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Angry_Ferth

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Everything posted by Angry_Ferth

  1. This seems... really dumb. I've never enjoyed grinding reputation, and it doesn't even look like you are giving us different content to grind, you are just trying to make us go back and do dated content. Unless the rewards are so amazing you can't live without them this is going to be a huge waste of time that not many people are going to enjoy doing. Hell, even if the rewards are awesome I doubt most people will enjoy getting them.
  2. I'm sure it's been mentioned somewhere but an assist frame for ops. Or barring that a target of target option when using an ops frame. I'd also like to see a pane for mobs that I am currently on the hate table for. Tab Targeting is an unwieldy beast and Mouse Targeting is not any better. A window that shows all my potential targets in a similar fashion as the ops frame would go a long way in helping targeting.
  3. I had this same idea the other day. Would be very nice if I could send my companion off to put crafting materials in my bank. /signed
  4. Yeah, I don't mean that the moddable gear learned from reverse engineering an item, or the pvp orange schematics, but the schematics earned from underworld trading, treasure hunting and investigation. Nothing that requires a biometric crystal alloy or higher grade rare item. (since they are gated by the rare item.) But on my synthweaver I've found tons of the level 50 moddable schematics, and they really are pretty worthless after you learn them. From a personal perspective I can see mixed reactions, but from an overall perspective it would allow the schematics to stay relevant, whereas having them be a "learn it once and make it forever" system the value of the actual schematics lowers very quickly, especially considering how easy they are to find now.
  5. I'd like a window similar to the Ops frame for mobs that I am currently on the hate table for, and the ability to target each mob through their target window in said frame. It would alleviate some of the confusion and frustration that exists with the rather janky hitboxes for mobs right now. (Also some designation for the rank of particular mobs so we can easily identify Strong, Elite and Champions.)
  6. Speaking mostly as an artificer I'm a bit perplexed at how prominent the schematics for moddable light sabers are. I have found 5 schematics for the level 50 Elegant Modified Lightsaber so far, and I have not even remotely been sending companions out for missions as much as I could be. At this rate the value of the schematics are going to plummet. If each schematic allowed for only one craft of the lightsaber it would increase the value of each individual schematic and increase the value of the modded lightsaber itself.
  7. Your disdain seems a bit mismatched when you yourself offered a solution obliquely in your comment. There is no reason Sage melee abilities (all two of them) should be modified by STR. It can't be a difficult issue if they buffed those melee abilities to also make them modified by Willpower (like assassin melee abilities.) Furthermore, the reason those abilities are so worthless right now is because of how weak they are. Were they to be buffed it would increase their utility.
  8. This was an interesting read. I heartily agree that the trees for sage are all over the place, and they definitely need to spend some time to make each one fill an actual role instead of all the bizarre cross over we have now. I thought the melee additions were amusing... and given how few instant abilities we have I think it would be fun if our kiting aspect could indeed throw out a few saber swings for viable damage. Sage/sorc is a weird creature... and mostly it just feels like it was shoe-horned into a role without any real consideration for how it fit. Would be nice if they took the time to give the class a more in depth look and make balance changes that made sense rather than just being reactive nerfs to their metrics.
  9. Two things. There really is no reason the TWO melee attacks that sage gets couldn't use Willpower as a modifier. As is there is no point even having them in your quickslots after about level 30, not to mention no reason to keep spending money on rank upgrades for Double Strike. And you can enjoy the magey aspects of playing a sage or a sorcerer and still want to beat things with your glow stick on occasion. I think the request that our physical damage modifier should rely on Willpower rather than strength is a valid one, since as is we are the ONLY advanced class that can't use one stat for the two different types of damage we do. It doesn't mean I think they should make sages into melee characters... the abilities already preclude that, and it's the abilities that define the role. But since the ONLY resource neutral ability we have is a melee one, there's no reason it needs to be gimped because of our stat distribution.
  10. This can't be the best way to fix it. And it only seems to affect the hoods on certain types of armor. If this is a bandaid, i hope they intend to remove it later, cause it looks... bad.
  11. It seems to be one or the other, the belted robes have junk in the trunk, the hooded capes have the awkward hood.
  12. Not a fan of how they look now. It's bad enough the robes still have the frumpy butt problem, the new hood visuals aren't a change for the better.
  13. No stats, no expertise, just let me make my Centurion Force Mystic's robe and put mods in it. Thanks.
  14. I doubt it would be that big of a time commitment to allow something like this, and it would be visible to anyone inspecting you. Some names might be crude, some names might be clever, some people might not care at all. It's a minor novelty, agreed. But considering the things I've seen mmo dev teams waste their time on, there are worse things they could be doing.
  15. I had this thought too, legacy species unlocks that relate to a specific class, like completing the sage class story would unlock Esh-kha...
  16. Title says it all... I bet we can come up with better names than "Flashy."
  17. I believe the ground work for this is already in the game, a few of the matrix cube guides mention other items that aren't accessible in the game yet that alter matrix shard function.
  18. They already implemented a cover bar, this is essentially the same thing. I wouldn't mind seeing something like this. I'm still holding out for skill target forwarding though. With the introduction of target of target panes in 1.2 it paves the way... (for those that aren't sure what I am talking about, skill target forwarding basically means that you have two targets, your actual target, and their target. So assume that you are a healer, targeting your tank, all of your healing abilities will then apply to your tank while all of your "aggressive" abilities will target your tank's target. Or perhaps a more utilitarian use for DPS, in an ops group you want to make sure you are always hitting the correct mob, all you'd need to do is target the designated mob caller and all of your abilities will then apply to the correct target.)
