Primeras impresiones sobre el tankeo en el SWtOR
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Primeras impresiones sobre el tankeo en el SWtOR
Con apenas 3 dias de beta y sin llegar a niveles muy altos, que podeis comentar del tankeo en el SWtOR?
Re: Primeras impresiones sobre el tankeo en el SWtOR
Recuerdo que las 3 clases con opcion de tankeo (que no obligación de hacerse tanke) son:
- Shadow (Clase avanzada del Jedi Consular)
- Vanguard (Clase avanzada del Trooper)
- Guardian (Clase avanzada del Jedi Knight)
Cada uno tiene su estilo particular, y sus diferencias, lo que le da una serie de ventajas y handicaps comparado con otros tankes.
A simple vista el Guardian es el mas equilibrado. Siendo un tanke de melee con bastante absorción, esquiva y parry.
En uno de los extremos está el Vanguard. Con mas armadura (lo que le da mas reducción de daño), pero menos esquiva y en principio nada de parry.
En el lado contrario esta el Shadow. El tanke con armadura mas ligera que se basa principalmente en la evasión. Como añadido tiene la capacidad de entrar en sigilo.
Esto nos da 3 tankes muy diferentes.
- Shadow (Clase avanzada del Jedi Consular)
- Vanguard (Clase avanzada del Trooper)
- Guardian (Clase avanzada del Jedi Knight)
Cada uno tiene su estilo particular, y sus diferencias, lo que le da una serie de ventajas y handicaps comparado con otros tankes.
A simple vista el Guardian es el mas equilibrado. Siendo un tanke de melee con bastante absorción, esquiva y parry.
En uno de los extremos está el Vanguard. Con mas armadura (lo que le da mas reducción de daño), pero menos esquiva y en principio nada de parry.
En el lado contrario esta el Shadow. El tanke con armadura mas ligera que se basa principalmente en la evasión. Como añadido tiene la capacidad de entrar en sigilo.
Esto nos da 3 tankes muy diferentes.
Última edición por Dorian Destine el Mar 29 Nov 2011, 16:17, editado 1 vez
Re: Primeras impresiones sobre el tankeo en el SWtOR
Pues yo llegué ayer justo a nivel 14 q parece q es cuando se empieza a poner la cosa bonita para el tankeo. Obtienes el Ion Cell. Y por talentos, lo q he visto es q, de tank ranged, lo justo, pues la habilidad q potencian el Stockstrike, el único golpe a corto alcance (4 m.). Este golpe dispara el efecto del Ion Cell (50% / 100%).
Hay muchísimas habilidades, y realmente, sin haberme metido en profundidad, aún hay q ver, aparte de estas dos, cuáles generarán más threat, cuáles serán buenas para área, cuáles para un objetivo... no sé. No he tenido oportunidad de comprobar más que un Vanguard aguanta carros y carretas, y q tiene unas cuantas de control de masas. El tankeo del Vanguard me da a mi q va a ir por el camino de meter una hostieja, q le deje debuffs de ralentizacion y de reducción de daño y salir del alcance.
Hay muchísimas habilidades, y realmente, sin haberme metido en profundidad, aún hay q ver, aparte de estas dos, cuáles generarán más threat, cuáles serán buenas para área, cuáles para un objetivo... no sé. No he tenido oportunidad de comprobar más que un Vanguard aguanta carros y carretas, y q tiene unas cuantas de control de masas. El tankeo del Vanguard me da a mi q va a ir por el camino de meter una hostieja, q le deje debuffs de ralentizacion y de reducción de daño y salir del alcance.
Re: Primeras impresiones sobre el tankeo en el SWtOR
Servidor con el guardian llegó a nivel 15. Por lo que veo va más o menos bien, bien de armadura vida aguante parry, sobre todo parry, no para de bloquearlo todo con el sable láser. tenía un par de habilidades de área; un stun y un golpe de fuerza que aleja a todos, ambos requieren puntos de fuerza para poder usarlos por lo que si no has acumulado fuerza no puedes usarlos. El sprint y el force leap (la voltereta esa que tan poco le gustó a Dorian xD) te permiten acercarte rápidamente a los mobs, el sprint es combate es más efectivo si cabe y se nota mucho. Me faltan los taunt aunque ya he visto en las habilidades que hay dos (no recuerdo a que nivel los daban) pero hay uno normal y otro de área.
Lo que me falta es inherente al propio tanqueo más que a la clase: no sé como controlar a los bichos y a por cual va cada uno, a mi tb me falta el target y el target to target
Lo que me falta es inherente al propio tanqueo más que a la clase: no sé como controlar a los bichos y a por cual va cada uno, a mi tb me falta el target y el target to target
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Re: Primeras impresiones sobre el tankeo en el SWtOR
hyuuga_shi escribió:me falta el target y el target to target
+1
Re: Primeras impresiones sobre el tankeo en el SWtOR
subo un 1 mas a tu +1....
Y yo necesito Macros!!!
Y yo necesito Macros!!!
Re: Primeras impresiones sobre el tankeo en el SWtOR
Por cierto, me pareció supercurioso aparte de innovador el hecho de no ver "comida" en sí, si no q cada clase tiene una habilidad particular para recuperarse.
En el caso del trooper: Recharge & Reload. Recuperas vida y recargas el armamento. COOL.
En el caso del trooper: Recharge & Reload. Recuperas vida y recargas el armamento. COOL.
Re: Primeras impresiones sobre el tankeo en el SWtOR
Proteo escribió:subo un 1 mas a tu +1....
Y yo necesito Macros!!!
Pues yo necesito Manos xD
Y como dice urto la habilidad de curarse uno mismo fuera de combate me parece cojonuda ya que asi se reducen lso tiempos e recuperacion a la minima expresion
Última edición por dairon el Mar 29 Nov 2011, 18:21, editado 1 vez
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Re: Primeras impresiones sobre el tankeo en el SWtOR
Si además no hay ninguna "poción de maná" o equivalente, solo curaciones con 1.5 minutos de recarga además. Pero cada clase tiene una habilidad extra para recargar parte de la energía/munición/fuerza, la verdad es que esto me ha gustado bastante.
Fordo- Machacaorcos
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Re: Primeras impresiones sobre el tankeo en el SWtOR
Y los Buffos que? Cada clase un Buff distinto ^^
Re: Primeras impresiones sobre el tankeo en el SWtOR
Cierto, y el sistema de tuneo de armas, armaduras y naves, también promete bastante. Yo la verdad es que salvo detalles estéticos y chorraditas que echo en falta de otros juegos, creo que nos va a dar bastante de si...
