Jump to content

DarthBuckets

Members
  • Posts

    367
  • Joined

Everything posted by DarthBuckets

  1. The Bounty Supply Company had a reputation entry on live before 2.3, which I believe granted the "Licensed to Hunt" and "Armed and Dangerous" titles. Now, it lists "The Professional" and "Cartel Security", both titles available from other reps/achievements. While the Bounty Supply packs are not yet available, this looks like a bug that should be fixed before Bounty Supply packs go live.
  2. I strongly support this idea. I would really like to see it implemented as a kit (just like Augmentation Kits) that can be crafted.
  3. I would really like to see Jedi or Sith-themed customizations for Treek, possibly based around the Valiant Jedi and Eradicator's Warsuit armor sets. Treek is fairly unarmored, so any armor would be great for her, but Jedi or Sith-styled customizations would go really well with my Jedi/Sith characters that use Treek while adventuring.
  4. Orange Power, Crit, and Endurance crystal schematics are rare drops from The Primal Destroyer on Belsavis. Orange Expertise crystals are found in PVP gear, and (to my knowledge) are not learnable as a schematic. If you mouse over an Orange crystal with the RE button up, it should say "No Research Available", so RE-ing it will not yield a schematic.
  5. I disagree. Crafting 30s and 31s is extremely profitable on my server under the current system, and raiding is incentivized by the high price to fully craft gear and the pieces that are unable to be crafted (currently 75s and set bonuses).
  6. I don't remember if I already posted in this thread, but I am fully supportive of this.
  7. I think they should add the ability to convert Elite comms to Basic comms. Other than that, I think it's fine as it is.
  8. When the game launched, the GTN deposit scaled with the sell price of the item. This created a real investment for putting big ticket item on the GTN. Players could not rip all their auctions off the GTN and re-post immediately to undercut without losing a significant amount of credits. This also created compelling gameplay as far as investing in multiples of a crafted item to manage pricing, and using the auction duration strategically. When free-to-play was implemented, the deposit was changed to a trivial amount such that undercutting is rampant. Selling highly priced items on the GTN is primarily gated by who re-posts the most often. While this can drive prices down (good for buyers), it is extremely frustrating for crafters and sellers. I understand that the change was most likely made to avoid preferred players laundering money through GTN deposits to avoid escrow, but that is still feasible using regular mail, guild banks, and other methods. I suggest that the scaling deposit costs be returned to the way it was at launch.
  9. You can only learn the schematic from blue stims you've crafted on that character. It is a hidden flag, but stims made by other players show No Research Available. That, or you already learned it.
  10. Yes, adding Defense will increase mean mitigation because it creates a bigger benefit through dodges than the amount of shielded attacks it reduces. However, I was not talking about mean mitigation at all, and what I posted was true. I didn't mention Absorb because I was not talking about mean mitigation. If you have x Defense and y Shield, your actual shield chance for Melee/Ranged attacks is: (1 - x)*y If you add z Defense, your actual shield chance is (1 - (x + z))* y The difference is: (1 - x)*y - (1 - x - z)* y = (1 - x -1 +x + z)*y = z * y So if you add z Defense, you effectively lose z*y Shield chance you already had without the added Defense. Adding z Defense will probably increase your mean mitigaiton, but it still holds that the more Defense you have, the less amount you will Shield. I have problems with this because it is not transparent to players and IMO adding one stat should never detract from your existing stat pool (even if it is a net gain). There really aren't any other cases like this in the game. PTs are especially affected because they have mechanics that proc on shielding attacks. The more Defense you have, the less procs of the following you will see: Heat Screen stacks for Heat Blast uptime Venting Heat from Shield Vents Resetting Rocket Punch (which also contributes to Heat Screen because it has 100% chance to proc)
  11. If you are on POT5, PM me your character's name. I have the blue expertise schematic.
  12. A few days ago, I picked up a couple of creatures from a shipyard on Tatooine and tucked them in a guild bank for safekeeping. I came back today to find this: http://imgur.com/IjVTeSW /in honor of KOTOR's anniversary
  13. edit: missed something simple, coupled with an unrepresentative data set --- thanks.