  19. This isn't an issue of "You think you've got it bad." this is an issue of ACROSS THE BOARD poor implementation. No one is saying sorcerers and sages can't heal anymore, but everyone seems to agree the experience will be significantly more stressful. Furthermore no one is saying that they are the only ones being nerfed, but comparing the nerfs for sage/sorc healing to commando healing, commando numbers are reduced, the actual method of implementation for sorc/sage is changed, so our output is reduced and we need to relearn our class. I don't play a commando healer so I can't speak for your changes on a personal level, That doesn't mean I think I have it worse off than you, I just have a more personal stake in the nerfs to the class I play. I'd much rather see a % decrease to sorc/sage healing than the fundamental playstyle changes these nerfs will impose.
  20. Agreed. The level 49 crafted light armor helmet could easily be worn with a hood, and it would create a rather neat aesthetic. It's a bit disappointing that it's not available. it's also a little weird that the only way to have our hoods not be visible (unless we're a twi'lek, poor twi'lek) is to have, some times, garish and awkward head gear visible. More options like the circlet headgear jedi get, please. Oh... and less options like the cowboy hat/swimcap amalgamation you've come up with for smugglers...
  21. Well that was my point, it feels like they chose light, medium and heavy because "that's how it's done." which isn't how bioware should be making decisions. And now they are stuck shoe horning classes into armor grades because they need to fit somewhere in these three tiers so they are making decisions based on canon, but not really thinking through the impacts they have. Roguish medium armor types almost always have an increased evasion baseline, and i suppose smugglers, agents do have that... when they are in cover. Light armor wearers generally are physically squishy but elementally or magically resilient, this is nowhere near the case for this game. Heavy armor wearers are usually physically resilient but more vulnerable to magical (force/tech) assaults. None of these checks and balances are implemented well, and none of them seem to be implemented based on role (aside from knights and warriors, and even that is kinda loose.) I just finished watching a video were a full healing specced commando ripped 6 guys a new one in pvp, dealing damage, taking damage and healing through it all (he had help, but still... 6 guys wailing on a healer and the healer surviving is kinda messed up.) On my sage if two people happen to look at me at the same time I implode, unless I'm actively being guarded. Bioware is balancing things, but I don't think they are examining the game properly. The balances are not necessarily being implemented well, or even in the appropriate areas, and the bizarre armor system in the game is just one of those examples.
  22. I was thinking about this the other day and it has made me a bit curious about the thought process Bioware used when they came up with the system. Right now there are three grades of gear, light medium and heavy, and these are solely based on what class you are, not necessarily what role you fill in that class. Consulars and Inquisitors are light armor despite being healers dps and tanks (the tanks get a stance that drastically increases the armor value, but they still are limited to light armor.) Smugglers, Agents and Sentinel/Marauders are medium armor, they generally fill a dps role but smugglers and agent's can be healers too. Troopers and Juggernaughts/Guardians wear heavy armor. Troopers can be tanks, healers or dps, Guardians can be Tanks or DPS. The main question that this presents to me, is why three grades of gear? Why not just make two? remove medium armor entirely and you get healers and dps with lower defense (and presumably a higher output. Or tanks healers and dps with a higher defense that can be balanced elsewhere. I am speaking as a sage here, and I apologize if my bias shows through too strongly, but in the light of impending nerfs (and they are nerfs, no matter what you choose to call them.) it really throws into contrast our squishieness... and I really can't see a beneficial trade off to our being forced to wear light armor. We don't have an increased output compared to anyone, we just have a vastly decreased survivability (further exacerbated by our poorly implemented resource recovery tool.) I understand that trying to change the armor class system at this stage of development would be a colossal undertaking, and I'm not really asking for it to be changed... but perhaps you should devote some time to actually balance gearing for these classes, since it really doesn't feel like you put any real thought into this beyond "jedi wear cloth, troopers wear plate, smugglers wear leather."
  23. I understand that this is a very small issue, but it irks me a little none-the-less. For knight/warrior classes strength is the primary stat and it effects melee bonus damage as well as force bonus damage. For Trooper/BH Aim effects Ranged and Tech damage. Agents/Smugglers Cunning effects Ranged and Tech. Shadows/assassins Willpower effects melee and force damage. Sages/Sorcs Willpower effects Force Damage, Strength effects Melee bonus. Granted sages and sorcerer's are not meant to have strong melee abilities, but that is more gated by the fact that we only have two (three?) melee hits anyway. Our weakness in melee comes from a lack of abilities that use it, it shouldn't further be weakened by unbalanced stats.
  24. I'd also like to see hit box adjustments for people who use the mouse to target (cause sometimes trying to cycle through 8 guys moving around in pvp is just a huge mess.) The hit box on larger pve enemies is ridiculous (as is the hitbox for companions when trying to click on quest/gathering nodes.) Furthermore it would be nice if there was a perference option for healers to make party members have a slightly larger hitbox than enemies. In a PUG pvp group if I see a random team member being wailed on by three enemies but he has a name/title/legacy with 6 words in it I don't have a clue who it is, but I default to targeting the three chaps hitting him rather than the one guy I'm trying to heal. More on the actual point of this thread, I particularly like when trying to cycle through 3 enemies in a slight triangle formation I will start with the left most, and then tab will bring me to the right most and another tab will bring me to the left most again... why does it keep skipping the middle!? TL: DR Yes, please fix targeting mechanics.
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