Discussion in 'MMO Game Discussion' started by jiffy, Jan 14, 2011.
Okay, I've come up with a caption:
"Whoa, I killed the thread."
I think my biggest disappointment with the game is that you can't have that face during the cutscenes.
Tharan Cedrax is the creepiest motherfucker in the galaxy.
What, you don't like crazy scientists who create holographic girlfriends?
You know, I've seen that episode several times, and I never noticed until this gif that his fingers were casting shadows through her.
I have a level 37 Marauder that has some serious survivability issues. He's had this problem from level one on, but I just figured he would level out of it eventually. The problem with him has gotten worse since arriving on Taris. I'm just about done with the planet and I can't help but feel like I may be doing something really wrong.
Here is his build http://www.torhead.com/skill-calc#100Z0MZGMRrdfMb.2 I switched from Carnage to Rage after reading up a bit on the forums, and Rage has certainly solved my earlier issues of being resource starved. His gear is up to date, and he has a little over 8k health.
So let's say it's a typical two normal mob and one silver group. I'll have my companion, right now that's Jaesa, attack one of the normals as I leap on the sliver and start with Ravage, Rupture, Battering Assault, and Smash. I'll interrupt as needed and clean up from there. Typically this will leave me high on resources and at about half health. Let's say it happens this way about 60% of the time. The other 40% has me popping shields, using medpacs and sitting near death at the end of the fight. It seems as if the fight doesn't happen perfectly I'm in trouble. Companion choice has no real effect on the outcome. Vette and Jaesa do way more damage than Quinn, so his heals tend fall behind as the fight will drag on because of the reduced damage output.
I'm kinda at a loss here. I love this character but he is becoming a chore to play. I don't have this issue on his mirror, a Jedi Sent.
Hey, he didn't create her. He stole rescued her from some Hutt who didn't know what a shining, precious jewel he had. I am not sure which is worse.
I would suggest trying Quinn, but with the following set on his bar:
- Put him in 'DPS' mode.
- Turn OFF his channeled CC ability.
- Optionally turn off his long cast time heal.
Assuming his gear is vaguely up to date this will make him an OK damage dealer and he'll still toss his non-cast heals at you. Another thing you might consider doing is buying some of the cheap presence buff booze from the cantina, presence makes a big difference in companion output.
EDIT: Oh, tip #2: kill the normals first (and silvers before golds, etc.) You lower the aggregate damage output of the mobs faster that way.
Well, for starters you should be killing the normals before silvers. If your AoE is sufficient to accomplish that without actually targeting them, okay. Beyond that, if you're going to be using Rage then you must buff Smash before you use it. Once you have the capstone talent you'll alternate between using Obliterate & Crush then Obliterate & Choke before using Smash. For now you've only got Choke. But yeah, the only reason to use Rage is for the buffed Smash, so if you're not buffing Smash...
If survivability remains an issue, I'd point you toward Annihilation and its self-heals. Which, actually, has much higher sustained dps than Rage, though AoE is weaker.
Also, if resource starvation was a problem in Carnage, my guess is you didn't have five points in Anni for Fuse and Slash, which you really, really need. Still need them in Rage, actually, though it may be more important to get the capstone first.
EDIT: apparently it's a bad idea to just leave the window open for forty minutes before actually posting. Damn you
I'll have to give Annihilation a try. As for going normal then silver I'll need to try that as well, usually my Companion is on the normals while I take the silver. With the combined AoE normals typically died quickly. It's just sometimes the RNG would go all HULK SMASH and I would get nailed. Also, am I really stuck with Quinn? Finishing a fight at or around half health is a small price to pay for some variety in Companions. Especially since I just got the new guy and I'd like to take him for a whirl.
The good news is none of my other characters have problems. Kinda strange that saber using classes seem the weakest in terms of damage.
Finally playing around in this again. Haven't done anything since beta. Pretty cool so far and I was wondering how Force Lightning could ever get old and then went to the trainer to the learn the second rank and said "Oh, that's how."
Still, free and good enough for a distraction for a while.
So, Bioware sells some cosmetic armors for Real Monies. A patch or two later they change the in-game models of those armors to bring their appearance into line with the art in the store page. Yes, including all the armor that had already been purchased by players. I have to assume they'll either revert that decision or make the original version available again, because what the fuck?