  14. I don't really see the need to make credit-only options. Having the option to use in-game currency at a reasonable conversion rate for direct purchase (or items on the GTN) works fine. The only issues are things that are available for direct purchase with both CC and credits with prices that are wayyyyy out of whack, like Rocket Boost. Things that are within 25% over or under 100 CC = 100k credits are on target, IMO. It's easy to invest 10+ million in a new cartel pack, and those come out monthly. I actually like the Cartel Market's implementation a lot where nothing is bound because it creates a regular cycle of things to spend my credits on (assuming they are on the GTN). There has been no shortage at all of items available on the GTN after a new pack hits.
  15. This game actually has quite a few credit sinks and minimal inflation compared to other games. Ripping mods out of gear, augmenting new gear sets, Character perks, and other things. I find that making money in the game is rewarding because I can use my credits to buy Cartel items from the GTN. If you have sufficient enough credits, you can collect everything the Cartel Market has to offer without paying any real money. It's like receiving pets and mounts as rewards from succeeding economically on the GTN. When a new Hypercrate comes out, drop millions on buying a few crates off the GTN, or arrange with someone you know to purchase them if they want credits.
  16. I would much rather there be more incentive to run HM flashpoints, so more experienced and geared players participate more, as opposed to restricting undergeared players from queueing. As it is, the only thing a geared player gets out of flashpoints is 12 ultimate comms doing 3 of them for the weekly. It is extremely easy to become Elite comm capped. A reputation for flashpoints would do the trick.
  17. Mods, I posted this in the Powertech forums, but it is more appropriate here. Please delete: http://www.swtor.com/community/showthread.php?t=658076 I play a Powertech tank in both PVE and PVP. This is a collection of suggestions to remove some outlying frustrations that I hope get looked at when assessing PT tank balance and design going forward (assuming a 2.4 balance pass?). With the singular exception of lacking an immunity cooldown comparable to Saber Reflect or Force Shroud that can negate/trivialize some boss mechanics, I actually think PT tanks are quite balanced and performing well at the moment. I also understand that buffing or changing things probably means the developers will need to apply a nerf in other areas to keep balance sometimes. IGC Only Procs on Ranged Attacks In 2.0, IGC procs generate stacks of Heat Screen, which increase the uptime of the 3% Absorb Heat Screen buff and the Heat Blast 25% Absorb effect. This means that the way to maximize your mitigation is to increase the number of IGC procs you get. In tank spec, the following attacks generate IGC procs: Rocket Punch - 100% Rail Shot - 100% Rapid Shots - 15% Unload - 15% Attacks that are used that do not generate IGC procs: - Flame Sweep - free after a charge - Flamethrower - free with Flame Engine - Flame Burst - Good damage filler - Explosive Dart - Generally not used except for when caught at range or boss immunity phases (like precasting on Golden Fury while shielded) - Missile Blast - Generally not used except when caught at range and can afford the Heat - Death From Above - AOE burst, weak add control Unload does poor damage compared to other options for filler, is Ranged so it has a 10% added chance to miss, and is channeled so it is susceptible to pushback. Rapid Shots does poor damage and is Ranged so it has a 10% added chance to miss, but it generates no heat so it is the basic filler to allow Heat to vent a little (which will never be needed if you choose to maximize IGC procs). Flamethrower procs, Flame Sweep procs, and Flame Burst filler are all valuable skills and enjoyable gameplay, but using them regularly vs spamming your basic attacks decreases your mitigation potential. With the exception keeping Combust up (one Flame Burst or Flame Sweep every 15 seconds), if you want to maximize mitigation, the PT tank priority is the following: * Use Heat Blast (off GCD) when available * Rocket Punch on CD * Rail Shot on CD * (Possibly) use Unload on CD (if it is an improvement in damage and IGC procs compared to 2 Rapid Shots, as it ticks every second) * Spam Rapid Shots. Some may argue that choosing between mitigation and damage/threat output is a valid gameplay mechanic, but I'd argue that resource management is a more valid avenue to demonstrate player prowess. Spamming your basic attack to increase mitigation completely trivializes resource management gameplay, is boring, and removes player skill in maximizing DPS/threat output. Suggestions: - Make IGC proc on Ranged and Tech attacks (potentially drop the proc chance if it creates a balance issue). Defense Makes Shield/Absorb Weaker SWTOR uses a two-roll system with