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Bombbuster

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Everything posted by Bombbuster

  1. Yeah right. That doesn't even begin to pass the smell test. And here I thought the lie of the week was going to be "We can't provide the subpoenaed emails because Ms. Learner's computer crashed."
  2. Somehow, I don't envision this increasing the number of players playing scoundrels/operatives. Rather the opposite I suspect. Perhaps the dev team doesn't see that as a problem but I do; when a player has invested time and effort into a character and that character gets side-lined in group activities dues to class imbalance, some of those players are inevitably going to unsubscribe. When that happens, we all lose.
  3. I've always been a subscriber so I can't say I've ever had to deal with what sounds like a very frustrating F2P experience. I'm not a fan of F2P schemes but even I have to admit that this game would no longer exist without F2P model. I hate what it's done to the game, but it would no longer even be a game without F2P. So we're stuck with it.
  4. Cross server cues for both PvP and PvE are a great idea. Unfortunately I doubt EA/Bioware's servers could handle the load, since they couldn't even handle the additional load from simply changing the GF cue from 8 to 16. EA seems to be allocating less and less financial resources to this game, so I wouldn't expect any improvements that require additional resources.
  5. This was exactly my experience as well. I suspect they 'loosened the slots' to create a lot of early winners and buzz, and then tightened them back up so that the event will serve as intended: to remove a lot of credits from the game and deflate the economy. The required deflation might be a sign that casual players are unsubbing, leaving a greater base of hardcore raiders and crafters who have more credits on average, creating inflation.
  6. I truly believe that the devs agree that it would be desirable to remove accuracy requirements for interrupts and then remove accuracy from all tanking gear. Unfortunately, I also believe they will continue to officially say there's a reason for tank accuracy, because they don't want to have to admit, "Look we agree with all of you but the simple truth is we lost so many subscribers that EA cut our funding and now we can't hire enough coders to fix this. Heck we don't even have enough coders to fix the major bugs in every patch! We'll likely never have the coders to fix all the minor bugs or tackle long-standing irritations like tank accuracy. So sorry, short of getting back 1.5 million subscribers this will never get changed. Now excuse me while I polish my resume for a Wildstar job." That said, I think an elegant fix would be to add to the top of the tanking tree's signature talents something to the effect of, "Taking this (Energy Blast/Guardian Slash/Slow Time) talent also grants 110% accuracy." A good time to add it would be next level cap increase so the gear designer(s) can also make sure accuracy is no longer included on any new tank gear going forward.
  7. UWA completed the Gatecrasher achievement tonight (DF NiM timed run). Twitch stream here.
  8. Apologies, you are correct. I was confusing the 2 specs. So let me change my point to this: the Field Tech 2-piece set bonus is not contributing DPS to MM slingers in PvE ops boss fights (my points in the OP still standing). How do we fix it without either buffing or nerfing the other 2 slinger trees? Or do we just throw in the towel and say it can't be done and try to address the shortcomings in MM DPS by other means?
  9. Yes, I was being humorously sarcastic. Or trying to, but doing a terrible job it would seem. Sincere apologies for the inept attempt. Take into consideration? Yes. Cater to? No. I do agree that changes should take into consideration any affects to a full saboteur tree since that tree doesn't have its own set bonus. DF, on the other hand, does have its own set bonus so it shouldn't matter to DF what changes are made to the MM set bonus. If some DF players are using both the Field Tech and Enforcers 2-piece set bonuses then that's a separate issue that needs a separate discussion about why the Enforcer set bonus is not meeting the needs of the DF tree.
  10. Maybe you should get to know more MM slingers However, that might be difficult since so few play MM slingers anymore for progression content (incidently, which might also make this a debate between a tiny minority of players who the devs will probably feel safe in ignoring). Comparing the woes of one class to another is an endless rabbit hole that ultimately only sidetracks the debate. I didn't suggest changing the CD of Illegal Mods in general, I suggested reducing the CD reduction bonus of the Field Tech 2-piece set bonus. The Field Tech set seems to be intended by the devs for MM slingers and, as such, should serve the needs of that skill tree first and foremost, which it currently doesn't. If I read you correctly, you agree with the point but are dismissive of it. I am not. Those burn phases make or break a group's attempt on particular fights. Having to withhold DPS multipliers like Illegal Mods and Burst Volley because the CDs are not designed to work together is something that can and should be improved. That said, I still favor dropping the set bonus altogether, replacing it with something more useful.
