I was just going oever the fullstat analyzation article over at torocast http://www.torocast.com/index.php/home/item/382-full-stat-analyzation and one part really jumped out at me and got me pretty excited.
Endurance: - Affects bonus health and health regeneration.
Every 1 point = 10 health
Every 5 points = 1% regen
ex: 83 Endurance
83*10 = 830 bonus health
83 / 5 = 16.6% regen
I really like playing more defensive based toons and my favorite of all time was my barbarion warrior in EQOA. In that particular game you could focus on building your in comabt hp regen as a form of defense. What im curious about is does swtor have a in combat hp regen or is this specificaly talking about a out of combat regen.
Personaly i dont really see a point of out of combat regen since every class has their own channeled heal but i could be missing the point. Right now i am assuming it is in combat my nostalgia is flowing im utterly disappointed in cataclysm and with the recent down pour of swtor news my hype lvl is at a all time high which is kinda funny because i thought the cata release would stiffle it somewhat.
- 12/16/2010 9:11:53 PM Posted in: Jawa Garbage Dump
12/16/2010 8:34:48 PM
Addon's or mods however you like to call them are easily one of my favorite things in a ui. Over time you just end up with a few personal issues with certain features in a ui and mods are a great way to get exactly what you want. The default ui could be the best ui ever made and still some people will not like certain features. That being said if Swtor does not have mods its not going to stop me from playing as the default ui does look pretty good and if the game is fun and engaging enough little things like minor personl ui issues are not going to get in my way.Posted in: General Discussion
11/24/2010 9:33:53 AM
Posted in: Endgame PvEQuote from@Percy_Night
(btw... love your avatar... one of my alltime favorite anime)
Would it be challenging if "some" tanking and healing were needed but mostly what was required was a coordinated effort on the part of a group of players to use a combination of CC skills and well distributed DPS skills to deal with vastly superior numbers of enemies? I'm not stating this "is" what we will see (especially since we have NOT seen it thus far in most of the officially released media) but it "could" be...
From what we know of the skills for each of the classes (again, not full info, but enough to speculate on) it's pretty clear that every class in the game has multiple forms of CC (crowd control) skills, and it also looks like each class will at least be able to carry their own water in the DPS department as well... if so, then it's concievable that one of the primary means of challenging groups of players will be to force them to coordinate the use of those two types of skills...
It's one thing if you're solo and you bust into a room and end up facing 4 opponents... you know who to CC, and who to "burn down" and who you're just gonna have to take some damage from... but if you're in a group of 4 players, and instead of 4 opponents you're facing 16, or 20...? Being able to count on the guy next to you to do his part quickly and efficiently in that battle has got to count for something... I'm really hoping they scale the encounters in both toughness of the opponents as well as quantity, but I do think the more interesting encounters are going to require the group to "get on the same page" quickly if they want to achieve success... /fingers crossed
Thanks for the avatar comment :)
Yeah i definitly think that sounds challenging if the cc component is engaging enough and effective enough i could see running whole flashpoints with straight up dps if your teamwork is strong enough. Then if you have a healer tank setup you may not have as much cc so there are more active mobs and its challanging in a tank healer set up.
When i originaly started this thread i did not think it would possible to create challenging gameplay in a enviornment without trinity but through the helpful posters on these boards my mind has been changed. With a main focus being cc it is a much diffrent system then i am used too. I have played mmo's with cc abilities but often times there is not much cc going on maybe 1 mob per pack pulled. In ffxi you mostly beat on single mobs in many vs 1 combat the only cc you ever did was if your puller was bringing the next mob back to the party early or if you were mana burning some encounter. In EQOA which sadly is the only everquest game ive ever played there was cc but most of the time it wasnt neccesary.
whether the challenge comes from increased cc or from a modified trinity system i'm ready to take it on. The last thing im mostly curious (not concerned just curious) about is boss fights. CC works great when fighting multiple foes but if its one mob vs your party cc loses some of its potency. I know that bioware will more than likely stick to multi mob encounters enforcing cc but eventually we need to fight the big bad guy and when we fight him he should hit like a truck. do you think that bioware will force stricter trinity on some encounters than others. I'm not saying a full blown you must have 2 cc 2 tanks 2 healers or whatever i'm only asking would people enjoy a game where for some encounters were a free for all but the harder hate to use this word but heroic style dungeons needed and tank and healer. or would everyone be so mad that trinity was required by some fights and not the rest of the game. That said i understand that there a plenty more mechanics to make a boss challanging other than hit harder im just using it as and example.