Estoy deseando ver que somos capaces de hacer en crafteo, en pve organizado, en pvp. Me perdí las flashpoint por estar enredando en otros sitios jejeje, pero de seguro que las haré varias veces, no tengo intención de ser un uber de lvl 50 en 2 minutos, me apetece más ir vagando y disfrutando bien todo.
Estoy deseando ver que somos capaces de hacer en crafteo, en pve organizado, en pvp. Me perdí las flashpoint por estar enredando en otros sitios jejeje, pero de seguro que las haré varias veces, no tengo intención de ser un uber de lvl 50 en 2 minutos, me apetece más ir vagando y disfrutando bien todo.
Fordo- Machacaorcos
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Re: Primeras impresiones sobre el tankeo en el SWtOR
ya veremos, no tengo acceso a lso foros de testeo, pero hay un post muy currado de alguien que NO se va a comprar el swtor y lo argumenta muy bien...
Re: Primeras impresiones sobre el tankeo en el SWtOR
Y por encima que es lo que dice? por que yo no le he visto muchas pegas. A ver dista de ser perfecto pero es suficientemente bueno e interesante para mantenernos ocupados y divertidos un tiempo razonable, y hace tiempo que no veía un juego que me picase la curiosidad así.
Fordo- Machacaorcos
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Re: Primeras impresiones sobre el tankeo en el SWtOR
No lo se, cuando vi que era un hunter hardcoreraider del wow que fue first US en su servidor en tirar a Algalon se me olvido todo lo que habia leido... pero vamos, que argumentaba bien el chico...
Re: Primeras impresiones sobre el tankeo en el SWtOR
Vamos que es un superuber de la muerte y al parecer no le gusta que no lo va a poder ser por el momento en este juego? Una cosa es el afán de superación y otra la obsesión que tienen algunos.
Lo dicho, a mi personalmente el juego me ha gustado, me ha recordado al kotor en algunos aspectos y a ese clásico solo le echaba en falta el poder jugar con amigos y no solito, que solito es muy aburrido.
Lo dicho, a mi personalmente el juego me ha gustado, me ha recordado al kotor en algunos aspectos y a ese clásico solo le echaba en falta el poder jugar con amigos y no solito, que solito es muy aburrido.
Fordo- Machacaorcos
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Re: Primeras impresiones sobre el tankeo en el SWtOR
mas o menos decia que a nivel 20 cambiaba todo, que era muy simple y que a nivel 50 se aburria, o algo asi, en cuanto llegue a casa copypasteo el post.
se quejaba tambien de que las recetas de crafteo eran superiores a las de los drops de los mobs o algo asi... y tambien de que estabas obligado a cojer siempre las mismas profesiones de tu clase... no se, decia muchas cosa, cuando pueda lo pasteo.
se quejaba tambien de que las recetas de crafteo eran superiores a las de los drops de los mobs o algo asi... y tambien de que estabas obligado a cojer siempre las mismas profesiones de tu clase... no se, decia muchas cosa, cuando pueda lo pasteo.
Re: Primeras impresiones sobre el tankeo en el SWtOR
pues sinceramente no son moco de pavo... como ya he dicho en el otro hilo. Dificultad a nivel 15 era nula, y si la música me pone los pelos de punta y la ambientación me encanta... y la historia me embarga, pero necesito un reto, si no hay reto prefiero leer un libro con la B.S.O original de fondo .
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Re: Primeras impresiones sobre el tankeo en el SWtOR
Es cierto que hasta para un patancete con dedos de goma como yo el juego tiene una dificultad bastante flojilla, pero aún así creo que el reto amplia con el trabajo en equipo, yo he visto algunas misiones de grupo en coruscant complicadillas.
En fin que para gustos colores...
En fin que para gustos colores...
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Re: Primeras impresiones sobre el tankeo en el SWtOR
Yo creo que el primer flashpoint (Que a mi me costo 3 o 4 wipes) es mas para conocer el tema de lso social points que para otra cosa, pero no he jugado lo suficiente para saberlo, no puedo enlazar lo que decia el tipo por que no funciona la pagina del swtor, pero vamos, que hacia una argumentacion muy clara, lleva desde el principio de la beta y se ha subido a 3 niveles 50
Re: Primeras impresiones sobre el tankeo en el SWtOR
Me imagino que echaba más horas que la suma total de todos nosotros. Yo no suelo hacer mucho caso a los que tardan 10 minutos en subirse el nivel al máximo, principalmente por que yo no puedo hacerlo ni de coña, es como lo de los super builds, al final yo prefiero jugar con las habilidades y equipo que me gustan y le van a la personalidad del keko. Al fin y al cabo es un juego, para ser 100% eficiente y dedicado ya están los trabajos.
Fordo- Machacaorcos
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Re: Primeras impresiones sobre el tankeo en el SWtOR
Proteo escribió:las recetas de crafteo eran superiores a las de los drops de los mobs
OU YEAH, le molestará porque si es un hardcore raider lo que quiere es subir a nivel 50 en un día y en 5 min hacer una raid high end y pillarse el equipo así. Lo de farmear y craftear a este tipo de personas no les va. Personalmente yo lo prefiero
Fordo escribió:Me imagino que echaba más horas que la suma total de todos nosotros. Yo no suelo hacer mucho caso a los que tardan 10 minutos en subirse el nivel al máximo, principalmente por que yo no puedo hacerlo ni de coña, es como lo de los super builds, al final yo prefiero jugar con las habilidades y equipo que me gustan y le van a la personalidad del keko. Al fin y al cabo es un juego, para ser 100% eficiente y dedicado ya están los trabajos.
+1
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Re: Primeras impresiones sobre el tankeo en el SWtOR
http://www.swtor.com/community/showthread.php?t=679630
ese post es, si no os logeais no podreis acceder, voy a ver si puedo quitarle el formato y lo copypasteo en un solo post, lso comentarios y la captura de pantalla del first realm kill lo pone en el post original, en una contestacion que da.
ese post es, si no os logeais no podreis acceder, voy a ver si puedo quitarle el formato y lo copypasteo en un solo post, lso comentarios y la captura de pantalla del first realm kill lo pone en el post original, en una contestacion que da.
Última edición por Proteo el Mar 29 Nov 2011, 21:08, editado 1 vez
Re: Primeras impresiones sobre el tankeo en el SWtOR
I've been a tester since August, and...
I will not be buying The Old Republic
I keep trying to find reasons I should buy TOR, and have expressed this
several times to friends who have also been lucky enough to get into the
beta, but ultimately I simply cannot justify purchasing a
BioWare-flavored mediocre MMO.