Defense on the first roll and Shield on the second. This means that Defense and Shield chances are not additive, and your Shield chance % is actually lower than what it is on your character sheet, since it is only applied to the amount of attacks that fail the first roll. Let's say you have 15% Defense and 40% Shield and you are getting hit by a Melee attack. You will Defend 15% of the time on average, leaving 85% of attacks capable of being Shielded. Your actual chance to Shield is 85% of your Shield chance, so 85% * 40% = 34% The more Defense you have, the weaker your Shield and Absorb becomes. It is like if a DPS player added Crit % and their existing bonus damage went down. The 2.0 changes (Shield works on more types of attacks) helped a bit, but a large amount of damage is still Melee/Ranged, and susceptible to Defense. While it is valid to compare the relative value of stats against one another when gearing your character, it is extremely frustrating that having more of a stat makes your existing stats worse. While this is an issue for all tanks, the Powertech is most affected: - Shield Vents: vent Heat when you Shield - Hydraulic Shield: reset Rocket Punch when you Shield - Heat Screen: generate a stack and lower CD on Heat Blast when you Shield Suggestions: - Long-term, make Defense and Shield work on the initial combat roll, such that your chance to shield is your actual shield percentage, and adding more Defense increases the amount of damage that is defended without lowering the amount that is shielded. - Change affects that proc on Shielding an attack to work on Defending an attack as well (like Lightning Reflexes, Lightning Recovery, Revenge, etc). TMK, the only non-PT effect in the game that procs on Shield but not Defense is Dark Bulwark, which is a preventative measure to smooth out damage if you are in danger of losing Dark Ward. Kolto Overload in PVE Kolto Overload is a great skill for PVP, but is really lackluster in PVE because of its limited uptime, and the necessity to be low in health in order to trigger. If you and your healers are doing well, the skill will not be used at all. Using it proactively (activating Health Monitor) runs the risk of wasting it completely. Pre-casting the Health Monitor and anticipating incoming damage spikes usually does not work, because you are competing against your healers, or in danger of being gibbed. A Health Monitor that does not trigger is a 4 minute cooldown that achieved nothing , which is really depressing. Being killed during the 8 second window of Kolto Overload is extremely depressing, especially if one compares the effect against a 5 seconds of Saber Reflect or Force Shroud (which are able to be used on demand and proactively on extremely lower cooldowns). The Coolant skill in the Shield Tech tree would be a great avenue to buff Kolto Overload without imbalancing PVP or affecting DPS players. - Suggestions: - Lower the CD, and/or make Health Monitor expiring not trigger the cooldown on Kolto Overload. A 2 minute cooldown on Kolto Overload, and the ability to re-cast Health Monitor if it expires would be very welcome improvements. - Raise the health percentage that can trigger it to 40% for tanks. I dip below 40% health in PVE fairly frequently, but 30% is far more rare. In PVE, there are dedicated healers, so the primary benefit of Kolto Overload is a single spike heal up to 30% and then the 2% health every second from Coolant. - In the absence of increasing its uptime / usage such as above, make Health Monitor provide some sort of benefit when activated or expired, such that the ability serves some use when running successfully with competent healers. Other Quality of Life issues I would like to see addressed: - Allow Shielding of Crits in PVP. - Change the secondary stat on tanking augments to be Endurance, rather than Power, like every other augment in the game. - Resolve uard Behavior Frustrations (PVP): http://www.swtor.com/community/showthread.php?p=6492039 - Fix Shoulder Cannon Appearance (total vanity lawls): http://www.swtor.com/community/showthread.php?t=650912
  18. The Cartel Crystals are well and good, but some players want to be able to use the crafted colors on their lowbie characters, and enjoy the beneifts of having a full power crystal while leveling, including the traditional colors like Red and Blue. Also, some colors like Purple, Magenta, or Black core are not available to lowbies at all currently, and a color crystal is intended to be a stylistic element of customization. As it stands, low-level players only have boring low-stat crystals or Cartel crystals as options. This would also stimulate crafting crystals quite a bit.
  19. I would much rather see BioWare work on making rewards like titles, valor, pets, mounts, etc Legacy-wide, rather than allowing advanced class changes. AC changes discourages rolling alts of the same class, but if all of your rewards and such were Legacy-wide, then rerolling your main to the new AC becomes feasible.
