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csilvajonas

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  1. I wasn't as clear as i thought on my phrasing. I meant that as an example of things that should not be done, as in "do not put gear/mats used for something as a reward to random content", like they're planning to do right now to put OP catalyst as a reward for master mode chapters. Makes no sense to get endgame gear from something that is not endgame content. The augment mats on pvp was a bad choice from them, neither pve or pvp players were happy with it. My suggestion to them is: just make it simple. I don't think gearing should be something you have to do for hours/weeks to get the best gear or a complex system where you need 2 or 3 types of currency to get. If gearing is what keeps people playing, they have a content problem. I'd go even further, knowing this ain't the topic, but i don't think we need new level caps in future expansions as well. Just focus on balacing everything to level 80 and bring more/new/exciting content (like set the goal for 1 new ops a year, 1 new pvp map, 1 flashpoint, get classes/specs to an optimal balance and stop messing with them). Idk, i just think it's a waste of real life resources to keep changing stuff like this, new gear, new level, when all i see on forums and discord communities are people asking for new content. It's a bad feeling to relearn classes every 4 years and sad when that's the only new content we get. Like, they don't have to make every new ops a masterpiece like gods from the machine. As long as it's not boring as dxun (2 bosses where you just have to run away from a group of adds is not fun) or broken like R4 (dead people in the frames, a tunnel full of adds so unbalanced that dying there is part of the mechanics), i think people will be happy (can't say what makes pvp players happy cause i don't play pvp)
  2. Why not make the gearing system simple? My feedback on this is that it ain't a good system, you could pretty much do this: If bis gear is aimed for endgame players (both pve and pvp), get the token system out of R4 and put tokens on master mode bosses and pvp dailies/weeklies. It's a fair system and gets the right spot for those players imo. Keep the R4 system from first to 4th bosses and any boss after that gives a universal token. For pvp, you could make dailies drop first and second boss token, weeklies drop 3rd and 4th. Gearing should not be rocket science imo, a simple and fair system sounds much better for games, specially when you consider that some people will have 1 or 2 hours of gameplay on a week and will not have time to repeat content over and over (+ the fact that it gets boring, see what happened to DF/DP story mode farming). Keeping it like this will prevent people who only farm first bosses to get the best gear as well. Please consider that this complex system with 3 types of currency is not a good one and giving as a reward from other types of content is even worse (see what happened when you gave augments crafting materials as a ranked pvp reward, a lot of pve players doing pvp just for that)
  3. Thanks you for the reply Jackie and thansk for the help Owen, no idea where to find those things you pointed, but vpn does seem to work while we wait.
  4. i tried to log in 40 minutes ago, tried again rn, nothing. @JackieKo, any idea what is going on or when it will be back to normal?
  5. I watched yesterday's stream and i have to say, the new gearing system is promising. This is more of a question than a suggestion, but are master mode operations going to be rebalanced for the new gear? I do hope so, that's the suggestion part. Please, don't make master mode easier just because people struggle with it, it's the endgame, it's supposed to be a challenge. There once was a logical path on joining a prog team, where some of the veteran mode operations were the in between veteran and master mode (ravagers, temple of sacrifice, gods from the machine, dxun). I see groups killing apex hm with 5 players in the group, that's how bad scaled this is right now. Please make veteran/master mode operations good again. If i can dream, i'd suggest even story mode needs some balance, cause it's a joke and makes the game less interesting imo. I'd say make story mode so you need at least one tank and one healer on all of them, make veteran mode a good challenge where you need 2 tanks and 2 healer, and a moderate level of skill and master mode the true challenge, where you really need to know your class. I don't want to be killing brontes on master mode without pushing the second hand on burn, for example. I want a challenge (and i think a lot of raiders want the same, otherwise timers just lose all the fun in them and turn into a big joke). Imagine making a fight so easy that you can do it with 7 tanks. Well, that's apex nim right now, check the video on youtube, there is also a no healers on tfb nim (yeah, the group is top tier, but well, i think that says a lot more about the state of the game right now)
  6. Having the same issue here, i guess we just have to wait till someone on the dev team notice and fix it.
  7. No changes to jugg tank? You have any statistic on how many people have been using the class/spec since 7.0? It's a serious question, cause it seems to me that the nerfs hit them the most and i almost never see them being used on master mode raids anymore. I personaly changed to powertech main after 7.0 because the choices we have on jugg/guardian are really mediocre in my opinion, but it could be just me.
