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lordoftransform

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lordoftransform last won the day on January 4

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  1. Overall, the PvP seasons system in this game is serviceable. While I have many suggestions for improving it, I will list the four in my order of importance. If any of these changes were to be implemented, I am sure those who partake in the grind would greatly appreciate it. 1.) The achievement for each season that requires us to get 2000 medals should be reduced to 1500. This achievement came out in season one, when we had to do 24 weeklies of each type to get every possible token instead of the 12 each we have to do now. During this time, 2000 would be accomplished passively. Getting 2000 medals is an objective that takes far longer than all the others. In a hypothetical situation where someone plays perfectly and gets an average of 13 medals per win (in many games, even ones where you win, 13 is well above the norm for reasons I'll get into later, (but I'm being generous for the sake of argument), they would still only get 1560 medals. (6 arena wins x 12 weeklies x 13 medals= 936 medals and 4 warzone wins x 12 weeklies x 13 medals= 624 medals. 936+624=1560 medals.) Using this formula, to hit 2000 medals within this perfect scenario would require 17 medals per game, something made untenable by the fact that a winning Arena will never reach that amount, and even the most successful one-sided Warzones rarely surpass 15 medals. Even reducing the total medals to 1500 would still have us do more PvP than any other aspect of the season requires, but it would be far more reasonable. 2.) Combining the two achievements of 12 Warzone weeklies and 12 Arena weeklies into one achievement of 24 of either weekly that gives 2 season tokens would be a welcome sight. To clarify, doing either weekly would contribute to the 24 total (For example: 24 Warzone weeklies, 0 arenas or 10 Warzone weeklies, 14 Arena weeklies both add up to 24). One could argue that splitting the weeklies into two separate achievements makes a player who otherwise would never touch one type of PvP mode try something new. And if they care about doing the season, this is true. However, this often does not lead to the desired effect of the player embracing this new game mode and trying their hardest to win. Many times in Arenas, undergeared players with barely a grasp on how to fight will ignore instructions and stand there. Many, but not all, only care about the weekly completion and are more than willing to lose 16 times in a row to get their weekly. This may sound hyperbolic, but this happens. To be fair, some players will achieve the desired effect of improving and embracing the new game mode, but in general, the common excuse given by players who feel forced into one of the game modes is something along the lines of: "It is required for seasons, I do not want to do Arenas/Warzones otherwise and I will not try or care about the progress of my teammates." In my case, I enjoy Arenas and like Warzones a lot less, and for someone like me, it is not even due to any inherent flaw in Warzones; I just like Arenas that much more. Giving players the freedom to choose while still doing the same amount of work is the best compromise, and those more passionate about one game mode will try harder in that mode. If someone wants to try doing both modes, nothing would stop them, and they were going to anyway. 3.) Please make Arena wins worth 40 season points when a player attains 8 or more medals. Yes, Arenas usually, but not always, go by faster than Warzones. However, they require greater skill to complete than simply hounding an objective. For example, someone in 320 gear will get absolutely destroyed in an Arena and cost their teammates the match except in rare cases where they are carried, yet can turn the tide of a Warzone by simply respawning and hitting one ability at an objective to prevent an enemy from seizing it. If change 2 does get implemented without an adjustment to Arena points, people would still be forced into Warzones or excessively grinding Arenas to complete their 1000 season points every week which would defeat the purpose of said change. 4.) Commonly in Warzones, ESPECIALLY Ancient Hypergate, the meta-strategy is to keep the opposing team's pylon neutral while capping your own. In many cases, people like me and I have done this to win and yet have not received anywhere close to 8 medals for season progression. Despite being integral to winning by stalling the enemy team and performing an offensive objective, we get punished for it due to a lack of rewards for maintaining the neutrality of a pylon. I propose that if someone is standing at a neutral pylon and is fighting, they should get attacker medals at a similar rate to Yavin and Voidstar. Implementing any of these changes would improve the experiences of these seasons completely, and I really hope it happens. If anyone who reads this supports what I've said or has any criticisms, feel free to respond below. Thank you
  2. I started playing this game in 2015, and it has been an insane experience. I've gotten 100% achievements before, but I feel like this is the perfect time to make a post, given how lengthy the War Machine and Arena Legend grinds were. I will definitely continue to play and eagerly see this game evolve into the future. The main reason I'm publishing this post besides vanity is to thank the many friends I've made over the years in this game who are too numerous to mention here. Though I put in the work through many hundreds of hours of raid prog, suffering in PvP and every other grind this game has thrown at me, I cannot help but ponder how many people assisted me on this journey through the years. https://imgur.com/gallery/onXmQjP
  3. I like this idea, though rephrasing as win 25 arenas/15 warzones would probably be better. I personally would lower the requirement for the weekly but that's not the most important thing. So long as my extra effort is rewarded, the medium through which I receive my extra tokens is irrelevant, so overall I wouldn't mind your idea being implemented as is. Not a bad point, but to be fair, no matter what wintrading can always happen. That's why I suggested a specific number of medals attained within a match to get a token. Though technically that too could be wintraded. I think a good compromise would for example be: get x medals in 20 matches for a token (wins count x2). At least then you reward both individual effort and a win at the same time.