11/22/2010 6:09:52 AM
Posted in: Endgame PvEQuote fromNo, I'm saying that Erickson, himself, said that there were no dedicated classes and no requirements for content. He, himself, said that you could take a full group made up of one class for any content.
The video showed other characters taking hits and damage, true. Sure, the Consular healed, but did you also notice that it was PCs-only...no companions. Those companions can also heal, or tank, or DPS, according to their given skills. That video doesn't show the fullness of gameplay.
Sorry, but I'll take the word of somebody that's making the game rather than jump into the rabid speculation pool. There are no requirements for group class. It's up to YOU to decide your approach to any given content with what you have. As it should be.
The way that you are interpreting Erickson's comment only proves my point about challenging content. They needed someone to hold the camera so they figured they could have the consular do it and heal so they are not bored. That does not say challenging content to me that sounds faceroll easy. As i have said in earlier post traditional bring anyone gameplay often seen in mmo's mean so easy you do not need to pay attention.
I don't think that anyone is saying that the classes will be dedicated to roles that isn't a trinity system anyways. The trinity system is any form of combat that utilizes a healer, tank and dps. It is known that this will not be a strict trinity game and will offer a soft trinity my question is how can you provide challenging content without a trinity system. The answer so far seems that you are always going to need some kind of trinity system how strict of a system we can only speculate.
Any of the ideas I've read from everyone seem viable and could foster challenging gameplay. In the end i just do not want to be able to roll into a flashpoint with 5 people god of war style and lawnmower everything down. It may be fun for a little bit but it gets boring fast.
11/5/2010 5:31:58 AM
Posted in: Endgame PvEQuote fromSo to me the soft trinity will be ideal if it means a specced healer can keep a dps specced jk tanking alive, or a healing companion can keep me up. On the otherhand a dps consular cant keep a dps trooper up for very long. Also bear in mind, when bioware speak of no trinity, i would imagine you would still need a dps in heavier armour to cover the role of tank. I cant imagine 4 stealth specced smugglers getting very far.
I cannot see any way that a game can be scaled so 4dps can clear a dungeon/flashpoint with ease, as people like me who spec to fullfill a role will be overlooked for people who can do big numbers.
I like that idea sounds infinitly better than just allowing anyone to do anything. If im fully understanding what your saying you could spec multiple ways for instance class x (x could be any class) could go straight up tank, dps or heals or they could go a mixture of two kinda hybrid style so you could be a class x tank heal, class x dps heal, class x tank dps or just spec pure class x dps heals or tank.
When in a group and you need to decide who will tank you would want to grab a pure tank if you have one if not you can move down the ladder next would be a tank/heal or a tank/dps finally if you have no half tanks you would try a dps. As you go lower on the ladder of tanks you need to go higher on the ladder of healers. If you have a pure tank you wont need as much healing so you could use a heal/dps or a tank/heal who could use their free time to help dps instead of just standing there like a heals only may do. But if you are using a dps to tank then you may need a full spec healer to keep them alive.
I left companions out of the equation for simplicities sake but they could subsitute in on many area's. For instance if you have a full spec tank maybe you would only need companion heals.
Using this type of soft trinity you can't create quite as difficult encounters as you could in a strict trinity but you can make them much more accesible and in the end i think thats what we all want anyways. Fun content thats somewhat of a challenge and easy for everyone to get into and enjoy.
