Jump to content

Smoothjedi

Members
  • Posts

    26
  • Joined

Everything posted by Smoothjedi

  1. You should have started with this so I could have just skipped to the next post.
  2. And if the nerfs caused you to no longer enjoy your class? What then?
  3. First off I want to point out the irony of a thread with so much complaining about people complaining, along with a healthy amount of pretension seeping through most of it. It seems like it has been derailed from why are people frustrated to QQers really make me mad. Regardless, I'll express my reasons for the former, with a little background first. I really enjoyed this game. I spent a long time playing, grinded a significant amount of dailies, "found" all the holocrons (I'll admit I used walkthroughs heh), was running operations regularly, and generally having a great time. I was a bodyguard bounty hunter that mostly did pve, with some time in Illum. I was also a guild master of a small group of friends, and regularly helped them get through lowbie content. I was excited to be able to start running 8 man raids with a guild only group, as we were having to pair up with another. Both of our guilds were looking forward to finally trying some 16 man ones as well. I have been playing MMO's for a long time, and I typically have a lot of tolerance for issues that can and will be ironed out. There may have been minimal end game content, but I played City of Heroes (among others) for a very long time, so I'm certainly used to that as well. My frustration, and why I unsubscribed to this game, really boils down to healer changes in 1.2. I want to be constantly advancing in an MMO. Even if it is small and incremental, I want to feel like my time was well spent in game, both on individual nights and over the course of the entire game. Once my mercenary's resource management efficiency was drastically reduced, I realized that my character, in a columi/rakata blend, before 1.2 is the most powerful he's ever going to be. No gear will offset these changes, regardless of how much time and effort I put into attaining them. No L2P "encouragement" is going to raise the potential of my character to what it was. Now I really feel like I've beaten the game. Did I have fun? Sure, a lot of it. Could I adapt and still have fun? Maybe. Since the majority of my enjoyment hinges on the excitement of what's new on the horizon, and only seeing my character crippled when quite honestly I believed the buzz about being buffed before the notes were posted, I just can't justify my time investment anymore. It really felt like a stab in the back. If other bodyguards want to continue on, and pick up the pieces of their shattered class, I tip my hat to them. You have far more constitution for playing an eviscerated character than I do.
  4. Because the trooper has a more unforgiving increment (12 instead of 100), I don't think we're going to see small changes to heat values.
  5. I think the point of these posts are that people were not displeased with their class until the patch hit. When we had a small, albeit useful, niche that suddenly got gutted, I don't think it's uncalled for to complain about it. I also think it is positive for people to not feel like they are alone, and to form a discussion involving their displeasure with said changes. I mean, if BH all got buffed would you criticize everyone who got on to say how much they like their class because there's too much enthusiasm on the boards?
  6. What I really don't understand about attempting this balancing act by nerfing healing is who they really trying to please? The people who thought the content is ez mode I assume have been farming nightmare mode for lewtz, whether it is for themselves or guildmates. I think I'm safe to assume that this would be the most vocal party complaining for harder encounters. I'm sure most of them are bored with the content, and have started rolling alts, or just shelving the game until new content comes out. So what's to gain by making content that these same people have already been grinding over and over again more difficult? Even for more casual players who have been playing normal mode and struggling though hardmode, you're basically making it more difficult to complete content, that has already been completed, through the worst possible way. How can anyone think this is more fun or exciting? Why not just call the content in place a wash? It's still reasonably hard for a significant amount of casual gamers that haven't even unlocked NMM yet. Make the new content more difficult for current numbers. We've got a new tier of gear coming out that makes the old sets obsolete anyway. Again, making content that people have already played into the ground more difficult through nerfs isn't solving anything. It just exacerbates the problem by making everyone disinterested in the new content as well.
  7. The correct solution to this is to buff Armstech, not nerf Biochem.
  8. I feel just the opposite. The goal in this industry is keep all your players happy by creating harder content to conquer. If your second option was chosen, the focus and tone of these forums would be much different and more positive. Once Pandora's box is open and your customers are given a certain level of power, you should never try to take it back from them (unless of course it's an obvious exploit, completely unfair, or something like that). Everyone should feel as though the advantages their class brings to their groups/operations are on average on par with their teammates. If that's not the case, then the weakest link should be buffed appropriately. Nerfs only sow discontent. I really wish developers would realize this. Fixing enemies to match the power level of the players, and buffing the weaker classes to the level of the strongest ones causes a lot less people to cancel their subscriptions before their hard work goes live.
