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YvanAquino

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  1. Can we please get a "RE is Broken" sticky please so that I don't have to read five or six "please fix RE" or "fix crafting or I quit" threads before I find a thread worth reading with interesting content? A simple sticky referencing the fact that the devs are working actively addressing the balancing issue would be nice, and if they could provide a timeline ESTIMATE, that would be nice too.
  2. First and foremost the concept for the crafting system is (in my opinion) a success but it's in dire need of balancing. The problem lies in the fact that the return on investment or, in this case, risk versus reward does not balance in favor of the player. I think we can narrow it down even more by saying that (generally speaking) the time investment made by players generally does not warrant the return and there needs to be realistic uses throughout the leveling experience for crafting.
  3. This is ridiculous, I would definitely like being able to craft tank mods.
  4. I got a reply back from AD-D3 through the in-game ticket indicating that everything was working as is; I'm pretty sure a human never reviewed the information I presented them with. Someone needs to elevate this situation--I have burned through 30 of these Efficacy Adaptors without a single success. As I mentioned originally, everything else is working just fine. Regards,
  5. I reported this through the /bug system in game--does anyone know how to report this to the dev team?
  6. Is anyone else having extreme difficulties getting schematics for the Efficacy Adaptor (L26, 170 Cybertech skill)? I have gotten a pair of exceptionals and reverse engineered at least 20 more of these without any variants popping up. Everything else around that level seems to RE a little harder than normal (which is to be expected), but absolutely nothing like this earpiece... I saw on TORHead that the variants exist--can anyone provide any information regarding this?
  7. Buy the missions--they help. Good luck,
  8. First and foremost, I may have misinterpreted your post but if I didn't please read the following: The gathering points across the planets provide commensurate tier crafting materials relative to the level of the planet. You can even extend this to a more accurate model: the tier of the gathering points' materials are of use to similarly leveled equipment. For instance: on Dromund Kaas the materials (tier 1 materials) will generally address schematics in between level 10-16. On Balmorra, the materials (tier 1 and 2) will be for schematics levelled 10-16 and 17-24. On Nar Shaddaa the materials (tier 2) will mainly be for schematics in between 17-24. On Tatooine, tier 2 and tier 3 materials appear will be for schematics 17-24 and 25-32 (subsequently 17-32). Stop wasting precious credits on missions and level your character, you'll be able to farm more materials with ease on higher leveled planet. Best wishes,
  9. I experienced something similarly irritating: Republic only schematics. What gives? The faction neutral AH's are useless...
  10. This is exactly what I had in mind, I would love to see something like implemented. The only difference in between this and a "map" is that a map would be visually driven. This sort of change would only require a change to the UI and not the crafting system in an of itself.
  11. I personally would like a map to know if continued RE is worth the effort, and there should be indicators as to which schematics must be purchased. That would be cool, and it could stimulate economy!
  12. The developers really need to address this lack of organization in the crafting UI... I can barely keep up with my schematics and picking and choosing is quite cumbersome. If you don't look at what each item has, it's easy to make copies of the wrong schematic. Here's an example... With 3 tier 1 versions, my ear pieces menu can get messy. With 15 tier 2 revisions, managing the lists is almost impossible... There should be a map or at least some kind of organization for REing and for the general crafting UI, or allow you to organize into sub categories.
  13. It's reusable whereas the prototype (while it performs better) gets consumed. THere's also one for you and your companion. While you're not fighting boss mobs, use the re-usable. While fighting boss mobs, use the prototypes. Very simple :-) and cost effective. With a pocket heal like that, you should have no down time if you play your cards right.
  14. Oh I get it now. So basically in PvE it only provides 5% damage reduction and 25% lses threat generation while the target is within 15 meters of you. Cool, but the damage split would've been even cooler. I really wish they would've implemented the damage split for PvE.
  15. Hey guys, I tested this out with my companion and with a Sith Assassin colleague and I'm pretty sure Guard is not working as intended. My main concern is that Guard is not splitting the damage amongst us. If I throw Guard on Vette or my Sith Assassin buddy, and stay right next to him (within 4 meters), if he gets hit, my health remains the same and I've confirmed this on various occasions. I believe that the 5% damage reduction component is indeed functional, but I'm much more interested in spliting the damage. Has anyone else had this problem?
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