  4. Here's my two cents. I am not opposed to working hard for these sets by a lot of grinding. I know a lot of PvPers from past ranked seasons had to do so and I respect their dedication. That being said, this new system and the old one have a fundamental difference: in the new system the amount of work I put in past the initial attainment of the season achievements and pass requirements is irrelevant whereas in the old system if I really wanted everything, I would have to play a long time to get everything, but the point is that it was possible. If prices are going to remain this high, then I would suggest either an infinite source of tokens during the season (perhaps via some repeatable level at the end of the pass) or tying tokens to the attainment of x amount of medals in a match. I understand that BioWare does not want people to exhaust every possible reward for the new season 1 and then see a dip in PvP participation. But the thing is with reward-based systems is that these new seasons would only temporarily incentivize play enough to complete the pass and achievements and that's it. The amount of people who love PvP for the sake of it will always be less than the amount of people who love PvP plus the amount of people who just want rewards meaning that in every interim season there will be a dip in players. For me a good compromise would be this: If the prices remain the same then give us an infinite source of tokens to grind for at the end of the pass for the remainder of the season and during interim seasons tie tokens to medal acquisition. At least give players the freedom to feel extra effort and time in PvP is worth it. If prices are lowered to where I could afford multiple sets per season, then while I wouldn't be opposed to the infinite token system, a lack of it would be understandable given the volume of attainable rewards. The amount of people who have attained every reward in every past season is exceedingly small when compared to the population the new seasons will cater to, so there really is no harm in giving people more tokens as almost everyone will be working hard to catch up to get the rewards they want. Those who already have everything save the new rewards likely already care about PvP enough to keep playing after acquiring them. And if still that's a concern, add an ultimate cartel pack for x amount of tokens for people who have EVERYTHING. Thank you
  5. In every single achievement category on PTS, only the first achievement in a category is visible and no others are. I know myself and a lot of other people have worked really hard on achievements over the years and the idea of an accidental achievement reset due to a PTS copy to live is honestly painful. While obviously testing the new raid and daily area is your top priority, I hope that the achievement window is fully fixed and all achievements that are supposed to be visible are visible before 7.1 is pushed to live.
  6. How do you feel about the boss balance? Other than Regnant, perfectly fine. All bosses besides Regnant feel reasonable, not too easy or difficult. How do you feel about the trash balance? The trash is fine. Are you experiencing any functionality issues? If so, please explain in detail. Are there any friction points that hinder your progress? These two questions have the same answer. The first part is regnant, the damage is overtuned considerably, add spawns are slightly too frequent, a delay of 10 more seconds between spawns would make the encounter feel a lot more balanced. Regnant's ultimate laser (after core 3 dies) hits everyone, regardless of position. The silver adds apply an insanely high amount of dots, more than any healer could hope to consistently cleanse. The burst of gold adds on its own is not unmanageable, but when combined with the excessive dot damage, high add spawn rates, and regnant's laser, it becomes a huge problem when recovering after core 3 dies. Regnant himself should either have his HP reduced or his add spawns be less frequent during the burn phase, as the adds themselves create a heal check arguably worse than some operation bosses in higher difficulties. We did eventually beat it but after many attempts and a very lucky pull. This fight also just does not feel like it belongs with the rest of the flashpoint scaling-wise. The other bosses feel much more straightforward and balanced than Regnant, and I find it hard to believe that in a place where Malgus is the main highlight, a computer puts him and the bonus to shame. There needs to be a nerf. The other friction point is the bonus boss. If anyone leaves the room the bonus boss permanently despawns. Either there should be a ray shield added or make it so the bosses do not despawn should someone exit the room. As for the markers leading up to the boss, it would be helpful to leave a description of what they do, though, after a pull on the boss, it is easily understandable what they do. Are the objectives clear and easily understandable? How does the pacing of combat feel? Other than Regnant, perfectly acceptable. The flashpoint isn't insanely fast but it also is not a drag. Please give us details on your experience with the stone stair segment where you need to traverse a tight path with enemies and other area dangers. It is a fun segment. My only gripe is that when the trash is knocked off they sometimes do not die. If this is corrected then the stairs themselves are fine. ADDENDUM: The achievements for completing the flashpoint on any difficulty, i.e. "Nul-ification" and "Nul and Void" only count for the group leader upon Malgus' defeat.