TOR gets a lot of things right: Presentation is spot on with superb
voice acting, impressive environments with consistent and thematic art
direction, and even a moderately compelling story line, but it is in no
way a complete or functional game. Almost everything else about TOR is
lacking and incredibly unimpressive, all the way from core class design
to the user interface.
I tried to drink the kool-aid, I really did. I even called friends who
had been in the beta before me out on their negative outlook of the
game, but low and behold, I now feel that they were right all along.
Everything about TOR with the exception of its presentation reeks of
half-baked implementations, shortcuts and complete and utter apathy.
It's actually jarring as you play through the game to see how abysmal
some of the content gets and how lazy the game's production feels. It's
as if TOR has a design document sitting around that's artfully crafted,
filled with ambitious ideas and deep conceptual fervor that was simply
pushed into the waste bin by an EA executive who didn't give a crap
about how good or bad the game is, and only cares about the bottom line.
Despite this, I have played a Guardian, Scoundrel and Mercenary to the
level cap across the 3 builds I've been in the beta, for no other reason
than boredom and ample free time. If I had anything better to do TOR
was invariably put to the wayside, even though I was privileged enough
to play in a beta that thousands of people would have killed to be a
part of.
Total playtime is ~350 hours since I was invited (~3h/day), but most of
that is in quite dense play sessions, followed by extended breaks. I
would ballpark that it takes about 2 weeks of dedicated play to reach
the level cap per build.
"Based on your experience today, how likely would you be to recommend TOR to a friend"
This started as an 8 and briefly jumped to a 10.
Now I usually just close the window.
The game is simply not what its cracked up to be, and Bioware is doing
an incredible disservice to its dedicated fan base by conning all of the
weekend beta testers into seeing the only good content the game offers
up in the first ~20 levels of play, and even then it is rife with bugs
and instability.
If you have reached beyond Coruscant and Dromund Kaas and ventured into
Taris and Balmorra, this is what the game truly is: Ample wasted space,
long runs, uninteresting story lines, and laden with kill and collect
quests.
And without further ado, reasons I will not be buying TOR:
TOR is far and away the least mechanically fun MMO game I have ever played.
This is a bold statement, but I feel it is very justified. Relative to
other games I have played in the MMO genre, TOR does not hold up well,
featuring a myriad of problems with its general gameplay. Everything
from a clunky (and dysfunctional) skill queue to the unresponsive TAB
targeting system, the game simply does not feel like a game of its caliber should.
To its credit, it has actually been getting better over time (there is
no more acceleration on jumping, for example), but it is no where near
the responsive level it should be, and has a staggering amount of small
issues that culminate into a major headache that simply make the game
un-fun.
Off the top of my head, issues that need to be fixed that directly affect playability of TOR:
There are a lot more problems that affect playability that are more case
specific, but that list hits the vast majority of the problems that
make playing the game in general unfun.
Story does not make up for other short comings
"I want to save the story for live, so I won't play my class in beta."
I can't tell you how many times I've read this (or a variation thereof)
on public forums in relation to weekend testing. This statement alone
acknowledges that story is not a sustainable enough part of a game to
make it worthwhile. When it comes to TOR, the story is the only reason
in many cases to slog through the game. People are actively avoiding the
story now so they won't "waste" it for later.
What people don't seem to understand about TOR is that past the first
couple planets, your class story actually fills an incredibly small
portion of the overall content of the game. I would estimate upwards of
85% of the game is recycled every time you play a character of the same
faction. On later planets, it will get to the point that you may
actually forget entirely what is going on in your story quest, as well
as major characters and why they are important.
Repetitive questing content:
The general composition of each planet is pretty simple: they are
divided into sections (usually divided by map segments) where you will
do 1-2 story related quests, and an inordinately high amount of side
content. On lower level planets this is not a very noticeable issue, as
you require less quests to level (The first 2 planets are 1-~18 of 50
levels.) On later planets, this disparity can get staggeringly high. For
example, on Quest, Bounty Hunters have exactly 1 class quest, which
takes about 5 minutes to complete. Literally, 1 class quest for an
entire, although short, planet.
Light/Dark illusion of choice:
The light/dark system is a very poorly conceived system that punishes
you in several different ways while only affecting the story in very
minor ways in most cases:
Because the system is a single scale, there is a huge opportunity cost
associated with picking one choice over another. If I pick a +100 Dark
option, I can miss out on a +100 Light option, meaning I effectively
received -200 Light (assuming that I was going light-leaning) putting me
even further away from my Light V goal... but that guy really needed to
die.
The choices you make in the Light/Dark system are generally frivolous in nature as well.
You picked Dark and killed Darth Superdude!
You picked Light and nobly spared Darth Superdude!
You picked neutral and Darth Superdude was never heard from again.
All roads lead to Rome, as they say.
If this was a non-class quest, and not part of a core planet quest line
(which they all have past Coruscant/DK) it is 99% likely you will never
see or hear from Darth Superdude again except by mail, with a small sum
of currency, provided he didn't die. You'll probably collect a bounty on
him if he did. Again, it's an illusion of choice.
Dark/Light choices outside of class quests are the main offenders of
this as they literally change nothing about the story except the
dialogue you see when you turn them in, or whether or not you
cinematicly strike/shoot/shock someone.
There are some cases in the class story quests I have done where I
wondered "What would have happened if I went Dark instead of Light
here?" but the answer is always the same: I would have just killed a
different named NPC, and the story would have continued in a way that is
consistent with the next step.
The final story quest will sometimes make you want to know what happens
if it plays out a different way, but there is not a single chance I (or
most rational people for that matter) would spend over 100 hours to find
out first hand. Most will just look it up on Google or ask around.
Without the ability to quick save/load like you would in a traditional
Bioware RPG, the player will tent to experience apathy towards the story
instead of being able to go back and actually see the differences.
Grinding, and other tired MMO mechanics
TOR had a huge opportunity to do something fantastic with its game that
has never been done before in any MMO I've had the privileged of
playing: Removing the leveling system entirely. My character could have
progressed through an epic tale, and advanced as a rate reflective of
where I was in the story so all content would be relevant to my
abilities at all times. As new skills were introduced, the game could
provide situations for me to use them and learn how to play my class.
Instead, it opted for the tired XP treadmill that would allow me to
(begrudgingly) kill 500 rats to collect their 200 teeth, because all
rats don't have teeth, and of course they only have 1 each.