  9. If you need harder content, buff the enemies. Don't nerf the players. It only sows discontent.
  10. I also have run Foundry repeated times with no luck. However, as soon as a guildmate joined our group as main tank, they dropped for us. They do exist and it is possible to get the columi boots from the boss of Foundry.
  11. I play a BH medic and I have been very frustrated trying to gear out Blizz. The problem is that aim mods, and only aim mods, have secondary stats that are all small miniscule. Now it may not make as big of a difference for dps or healing bounty hunters, because Aim itself gives crit, bonus damage and healing, but considering how secondary stats supposedly scale better than primary, I'm not so sure. I want to be perfectly clear here. This post is not to discuss the advantages of certain types of mods over others, it is to point out that AIM mods with high secondary stats don't exist within the game, when they do for every other mod with other primary stats. Every other stat also has a choice they can make, whether they want to specialize in higher primary stats (for example higher str/end) or the secondary stats because both versions exist for these others. Let's take a look at tionese gear for an example, shall we? http://www.torhead.com/items/slot/7,9,10,11,13/name/tionese%20supercommando vs. http://www.torhead.com/items/slot/7,9,10,11,13/name/tionese%20war%20leader Notice the War Leader's gear's mods have 3.5x the amount of secondary stats as the Supercommando! Adding all secondary stats up for the supercommando (ignoring accuracy, that is equivalent across the two sets) we get: 23 absorption x 4 = 92 absorption across boots, helm, body, gloves. 23 defense x 1 = 23 defense in pants. Now the War Leader's totals: 43 absorption x 2 = 86 absorption across body and boots 43 defense x 3 = 129 defense across gloves, legs and head 40 shield x 2 = 80 shield rating across head and gloves 40 surge x 1 = 40 surge in legs Again, accuracy is not relevant, but as you can tell it is on every piece as well, same as the Supercommando. So, as a tank of any type, which set would you prefer? One with 92 absorption and 23 defense, or one with 86 absorption, 129 defense, 80 shield rating and 40 surge?
  12. I'd like to break this down so it can become obvious how big of a difference this makes in a full set of gear. Let's compare the Tionese War Leader's equipment to the Tionese Supercommando equipment: http://www.torhead.com/items/slot/7,9,10,11,13,34/name/tionese%20supercommando vs. http://www.torhead.com/items/slot/7,9,10,11,13,34/name/tionese%20war%20leader Notice the War Leader's gear's mods have 3.5x the amount of secondary stats as the Supercommando! Adding all secondary stats up for the supercommando we get: 23 absorption x 4 = 92 absorption across boots, helm, body, gloves. 23 defense x 1 = 23 defense in pants. Accuracy is not relevant as it is in enhancements and those are fine. Now the War Leader's totals: 43 absorption x 2 = 86 absorption across body and boots 43 defense x 3 = 129 defense across gloves, legs and head 40 shield x 2 = 80 shield rating across head and gloves 40 surge x 1 = 40 surge in legs Again, accuracy is not relevant, but as you can tell it is on every piece as well, same as the Supercommando. So, as a tank, which set would you prefer? One with 92 absorption and 23 defense, or one with 86 absorption, 129 defense, 80 shield rating and 40 surge? So as a tank of any type, which set of gear would you prefer?
  13. More accurately, there are only 3 mods that come from that quest, freeing the fallen, for a 50 mercenary, which include a lock-box and these: http://www.torhead.com/item/JnDSvg/advanced-nimble-mod-22 http://www.torhead.com/item/dH6rqLR/advanced-deflecting-mod-22b http://www.torhead.com/item/2GRSVxA/advanced-agile-mod-22 Again, no high secondary stats on any of them.
  14. Sure they give 4 different mods, but they are all 47 aim, 27 endurance and 8 to a secondary stat. They differ by what stat, not in their magnitude of those stats.
  15. I took them from torhead for the purpose of this post, but I've researched the mods pretty extensively in game as I was cybertech (just dropped last night) and noticed the discrepancy. If you can take a screenshot to prove me wrong I'd welcome it, but I don't think they exist.
  16. You're correct, that is in the game. You are also correct. Again these are Aim Mods. This is not unique to these two. Let me give some other examples: Imperial Agent- http://www.torhead.com/item/bEqIVyq/advanced-artful-mod-22 vs. http://www.torhead.com/item/fPJJ7Y3/mastercraft-artful-mod-22a Sith Warrior: http://www.torhead.com/item/7OOH89e/advanced-potent-mod-22 vs. http://www.torhead.com/item/aMkrHey/advanced-potent-mod-22a I already gave an example of Willpower in the OP. Again, where are the aim equivalents?
  17. My point is that no mods with aim on them have a large secondary stat. The absorption stat was just an example. This is across the board with power, critical, defense and absorption.
  18. I'm not sure what you mean by this post. My example is a mod. Do you mean paired with enhancements? Also, my point is that there are none to pull from other gear to fill the discrepancy I'm describing. Higher secondary stats just don't exist on Aim mods, but they do for every other stat.