  20. I play a Powertech tank in both PVE and PVP. This is a collection of suggestions to remove some outlying frustrations that I hope get looked at when assessing PT tank balance and design going forward (assuming a 2.4 balance pass?). With the singular exception of lacking an immunity cooldown comparable to Saber Reflect or Force Shroud that can negate/trivialize some boss mechanics, I actually think PT tanks are quite balanced and performing well at the moment. I also understand that buffing or changing things probably means the developers will need to apply a nerf in other areas to keep balance sometimes. IGC Only Procs on Ranged Attacks In 2.0, IGC procs generate stacks of Heat Screen, which increase the uptime of the 3% Absorb Heat Screen buff and the Heat Blast 25% Absorb effect. This means that the way to maximize your mitigation is to increase the number of IGC procs you get. In tank spec, the following attacks generate IGC procs: Rocket Punch - 100% Rail Shot - 100% Rapid Shots - 15% Unload - 15% Attacks that are used that do not generate IGC procs: - Flame Sweep - free after a charge - Flamethrower - free with Flame Engine - Flame Burst - Good damage filler - Explosive Dart - Generally not used except for when caught at range or boss immunity phases (like precasting on Golden Fury while shielded) - Missile Blast - Generally not used except when caught at range and can afford the Heat - Death From Above - AOE burst, weak add control Unload does poor damage compared to other options for filler, is Ranged so it has a 10% added chance to miss, and is channeled so it is susceptible to pushback. Rapid Shots does poor damage and is Ranged so it has a 10% added chance to miss, but it generates no heat so it is the basic filler to allow Heat to vent a little (which will never be needed if you choose to maximize IGC procs). Flamethrower procs, Flame Sweep procs, and Flame Burst filler are all valuable skills and enjoyable gameplay, but using them regularly vs spamming your basic attacks decreases your mitigation potential. With the exception keeping Combust up (one Flame Burst or Flame Sweep every 15 seconds), if you want to maximize mitigation, the PT tank priority is the following: * Use Heat Blast (off GCD) when available * Rocket Punch on CD * Rail Shot on CD * (Possibly) use Unload on CD (if it is an improvement in damage and IGC procs compared to 2 Rapid Shots, as it ticks every second) * Spam Rapid Shots. Some may argue that choosing between mitigation and damage/threat output is a valid gameplay mechanic, but I'd argue that resource management is a more valid avenue to demonstrate player prowess. Spamming your basic attack to increase mitigation completely trivializes resource management gameplay, is boring, and removes player skill in maximizing DPS/threat output. Suggestions: - Make IGC proc on Ranged and Tech attacks (potentially drop the proc chance if it creates a balance issue). Defense Makes Shield/Absorb Weaker SWTOR uses a two-roll system with Defense on the first roll and Shield on the second. This means that Defense and Shield chances are not additive, and your Shield chance % is actually lower than what it is on your character sheet, since it is only applied to the amount of attacks that fail the first roll. Let's say you have 15% Defense and 40% Shield and you are getting hit by a Melee attack. You will Defend 15% of the time on average, leaving 85% of attacks capable of being Shielded. Your actual chance to Shield is 85% of your Shield chance, so 85% * 40% = 34% The more Defense you have, the weaker your Shield and Absorb becomes. It is like if a DPS player added Crit % and their existing bonus damage went down. The 2.0 changes (Shield works on more types of attacks) helped a bit, but a large amount of damage is still Melee/Ranged, and susceptible to Defense. While it is valid to compare the relative value of stats against one another when gearing your character, it is extremely frustrating that having more of a stat makes your existing stats worse. While this is an issue for all tanks, the Powertech is most affected: - Shield Vents: vent Heat when you Shield - Hydraulic Shield: reset Rocket Punch when you Shield - Heat Screen: generate a stack and lower CD on Heat Blast when you Shield Suggestions: - Long-term, make Defense and Shield work on the initial combat roll, such that your chance to shield is your actual shield percentage, and adding more Defense increases the amount of damage that is defended without lowering the amount that is shielded. - Change affects that proc on Shielding an attack to work on Defending an attack as well (like Lightning Reflexes, Lightning Recovery, Revenge, etc). TMK, the only non-PT effect in the game that procs on Shield but not Defense is Dark Bulwark, which is a preventative measure to smooth out damage if you are in danger of losing Dark Ward. Kolto Overload in PVE Kolto Overload is a great skill for PVP, but is really lackluster