Not only are there quests that feature grinding as a core objective,
there are bonus quests to encourage grinding too. The sad part is that
if you actually skip the Bonus kill quests you will fall behind the XP
curve. I had a class quest with a kill 135 bonus quest. This is not an
exaggeration.
The XP system is not the only place TOR is just another tired, old MMO. I
sure am glad I have to buy these skill ranks, repair my gear and carry
these vendor purchased crafting materials... Oh, this boss has 800,000
HP and is completely un-threatening? I guess more health means he's
harder. Good thing they removed auto-attack so I have to be here to
perform this completely trivial endeavor.
I seriously don't understand where the disconnect happened between the
community who has been playing other MMOs for years and the BioWare
development team. Did it occur to no one down at that office in Austin
that MMOs have been boring and same-ish, with droves of people leaving
them for quite some now?
No one is asking TOR to re-invent the wheel, but it goes backwards in a lot of places.
A cooldown on resurrection for classes who aren't healers? Somehow, I
feel classes without healers will need to resurrect people significantly
more than those with healers.
There is no summoning mechanic in the most current build (although it
was briefly, and completely non-functionally in a previous one.) Putting
everything on the Fleet or Ilum was a nice touch. It's like
implementing teleporting to dungeons, only lazier.
I can't understand how a company with the Star Wars license wouldn't
push the boundaries of current game design. It astounds me. Being able
to put the words Star Wars on the box for your game not only ensure that
it absolutely will not fail (because if Episodes 1-3 didn't kill it,
nothing will) but look at how big of a turd The Force Unleashed 2 was
and it still sold something silly like 600,000 copies.
Being a hero, and other Anti-MMO ideas
Back at Gamescom '09 when we were first introduced to Hutta and the Bounty Hunter class (https://www.youtube.com/watch?v=ielWubUXpaU) and there is a lot of marketing speak about how classes all feel iconic, and how everyone should feel like a hero.
When it came to class mirroring, the idea of iconic classes was thrown
out the window. Going full auto on someone as a Trooper makes a lot of
sense, but needing to devise a flamethrower alternative falls into a
huge grey area. The concept works fine (mostly) for the force users, but
for the tech classes, it just gets kind of silly.
This is simply a matter of gameplay being incompatible with canon, and
forcing the design to fit the gameplay needs. While admirable, this
completely backfired and just turned into a ton of skill bloat and
overlap. When I think of a Trooper and a Bounty Hunter, I feel they
would be similar, but not mirrors, yet the game pushed the square peg
through the round hole anyway.
This is a major design flaw in my estimation. Last time I checked, the
Empire also has troopers, so why couldn't I just play one of those?
Let's pretend they don't have a -100% accuracy modifier... And does the
Republic never work with mercenaries? I can't find any good reasons the
republic can't hire a Bounty Hunter (off the record, of course.)
Then there is the whole concept of being a hero, or feeling heroic in
general, which is honestly just replacing 1 NPC with 3. At no point in
the game does combat feel "heroic", it just annoyed me as a melee class
because I had to run between ranged NPCs to heroically kill 3 weak rats
instead of 1 normal rat.
Everyone who zones into the class phase will kill the same boss, get the
same rewards, be a hero. This is very fitting for a single-player
experience, but makes your story feel extremely hollow in a multiplayer
environment. This is just a fundamental conflict between how an MMO
works, and how a single player game works; ultimately, nothing you do in
an MMO can be important because thousands of other players need to do
it too.
Planets made of phase portals and wasted space
This may be considered more of a minor gripe, but when playing the game
you will notice something on subsequent playthroughs: No phased areas
are used by more than one quest. There are 2 Lightsaber forges on
Tython, one for Knights and one for Consulars, even though they both go
to it to do the same thing. Areas need to be made much larger because of
this, and if the game were able to dynamically place doodads or modify
terrain to accommodate the needs of certain quests the planets would
have much more space to feel less like hallways. TOR's phasing tech is
simply not up to par.
If a hallway requires more phase portals to facilitate more quests, it
gets longer and longer. This snowballs to an insane amount of empty
space required when you have upwards of 60 phased areas on a planet.
This may have been intended to facilitate the "do class quests with your
friends!" feature, but seeing how many flaws it has (inability to see
many conversations, not seeing any conversations that happen outside of
phases) it seems like more of a happy side effect of a poorly developed
system to begin with.
The only quest in the entire game I can think of that actually shares a
phased area is the quest in the ice fortress on Hoth, and even then,
both factions go there to kill exactly the same guy (although the 2
planet stories surrounding the area are completely different.) I imagine
this lone portal as the most technical challenge the phasing system
has.
Companions feel tacked on
I'm going to ignore all technical issues (they can't ride elevators,
they can't jump off ledges, they don't walk through doorways which used
to feature gates/doors, etc.) but pretending they don't exist doesn't
make the annoyance of them go away. We'll also ignore the AI issues
which I alluded to previously in this post.
Companions have a major flaw, where some companions are simply worse
than others, and for the most part the situation genuinely doesn't
matter. This is another fundamental breakdown between the MMO and the
single-player story experience that is TOR. When I play Mass Effect 2 on
Easy, I can use whoever I want, but when I play on Insane, I always use
Miranda. Since TOR only has 1 difficulty level, it doesn't seem like a
good idea to use anything but your best companion at all times, as
content in the world is scaled around having them and they aren't simply
a friendly tag along.
In the current build, it is inadvisable to use anything but the healing
companions as they vastly reduce your overall downtime. In previous
iterations of the system, the tank companions were always the optimal
choice and DPS companions the build before that. The gameplay needs of
the player take precedence over the desire for story variety, as the
companions never truly influence how the story plays out unless the
player modifies their conversational choices to suit their companions
preferences (see: to score affection points.)
There are also companions that are mandatory for certain quests even
though their gear may be 30 levels behind the times, and the order you
acquire certain companions can make some classes harder to play than
others (Warriors get their healer on Balmorra, Knighs on Hoth), or make
crafting far more annoying (Knights have 3 companions at the end of
Coruscant, Agents get their third companion on Alderaan, 4 planets
later.)
Ultimately, companions are just pets that you need to fully equip with
currently weapons and armor if you want them be even remotely effective.
They are more of a burden, but are so required because of how gameplay
is designed.
If this were a single player game, and companions had more dedicated
content, they wouldn't feel nearly as tacked on as they do. In Mass
Effect 2 I liked all of my companions and knew all about them because
their content was my content. They became part of my story. Nothing
about TOR companions feels even remotely close to the level of ME2 in
terms of story, and I genuinely feel no attachment to them, I simply
select them by roll, and try to keep them as equipped as possible, while
blissfully ignoring the existence of the other, less useful ones. Once I
hit 50, I just feed them gifts.
