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Vajratunda

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10 Good
  1. Being able to switch utilities on the fly between matches is really great. While it took some getting used to for me, quickly changeing some of the passives for a pvp match, switching out an ability for a flashpoint was quick and without a hassle. There should however be an indicator when you can change and when not. Someone might try changing something in the ability tree during a fight, without realizing that it doesn't apply. Switching Combat styles was a bit more complicated. Switching between Sorcerer and Assassin had a habit of letting the stealth ability dissappear, which I had to then get back from the ability panel. Loadouts: Currently you have to create a loadout first, the select combat style gear and utilities and then save/copy it. If you want to switch Just click activate. There should be a feature where loadouts cannot be changed unless you click save/copy. If you accidentally change your combat style without creating a new loadout you end up destroying your previous loadout. Otherwise it is a really great feature. Haven't tested cutscenes yet.
  2. The constant mails you get for achieving the galactic seasons mission are eally annoying. The player should just get the underworld data automatically instead of having to take them from mail. Having to turn them in for reputation is a bit annoying too. If the syndicate data were reputation items in itself it would be better. The new focus on weeklys is very nice though, and having to hit conquest for the daily is also very comfortable as just playing the game gives you progress. Most of the weeklies are doable. For the crafting mission where you have to craft invasion force, I'd rather have the optoin to craft an amount of Prefabs as an alternative, since prefabs can be easier crafted at low level, while invasion force requires a player to have maxe out certain crew skills. (Thurb walking animation looks very silly and slow. Maybe a different animation rig would look better.)
  3. The gearing is very slow and the upgrade costs are too expensive. Especially the amount of resources you get from completing weekly activities is too low. Gearing just to item rating 322 on one character is very grindy. While I understand that you shouldn't get gear to easy it shouldn't be such a hard grind. One weekly mission should give you enough resurces to upgrade at least 3-5 pieces. Gearing up one single character should be doable with one single character. Unranked warzones should maybe have a system similar to gsf, where win counts double and loss only once towards the weekly, since if you lose in a battle you currently get nothing, not even resource currency like aquatic matrix or medals of commendations, which is really discouraging The 999 cap for medal of cemmndation should alos be raised. Many player a probably going to play on several characters and finish conquest on several, you end up hitting the cap pretty quickly. Just two days in I already ended up with over 600 Medals of commendation. Considering that Medals are also the most used currency for gearing, you definetly need to be able to carry more. Flashpoints give you currently a lot of doubles, gear with the same item rating of the gear you are already wearing. So far only the boxes you get from completing the weekly missions give you a guaranteed upgrade. Also I am not sure if every boss is supposed to drop a gear piece for every player or just the final boss. The amount of isotope should be higher. Completing 3 veteran mode Flashpoints for the weekly should give you enough currency to upgrade around 3 pieces of gear. Otherwise it doesn't feel very erwarding to play. The neuro key mission is actually quite fun. Since it is a oe time mission it is easily combined with the gearing process.
  4. Leveling Experience: Jedi Knight story with shadow combat style. Level 1 – 10 (With no legacy unlocks): only 3 key abilities. No customization. Pretty boring. Level 10-23(With rocket boots and shorter quicktravel time): More key abilities, but due to Force management, not many options. No rotation. Level 23-35(With all legacy unlocks and datacrons): First time I could do a choice in the ability tree. Still no solid rotation due to Force management. Level 35+ : First rotation posible. Force manageable. It takes too long to level. Combat from lvl 1- 23 feels really meaningless and you're mostly stuck just using the basic abilitiy. You also get your ablities in chunks now, which is rather frustrating as you are loaded with many new abilities at once. I'd rather have the abilities more spread out. That way you can get used to one new abilitiy at a time. Right now it is not much fun to level at all and there is only so much that story can compensate for that. Abilities: Not having stunbreak/interrupt until lvl 31 was very painful. Since stuns and knockbacks have been removed, enemies who are healers can pose a problem. I got stuck on Tatooine in a fight with two enemy healers that I couldn't interrupt, making the fight very difficult. Missions: Since you now get all your abilities automatically, the trainer are no longer necessary. The speeder pioting skill should also be granted automatically since you have no other incentive t go to a class trainer. There is also the problem that the trainer mission that you can get on starter planets will lead you to the class trainer even if you don't have the rght combat style (jedi knight with shadow combat style) (mission leads to jedi knight trainer even if I play as a shadow.) The leveling speed is similar to the live server, however with the lower amount of abilities you have betweem lvl 1-31, it is a pretty boring experience as you don't get the feeling you progress much. In short, the way the basic abilities a granted needs to be changed. I don't mind not being able to do a rotation at low level, but only having 3 abilities which you can only use limited because you don't have the necessary passives is monotone. Also stun break and interrupt should be granted as early as possible so people can start learning it. Some of the missions (class trainer introduction) still need to be tuned to the new posiibilities.
  5. This is feedback for Mercenary Innovative Ordinance spec from a pure PVE perspective. For me the mercenary was a very versatile class that had good dps and good survivability. The reduction of dcds of course means less survivabilty, but I feel the current setup is too much. For the lvl 70 choice, I think that the choice should be between the stuns/knockbacks (concussion missile/electro dart/jet boost), since 'Jet boost' no longer grants supercharge, the abilitiy has become very situational. Hydraulic override should be a standard ability. The knockdown immunity comes often to play in flashpoints and operation especially, since merc io has one cast and one ability with activation time. Responsive safeguard being a choice I don't mind, but energy shield should have 'energy rebounder' passive integrated with the 'pyro shield' utility as a choice on lvl 50. A few other ideas/wishes: The 'thrill of the hunt passive' on lvl 60 should include 'serrated shot', allowing for a more mobility based build. Explosive dart could be removed, since 'fusion missile' with 'power surge' does the same. If the tacticals are removed, then the 'energized charges' tactical and the 'continuous fire' tactical should be integrated as a passives choice allowing for a more single target or AOE orientated build. Otherwise I have noticed that Kolto shots and rapid fire sometimes give 2 charges of supercharge and sometimes just one. I am not sure if that is a glitch or if it is intended, but I wasn't able to find a tooltip that explains when and how you get how many stacks of supercharge.
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