlemaster. These two steps will cause players to fight to WIN the objectives on Ilum, because the rewards actually matter to them, rather than just doing their daily and leaving. When it comes to faction imbalances, we're past the point of no return. There is no third faction to function as a balance of power. There is no crowd of NPCs to turn the tide in the favor of the underdog. As such, the only way to make an even fight out of Ilum is to force it. Either only so many can enter, or only so many can queue. Without addressing this, the entire area becomes a pointless zerg rolling over the underpopulated side on each server. (TL;DR?) And there we have it, folks. This is SWTOR's end game content. Broken, unchallenging PvE content, and randomized, short, and unrewarding PvP content. If you've done your leveling quests, gotten your holocrons, and aren't leveling an alt? This is all you've got. And I don't think it's enough.
  7. One of the primary problems with Combat is in Precision Slash. The nature of the global cooldown, combined with how quickly Combat can starve itself of focus, means that we only get 4.5 seconds of effective uptime of armor penetration from PS. If a single stun or knockback hits you during this time, your ArmorPen burst is essentially wasted. Completely. Worse, with how ability delays have been going, I haven't even been able to get 4 Zen'd Blade Rushes in---the best I can manage is three during the time, making Master Strike + Blade Storm a far better option---assuming Master Strike doesn't get interrupted, and thereby wastes my armorpen again. Anyone fighting a combat sentinel just needs to root and snare us to neutralize us very rapidly. It's our own trick, but we're more susceptible to it than anyone else. We pop force camo? Root us again, it's not like it gives us resolve. Top that with an interruptable Master Strike and the issues Precision Slash has, and it gets pretty easy to see why Combat is rough to play in PvP. Here's why we're still doing well: 1. The majority population hasn't noticed how susceptible we are to roots and snares. 2. The majority population will tunnel vision on a target-- We'll kill them while they're focusing on someone else, and when we get focused, we have the tools to handle it (Rebuke/Saber Ward), or get away from it (Force Camo). Once people work this out, though, it won't matter. For now, we just get locked down when playing smart premades.
  8. I think the minimum you can complete Colicoid with is three people. It takes a bit of shenanigans to get through the puzzles, but doable as i recall.
  9. Oh for the love of---- <sigh> Alright, I'll test and confirm this when I've got some time. If this is true, this is REALLY getting old.
  10. Gonna have to agree with 80% fixed. Zen and Guarded by the Force failed to activate for me once or twice in warzones at critical moments today.
  11. So, if the workbenches are completely unneeded....WHY did we have one added to the supplies area of the fleet in a patch?
  12. I've got that point in Quick Recovery for being able to use Cyclone Slash and Sweep as Capture Interrupts, yes. Good question on Steadfast, one of my recent theories has been proven wrong (OH hits proccing Ataru), so I'd likely recommend to spec out of Steadfast once you have accuracy >103%.
  13. Ways I used Crippling Throw today: 1. Peeled a Marauder off of my healer. 2. Peeled an Operative off of my healer. 3. Halted a charging Inquisitor in his tracks. 4. Stopped a healer from running away to his friends at the other door in Voidstar. 5. Prevented an enemy from getting line of sight on the door at voidstar, resulting in a successful plant. Oh. And i used it to Mortal Strike when i assisted others in killing their targets. I would hardly argue it useless. Master strike's immobilize may not work ALL the time, but it sure does work often enough for me to use it as a burst mechanic. Combat might not do the overall damage that Watchman does, but i WOULD argue that Combat's burst is harder to react to than Watchman, and is more likely to get a kill on your target, especially between the autocrit 10m Blade Storm and the 15m (pvp set bonus) Dispatch. That said, I'd also agree that Combat benefits from teamplay far more than Watchman.
  14. <sigh> Alright, here's the deal. Ataru form and Blade Rush have 30% boost critical strike damage from Saber Storm. Blade Rush automatically procs once, and CAN proc a second time. My running theory on this is that the 2nd proc is the offhand proc. Also, at 50, you don't have enough points to be realistically taking Swift Slash (which is 15% crit, not 30%). It's not better than the above bonuses anyway. http://www.torhead.com/skill-calc#501ocZuGMbddrRrsZh.1 This is the current Combat build i run for PvE and PvP. The necessary points in Quick Recovery, Focused Slash, and the PvP talents don't let you go anywhere near that Slash talent. If you purely optimize the build for PvE, this is what you get. http://www.torhead.com/skill-calc#501bcZuGrdddMoMsZG.1 So, no. Slash is not viable for a Combat build.
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