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Shirvington

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Everything posted by Shirvington

  1. All Operatives can Tranq Dart, however, so feel free to sap the problem mob and kill the others while he sleeps, then kill him in a stun lock or just let your companion eat the choke. Oh, geez. The Force Speed Utility does prevent reapplication of roots while you are speeding. This is starting to sound like a l2p issue.
  2. When fighting in areas with mobs that stun as their opener (I can think of Oricon and Breaktown as examples), send your comp in as a tank first to eat all the stuns, then dps as your comp sits there uselessly. lol That's the best and only advice I can give. Just tried A Traitor's Punishment on a melee toon. Put my comp on tank, sent her in, she got choked and pushed, then I went in and attacked. It's much less annoying to wait than it is to eat those chokes yourself.
  3. I just found a workaround. Pull as many assembly components out of your mat storage as you want to deconstruct into kit components. Then craft ONE (or more) assembly components of the same type. The game will put them all into the same stack. This effectively resets the stack; once you deconstruct them, you will get aug kit components instead of jawa junk/tech frags.
  4. At least, I hope this behavior is not intended. If you craft an assembly component, then deconstruct it without putting it in mat storage, you get an augmentation kit component (as intended). Great. If you put an assembly component in your mat storage, take it out sometime later, then deconstruct it, you get jawa junk and tech frags instead. This CANNOT be intended behavior. From a gameplay perspective, why would putting a mat into mat storage cause it to deconstruct differently? Assembly components should always deconstruct into augmentation kit components as they always used to.
  5. RNG is RNG, but I couldn't confirm this. Gear wasn't any better at 305 ilvl. In fact, in my small sample size, I was getting MORE 304 and 302.
  6. Ok so I bought the Stationary Grit set as well and was having the same problem. Like ***, my Alacrity isn't going up 2%. It's going up almost nothing, like a fraction of a percent. OH WAIT. The set bonus says "+2% Alacrity RATING." No way. It's not a flat 2% alacrity, as one would expect. It's 2% alacrity RATING, which is total garbage. Alacrity rating doesn't stack anywhere as high as Mastery, so a small % alacrity RATING is worthless. BW, is this the intended behavior of the Stationary Grit set bonus? i.e. that it increases RATING instead of actual alacrity %? If so, it's completely worthless at the current value of 2%. The 4 piece bonus increase your damage by a flat 3%, which is a HUGE increase from 2% alacrity rating. A completely disproportional increase from a 2 piece to a 4 piece. Compared to the Tactician Set 4 piece which a 15% increase in critical CHANCE. Not RATING, but CHANCE. BW, please confirm or deny that 2% alacrity "rating" is intended.
  7. The only real use I've seen for Catalyzed Toxins is Heroics or maybe goofing off in easy FPs. Dot-dot-POP and if the mob dies in 10 secs, you get Toxic Blast back. Otherwise, the way it is structured now (longer cooldown and having to reapply dots and missing a lot), it's pretty lackluster. Catalyzed Toxins looks like it's the "burst" tact for Leth, but Volatile Strike is better in most every way.
  8. These are both very similar thematically, i.e extra damage on dot attacks. Neither significantly changes rotation. Anyone compare these two in a parse? I see people running PvP with Stormwatch but Ticking Force Bomb doesn't list the actual values of the increased tick chance and extra damage, so it might be better? Anyone test these?
  9. This is quality forum content. Will test this out. Thanks for heads up.
  10. Let's try to keep all the community-discovered bugs and issues in one place for Musco and the devs. Feel free to post them below, and if they need arranging/listing, I can edit this post.
  11. Nothing about achieving Conquest requires participation in group activites. You can always earn enough points solo to reach Conquest. You never HAVE to interact in a guild ONCE to achieve Conquest. Your entire stated argument about the social aspect of Conquest is false--not to bag on you, but it calls into question what BW's goals are for Conquest and if BW is meeting those goals.
  12. He allegedly can't see this response, but for the sake of the thread, it should be said that the quoted statement is empirically false. Large, spam-invite guilds can always make the Large yield rewards due to sheer numbers. Guild members don't have to work together to achieve the yield threshold; all the members can play individually and their cumulative points cross the Large yield threshold. In fact, they can each make just 15k points to achieve their Personal and reap the biggest yield, while solo players can make 100k points or more and receive only the basic Personal. BW really should rethink how Conquest rewards are distributed in light of this discussion.
  13. RIGHT NOW on Live, you can do 15k worth of Conquest and get a Large yield reward. I, and others, are suggesting that players get Large yield rewards regardless of what their guild does for significantly higher points, like 75k. In what upside down world is 6x more required points EASY MODE?