There is no reason that large portions of content (both planet and
class) shouldn't be tailored for specific companions conversationally
more so than they are, which would give them all interesting story lines
that don't require you spamming gifts at them, or answering dialogue in
a certain way. I can't think of any reasons not to go fishing through
companion quest dialogue trees for optimal affection points, just to
unlock more companion content faster.
Pretending the companion system isn't flawed (story vs. functionality)
is a bit of a stretch, and as you get higher level the problem only get
worse. The whole system is just lazy which heavily detracts from the
story feel, with the exception of your first (or second) companion who
is well integrated into your class story line.
Itemization is... yeah
It doesn't take a mathematics major to figure out that the stat system
in TOR is inherently flawed. There are stats that add static stats
(class primary stats and power) and stats that add scaling stats (crit,
surge) meaning that there will be a point at which 1 crit will be worth
more than 1 power and vice versa. This will be a math problem, and
moddable items will facilitate these variables fully. The mod system
allows for people to choose stats (including base stats like Aim and
Strength) over stats like Crit and Surge, and I can tell you right now,
without having any numbers or idea how some classes work, that there
will be an optimal solution, and people will min/max the system in as
much time as it takes them to whip together a rough spreadsheet.
Augment slots exacerbate the issue further, as they provide "free" stats
on top of the moddable nature of items. If they just give raid gear
Augment slots no one crafts, and if you don't give raid gear augment
slots, crafting is mandatory. If I can get a raid drop epic and strip
its mods to put them in a craftable item with an augment slot, there
really won't be much variety to the game.
If this is what the final version will be, I almost feel ashamed for the
folks down in Austin for this obvious and major oversight. They may as
well take the stats off of everything and just put a rating on gear if
it remains as it is at current since there will only be one "correct"
way to itemize.
There is basically no endgame!
This is probably the biggest hangup of all as it means that TOR devolves
into nothing more than a single player game with a monthly fee until
there is something worth paying for to progress my character.
I don't want to read some smug idiot posting about how "Molten Core
wasn't in WoW at launch" because it was. Patch 1.1 was the launch patch,
look it up on WoWPedia. Was it buggy? Yes. Was everything in it except
for Ragnaros killable? Yes. WoW also came out in 2004, and is the
reference to what games that want to be taken seriously need to live up
to. I don't care if you love or hate WoW, but I think it's pretty sad if
you're emotionally invested enough in a game to hate it.
In every build so far, endgame has consisted of virtually zero fully
functional content although it is getting more plentiful each build,
with new issues cropping up every build as well. There are daily quests
on Ilum and Belsavis, and 3 level 50 flashpoints that are nearly
functional currently.
Hard mode instances are just scaled up versions of the originals and
blatantly untested. No boss mechanics are different, and the encounters
are extremely hit or miss in terms of difficulty (some are unbeatable
currently.) Based on how poorly most flashpoint content has been
implemented on their initial pass throughout my time in beta, I have
very little faith that the Hard modes will be balanced for live and they
will likely be entirely too simple if what's on the servers now is any
indication.
Eternity Vault is buggy. Leaping at a turret on the first trash pull
throws you into space and disconnects you until your raid group kicks
you, leaves the instance, and resets the phase. The second boss desyncs
from the instance and is unkillable without the ability to avoid his
attacks, which is basically the entire fight. I don't know how many
bosses are in the Eternity Vault, but it will be down within 2 weeks,
and all Hard Modes within a month based on what I saw and the fact we
were able to rag-tag together a random pug in greens and beat the first
boss with virtually no information on him in 4 pulls.
Random gripe grab bag
Final Thoughts
From what I've seen of TOR since August, I could not in good conscience
recommend that people who really want to experience that whole MMO
feeling all over again waste their time on TOR. It brings nothing
meaningful to the table and will be coasting to success on what's left
of Bioware's reputation and the Star Wars license.
People who are excited to leave other MMOs and come play this will only
be disappointed by its endgame offerings, and this will be a giant step
backwards for the MMORPG genre as a whole.
TOR is simply not good enough to pay a monthly fee for.
I will not be buying The Old Republic
I keep trying to find reasons I should buy TOR, and have expressed this
several times to friends who have also been lucky enough to get into the
beta, but ultimately I simply cannot justify purchasing a
BioWare-flavored mediocre MMO.
TOR gets a lot of things right: Presentation is spot on with superb
voice acting, impressive environments with consistent and thematic art
direction, and even a moderately compelling story line, but it is in no
way a complete or functional game. Almost everything else about TOR is
lacking and incredibly unimpressive, all the way from core class design
to the user interface.
I tried to drink the kool-aid, I really did. I even called friends who
had been in the beta before me out on their negative outlook of the
game, but low and behold, I now feel that they were right all along.
Everything about TOR with the exception of its presentation reeks of
half-baked implementations, shortcuts and complete and utter apathy.
It's actually jarring as you play through the game to see how abysmal
some of the content gets and how lazy the game's production feels. It's
as if TOR has a design document sitting around that's artfully crafted,
filled with ambitious ideas and deep conceptual fervor that was simply
pushed into the waste bin by an EA executive who didn't give a crap
about how good or bad the game is, and only cares about the bottom line.
Despite this, I have played a Guardian, Scoundrel and Mercenary to the
level cap across the 3 builds I've been in the beta, for no other reason
than boredom and ample free time. If I had anything better to do TOR
was invariably put to the wayside, even though I was privileged enough
to play in a beta that thousands of people would have killed to be a
part of.
Total playtime is ~350 hours since I was invited (~3h/day), but most of
that is in quite dense play sessions, followed by extended breaks. I
would ballpark that it takes about 2 weeks of dedicated play to reach
the level cap per build.
"Based on your experience today, how likely would you be to recommend TOR to a friend"
This started as an 8 and briefly jumped to a 10.
Now I usually just close the window.
The game is simply not what its cracked up to be, and Bioware is doing
an incredible disservice to its dedicated fan base by conning all of the
weekend beta testers into seeing the only good content the game offers
up in the first ~20 levels of play, and even then it is rife with bugs
and instability.
If you have reached beyond Coruscant and Dromund Kaas and ventured into
Taris and Balmorra, this is what the game truly is: Ample wasted space,
long runs, uninteresting story lines, and laden with kill and collect
quests.
And without further ado, reasons I will not be buying TOR:
TOR is far and away the least mechanically fun MMO game I have ever played.