  8. I've been a jugg main tank for 3 years now and i have to say, they're in a pretty bad state ever since 7.0. I don't see people using them at all on raids anymore, only powertechs and assassins and i'm not making this post aiming for a nerf on the other 2 tank classes (i can play all 3 and in my opinion, the other 2 are in a really good state atm, feels balanced with content). Here is my suggestion to the class: - Bring back grit teeth reducing enraged defense cooldown. But nerf ED, idk, make each stack heal for 50% of what it is right now or give 6 stacks, not 12. - Give us all defensive skills back when we're on tank spec. My suggestion is making one of the options in the skill tree be something like "increases the duration of reflect to 5 seconds, but increases its cooldown to 2 minutes" 3 seconds being the standard duration. "reduces the cooldown of blade blitz to 35 seconds, but increases the cooldown of reflect to 2 minutes", 45 seconds being the standard cooldown for blade blitz and even a third one like "enraged defense now gives 12 stacks and its cooldown is increased by 30 seconds". Idk, those are just ideas i had, but i feel sad for not using my jugg tanks on master mode operations as much as i used to and i'm not using them because sin and pt are in a much better place right now. The grit teeth + skill choice really hit us hard and were a big nerf imo. Hope Jackie/devs will read this, love the game, please buff my favorite class - I can give examples of boss fights where the nerf really hit me, like Brontes master mode where reflect and blitz were really useful, Cartel Warlords when we leave Sunder as the last one to be killed, reflect and blitz were a great combo
  9. This. And making things you can unlock with tons of credits make sense if they're things only old players (who are most likely rich) care about. Like, 100% experience boost on a character for 1B credits, so it won't change much for new players, but when we make a new character just for raiding for example and we need to lvl it up, 1B credits and a nice experience boost. Or speed mount boost. But target endgame/old players, do not aim it at new players. I'd love to see for example a full black lightsaber crystal going for idk, 2B? That's the kind of stuff that can actually help credit sink imo
  10. I could be wrong on this, but i think rich players are mostly crafters, raider or people selling credits. For the first 2, i'd suggest making crafting materials something you can buy using credits (i mean endgame materials, like OEM/RPM, no more tech fragments for those or maybe a vendor we can buy with credits and another with tech frags, sounds fair to me), making endgame gear also an option on vendors could work (so we get 2 options, for those who aren't rich, get gear as we do now, for rich people, they can just buy gear). Along with this, some really nice cosmetics gear/mounts you can only buy using credits sounds like a good option to me. And items that are really usefull, like buying experience boosts with credits, the instant lvl 50 companion gift, things that players use but that wouldn't compete with cartel market, if that makes sense. In my head this could work, cause would be credits going back into the game. And try to make things an option, not force them, cause not everyone is rich and it's fair to have another path to get things that we use (like augments/gear/materials), but when it comes to cosmetic, make exclusive things for rich people (not some generic reused mount/armor, but things they would actually pay for).
  11. Master datacron and commander token will still leave us at 70? Would be nice to be at least 75 on 7.0 or keep the token to 70 but datacron boosts to 80
  12. Sorry if i wasn't clear, the delay is not about raiding changes, those were just things i personally think are still a problem, since raiding is what i do most on this game. But the post comes after they announced that weapons are not on the outfit designer and from other things i think will make 7.0 a big disappointment, but 7.1 sounds promissing. And if i may point it out, raiding is done by a lot of players, just check how many viewers the Darth Malgus raiding event had on twitch, without Bioware's help, it was probably the most seen swtor event ever on twitch, it happened last december.
  13. Well, we're already about to get a dead version of the so called expansion. Cyberpunk is here to prove what happens when you rush things (not saying the same will happen with swtor, the 7.0 hype is nothing compared to cyberpunk's hype). And a lot of people i know already expect a delay, those people you talk about could have just waited for 7.0 launch to sub, i mean, it's Bioware we're talking about, we should know better at this point than to trust they will deliver things in time and with high quality. And swtor is not dead, people keep saying that since i first joined the game 5 years ago, yet, it's stil here. Delaying a game might be frustrating, but it's nothing compared to the horror show we get full of desyncs/bugs/exploits when they rush things. I doubt we're gonna get a long story, it will probably be as long as the traitor's arc (3 fps long and a few cutscenes). 7.0 so far is new story (probably a short one), 1 new daily area (i think), new max level and a big rip to some classes. If anyone is planning on subbing to the game, it's worth waiting for 7.1 at this point, Also, without weapons on outfit designer, cartel market sales will most likely go down, either that or they take a step back and make weapons moddable, any of those options don't sound good for them.
  14. The title pretty much says it to devs, so why don't you just delay 7.0 again? As much as you try to hide it, because it would look bad to just say "it's not ready for launch", it just feels like we're gonna get a version, a ghost of what 7.0 would be and wait a few more months to get what was promised. Idk, ask people around, see how they feel, but a delayed game might eventually be good, a rushed game is always bad. It doesn't seem to be a bad idea at this point, watching people streaming nim raids on pts, is just a horror show imo, it feels unbalanced. I still think jugg tank choices are bad, why not remove useless skills we never need? Rip using it on cartel warlords if we leave Sunder last, gonna need 2 sin tanks for that. Which is fine, but hey, you're making a game where people will end up playing one class most of the times (as it is already happening, most tanks i know use sin for almost everything if not all) and i don't mean this so you nerf sin, but buff the other classes. You are probably going to fix/rebalance a lot of things, same happens on every major update, but seeing how excited people were when 7.0 was announced and how they're getting with every dev tracker post saying something is not gonna come on 7.0 anymore, just delay the patch, give it one or two more months to polish and bring a really new and complete experience. I guess i'll just be ignored again, i'm still waiting for a reply on why so many nim bosses are having desync issues for months now, but hey, never hurts trying.
  15. This is why i started the thread, this myth is all over Darth Malgus, there is no such thing like boss reflecting dmg back to raid group, it's either low dps or low heals the reason people wipe on council burn. A guy even recorded a wipe insisting it was due to reflects, the reason was actually one dps was on the wrong boss and they had 4 dread masters alive for too long. I talked about this with Jaydenz, Ion, you can see Cola posted here on this thread. All top raiders in game know there is no such thing as using reflects on council burn = bad. Another thing that increases dtps is having one member down before burn, the dread masters are doing 10 hits/second or something like this (you can check combat logs), but they rotate their hits, so each DM can hit you twice/second. It's a roulette, one member down will make the remaining people take more hits/second. 10/8 < 10/7. This is how that burn works: When it starts, each dread master has 1 stack of "power of the masters". They get one more stack each 2 seconds or so. Each stack increases dmg they're doing by a certain %. Taking too long to kill one of them is what wipe groups (with reflects Bestia is down when she gets 3 or 4 stacks if dps is good). When Bestia dies it is 25% less dtps, the stacks are giving them 3% more dmg/stack. But nothing on the fight is coded to make them reflect dmg back to group or increase dtps on raid group if they take more dmg.
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