It’s not how the action’s combat was bad; it’s who's wasn’t different enough from what WoW were compelled to make these characteristics a selling feature. “Do so what you can do in another game though different visuals” isn't a compelling marketing point. It’s even separate around the question of no matter whether BioWare is usually very good at most of these high-end challenges; even producing the very best endgame raids ever can make this a hard indicate sell the ability upon.
So the concepts it which the overall game had which SWTOR Credits Buy was unique engrossed? What can made SWTOR compelling enough to be holding by means of its players? It’s develop into tired refrain to cite the action’s story, many players consider what happened together while using whole Fallen Empire arc as proof which simply focusing across the story can be an issue. Notwithstanding this became a point when the feeling was so resolutely segmented who's only had story and single-player adventures to the exclusion of the things else, that’s missing the thought.
See, the battle wasn’t the story plot, even so the reality which the game hadn’t really yet identified tips on tips on how to leverage a choice-based MMO storyline into actual compelling gameplay. The environment and SWTOR Credits for sale audience was there, while not the development, and since opposed to implementing that development the game just doubled upon “story through leveling before we give you WoW’s endgame.”
Could this have already been fixed? Yes. And while I’m unwilling to create design fanfic, I believe Flashpoints have an idea with the items may have happened. Imagine a gamer-driven story that's player-driven devoid from the central axis of players screwing the next over.