This is a bold statement, but I feel it is very justified. Relative to
other games I have played in the MMO genre, TOR does not hold up well,
featuring a myriad of problems with its general gameplay. Everything
from a clunky (and dysfunctional) skill queue to the unresponsive TAB
targeting system, the game simply does not feel like a game of its caliber should.
To its credit, it has actually been getting better over time (there is
no more acceleration on jumping, for example), but it is no where near
the responsive level it should be, and has a staggering amount of small
issues that culminate into a major headache that simply make the game
un-fun.
Off the top of my head, issues that need to be fixed that directly affect playability of TOR:
- Needless skill bloat on all classes
- Poorly distributed utility skills (long duration CCs, sunders)
- Skill queue lockups that prevent skill use entirely
- The cover system in general, which has devolved to "press a button before you press a button"
- AOE targeting indicators that are absent or completely unreflective of size
- Debuff tracking is terrible
- Lack of [Mouseover] style macros (lack of a macro system in general, but most predominantly this)
- Reactive buffs not displaying in a useful or intuitive way (i.e.,
WoW's glowing borders on action bar buttons that indicate a proc) - World-clicking in general is a headache (small objects, clustered enemies, companion obscruction)
- Companion AI is awful (example: not attacking on offensive spell channels and casts, only on instant and reactive events)
- Nameplates of dead NPCs need to go away unless they are targeted
There are a lot more problems that affect playability that are more case
specific, but that list hits the vast majority of the problems that
make playing the game in general unfun.
Story does not make up for other short comings
"I want to save the story for live, so I won't play my class in beta."
I can't tell you how many times I've read this (or a variation thereof)
on public forums in relation to weekend testing. This statement alone
acknowledges that story is not a sustainable enough part of a game to
make it worthwhile. When it comes to TOR, the story is the only reason
in many cases to slog through the game. People are actively avoiding the
story now so they won't "waste" it for later.
What people don't seem to understand about TOR is that past the first
couple planets, your class story actually fills an incredibly small
portion of the overall content of the game. I would estimate upwards of
85% of the game is recycled every time you play a character of the same
faction. On later planets, it will get to the point that you may
actually forget entirely what is going on in your story quest, as well
as major characters and why they are important.
Repetitive questing content:
The general composition of each planet is pretty simple: they are
divided into sections (usually divided by map segments) where you will
do 1-2 story related quests, and an inordinately high amount of side
content. On lower level planets this is not a very noticeable issue, as
you require less quests to level (The first 2 planets are 1-~18 of 50
levels.) On later planets, this disparity can get staggeringly high. For
example, on Quest, Bounty Hunters have exactly 1 class quest, which
takes about 5 minutes to complete. Literally, 1 class quest for an
entire, although short, planet.
Light/Dark illusion of choice:
The light/dark system is a very poorly conceived system that punishes
you in several different ways while only affecting the story in very
minor ways in most cases:
- You will feel obligated to be
consistent in your choices, and may be forced into situations you
disagree with if a neutral option is unavailable. Picking lightside when
at Dark 5 will drop you to Dark 4. There is no buffer at all. - Going the "grey" route is actually not that big of a deal, however
your character will be completely insane if you try to keep the bar
between dark and light 1 to access all color crystals - Picking choices you agree with penalizes you the most, as you will
not have the benefits of a maxed out light/dark scale (relics, cosmetic
gear) and not be able to use all color crystals.
Because the system is a single scale, there is a huge opportunity cost
associated with picking one choice over another. If I pick a +100 Dark
option, I can miss out on a +100 Light option, meaning I effectively
received -200 Light (assuming that I was going light-leaning) putting me
even further away from my Light V goal... but that guy really needed to
die.
The choices you make in the Light/Dark system are generally frivolous in nature as well.
You picked Dark and killed Darth Superdude!
You picked Light and nobly spared Darth Superdude!
You picked neutral and Darth Superdude was never heard from again.
All roads lead to Rome, as they say.
If this was a non-class quest, and not part of a core planet quest line
(which they all have past Coruscant/DK) it is 99% likely you will never
see or hear from Darth Superdude again except by mail, with a small sum
of currency, provided he didn't die. You'll probably collect a bounty on
him if he did. Again, it's an illusion of choice.
Dark/Light choices outside of class quests are the main offenders of
this as they literally change nothing about the story except the
dialogue you see when you turn them in, or whether or not you
cinematicly strike/shoot/shock someone.
There are some cases in the class story quests I have done where I
wondered "What would have happened if I went Dark instead of Light
here?" but the answer is always the same: I would have just killed a
different named NPC, and the story would have continued in a way that is
consistent with the next step.
The final story quest will sometimes make you want to know what happens
if it plays out a different way, but there is not a single chance I (or
most rational people for that matter) would spend over 100 hours to find
out first hand. Most will just look it up on Google or ask around.
Without the ability to quick save/load like you would in a traditional
Bioware RPG, the player will tent to experience apathy towards the story
instead of being able to go back and actually see the differences.
Grinding, and other tired MMO mechanics
TOR had a huge opportunity to do something fantastic with its game that
has never been done before in any MMO I've had the privileged of
playing: Removing the leveling system entirely. My character could have
progressed through an epic tale, and advanced as a rate reflective of
where I was in the story so all content would be relevant to my
abilities at all times. As new skills were introduced, the game could
provide situations for me to use them and learn how to play my class.
Instead, it opted for the tired XP treadmill that would allow me to
(begrudgingly) kill 500 rats to collect their 200 teeth, because all
rats don't have teeth, and of course they only have 1 each.
Not only are there quests that feature grinding as a core objective,
there are bonus quests to encourage grinding too. The sad part is that
if you actually skip the Bonus kill quests you will fall behind the XP
curve. I had a class quest with a kill 135 bonus quest. This is not an
exaggeration.
The XP system is not the only place TOR is just another tired, old MMO. I
sure am glad I have to buy these skill ranks, repair my gear and carry
these vendor purchased crafting materials... Oh, this boss has 800,000
HP and is completely un-threatening? I guess more health means he's
harder. Good thing they removed auto-attack so I have to be here to
perform this completely trivial endeavor.
I seriously don't understand where the disconnect happened between the
community who has been playing other MMOs for years and the BioWare
development team. Did it occur to no one down at that office in Austin
that MMOs have been boring and same-ish, with droves of people leaving
them for quite some now?
No one is asking TOR to re-invent the wheel, but it goes backwards in a lot of places.
A cooldown on resurrection for classes who aren't healers? Somehow, I
feel classes without healers will need to resurrect people significantly
more than those with healers.