  11. I'm starting this thread to discuss whether the MM slinger Field Tech 2-piece set bonus needs to be reworked. IMO it contributes almost zero DPS in its current form during actual operations boss fights. Here's the current bonus: "Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy." Here's why I think it doesn't work in its current form: Most MM slingers use Illegal Mods in conjunction with Burst Volley to maximize burst DPS. Burst Volley has a 45 second CD and Illegal Mods has a 120 second CD. The set bonus only reduces Illegal Mods CD by 15 seconds, which changes the CD to 105 seconds, 210, seconds, etc. However, Burst Volley's CDs are at 45 seconds, 90 seconds, 135 seconds, etc. As a result, most players end up waiting for Illegal mods to come off CD before using Burst Volley, which reduces maximum achievable DPS. A simple fix would be to change the Field Tech 2-piece set bonus to reduce the CD of Illegal Mods by 30 seconds instead of 15, which would line it up with every other use of Burst Volley. However, even that doesn't address the real problem with this set bonus. The times when MM slingers need to use their Illegal Mods/Burst Volley for burst DPS during Ops boss fights rarely -- if ever! -- line up with the 105 second Illegal Mods CDs, nor even a 90 second version of it. As a result, Illegal Mods is usually used less often than the CD allows because players are waiting for burst phases to occur to use their Illegal Mods/Burst Volley burst combo. Thus, the 2-piece PvE CD reduction bonus is effectively wasted and contributes very little, if anything, to operations boss fights. My suggestion is simply to scrap the Illegal Mods CD reduction altogether and replace with a more practical/tangible bonus. I realize that might require more code-working than the dev team can devote right now, so changing the CD reduction from 15 seconds to 30 would be a good interim measure and could be implemented on the PTS now and tested for 2.8.
  12. Freight (Republic) Guardian Armoring 34 Might Armoring 34 Skill Armoring 34 Bastion Enhancement 34 Battle Enhancement 34 Insight Enhancement 34 Free w/mats.
  13. Applying any of the health modulators to my ship operations dummy and then 'killing' it causes it to thereafter respawn endlessly every few seconds. This only happens whenever I have companions deployed on crew skill missions. Leaving the ship and coming back fixes the problem until I apply another health modulator and 'kill' it again. Canceling all my crew skill missions also fixes the problem.
  14. I suggest the Devs hold a crafting summit to address some of the issues with the SWtoR crafting system. Make it part of the cantina tour and invite input and ideas.
  15. Dev's, here's an idea for your Wall of Crazy: A solo instance or story area that summons all of the player's companions at once for some sort of battle. It would help the economy by encouraging players to gear up all of their companions, since each companion would be critical for overall success (yes, even ship droids!). You could make it part of the class story in a future level cap increase expansion. Players could assign each companion o a task in the scenario: "Risha, you take Bowdar and Guss and take out those turrets, Corso, C2 and I will assault the entrance." Etc. They could perform according to their AI or players might have to control certain companions directly during key sequences.
  16. The only things players will be able to place in legacy bank tabs will be items that say, "Bound to Legacy." In other words, if you can't mail it to another toon you can't put it in the legacy tab. Mods, armorings, enhancements, hilts, barrels, etc., will still have to be put in legacy gear 'shells' to be put in the legacy tabs. It's basically a tab to stash birthright and inheritance gear, and reputation vendor gear that's bound to legacy (Gree weapons, Section X armor, etc.). No, we won't be able to put bound relics, implants, ears, etc., in there and then pull them out to use on different characters.
  17. OP = Lennay Kekua Ebon Hawk = Mati Te'o
  18. Excellent, the progression thread is yours, and I know we all look forward to changes. For my part it's been great and I have enjoyed maintaining the server progression thread. My RL has been so busy of late and the thread deserves daily updates, so I felt that stepping aside would be in the best interest of the server. Gratz on the new ops HM kills. Like many players across every server I am disappointed the new ops lack the challenge of the previous content but I suppose it's best for the game as a whole to have easier operations that are accessible to more players. Everything is cyclic I suppose.
  19. It looks like all the guilds but one want to go with a split format, one list for each op, so that's what we'll use. I'll try and get the changes done soon but I have been very busy with RL. On that note, if someone wants to take over the progression thread please post your intention here. Must be willing to check the thread and make updates daily, without disappearing for weeks on end like previous thread owners have done.
