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Dodik

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Everything posted by Dodik

  1. The last event on Makeb was wicked fun, with all the knockbacks and flying off the platforms to your death. I'd love a repeat, and I think I could persuade a few other Crimson Elite folks to join in as well.
  2. Once again, they were not converted to MK-1 otherwise you could slot a tier 1 augment in them. They were in fact not converted to any tier at all.
  3. This confirms the issue is with pre-1.3 gear. Old no-tier slots were supposed to be converted to new tiered slots, but this did not happen. They are still no-tier so there's no surprise they won't even accept tier 1 augments.
  4. Do you at least see a slot tier on the augmented items crafted after 1.3? On the old items, the slot does not show a tier.
  5. I have, it does not work either.
  6. Took them 24 hours to get to my ticket, and they closed it with a cookie-cutter reply "your slot is now MK-1 so you have to upgrade it to MK-6". They did not even modify the player name in their response, it's whoever else submitted a similar ticket previously. Pathetic customer service. I have filed another one, told them their so-called MK-1 on any of the crafted gear I have will not even accept a tier 1 augment, asked to escalate too. Let's see where it goes.
  7. Please leave SWTOR crafting in general and tiered augment crafting in particular out of this thread to avoid confusion. 1.3 has introduced a very specific major bug: augmented crafted gear of various levels, including 50, cannot accept ANY augment in its augment slot, of ANY augment tier.
  8. The trouble is not with misunderstanding patch notes. When you can't even slot Tier 1 augments into critted crafted gear, you know it's a bug.
  9. That's correct, I've tried inserting a low-level augment that only requires an MK-1 slot, and got the same error message.
  10. Augmented level 50 Elegant items have the same problem, it's not unique to PVP gear.
  11. I am having the exact same problem with an augmented Elegant Blaster. It's a level 50 item, so the augment slot should be Tier 6. I also had a lvl 49 Artefact augment in the slot. Today I removed it and wanted to insert another Artefact augment, but I am getting the error message that I need a more powerful slot. How a bug like this could go live after weeks on PTS is beyond me.
  12. Can we please get more information on how Expertise works exactly? For example, does it only work within zones dedicated for PVP, i.e. warzones, west Ilum and Outlaw's Den, or does it work in any PVP combat or spars? Do companions get any benefit from Expertise in PVP combat and spars? If yes, do they get it anywhere or in dedicated zones?
  13. There is a level 50 repeatable Heroic 4 on Belsavis that rewards a moddable weapon for any of your companions, I believe one of them is a tech blade for Qyzen Fess.
  14. I played LOTRO for close to 4 years, and while I think Ilum needs a lot of polishing, I hope it won't go the way of Ettenmoors. In my opinion, Ettenmoors at any time in its history was worse than Ilum. I only continued to play because LOTRO was overall a better MMO than competition, and had a great community. Ettenmoors always had the same terrible lag in raid vs raid fights as Ilum, and Turbine was never able to fully address it. Ettenmoors heavily encouraged zerg through its renown/infamy system, a zerg of soloers at one point, or a more traditional zerg at others. Zerg was practically unavoidable on high-population servers unless you were a burg/warg. The quests were an absolute mind-numbing grindfest and did not give meaningful rewards to freeps. Freep and creep classes were not mirrored, which led to endless whining on the forums: "You're an overpowered easy-moder!" <==> "No, you are a god-mode zerg-farmer!" At least, SWTOR classes are close mirrors, and we only see minor whining over things like Project vs Shock. Once again, Ilum can definitely be improved in many ways, but not in the Ettenmoors kind of way.
  15. Our level 50 PVP gear is really good looking. Sorcerers and Assassins, on the other hand, look like turkeys and chickens dressed up for Halloween in their PVP gear.
  16. The fix for this seems to be fairly simple: in addition to checking for sufficient energy/force, SWTOR client should check if the ability is not on its individual CD, and only then light up the ability icon. That would be better than both the current and previous implementations.
  17. A lot of people, myself including, complained about all skills greyed out during GCD. That was a problem. It appears Bioware misunderstood what the problem was exactly. I personally wanted only those skills to be lit up that (1) I have enough force/energy to use immediately after the currect GCD, and (2) are not on their individual cooldowns. Everything else should be greyed out. Bioware included only the first check as condition for a skill to be lit up, while it should have included both.
  18. Chicken quitters should not be penalized directly, let them quit so the group has a chance of getting a good replacement. However, I would like a Social option to never queue with quitters. If enough people use it, quitters will eventually only queue with their like, which is what they deserve really.
  19. I agree that easy moders dropping from WZs blaming others for their failure are a problem, but penalizing them may create an even bigger problem. They could just sit it out in the WZ doing nothing, there are enough spots in each WZ for passive farming. I actually like it when easy moders drop, when new people are queued in, our performance almost always improves. I'd say 50% of the time we even manage to pull off a win after a rough start, and even if we don't win, it's still a better fight. What I would like is an Option to block joining a queue with persistent droppers, or a Wall of Shame on the SWTOR forums for each server showing how many times players press that button and drop. ------------- Junglist of Jung Ma
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