10/27/2010 5:57:23 PM
It seems to me Darth Hater is one of the most detailed info packed sites out there so im going to guess yes.Posted in: General Discussion
10/27/2010 5:55:31 PM
I personally love holiday events and limited time things but agree everything has a time and place. Sometimes these events break immersion by taking you out of the moment and bringing you out to the real world. On the other hand a lot of these events can increase immersion in the opposite way they bring the real world into the game.Posted in: General Discussion
Around holiday time you get excited in real life you decorate and do whatever holiday things and then in your game time you can take that holiday excitment into the game and celebrate the holiday with your guild or online only friends maybe even family you rarely see in person but play with online. these event's make you want to spend time in the city with the community and provide some levity in a mmo which over time will always start to feel like a grind.
10/27/2010 5:46:22 PM
Posted in: Endgame PvEQuote fromAbout that Flashpoint design, I think I read in one of the so many play experiences from E3 or some other expo, that in one flashpoint you had to fight that big boarding robot together with his boarding party.
One player (think it was a Trooper) kept the Robot busy, the smuggler was shooting away at it, the Jedi knight was taking care of the small Boarding NPCs, Minions mostly, that were attacking the defending (friendly) NPCs while the consular was doing his/her best to keep them all going ant alive.
This technique was required, since the attacking minions could kill a defending NPCs with one hit. Said defending NPcs however had a higher Damage output on the Droid and such were required to finish the fight in a certain time. Admitingly you still had a soft trinity of Damage dealers, healers and Tanks, but... yeah, I hope you can see what I mean. It was not like one Tank, run in, aggro the room, get enough threat, then have the DDs AoE the mob group while the healer keeps the tank alive.
Not too sure if that flashpoint was a special example for the expo, you do not want to show the boring stuff everyone knows from all the other game already, or if we will see more of such things. However, if there are a lot Encounters like that, I hope we get a small hint on how to tackle it, else it will be a lot of trial and error until someone posts the propper strategy.
I think that this flashpoint looks awesome and if the content is made in this fashion that it would be quite challenging in a trinity system. The problem i see is that if there is no trinity system and everyone can just be whatever then its hard to balance it to be difficult. Imagine the adds that come streaming in and can one shot the npcs. if they just move in a straight line to the npcs and everyone can dps them down without worrying about pulling threat thats still pretty cool. But what if it was in a more trinity based setting when the adds stream into the room they have to be picked up by the ot in this video the warrior or cced by the dps if he does not pick them up they will go onto the dps or heals who will die since they have a lower defense. more people take damage more healing to be done more cc spread around more excitement to be had.
If everyone can be whatever we can just run in and when the adds start steaming in no one is in threat of dieing because the flashpoint is designed to not need a tank and minimal healing instead of a dedicated healer. so everyone can dps the mobs until they die. Granted i know this is an overexaguarated statement i do not think they we will have no chance of dieing but i think we will have much less of a chance of dieing because the mobs damage is tuned for hitting anyone.
In this case if a group comes in with players who dedicated themselves to tanking, healing, off-tanking/half tank half dps and full dps the flashpoint would be crazy easy. Since the mobs are tuned to hit anyone a player built full defense will take very little damage. The healers heals will be more than enough to cover the small amounts of damage and the mobs will die quickly since the dps can spec full into dps instead of picking up some healing and defense abilities.
All in all its looking like the discussion is becoming less important it would appear from the annouced advanced classes that we will end up with a trinity system we will just need to see how specialized the roles are or if they are all more jack of all trades with a +1 to healing defense or dps.
10/26/2010 2:49:29 PM
I feel like i may be posting this a bit more arguementitive than i intend. I am in no means trying to preach a doom and gloom scenerio. If doom and gloom was really what i saw coming with swtor i wouldn't be on a community site such as Darth Hater i would be over on the official forums qqing my doom and gloom with the masses. All im trying to get across is that i feel trinity is the tried and true method of multiplayer rpgs. I do not see how you can have challenging content without forcing some kind of trinity system. My original intent with the post was to challange that thought and maybe prove myself wrong.Posted in: Endgame PvE
My relateing a soft trinity to wow's current heriocs is exactly what i meant. Right now it seems that Bioware is designing the dungeons to be as easy as wow heroics are now instead of designing them to be more like they were when everyone was at the correct item lvl. Faceroll easy grindfest compared to slower more strategy based tactical combat. but you are correct i have no more info than what i have seen in the multiplayer demo and read from the developers comments on moving away from the trinity system.
