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ericdjobs

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Everything posted by ericdjobs

  1. I don't understand why people keep going on and on... if you LOOK, crafters can make stuff that's MUCH better than daily/comm gear http://www.torhead.com/schematic/hfZKtyh/advanced-robust-mod-25b Epic 25 BoE mod, raid schematic and mats are raid drops http://www.torhead.com/schematic/4mMoO78 A group summon for Cybertech http://www.torhead.com/schematic/bdKFd0O/advanced-skill-armoring-24 Crafted epic BoE armoring 24 There's schematics like this for all professions. They can be sold. The problem is that Biochem simply gets their's from the vendor. That is ALL. What is the problem here?
  2. I've read this entire thread, and most of it consists of one guy.. who seems really elitist ("HUR HUR HRU I'M ONE OF TWO GUILDS WHO KILLED SOA HARD MODE B4 NERF GUAIZ!! MY OPINION IS WORD OF JESUS!" Sounds to me like someone is just butthurt. When will you guys learn? Stop trying to get stuff nerfed. If your entire guild consists of FOTM re-rollers that's nobody's fault but your own. Oh hey, LOOK, a consumable profession has a small advantage at the beginning of an MMO... who WOULD'VE THOUGHT We've seen this play out time and time again (at least I have, not too sure about OP, seems rather new to this whole thing) Any guild that's currently doing 16 man nightmare modes (which are buggy as ****, and when they aren't bugged ARE NOT EVEN THAT F'N HARD) that REQUIRES biochem is basically using the rakata medpac as a crutch to beat encounters. This is because they cannot beat them without a free, overpowered (yes, the medpac is quite overpowered) heal. Why else would you require everyone to go biochem? OP is bad IMO.
  3. Biotech gets reusable stims and better medpacs... Synthweaving gets BiS Bracers/Belt (Better bracers/belt) So.. biotech gets higher ilevel consumables synthweaving gets higher ilevel bracers/belt This seems balanced. It just seems to me people prefer consumables a lot of the time... so more people will choose biochem, but it isn't REQUIRED to stay competitive. You can use all the adrenals, medpacks, and stims you want if you purchase them. I don't see the problem.
  4. Why the hell not? Who would use them if they were not the best? You'd still go and spend the credits on the better version. It would be completely worthless. And they aren't even the best. The blue level stims/adrenals are *better* than the RE'd reusables.
  5. Why shouldn't biochem have reusable stims? It's a perk of the trade skill. Just like grenades are a perk of cybertech, as well as a summons device. Everyone has access to stims. You can even get stims of higher quality (last longer, don't go away on death).
  6. Wow. I really don't like this change. 15% extra hp? You're only using a medpac when your health is low, extra HP is only going to help you if you're getting outside heals... this makes no sense at all.. The HoT component was important. I wouldn't mind if they lowered the initial healing to what that is, but kept the 2k HoT... basically a reusable version of the blue med-kits. Other professions have high level schematic drops from the ops. That is what balances them with Biochem. These are items that require biometric crystal allow just like the biochem stuff does. The problem is not very many people have seen/have these yet, so everyone is screaming for nerfs before people even know what else is out there. Like cybertech has a device that can summon people. THey can craft 24/25 armorings. Check the databases and see for yourself. Hate all the people who can't stand to see others have something useful... the only problem is Biochem gets their stuff from the trainer while other crafting professions have to get ops-drop schematics. Biochem still has its share of ops schematics, as well (Like the Exo-Tech Med Packs.. which can be RE'd into reusable versions) Put the first level of epic schematics on the trainers for all the other profs. PROBLEM SOLVED Stop freaking complaining. I really hope this change doesn't go through.