  19. I play a BH healer, and I've been shopping around to try to gear out Blizz. I guess I hadn't noticed with my own gear, but trying to get Blizz a great set of survivability equipment has been very frustrating. Every other non-aim mod has a choice between either high primary or secondary stats. This is typically the difference between 27 of the primary stat vs 8 for a level 50 mod. Strength, for example: Advanced Resilient Mod 22A Binds on Equip Mod (Item Modifications) Total Stats: Armor Rating 124 +47 Strength +27 Endurance +8 Absorption Rating VS Advanced Resilient Mod 22B Binds on Equip Mod (Item Modifications) Total Stats: Armor Rating 124 +36 Strength +21 Endurance +27 Absorption Rating Requires Level 49 Here you can clearly see the choice is up to the user. You can decide to get more absorption in this slot, or higher primary stats. When gearing Blizz, my goal would be to give him the equivalent of the latter, and get an enhancement for shield/defense. That way I could have very strong secondary stats all the way across the board. It's obviously possible for a str character with the previously listed mods. I want to stop here for a sec to ask that we don't get derailed. I'm not looking for any theory of whether this is the best choice for gearing anyone. The point of this thread is to discuss the lack of options, not which option is the best. Now, back to my examples. Aim has nothing like this. You're stuck with this: Advanced Weighted Mod 22 Binds on Equip Mod (Item Modifications) Total Stats: Armor Rating 124 +47 Aim +27 Endurance +8 Absorption Rating Requires Level 49 That's it. Sure there are A and B versions, but they are identical for some reason. This problem exists with every Aim mod in every variety including critical rating, power, defense and absorption. Now maybe you could make some argument about how aim characters are balanced for this or whatever, but the simple fact of the matter is every other class whose stats differ from aim has the option to choose how they want their gear balanced, optimal or not. Why should this be any different? I'd like to break this down so it can become obvious how big of a difference this makes in a full set of gear. Let's compare the Tionese War Leader's equipment to the Tionese Supercommando equipment: http://www.torhead.com/items/slot/7,9,10,11,13,34/name/tionese%20supercommando vs. http://www.torhead.com/items/slot/7,9,10,11,13,34/name/tionese%20war%20leader Notice the War Leader's gear's mods have 3.5x the amount of secondary stats as the Supercommando! Adding all secondary stats up for the supercommando we get: 23 absorption x 4 = 92 absorption across boots, helm, body, gloves. 23 defense x 1 = 23 defense in pants. Accuracy is not relevant as these values are equal across both sets. Now the War Leader's totals: 43 absorption x 2 = 86 absorption across body and boots 43 defense x 3 = 129 defense across gloves, legs and head 40 shield x 2 = 80 shield rating across head and gloves 40 surge x 1 = 40 surge in legs Again, accuracy is not relevant, but as you can tell it is on every piece as well, same as the Supercommando. So, as a tank of any type, which set would you prefer? One with 92 absorption and 23 defense, or one with 86 absorption, 129 defense, 80 shield rating and 40 surge?
  20. I'm not looking to discuss this in terms of craftable materials, but as you said a more general itemization problem. I'm going to recreate this in general discussion. Thanks.
  21. I can repost this somewhere else, but I didn't see a good spot for it otherwise. However, the defensive mods are just an example. I could have easily replaced absorption on both of those with power for one that can be crafted, and my point would still be illustrated.
  22. I play a BH healer, and I've been shopping around to try to gear out Blizz. I guess I hadn't noticed too previously with my own gear, but trying to get Blizz a great set of survivability equipment has been very frustrating. Every other primary stat has choices here. There are mods for willpower, strength, and cunning that you can decide whether you want higher primary stats and small secondary, or vice versa. For example in strength: Advanced Resilient Mod 22A Binds on Equip Mod (Item Modifications) Total Stats: Armor Rating 124 +47 Strength +27 Endurance +8 Absorption Rating VS Advanced Resilient Mod 22B Binds on Equip Mod (Item Modifications) Total Stats: Armor Rating 124 +36 Strength +21 Endurance +27 Absorption Rating Requires Level 49 Here you can clearly see the choice is up to the user. You can decide to get more absorption in this slot, or higher primary stats. When gearing Blizz, it would make sense to me to me to make him as tough as absolutely possible. My goal would be to give him the equivalent of the latter, and get an enhancement for shield/defense. That way I could have very strong secondary stats all the way across the board. It's obviously possible for a str character with the previously listed mods. I want to stop here for a sec to ask that we don't get derailed. I'm not looking for any theory of whether this is the best choice for gearing anyone. The point of this thread is to discuss the lack of options, not which option is the best. Now, back to my examples. Aim has nothing like this. You're stuck with this: Advanced Weighted Mod 22 Binds on Equip Mod (Item Modifications) Total Stats: Armor Rating 124 +47 Aim +27 Endurance +8 Absorption Rating Requires Level 49 That's it. Sure there are A and B versions, but they are identical for some reason. This problem exists with every Aim mod in every variety including critical rating, power, defense and absorption. Now maybe you could make some argument about how aim characters are balanced for this or whatever, but the simple fact of the matter is every other class whose stats differ from aim has the option to choose how they want their gear balanced, optimal or not. Why should this be any different?
×
×
  • Create New...