  7. Let me just preface by saying I know this is an early iteration of the PTS, so I won't jump to conclusions. That being said, I am basing my feedback on what I see now and the assumption that this is mostly indicative of the final product. I've been a vengeance main for years, and I've done nearly all content in the game, over 99% of achieves, etc. Much of this has been done with vengeance/vigilance, a class that I love. This doesn't feel like a jedi guardian, I'm missing key filler like my saber throw, or useful tools like force stasis and push. The effectiveness of vigilance in both preset variations against enemies is greatly reduced, especially without focused defense, my aoe taunt giving me aoe DR and my other very much needed cooldowns. If the trend is to take away cooldowns from vigilance guardians, then please stop, we actually need them. Unless you're going to retool every encounter in the game, we are getting unjustifiably nerfed for no reason. If you want to ability prune classes, this isn't one that needs it at all. The fact that I don't have reflect or mad dash on one variation seriously hampers gameplay and defensive viability. I'm not enjoying this at all, and all I am hoping for is that in 7.0 I can have the same abilities I do now, both defensive and offensive, as every ability on vigilance is needed and useful (except for riposte). Guardian, especially vigilance is in a very good place right now and doesn't need to be gutted and neutered. I know that this is likely falling on deaf ears, but please don't nerf us to the ground via the removal of our CDs, forcing us to pick between them when we used to have them all. In some fights, we need all of them, like NiM Izax. Everyone I know was initially excited after the stream because we thought we were merely going to be able to swap to a sorcerer tree as it currently is on the same toon that initially would've only been able to be a juggernaut or marauder, not this. This doesn't feel like I'm getting greater freedom, this feels like I have a meal with two sides, and the sides are taken away from me, and I can only pick one, and that's called a "choice". I hope that whatever the final product is, it isn't an abject nerf that removes survivability from a class that needs it, because if it is, I don't know if I could ever enjoy this game as I do now. If this is the system that we're going with, I hope that these 2 variations are what a non-guardian could have access to when picking their abilities and that a guardian playing as their native class can keep everything they have now.
  8. I personally fail to see how my doing more work giving greater rewards constitutes an unfair advantage. It's not like I had a week head start on everyone, I just did the same routine anyone else is capable of. If the real problem is the potential hoarding of OEMs and RPMs, then maybe attaching them to tech fragments is a bad idea, and another currency, or just having them cost flat-out tens of millions of credits would be better. I don't understand how it's even logical for them to impose such a small cap and penalize us for quite easily reaching it. The limit needs to be increased, Zykken should be open all week, and these OEMs and RPMs should either cost a lot of credits or cost way more than 10k tech frags, so people who just want to gear and do their normal activities don't have to feel restricted.
  9. Not really a good justification imo. If I want to get rid of a timer I can just mail an item to another character of mine. But even with that slight bit of convenience for some people, it still doesn't change the fact such a low limit compounded with Zykken not always being open hurts players who earn a lot of tech fragments.
  10. So why not raise the limit? The only players with excess tech frags are those who do excess content. A lot of players, myself included up until recently, stored tech fragments so they could roll on Kai Zykken when he opened. By doing this, any game content I do would be an utter waste since I'd either be forced to spend tech fragments on things I do not want to, or any content after reaching the limit would not contribute. Either way, players are being punished for doing more than 10k worth of content. If this 10k limit must be adhered to, why not just keep Zykken open all week? Then there would be little to no reason for anyone to store fragments, and we wouldn't have to be punished for doing as much content as we like.
  11. Agreed, I really like the idea of a flair and of more currency. If these items are gonna rotate, I might as well be able to buy a good chunk of them before I don't see them for a long while.
  12. If you're saying I cannot clear the ops with a team, you're mistaken, my uninformed friend. Please re-read what remains of the thread.
  13. Originally I was gonna type a giant post explaining my thoughts regarding the situation. But I’m gonna keep it short and sweet. Regarding ops, my moral opinion remains, however, I cannot deny that the achievements exist, even if I disagree with the merits of the means by which they were obtained. Despite my clear opinions, I realize my ideas were not wholly objective, and though I stand by my objections, I cannot allow my subjective beliefs to be the sole arbiter by which the question posed is answered. The question being is this board measuring purely scores, how they’re obtained, or both? All of these are subjective answers, regardless of how thoroughly I would ideally see them being obtained. The only recourse would be some means of community consensus among achievement hunters, and if such an endeavor is ever undertaken, I am more than happy to contribute with an open mind. For now, the fairest option is the maintenance of the status quo, regardless of how dissatisfied I personally may be with it. My goal was not to witch hunt people, but rather to point out what I (and several others sharing similar views) personally deemed to be an apparent problem within the community. But that's just the thing, what I “personally deemed.” I stand by my moral objections, but I cannot in good faith attempt to leverage them all on my own without some sort of community consensus one way or the other. Until then, I will continue to update my score and focus on myself and the grind I deem to be worthy of myself. Good day to you all, may we all prosper.
  14. rip the thread got nuked. If the posts seem weirdly phrased, several of mine were removed which made the discussion make sense. I disagree with them being removed, I did not attack anyone personally. Though if nothing else, it's been a real learning experience
  15. It's not about who has more points, my friend, it's about what's right. It's not just me, but plenty of people, including yourself who have earned what they have. If someone had all the same clears as you but bought them yet claimed they were your equal or better, that would be very wrong. I know many people like myself who enjoy earning what they have, and to see people like this show up and claim purchasing runs is equal to earning them is very disheartening, and sets a dangerous precedent. He could have only 2k points, but if they're all bought ops ones, I would take equal issue with them.
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