in PVE because of its limited uptime, and the necessity to be low in health in order to trigger. If you and your healers are doing well, the skill will not be used at all. Using it proactively (activating Health Monitor) runs the risk of wasting it completely. Pre-casting the Health Monitor and anticipating incoming damage spikes usually does not work, because you are competing against your healers, or in danger of being gibbed. A Health Monitor that does not trigger is a 4 minute cooldown that achieved nothing , which is really depressing. Being killed during the 8 second window of Kolto Overload is extremely depressing, especially if one compares the effect against a 5 seconds of Saber Reflect or Force Shroud (which are able to be used on demand and proactively on extremely lower cooldowns). The Coolant skill in the Shield Tech tree would be a great avenue to buff Kolto Overload without imbalancing PVP or affecting DPS players. - Suggestions: - Lower the CD, and/or make Health Monitor expiring not trigger the cooldown on Kolto Overload. A 2 minute cooldown on Kolto Overload, and the ability to re-cast Health Monitor if it expires would be very welcome improvements. - Raise the health percentage that can trigger it to 40% for tanks. I dip below 40% health in PVE fairly frequently, but 30% is far more rare. In PVE, there are dedicated healers, so the primary benefit of Kolto Overload is a single spike heal up to 30% and then the 2% health every second from Coolant. - In the absence of increasing its uptime / usage such as above, make Health Monitor provide some sort of benefit when activated or expired, such that the ability serves some use when running successfully with competent healers. Other Quality of Life issues I would like to see addressed: - Allow Shielding of Crits in PVP. - Change the secondary stat on tanking augments to be Endurance, rather than Power, like every other augment in the game. - Resolve uard Behavior Frustrations (PVP): http://www.swtor.com/community/showthread.php?p=6492039 - Fix Shoulder Cannon Appearance (total vanity lawls): http://www.swtor.com/community/showthread.php?t=650912
  21. Look for a Darth Malgus Holo-statue or Satele Shan Holo-statue on the GTN. They do the same thing (with different art).
  22. I'm fine with it being attainable with Cartel Coins. I just think it shouldn't come with gear (fi you want gear on it, find a local crafter ), and I would like it to be priced appropriately as to not trivialize the comparative credit cost (see Rocket Boosts CC cost vs credit cost). I would prefer it be over 1000 coins. I also would like to see the Legacy 40 requirement stay, even if you purchase with CC.
  23. With the Legacy system and crafting system, crafting across multiple characters works quite well, but there is limited use for a Crew Skill on your "main" outside of Biochem (and to a lesser degree Cybertech). I enjoy the economic perks that Crew Skills provide and would like to see them rolled out to all Crew Skills, such that players can choose the crafting Crew Skills that they like without missing out on economic advantages completely. In addition, more useful consumables stimulates the crafting market, player interaction, credit sinks, and provides another outlet for player preparedness for content (obtaining needed consumables). Biochem Biochem has great perks in their reuseable medpac, adrenals, and stim. In fact, reuseable medpacs could be made useable by all players, and Biochem would still be #1. Cybertech Cybertech already has re-useable grenades. The Pyro grenade could be buffed such that it is closer to an adrenal in power, so that it is more desirable in PVE. Right now, outside of AOE situations Also, the current Pyro re-useable grenade is extremely under-powered compared to the consumable version (about 5x as nerfed as reuseable adrenals are). CC grenades for PvP are working fine, except they don't scale in usefulness much from the level 50 to level 55 versions. Armstech Create a consumable item that powers up a main hand ranged weapons for a set period of time (like a stim). These can be simple stat bonuses, or more interesting procs or effects. Then, Armstech can receive a re-useable version of these items as their perk. Artifice LIke Armstech above, but for melee weapons. Synthweaving / Armormech Give these two Crew Skills a % off of repair costs or durability loss. This helps off-set the lack of an economic consumable perk, and makes sense given the nature of the profession that they can maintain their armor better than other players. Instead of being a poor choice now (only really useful for Augmnets and a small set of orange schematics), these Crew Skills would be desirable for players who want an economic perk with minimal effort.
  24. When you do a forum search and browse through the results, it highlights your search term in the posts. You can see the last part of the URL that controls content highlighting.
×
×
  • Create New...