  7. hahahah THis is how crafting is supposed to work. Yes, if you're not biochem you should have to pay to use medpacks and stims. It's an advantage of being biochem. Just like if you're not cybertech you have to pay for mods. If you're not artifice you have to pay for hilts. ETC If you want the same advantage as Biochem, buy stims (They are better than our reusables and last 2 hours) and medpacks. Sure, it will cost some credits.. but credits are easy to come by in this game. There, suddenly you are JUST as effective as someone with biochem.
  8. What is your problem? How are they OP? You can purchase medpacks. You can purchase stims that are BETTER than the reusable ones. Lots of other games had reusable consumables and nobody cried "Overpowered!" You have the ability to use medpacks in PVP as well. As well as stims. The only benefit we get as biochem is that we don't have to pay for it; they're reusable. It's a benefit of the crew skill. Just like being able to craft your own mods is a benefit of cybertech. I'm a day 1 biochem and I'm sick and tired of people asking for nerfs. Everyone else has access to blue stims and blue medpacks, that (with the stims) are BETTER than the epic ones we get. You simply have to purchase them, so what? If you want to 'level the playing field' purchase some medpacks and stims, is it really that difficult?
  9. Step 1: Notice your shield doesn't proc for crap in PVP, despite having close to a 50% shield chance and 45% absorb. Step 2: Come to forums to investigate Step 3: Find this thread, and cry. Please fix.
  10. If it's a balance issue; fine, so be it. But why oh why waste precious itemization on SHIELD and ABSORB when it does pretty much nothing for us in PVP?
  11. That's depressing, lol. Considering every single class gets at least some way to bypass armor mitigation (And that still only mitigates weapon damage or kinetic)... we are basically left with our HP to defend ourselves, with absolutely no DPS stats. But wait, HP is pretty even for most classes in the same PVP game, hah.. Crit, surge, power, they all give me a noticeable gain in PVP, whereas shield, absorb? Basically nothing.
  12. Yeah I agree, taunt is damn nice... Guard as well. It just seem seriously broken that 75% of tanking stats are utterly useless for 75% of the attacks used in PVP.
  13. I just spent about 45 minutes testing. With a 46% chance to shield. The only attacks (from other players, only thing I have tested) that are currently mitigated by shields are weapon damage attacks. Kinetic, elemental, mental, etc currently do NOT proc shields. This is fine and dandy for straight armor mitigation, but this is not acceptable for our shielding. Tanks get killed in PVP just about as fast as a DPS class; this is why. If the same thing holds true for boss mechanics in PvE.. oh boy. Shield should have a chance to proc on every attack. Tanks currently have *NOTHING ELSE*. Every single one of the tanking stats is solely that; a tanking stat. It doesn't contribute to our damage whatsoever. Tanks DPS like wet noodles. Without heavy mitigation, what is our role in PVP? Please, fix this ASAP! If you don't believe me, test it for yourself.
  14. Rofl, everyone can buy medpacks. Even the good green/blue ones. Being able to craft them and reuse them is a benefit of the profession. Just like being able to craft armor mods is a benefit of cybertech, etc.
  15. So does the launcher say delayed until say, tomorrow morning (bad?) or tomorrow at off-times (good?)
  16. Cybertech can craft reusable grenades at 400 cybertech, requires HM FP boss drop, Biometic crystal alloy. They are usable without cybertech, by the way. Get 400 cyber, craft the grenades you want, drop it and go Biochem because it's so much better than anything else.. hell you could even grind up armortech/synthweaving and get your BiS bracers/belt, drop it and grind cybertech for grenades, drop it and grind Biochem... and you'd be able to use everything you crafted.. The BiS bracers/belt, the reusable grenades and mount, as well as the biochem stuff.