Wow, that's hugely crap. You'd think it would be obvious that you don't fuck with something your players have gone out of their way to purchase from a RMT shop, unless it's for balance reasons. Why in the world couldn't they have just taken the usual route of forking the item into a new version, for all future purchases, while leaving the original unmolested?
From what I understand, they were changed due to people complaining that the armor didn't match what was shown in the store. It makes sense to a certain extent, but changing the stuff after people had already purchased it is pretty dumb.
My main character's jacket was changed. I'm really annoyed by that. Its the one thing ive gotten from the store i liked. For the most part the SWTOR store is terrible. The full armor sets, even cosmetic sets are terribly over priced and are often just recolored versions of existing options. Most other things are indirectly purchasable through a CCG-type mechanic wherein what you receive is a roll of the dice. You're guaranteed a rare or two rares depending on how much you spend, but Bioware doesn't understand what rare or desirable means. As a result the Galactic Market is filled with "rares" for 1000 credits each. The market is flooded and there is no demand. They few truly rare items sell for millions.
For real world dollars, let me pay for what I want and not have to roll the dice every damn time. Also hire a clothing and armor designer who understands the Star Wars aesthetic and doesn't fetishize retro 50's sci-fi and WoW.
Perhaps, but every MMO I have been in that has a store has done it. Maybe someone with a background in said MMOs could step in and explain the business sense of it?
I'll take a stab and guess that item slots tend to be planned far ahead, and having to add another slot for a screwed up item "on the fly" (I am assuming here the company is taking the "please everybody" route and forking the mismatched outfits into two different items that the players can then choose) would cause a devastating butterfly effect that could cause hurricanes in Hong Kong or something.....
The first screw-up was putting the items in the store that looked different than advertised. You have people who bought the gear and are unhappy that it doesn't look like the pictures. Then you have the people who used the "preview" button in the store to see what the gear looked like on their character and bought it because they liked it, despite being different than the pictures. So there are two groups of people who now feel like they didn't get what they paid for and both are sort of right. The best thing would be to split the gear sets into old and new in the store and just credit back the points to anyone who has purchased those sets.
The problem is that all the affected gear wasn't purchased directly like some items but rather they came as random rewards from the gambling packs. How do the devs decide how many Cartel Coins to credit someone's account since a simple refund doesn't really work?
In any case, one of the devs posted to the official forums today that they're working on a solution that will satisfy both sides (people who liked the advertised look and people who liked the inadvertent non-advertised look) but it will require a patch that they're not ready to push out yet. We'll see what comes of this.
Turns out that all of the items came from the gambling packs, none were direct purchases (well, not purchases from Bioware. Folks could and did buy them from other players with in game money).
Except that doesn't help people who bought the items off other players. They do need to split the sets, and then they probably just need to implement a vendor who will exchange one piece for another, much like top-end PvP gear.
Right, I hadn't thought of the random packs and player-to-player purchases. That does make it a bit stickier.
The sith warrior story had sort of a weird ending for me.
Oh, speaking of endings, whatever used to be true, the endboss for the Knight story is trivially easy these days. Turns out that if you have Tionese gear then, uh, you're basically immortal. I don't think my health dropped below 90%. One tip that may have helped
End boss for the sith warrior surprised me by still being kinda mean, even though I was in Tionese stuff (although I guess I didn't upgrade my lightsaber). I didn't die or anything, but Quinn sure did. I think he was standing in fire. And I had to blow all my cooldowns! THE NERVE.
So are any of y'all still hanging out on Ebon Hawk? I actually subscribed for a couple months just play with more options and it's a fun ride so far.
I'm on Ebon Hawk. I'm hopping back and forth between LOTRO and SWTOR. You can look for me on Zette on the Republic side or Rence on the Imperial side.
Coolness. I added you. I think. I'm Dominorak the Merciless, Sith Sorcerer Supreme.
Dorvin or Jov'rin are my most likely on Republic side lately, and WHO KNOWS on Empire (Jov'ash is probably the most likely, with an outside chance of Nellaria).
Recurring Gree event coming to replace the unused PVP stuff on Ilum, also a reputation system:
SWTOR does events fairly well, when they try. (The less said about the Life Day Event the better.) I'm surprised it took them this long to institute a reputation system. Though it, like a lot of other things in SWTOR, seems half baked. For example, you would think the rep titles would change depending on the faction and I would expect some sort of rewards. Maybe that's coming down the line.
