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afwhoefuwov

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  1. Please let me know because honestly, I am so confused by how you implemented the changes. On normal abilities, some changes are baked in which is good, e.g. Seething Hatred is a passive, Sorc can now do TBlast and Force Leach on the move as passive. Other changes are just silly: The recent Stealth Scan acc debuff is just stupid, it is almost as bad as Force Bound. On CC, some classes now do not even have a CC unless you spec into it, e.g. Mara/Sent. While Jugg has Push and Choke and Backhand (if tank) AND can still pick Intimidating Roar if want. So what are you trying to improve here, the PvE or the PvP? Please dont say the PvP because white bar immunity is still stupid, i.e. too short. I can just buy grenade to use if I dont have a CC. Or if I am on my Jugg, I will have 5 CCs including grenades. IMO, you are making things too complicate. If you want to clean up the abilities, what you did with Seething Hatred passive is fantastic. Or even the Unstoppable now is CC immunity + free Vicious Throw. Not removing stuff. Because now you have to rebalance this whole mess. From a casual player.
  2. The "year long anniversary celebration" in 7.0 is the April's fool joke that has gone far too long.
  3. yes, this is a new change. And yes, i agree it is a pointless change. In fact, my 1st reaction to this was: what is this garbage?
  4. Huttball is the game mode where I absolutely do not want the ball if I am not an Operative or Sin. Carrying the ball with root + slows all the time is not fun if you dont play those 2 classes. Jugg Tank used to be able to cheese due to 6.x grit teeth, now i would just haul ass my way slowly to the endzone. Good thing you can just throw the ball away, unlike Odessen, where if you have the buff, you cant throw it away, making you a target And that doesnt count the scenario when you are at the bottom, your stealth teammate is at the top but doesnt understand to unstealth to receive. You try to type in chat, but get killed instead. As a range, Huttball can be fun, e.g. snipers or sorcs can stay on ledge and destroy everyone. Had a game where a sniper stayed on the platform where the heal is, so right above the ball spawn point. Very effective and annoying to deal with. Hypergate is fine. Although recently I saw a a 6v6 TDM on Hypergates. The other 4 left or afk. Nobody caps and I dont think the game has a way to end the tie lmao.
  5. IMO. The only good thing about 7.x is Loadouts. I can switch AoE to Burst to Tank with a click of a button. Gearing? Sure its the same "do contents, get currencies, get gears" thing. But theres no need to have like many different type of currencies. I dont want to read a guide and a freaking map just to know what the currencies are for. Also, fixed gears are not my thing; I prefer moddable gears. The Hyde and Zeek quest is more like a band-aid approach because Biosword wants everyone to stay on the main fixed gears path. I hope no bugs will come to the deconstruction part for Hyde and Zeek, because that would suck: You grind for 1 piece, then that piece is gone 4ver when you deconstruct. UI in 7.x also sucks. The main character window pre 7.x is so laid out so nice. Now, we have a gigantic window that takes up the whole screen. They did "fixed" it, iirc, but it still sucks.
  6. Did you change your spec while on the ship? You might want to log out and log in again to check. I face similar problem but with alacrity: my Vengeance has around 12% alacrity but when switch back to Rage, the alacrity stays the same eventhough Rage does not have the passive to increase alacrity.
  7. On SF, facing mountain premade (8 man) or temps premade (4 man) is never fun.
  8. I dont understand how you guys can leave out CC immunity for Anni, while Carnage and Fury have them built in. Make it proc off of the Pulverize and can only occur every 30 secs or something. Maybe some of the more experienced Anni players here can give better suggestions. But the point still stand: this spec needs some form of CC immunity built in. If it isnt for the long CD on Saber Ward, I would play Anni with Grit Teeth.
  9. No, I am not talking about skill mismatch or class mismatch (e.g. too many healers on 1 team while other team has none). Those belong to some other problems, which I hope Broadsword can solve. I am talking about uneven number of players. I started a Huttball match today where my team had 3 while other team had 8. Now, there was a message "Warzone will terminate in 30 sec unless more players joined". This may work for some maps, but for Huttball, the team with 8 can just get the ball first because they have more firepower OR they can wreck our own ball carrier, get the ball and win the match. The end result was that we lost. Our tank, no matter how good he is, couldnt stand when all 8 focus on him. I would be willing to wait longer for queue just so that we have enough players. Or if the match already started, then only lower the gate when there are 16 players present? The 30 sec message is useless if the match started regardless.
  10. such a sad state for the game. Cant believe a simple error cant be fixed..