  17. Look, this is getting out of hand. Biochem is becoming all but mandatory for anyone who wants to be on equal footing. Biochem as it currently is pretty much gives a person 3 NEW ABILITIES that they can use on cooldown. It gives you a medpack that heals for an insane amount (6k + 3k HoT? I think). Because they are reusable they are exactly like abilities with a 90s cooldown. Every class with Biochem has a 6k direct heal with a 3k HoT every 90 seconds. It gives you access to short-term 15 second adrenals (buffs). There are various Adrenals, some increase power by around 400-500 ( i think ) others increase crit/surge, I'm sure there's more.. Because they are reusable they are exactly like ABILITIES. Biochem also gives you access to reusable stims. This pretty much means an across the board stat increase (for whatever the stim provides), because it's free to use. All of these things are usable in PVP. All those PVP videos you see with gigantic numbers.. that is the result of Biochem adrenals stacking with the 15% expertise buff and stims. Right now, the path that almost every serious player is taking is Grind up synth if you need to for BiS belt/bracers, drop it, pick up biochem. Some people are choosing to do the cybertech route, grind up cybertech to 400, craft your reusable grenades, drop it (because you can still use the grenades without cybertech) and going 400 Biochem. I'm sure you have plenty of player data to look at. I dare you to look at the number of people that are currently Biochem, and it's only rising. Look at the local auction house on your server. Take a look at the implants section, notice the sheer amount of implants.. it's because every single person is going Biochem. Unless you want 80% of the population to be Biochem in a couple months, I highly suggest that you bring the other crew skills in line with biochem (provides the same or equal boosts on top of gear.. cybertech = 2 extra augment slots maybe etc etc..).. give the other crew skills USE items that increase their effectiveness. SOMETHING. Consumables in general are WAY OUT OF CONTROL. A lot of people already know this, but abuse the crap out of it in WZs. The fact that Biochems are really the only ones who can afford to use these consumables every single time (because they are free for them, pretty much abilities) makes things way, way out of whack for anyone who is unlucky enough to not be in the know. Please do something. Even if you just nerf biochem and make all crafting pretty much useless, i'd prefer that to having everyone have the same exact crew skill.
  18. I don't know what the heck the problem with everyone is but... In the last 4-5 days it appears every single person in my server has gone BIochem. Every market is absolutely flooded (There's 7 pages of epic implants, while the other professions items are practically non-existant) I can't sell anything, what the hell? Why is EVERYONE on my server biochem? Is everyone really such a follower that they have to pick this crewskill just beacuse we get some sweet bonuses? Irritating.. Please stop dropping crew skills for Biochem en masse. You're going to ruin the entire crafting part of the game. Stop being a follower and be a leader.
  19. Great, thanks for the info. And yeah, I have an absolute blast in PVP as powertech. I usually have around 100-175k protected in lot of rounds... Guard + Taunt makes for a nasty, nasty player. As a side note, anyone know why medals stop at 50k for protection? I was really upset when I had 175k protection and the last medal I got as 75k ;P
  20. Tell them to go away themselves? Bolster really does help a lot, despite what a lot of people on these forums say. Example; My level 11 Gunslinger (my PVP alt) started doing WZs the minute he could enter them. One warzone last night, the alderran one, he was 2nd in damage with ~176k, 27 kills, 2 deaths, 8 medals, 2600 objective points I was literally owning people with a handful of abilities and no talents. All I had to do was scan for targets with tab that were wounded enough for me to burst down with Aimed shot->(crit)charged shot->quick shots I actually beat a couple level 50s straight 1 vs 1, one of them had close to 16k hp while I had 12k I cannot WAIT until I get this guy higher level, because I can already tell that PVP as a gunslinger is going to be just what I was looking for (Something along the lines of Vanilla WoW hunter's Aimed Shot) SUuper high burst from long long range, and I love the cover mechanic...used smartly, it can really do amazing things. Does it suck getting torn a new ******e by people in a ton of epic expertise gear? Yeah. But the satisfaction of killing a level 50 in more than likely epic pvp gear (16k hp) 1 on 1 with a level 11 is more than worth it.