If you look at the screenshot of the rep system, there are reputation-specific titles, at least for the Gree. The ranks aren't called anything different, but the actual titles you get that are displayable in game are.
That's good. I couldn't see the image on my phone. I'm embarrassed to admit I'm a sucker for titles and faction based clothing.
Oh same here. I'm more of a sucker for pets and mounts though.
Apparently I'm a damned malcontent. You, um, may recall various complaints from me about TOR not being more like WoW. Well, a small group of us poked our heads back into WoW and I can't stop being annoyed at the ways in which isn't TOR. WoW's low-level experience thus far (13) is deadly dull; I used to wonder why TOR gave out abilities that rapidly became worthless (explosive round, anyone?). I no longer wonder, as having one or two buttons to push is awful. Even having autoattack require a discrete button press makes lowbie stuff more interesting.
At 13 my paladin has three active attacks, one of which is almost impossible to use due to it requring more holy power than can be generating killing a single mob. By 10 a trooper has nine. Which sounds overwhelming, but lots are situational or on a decent cooldown, so you're not juggling too many buttons at once.
And the travel! Launch TOR was obnoxious, but these days you get sprint at character creation (well, unless you're F2P) and can pick up a speeder at 10, which makes the starter worlds much more pleasant than WoW starter areas.
I know that feel, bro. I had similar feelings when I tried it out again a few months ago.
The really early levels in WoW are pretty dull, but they move so fast now it's not a huge issue to me. You also have to consider the level cap is 90, so 10 levels is pretty much nothing, whereas in SWTOR they're a bit more significant.
As for the difference in acquiring new abilities, I'm not sure if it's better or worse for an MMO to be front-loaded instead of giving you things more gradually. In SWTOR, all your stuff comes pretty quickly so by the time you've picked your advanced class, you have a pretty good idea of how it's going to play from then on. The downside to that is you don't have much more to look forward to in terms of building up your character and it can feel like it's dragging a bit in the mid levels. I haven't gotten a character to 50 yet, so I could very well be wrong about that part. But my Trooper is around 30 and he hasn't really gotten many new toys to play with since the late teens. And Tatooine is dull, so I haven't had much desire to play him any further.
The one thing SWTOR does in those first ten levels is it gives you a taste of the entire class. For example with Smuggler you get melee attacks and ranged attacks offering you a chance to play with the different paths before you have to commit to a specialization. As you further specialize many of those abilities do become useless, or not worth the effort vs power cost. I don't know if this makes it better in the endgame, but it makes lower levels more interesting. One thing I wish all mmos would stop is the entire notion of ranking up a skill. That doesn't make training exciting. It's fine if the improved skill does something different, like in LOTRO the few times they use it, but just offering increased damage or mor absorption is just dull.
Agreed. The whole leveling-up process in general in these games needs a kick in the pants. One of the more tedious things about SWTOR for me is having to even go back to a trainer at all. It's so incredibly dull and honestly a little ridiculous in an MMO in 2013. I hate to keep mentioning GW2, but their approach to character leveling is pretty great.
I am! Having a complete or nearly complete toolkit is much more fun than not. Grinding out weapon skills in GW2 wasn't fun. Not having a utility slot wasn't fun. To take a TOR-relevant example, Sniper/Gunslinger becomes much more enjoyable in the thirties when you get the skillpoints and abilities that form your rotation.
I got to about 70 in GW2 and never once lamented the lack of additional weapon skills to look forward to (yeah, there were more utilities, but I was an elemenalist and they weren't the least bit exciting)
Well, this varies a lot. Both trooper classes have four or five button rotations and you get them pretty early (except the capstones, but the capstones aren't very exciting) so yeah, that's true. It's not true of every class, see previous comment about snipers.
It's good to hear the Sniper picks up because while I'm enjoying the storyline for my Agent quite a bit, the combat isn't terribly exciting so far.
Well, I don't know what level your sniper is so I don't want to promise you too much. But once you have Followthrough, Takedown (I think the execute is called Takedown, anyway), and Series of Shots (35) life becomes much easier. Snipe, Followthrough, and mob is likely either dead or injured enough to be executed. New target, series of shots. Ambush is now likely proced (you've had five opportunities for it to proc and should have at least a 25% crit chance), use that. Followthrough has cooled down, use that. Takedown is also ready, use that. Snipe and begin again also why are your targets not dead yet?
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