There is no summoning mechanic in the most current build (although it
was briefly, and completely non-functionally in a previous one.) Putting
everything on the Fleet or Ilum was a nice touch. It's like
implementing teleporting to dungeons, only lazier.
I can't understand how a company with the Star Wars license wouldn't
push the boundaries of current game design. It astounds me. Being able
to put the words Star Wars on the box for your game not only ensure that
it absolutely will not fail (because if Episodes 1-3 didn't kill it,
nothing will) but look at how big of a turd The Force Unleashed 2 was
and it still sold something silly like 600,000 copies.
Being a hero, and other Anti-MMO ideas
Back at Gamescom '09 when we were first introduced to Hutta and the Bounty Hunter class (https://www.youtube.com/watch?v=ielWubUXpaU) and there is a lot of marketing speak about how classes all feel iconic, and how everyone should feel like a hero.
When it came to class mirroring, the idea of iconic classes was thrown
out the window. Going full auto on someone as a Trooper makes a lot of
sense, but needing to devise a flamethrower alternative falls into a
huge grey area. The concept works fine (mostly) for the force users, but
for the tech classes, it just gets kind of silly.
- Calling your ship to do a bombing run, or laying down an orbital strike is not iconic.
- Shooting Kolto darts at people is not iconic.
- Punching people instead of shooting them because all tanking classes needed to be melee for gameplay reasons is not iconic.
This is simply a matter of gameplay being incompatible with canon, and
forcing the design to fit the gameplay needs. While admirable, this
completely backfired and just turned into a ton of skill bloat and
overlap. When I think of a Trooper and a Bounty Hunter, I feel they
would be similar, but not mirrors, yet the game pushed the square peg
through the round hole anyway.
This is a major design flaw in my estimation. Last time I checked, the
Empire also has troopers, so why couldn't I just play one of those?
Let's pretend they don't have a -100% accuracy modifier... And does the
Republic never work with mercenaries? I can't find any good reasons the
republic can't hire a Bounty Hunter (off the record, of course.)
Then there is the whole concept of being a hero, or feeling heroic in
general, which is honestly just replacing 1 NPC with 3. At no point in
the game does combat feel "heroic", it just annoyed me as a melee class
because I had to run between ranged NPCs to heroically kill 3 weak rats
instead of 1 normal rat.
Everyone who zones into the class phase will kill the same boss, get the
same rewards, be a hero. This is very fitting for a single-player
experience, but makes your story feel extremely hollow in a multiplayer
environment. This is just a fundamental conflict between how an MMO
works, and how a single player game works; ultimately, nothing you do in
an MMO can be important because thousands of other players need to do
it too.
Planets made of phase portals and wasted space
This may be considered more of a minor gripe, but when playing the game
you will notice something on subsequent playthroughs: No phased areas
are used by more than one quest. There are 2 Lightsaber forges on
Tython, one for Knights and one for Consulars, even though they both go
to it to do the same thing. Areas need to be made much larger because of
this, and if the game were able to dynamically place doodads or modify
terrain to accommodate the needs of certain quests the planets would
have much more space to feel less like hallways. TOR's phasing tech is
simply not up to par.
If a hallway requires more phase portals to facilitate more quests, it
gets longer and longer. This snowballs to an insane amount of empty
space required when you have upwards of 60 phased areas on a planet.
This may have been intended to facilitate the "do class quests with your
friends!" feature, but seeing how many flaws it has (inability to see
many conversations, not seeing any conversations that happen outside of
phases) it seems like more of a happy side effect of a poorly developed
system to begin with.
The only quest in the entire game I can think of that actually shares a
phased area is the quest in the ice fortress on Hoth, and even then,
both factions go there to kill exactly the same guy (although the 2
planet stories surrounding the area are completely different.) I imagine
this lone portal as the most technical challenge the phasing system
has.
Companions feel tacked on
I'm going to ignore all technical issues (they can't ride elevators,
they can't jump off ledges, they don't walk through doorways which used
to feature gates/doors, etc.) but pretending they don't exist doesn't
make the annoyance of them go away. We'll also ignore the AI issues
which I alluded to previously in this post.
Companions have a major flaw, where some companions are simply worse
than others, and for the most part the situation genuinely doesn't
matter. This is another fundamental breakdown between the MMO and the
single-player story experience that is TOR. When I play Mass Effect 2 on
Easy, I can use whoever I want, but when I play on Insane, I always use
Miranda. Since TOR only has 1 difficulty level, it doesn't seem like a
good idea to use anything but your best companion at all times, as
content in the world is scaled around having them and they aren't simply
a friendly tag along.
In the current build, it is inadvisable to use anything but the healing
companions as they vastly reduce your overall downtime. In previous
iterations of the system, the tank companions were always the optimal
choice and DPS companions the build before that. The gameplay needs of
the player take precedence over the desire for story variety, as the
companions never truly influence how the story plays out unless the
player modifies their conversational choices to suit their companions
preferences (see: to score affection points.)
There are also companions that are mandatory for certain quests even
though their gear may be 30 levels behind the times, and the order you
acquire certain companions can make some classes harder to play than
others (Warriors get their healer on Balmorra, Knighs on Hoth), or make
crafting far more annoying (Knights have 3 companions at the end of
Coruscant, Agents get their third companion on Alderaan, 4 planets
later.)
Ultimately, companions are just pets that you need to fully equip with
currently weapons and armor if you want them be even remotely effective.
They are more of a burden, but are so required because of how gameplay
is designed.
If this were a single player game, and companions had more dedicated
content, they wouldn't feel nearly as tacked on as they do. In Mass
Effect 2 I liked all of my companions and knew all about them because
their content was my content. They became part of my story. Nothing
about TOR companions feels even remotely close to the level of ME2 in
terms of story, and I genuinely feel no attachment to them, I simply
select them by roll, and try to keep them as equipped as possible, while
blissfully ignoring the existence of the other, less useful ones. Once I
hit 50, I just feed them gifts.
There is no reason that large portions of content (both planet and
class) shouldn't be tailored for specific companions conversationally
more so than they are, which would give them all interesting story lines
that don't require you spamming gifts at them, or answering dialogue in
a certain way. I can't think of any reasons not to go fishing through
companion quest dialogue trees for optimal affection points, just to
unlock more companion content faster.
Pretending the companion system isn't flawed (story vs. functionality)
is a bit of a stretch, and as you get higher level the problem only get
worse. The whole system is just lazy which heavily detracts from the
story feel, with the exception of your first (or second) companion who
is well integrated into your class story line.