I'm also not trying to say that swtor should steal gamers away from wow i'm just saying that gamers from many mmo's will be playing trying swtor because that is what mmo players do. We listen to the marketing we feed into the game we get so exicted about the greener grass we stand in line to finally get the game then we play it and we love it or we move on. I want as many people to love it as possible and like it or hate it trinity based system have the highest retention.
More along the lines of my original intent how would you (by you i mean whoever reading) design a flashpoint with a soft trinity or no trinity and make that content challenging.
10/25/2010 7:09:34 PM
Posted in: Endgame PvEQuote fromLike Siros, I also had a great deal of SWG time pre NGE. What was fin about the lack of a Trinity System there was that as long as you had some kind of combat based skill, you could go out with a group of friends and hunt Kryat Dragons, or as we did, watch the PvP star of your guild get one shotted by the Gorax after Endor was put in. A huge group of people just beat on the mobs, and Aggro was a simple affair.
The Corilian Corvette Theme park was a real pain btw.
My concern is that to often tanks sacrifice damage and the ability to be relevant in PvP by investing in skills that enhance threat generation. If I play a Juggernaut, I want to be bad ass in PvP as well as being able to tank a boss mob. I want to be able to consume content without bringing a friend so I take a year to kill one mob. Everyone PvP or PvE needs heals. But a Tank can't pull aggro on a living human being.
Unfortunatly we are going to run into this problem no matter what. The game is going for the wow approach to pvp where there will be completely different sets of gear and stats for pvp and pve. With that type of system you are going to have to focus on a build for pvp or pve anyways and more than likely have a pvp spec and a pve spec. My knowledge of pvp mechanics is not very robust though. I mainly focus on pve which i think is why i am the most concerned with the way that endgame raiding or flashpoints seem to be trending.
I was just going back to some older podcasts i think episode 51 after the team got to play through the multiplayer demo. Now we can not be positive if their characters were buffed or not but setting that argument aside and focusing on what i have heard from them. They were all dps spec and had never played in a multiplayer flashpoint yet they were able to go in with a couple minutes of practise and down a flashpoint that would occur after you have already gotten your advanced class whenever that point in the game is.
What that tells me is that the game is a pretty easy which is good to a certain extent. I know its fun to run into a room all heroic like and pwn everyone in there i enjoy those things too but this is not a single player game and can not be built like one. This is a mmo and these flashpoints are going to be played over and over and over. If all you need to do is run into them pwn everything then profit i dont think i could do it more than 2 or 3 times then its just boring. In order for it to be heroic it has to be challanging and there has to be risk.
Look at wotlk heroics right now you could run in with a party of 5 dps or 4 dps and a heals or healing tank and 4 dps whatever you can pretty much bring anyone. A large part of the community hates it there is no challange and is boring as hell. Step one run through dungeon clicking buttons step two profit. Now i know your at your keyboard right now like this is not wow stop comparing it to wow and your right its not and it shouldn't be. So why design flashpoints around a generally accepted fail method of dungeon design? Shouldn't they design the dungeons to not be like wows system?
Right now the swtor community is very diffrent from the wow community and maybe the swtor community loves the idea of faceroll content. If that is the case (im not saying it is) there is nothing wrong with that maybe its better i'm only one opinion i can't tell other people what to like. When this game launches though this community is going to change into the wow community. These players need to come from somewhere and that main where is going to be wow. If swtor does not have content to keep players with a endgame focus around then they will leave and find a diffrent game or go back to wow. I do not think swtor has the ability to draw from a huge new market of players and create a completely new style of mmo with a new crowd. Some new players yes maybe some that used to play swg but quit and no longer play mmo's. The mmo market is pretty saturated and the nonstop players grinding endgame dungeons and running the progression of raids are the ones that keep the game going. They do not cancel their subscription when they have reached max like many casual players do. If you do not give people stuff to do at endgame they will cancel. If all of the content at the end is boring people will cancel.
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