  11. Guess my status still allows posting so here goes: 3-4 man Premade is not bad. Most of the time, these guys just damage farm and let the other 4 play objectives. You need to figure out how to divide your team to defend against their attacks while completing the objectives. Not fun, but it's worth a challenge. I saw these 60% of the time. More than 4 is when we have problems: all 7 of them gang bang 1 guy if you even touches one of them. Dont come at me with rubbish argument like "git gud". How do you play when your first move was Force Charge and then dead after 2 seconds? Not even enough time to pop DCD. I used to see group like these 10% of the time. Recently, it is almost 40%. It gets to the point that knowing just 2 or 3 players; I can already know the rest. The sad thing some game modes allow them to just feast on their ego: Huttball (playing without scoring), and Voidstar (purposely ignore the door)
  12. Where did I say I want everyone to have the same death brand? It is a bugged ability and it annoys me as well (eternal slow after death, chance to reapply itself is too high). Death Brand is bugged and should be fixed, end of story. Perhaps I should be more clear in my wordings: buff so that all class can give out a similar DPS across the board (except healers and tanks, of course). If that absolutely requires a buff here and a nerf there for Madness, then so be it Just dont do it 1/2 way and we still have some underperforming classes. Then Bioware can adjust their requirement of dot tends to do a bit better than burst reasonably.
  13. Agreed. Kotor style convo feels cheap for a game such as Swtor. I spent 15 bucks per month for this?
  14. 1. Have You Completed the PVP Track, and If so how was progression? Did you feel that you were progressing at an appropriate rate? I completed both S1 and S2. As a former sub, you do advance at an appropriate rate. It would be even faster, if not for the stupid weekly limit for seasonal points. I pvp because it is fun and also for rewards, what's the point of the season when you pvp above above the 1000 weekly limit? 2. Did you Like the Rewards offered in Season 2? Were there rewards you wish would be in the Track? I truly hope you bring back more old PvP armors so players have more opportunities to grind, e.g the full old Champion / Battlemaster / Centurion sets. Rename them so older players still can say they have the OG set, but keep the distinct original colors. 3. With the Reduction in Requirements for the Achievement's in Warzones and Arenas Weeklies reduced from 25 to 12, Were you able to complete these? Was the Experience better than Season 1? I only played WZ. Even that felt less grindy than before, which is excellent. 4. During your playtime of PVP during Season 2, Were there Specs that you thought were Overperforming? (Killing players too fast, Too much survivability, etc) A lot of Madness sorc, Skank Tank and a lot of Mercs. Sniper has that riddiculous tactical that nukes player's health. That said, I dont have problems with any of them. Every class is beatable if you know their attacks and DCDs and how to counter. 5. Were there specs that you thought were underperforming? Not underperforming but kinda.. meh: Fury got a nerf, it's still fun but not as bursty as before. 6. Did you Feel that the Amount of PVP Tokens given during a season is enough? Should it be increased or should it remain as is? Please increase the no. of tokens. I'm gonna be straightforward: players should be able to afford at max 2 armors (or 40 tokens per season). What's to say that next season, you (Bioware dev) decide remove these rewards, while players are still trying grind for the tokens? 7. How was the Matchmaking? Was it too slow to pop? Did you feel the teams were Balanced Accordingly? Queue pops in like 15 to 30 mins, which is fine. I would love to see it pops faster (5 mins). The team is NOT BALANCED, most of the time. Too often, my team has all DPS while the other has 2 heals and 1 tank. For Huttball, a lot of the time, the opposite team has 2-3 stealthers. 8. Did Grouped Players (Premades) Effect your PVP Experience in a Positive or Negative way? Large groups (3-4+ premades) make me not even want to play. You hit 1 guy, the rest jump on you and even camp outside your spawn. Guess I would call this experience: "Extremely Negative". There are premades that just death matching => for these, I ask you (Bioware): If you create objective based WZ, then what is "objective" about a group of premade that lets us score, then keeps the Huttball so their buddies can damage farm and stroke their ego? You cant even leave else it would be forfeit the match. Heck, sometimes I love to just ignore objective and kill players. But even that is impossible because players would jump all focus you if you touch one their buddies. Let me put this in perspective: I used the single target version of an AoE spec this season, with the only reason being that I could 1v1. Couldnt do 1v2 because guess what, the whole group would jump on you and it quickly becomes a 1v4. OTOH, small groups are fine (2-3 max). 9. Do you have any other Feedback or Suggestions for PVP Seasons? Fix your maps and make different objective maps. Please, dont give us another Huttball clone. Lastly, I know @Shabir_Dhillon is working hard to balanced the classes. My only feedback is not to nerf here and there, but buff all classes to the same level. Madness Sorcs irritates me, but what if all classes get buffed to the same level as Madness? This would be a win win situation for everyone. My sub ran out, and I'm not going to renew it if things stay the way they are: Classes get nerfed for no reasons, Premades in voice gangbanging soloers and lastly, poor communication with players. An example for this last point would be this thread: it takes a customer to prepare a feedback thread (much appreciated @SentinalMasterWW ), where you should have done this.
  15. Well, you got a YES from me. It is sily to not want this, unless you really want to hurt your eyes from searching. No idea why we still couldnt have item search already. The new abilities list has a search function, why not implement it to the cargo?
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