  20. As I mentioned, I'm not deadest on one way or the other. I'd rather get a consensus from the Ebon Hawk progression guilds, but we need more guilds to weigh in. Current points: Splitting up the progression into multiple lists, specifically one list for each operation, is a viable option and maybe our only option if the tier 78 progression ops are easy enough for guilds to clear on week one despite being only 6/12 in TFB/S&V NiM. However, do we really want afford bragging rights, prestige, or whatever we want to call it to server firsts DF and DP if it's just a matter of who logs on first? I dunno, maybe <shrug>, but it just seems to cheapen the value of some of the very significant progression accomplishments, like timed runs, etc, if each is listed separately but equally. Again, it may all be moot if Bioware dials up the difficulty knob when 2.4 goes live, nerfs TFB/S&V NiM, or some combination of both. Additionally I not sure how significant the TFB/S&V NiM clears and timed runs will be if we can easily farm 78 gear from easier ops. So yeah, I'm very on the fence, and hate Bioware for doing this to progression ops. It would only be extra work to set it up, maintaining it would still be nearly as easy. if that's what we decide to do, of course. I hear you, but having multiple lists creates the new issue of having too much 'noise', and the important information getting lost in what will be a *huge* wall of text.
  21. Thanks for bringing this up TAM, I'd like to hear from more guilds. Edit: scratch that, posts came in while I was typing. I'll keep tracking this and propose something when we get closer. If the new content drops 78 gear but is actually easier than TFB/S&V NiM then it's going to be a mess and the only thing I can think to do would be to have 4 different lists, one for each op. However if they are harder (or if Bioware jacks up the difficulty when they go live), then it should just be deciding which one is harder for: FullClear1 > FullClear2 > Total number of bosses in both ranking. One other note on a different issue. Since it is possible that two different guilds could each get a server first clear on TFB NiM and S&V NiM we should establish a ranking. For example: Guild x clears TFB NiM and then guild Y also clears it. Later, both guilds are also 6/7 in S&V when guild Y clears the last boss, followed by guild x. Both have cleared all the content and each have a server first full clear. My thinking is that a full S&V NiM clear would take preference over a full TFB NiM clear. Guilds who have cleared both on other servers claim that the last boss in S&V NiM is harder than the last boss in TFB NiM. I'm not set on one way or the other, I just want to get it hashed out ahead of time in case it happens. Chime in with your thoughts on both issues at hand.
  22. Added, and welcome to the boards Den of Ambiguity! (May we call you DOA for short?) We generally don't list post 2.0 Dreadtooth 10 stack kills, nor boss kills that are not full guild kills. For the discussion on this see earlier in the thread. Again, congratulations, welcome to the boards, and looking forward to hearing about your continued success.
  23. I made 100m credits within the first month or two after 2.0 launched. I've made another 100m since, but the demand is less now. I still make 1m every couple of days or so. Here's some tips: Mk-9 augment kits sell well. Get the components from RE'ing level 54 green droid parts, which only cost 2 metal and 2 compound. Grind the basic comms to get artifact ear and implants schems. They sell well, but the profit margin has dropped to less than 100k per item since B/W started giving out free artifact ears and implants with the weekly Czerka quest (they were making 250k profit per item prior). Crafted purple level 54 ears and implants sell decently. Get the Beryillius from purple 450 UWT missions instead of buying them on the GTN and you'll be able to undercut most other crafters and maintain a 50-100k profit margin per item. Do end-game PvE, especially hard mode TFB and S&V. Item level 72 armorings, mods, barrels, and hilts, sell well and the selling the crits makes millions. Item level 72 ears, implants, and relics typically fetch 500k - 1m crafting fees. Item level 69 and 72 enhancements sell slow on the GTN but have a huge profit margin. Dyes: there are dye schems that require champion or legendary standing with various factions to buy and learn, but they sell well (2-3/day) and have 50k-ish profit margin. The margins on stims is so low it's not worth the trouble to make and list them most of the time.Scan the GTN regularly for deals on crafting mats and stock up when they are low. Hope that helps.
  24. This is why I don't craft on request outside of the guild. If I see someone in chat asking for something I can make, I make it and put it on the GTN for a fair price, or I don't bother at all.
  25. 3 points: BW/EA will not admit they made mistake; if the mistake is popular they will claim working as intended, if it's unpopular they will remain silent. Crafted gear (anything un-modable) has always had poorer stat distribution than modable gear, e.g., crafted armortech and synthweaving pieces vs. cybertech armoring/mods. The crafted droid gear is no exception. They're not going to fix it. If like me you bought these schems without doing the math and comparing them to level 66 or 69 mods, then you were as foolish as I was. Worse I should have known better because the math on the "artifact" armormech and sythweaving schems were a joke compared to the better-than-arkanian artifact ears and implants - which are now being given away for free with the weeklies on Czerka (and subsequently destroying the artifact ear and implant market, but that's another rant entirely).
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