Itemization is... yeah
It doesn't take a mathematics major to figure out that the stat system
in TOR is inherently flawed. There are stats that add static stats
(class primary stats and power) and stats that add scaling stats (crit,
surge) meaning that there will be a point at which 1 crit will be worth
more than 1 power and vice versa. This will be a math problem, and
moddable items will facilitate these variables fully. The mod system
allows for people to choose stats (including base stats like Aim and
Strength) over stats like Crit and Surge, and I can tell you right now,
without having any numbers or idea how some classes work, that there
will be an optimal solution, and people will min/max the system in as
much time as it takes them to whip together a rough spreadsheet.
Augment slots exacerbate the issue further, as they provide "free" stats
on top of the moddable nature of items. If they just give raid gear
Augment slots no one crafts, and if you don't give raid gear augment
slots, crafting is mandatory. If I can get a raid drop epic and strip
its mods to put them in a craftable item with an augment slot, there
really won't be much variety to the game.
If this is what the final version will be, I almost feel ashamed for the
folks down in Austin for this obvious and major oversight. They may as
well take the stats off of everything and just put a rating on gear if
it remains as it is at current since there will only be one "correct"
way to itemize.
There is basically no endgame!
This is probably the biggest hangup of all as it means that TOR devolves
into nothing more than a single player game with a monthly fee until
there is something worth paying for to progress my character.
I don't want to read some smug idiot posting about how "Molten Core
wasn't in WoW at launch" because it was. Patch 1.1 was the launch patch,
look it up on WoWPedia. Was it buggy? Yes. Was everything in it except
for Ragnaros killable? Yes. WoW also came out in 2004, and is the
reference to what games that want to be taken seriously need to live up
to. I don't care if you love or hate WoW, but I think it's pretty sad if
you're emotionally invested enough in a game to hate it.
In every build so far, endgame has consisted of virtually zero fully
functional content although it is getting more plentiful each build,
with new issues cropping up every build as well. There are daily quests
on Ilum and Belsavis, and 3 level 50 flashpoints that are nearly
functional currently.
Hard mode instances are just scaled up versions of the originals and
blatantly untested. No boss mechanics are different, and the encounters
are extremely hit or miss in terms of difficulty (some are unbeatable
currently.) Based on how poorly most flashpoint content has been
implemented on their initial pass throughout my time in beta, I have
very little faith that the Hard modes will be balanced for live and they
will likely be entirely too simple if what's on the servers now is any
indication.
Eternity Vault is buggy. Leaping at a turret on the first trash pull
throws you into space and disconnects you until your raid group kicks
you, leaves the instance, and resets the phase. The second boss desyncs
from the instance and is unkillable without the ability to avoid his
attacks, which is basically the entire fight. I don't know how many
bosses are in the Eternity Vault, but it will be down within 2 weeks,
and all Hard Modes within a month based on what I saw and the fact we
were able to rag-tag together a random pug in greens and beat the first
boss with virtually no information on him in 4 pulls.
Random gripe grab bag
- Non-moddable crafting is completely useless at the level cap.
All trainer learned items when fully RE'd to Artifact quality are lower
rating than the lowest rated Operation drops. All Schematics that drop
from Ops make Artifact quality gear right away, so the RE system is
entirely useless in the grand scheme of the game. - Space Combat is an afterthought like a fart in the breeze. Although
it scales up with you as you level, there is nothing challenging or
notable at the end of the journey. If you level all the way to 50 before
doing any kind of Space Combat, all but 3 of the missions will be
painfully simple because of ship upgrades. This still feels like a
totally half-baked feature and the only reason people will do it is for
easy, fast, XP while leveling and free credits at the level cap. - Skill trees are 100% illusion of choice. There is only 1 right way
to spend talent points and be effective at your intended role. There is a
reason WoW is abandoning this terrible design, and it's because you
might make a total of 2 real choices when filling them out. They are
also a trap for new or inexperienced players. - Total lack of macro support makes things like trinkets and off the
GCD skills annoying to use as they require individual key presses. This
makes skills like my "causes next cast to be instant" skill harder to
use an an emergency than it should be. Why would I use it on anything
but my biggest heal? - There is no LFG tool and every single flashpoint falls between
planets, meaning that in order to assemble a group you have to wait on
the fleet stations and hope you randomly find people, stay on the planet
just before it and wait for people to finish the planet to join you, or
hope you can catch people at the beginning of the next planet before
they feel too far in to leave and come back. It is incredibly
inconvenient to get groups together for flashpoints, and even with
servers queue'd out to the max for the beta weekend, it is a nightmare
getting groups for anything but Black Talon/Eseless (which only require 2
people, and spec doesn't matter at all.) The Hammer is just after
Coruscant/DK, and it took over 20 minutes to find a healer when we had 3
people waiting to go. We got him through sending random unsolicited
tells.
Final Thoughts
From what I've seen of TOR since August, I could not in good conscience
recommend that people who really want to experience that whole MMO
feeling all over again waste their time on TOR. It brings nothing
meaningful to the table and will be coasting to success on what's left
of Bioware's reputation and the Star Wars license.
People who are excited to leave other MMOs and come play this will only
be disappointed by its endgame offerings, and this will be a giant step
backwards for the MMORPG genre as a whole.
TOR is simply not good enough to pay a monthly fee for.
Re: Primeras impresiones sobre el tankeo en el SWtOR
Aqui esta el post donde dice quien es en el wow:
Quote:
I was in the guild Gentlemen's Club on Korgath-US, and was a
member of the US first 10man Algalon kill, and world first Herald kill. I
quit at the end of WotLK and have not played WoW since.
http://www.mmo-champion.com/threads/...entlemens-Club
Note the name of the Hunter on the right.
Quote:
Originally Posted by Ebonlore Also Hard Modes are Hard... Imagine that! What this guys needs is a good guild to play with! It would totally change his prospective on the game! |
I was in the guild Gentlemen's Club on Korgath-US, and was a
member of the US first 10man Algalon kill, and world first Herald kill. I
quit at the end of WotLK and have not played WoW since.
http://www.mmo-champion.com/threads/...entlemens-Club
Note the name of the Hunter on the right.
Re: Primeras impresiones sobre el tankeo en el SWtOR
Pues el chaval sera un freak, vivirá para jugar... pero las razones que da están muy bien. Además me gusta el redactado
reiju- Verdugo de Coruscant
- Juego : WoW
Clan : Recio
Antigüedad : 29/01/2009
Mensajes : 2311
Edad : 40
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