  14. We don't know how many points we will get at 75 for killing 75 mobs. I just tested Balmorra, and the level sync is 21 instead of 22 on live. However, golds in A Question of Motivation were both giving me 67 or 68 regardless. If there is a difference, it's not a lot. Edit: The amount of Conquest points for quests is capped at 650 regardless of level. So at higher player levels, quest exp won't change. It's fair to say that the Personal Conquest requirement could increase.. but we are trying to dial in on the actual number. 50k still seems like too much even in light of the higher obj bonuses. AND a total like 50k highlights the problem with players getting rewards based on what guild they are in, NOT how much work they do personally.
  15. This has to be a joke/troll because you were suggesting that my argument comes from a specific gameplay style that you ASSUMED I play. You were totally wrong, and your argument fell apart. Remember all that about participation trophies and solo players wanting what guild players get and greed and all that? Try again, buddy.
  16. What? It doesn't take any more work for a guild to hit 550k than a single person to hit 50k. People can literally do completely separate activities, never once interacting, and the guild will get to 550k. You may not know this.. but people can get their toons to 15k right now and switch to alts and spam them all to 15k and reap excess rewards. Your whole argument is vacuous.
  17. This problem is much bigger than I think people realize. I would much rather play with my small guild group of friends who have all been in the same guild forever. But just up to the most recent exp/conquest conversion, I have had to put toons into a large, spam-invite Conquest guild and play those toons (and not on my main guild toons) in order to get any good Conquest mats. This can't be BW's intended paradigm for guild participation. Since the conversion, I brought back those toons to my main guild and play with my main guild, AS IT SHOULD BE.
  18. Personal rewards need to be divorced from tiered Guild yield rewards. You don't even have to interact with your guild at all to do Conquest, so why bother forcing people into guilds to get better rewards? Make the Personal rewards tiered instead. Hypothetical numbers, here (assuming increased objs like the current PTS): --25k points at the end of the week = Small Yield --50k points at the end of the week = Medium Yield --75k points at the end of the week = Large Yield So you can spend time on a few toons to push them over Large or you can play many alts to get them all to small yield, or whatever you want. You can be a solo player or in a huge guild and get the same rewards. Guilds could still have their own Conquest total that affect titles, guild perks, whatever. Since "conquering" the galaxy in a guild really doesn't have any gameplay ramifications, there is really no need to force people to join a guild to offer rewards for simply playing the game.
  19. For QUESTS, Conquest points from exp are capped at 250 before Stronghold Bonus. So the most anyone is getting from completing a quest is 650 (full stronghold bonus).
  20. Roll now has 2 charges like the other new abilities. So you roll then roll again. Instead of both rolls coming off cooldown in 10 secs, your FIRST roll "charge" comes off cooldown in 10 seconds, then your SECOND roll "charge" comes off cooldown 10 secs later. So it's a roll nerf. You get one roll average per 10 second cooldown instead of 2.
  21. There are two problems with the PTS Conquest caps at the moment: 1. Personal goal is too high 2. Guild goals also increased, and Personal rewards are ultimately tied to the achieved Guild yield (even though many of the Conquest Objs don't require a guild group to perform) BW can fix this mess in a couple ways. I suggest a mix and match of the following: A. Lowering the PTS caps in half (25k personal, 2.5m large yield guild) B. Making EVERY Conquest Objective available every week but increasing the point values for specific Objs to reflect the theme for the week (Flashpoint week? triple the base point values for FP objs. WZ week? Triple the base point values for WZ objs. But make them all available every week with some base point value). C. Along B's lines, making Conquest Objs available daily or infinitely instead of once per legacy per week and altering the point structure D. Untie Personal rewards from Guild rewards--give Personal Conquest rewards on a tiered system as people achieve points (at the end of the week, each individual toon would get a reward when it hits 20k, you'd get medium if you hit 40k, or you'd get large if you hit 60k REGARDLESS of what your guild's point total). Then make Guild rewards something different; keep the titles, maybe give boosts to next weeks' conquest for getting a certain Guild tier.. idk, lots of options for Guild specfic rewards that are untied to Personal Rewards.
  22. Why? There is no basis for "3-5" toons per week. In fact, BW has stated they wanted more people to achieve Conquest with the Conquest exp conversion, so "3-5" is a step backwards (and clearly just your opinion). It's double exp on the PTS too. So it just appears that the kill exp rewards are higher. They really aren't.
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