  21. I'm curious (and this question is to serious players who have experienced hard mode operations) about how the tanks stack up currently. My plan is to tank using my Powertech BH once I hit 50 (couple days!). I'm curious as to how the tank classes stack up? Raw mitigation? How does a BH stack up to a SW, for straight mitigation? Is it pretty much reliant on your gear? Threat generation? How are the tank classes when it comes to threat generation (in comparison)? Is one class exceedingly better at threat generation? I don't even know if threat generation will be a problem but; I do notice as a BH I simply get an across the board threat increase and a couple of taunts and grapple. I have no other ability which causes 'high threat'. My problem with THIS is how it would scale.. as DPS gets higher and higher, tank DPS does not, because their gear has defensive stats... and better gear simply means better defensive stats. So if it's simply a percentage increase eventually the DPS is going to outpace the tanks ability to generate threat. I realize that SW/SA have a lot of High Threat abilities... without these, does it make BH tanking gimped when it comes to threat generation down the line? This question is more towards current end game players etc. Healers, what tanks have you found the most easy to heal? TO take the least amount of damage? Have you seen any noticeable difference in how much different AC tanks have between themselves? Does one stand out above the rest? Thanks for any input you guys, just really curious as to what the current 'state of tanking' is.
  22. Just about to do the same thing with CYbertech. Spent so many credits RE'ing mods, etc etc... have 3 epic 22 schem., reusable grenades, etc etc... but as I tank when I see biochem with reusable medpacs that do 6k + 3k HoT or whatever, along with reusable stims with HUGE amounts of end. and def.... AS WELL AS REUSABLE adrenals, Dropped cybertech and I'm now levelling Biochem. At least most of these items only require 1 Biochem to use and have my friends craft them for me... I'll eventually get around to getting it to 400. You're going to see this happen x100000 if it isn't changed. Every single raider is going to go biochem; With the price of repairs (they are a lot) you simply cannot afford to be buying stims and medpacks constantly. Mark my words, if something doesn't change, 98% of players aspiring to endgame will be Biochem within a months time. RIght now people are just waiting it out to see if something is changed before they waste all that time and credits by dropping their crewskill of choice (ask any SERIOUS player)... once people think nothing will be done, it will begin to happen en masse.
  23. Ilum is being exploited. People are creating republic alts of low levels to sit there and capture the points.. while imperials recap. This is happening across a large portion of servers. Video of this happening here (someone killing the exploiter): http://swtormovies.com/movieview.php?id=663 Please change the Ilum Daily quest to require enemy kills/assist (damage or healing) as well as recapture of the control point. This would fix it, and it would also encourage actual PVP in the zone. As it is right now, Imperial and Republic simply walk by eachother and let eachother cap the zone, because it makes it much easier to complete the quest. This is stupid. Require enemy kills/assist for the Ilum dailies. Or at least any daily that gives PVP lockboxes.
  24. Uhh, a LOT of us do not want the game to degenerate into an easy button mashing arcade fest. Just because the unwashed masses prefer it, does not make it better in any sense of the word. Being able to switch on a whim between two specs really does water down the game. You no longer have to go out of your comfort circle of friends to complete things, because your DPS friend can just switch to healing or tanking; it waters down communities and allows people to stay in their bubble. It definitely was NOT a good change in WoW and it won't be good here, it will simply degenerate the server community. IF you look at WoW, server communities were their STRONGEST before any of this crap, before LFD and before dual-spec... servers had true communities of players, social tiers and all.. You had your "first class" raiders, etc. This is how it should be!
  25. I actually find myself agreeing. Once WoW introduced dual-specs, a lot of servers lost the sense of community that they once had. You knew the good tanks on the server, you knew the good healers... people identified by their role. I like being known as the bad *** tank. I think if you're going to make the decision to be a tank or a healer, you shouldn't be allowed to switch at whim to a DPS spec; that's something you give up for being a Tank or a Healer. Without dual specs, you find yourself seeking out new people, not simply sticking with the same group because, hell, a small group of people can literally fill ANY role in the game! That's not how it should be, and I hope they take this post seriously.
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