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Edgedy

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  • Location
    New York, NY
  • Homepage
    http://www.facebook.com/Edgedy
  • Interests
    Video Games, Books, Beta testing and game balance.
  • Occupation
    Private Chef.
  1. It's ironic, Bioware was so concerned we blew through the content of 1.0 and 1.1 that they added time sinks so we'd do it slower and spend more time unlocking Warzones, raids, and legacy. The problem is? We don't want to deal with that level of effort because the return does not match the reward. Simple Reward theory if you want us to play the game and enjoy it don't make us run in a hamster wheel to get a treat ;p
  2. With Server Transfers on the Horizon, I wanted to ask about a pressing concern considering Guilds. Namely, if we leave our server will our guild disband, and we'll lose all the money we spent on guild bank upgrades? Assuming this is the case, do you have any intention of giving credit refunds when the transfers go through or are we out of luck?
  3. Except people are stupid because Bioware has already stated they are not charging for relocation to the designated servers. So while you might pay to go to Fatman, which has a full community, you will not have to pay to go to Ajunta Pall. (If it's a designated server)
  4. Moonshadow you're mistaken. It's to move empty servers to build communities. Reread the developer notes. No one is 'paying' anything, there's specific servers that are allowed to be moved to. That's the only restriction and it's not moving overpopulated servers to underpopulated, quite the opposite.
  5. Seeing as how the game started with Bioware using pre-launch guilds and placing them on servers, I'd like to pitch to them and see if it is feasible to get the next implementation rolled out. Namely, when the time comes for server transfers, that guilds are given the option to move all of their members along with the new policies. It maintains the strong communities, and keeps the pre-selected allies and adversaries grouped together. Ideally I'd prefer people come to my server, but failing that I'll settle for keeping the friends and foes along for the ride. Hehe.
  6. It was a surprise. It fit into the lore of the game. We received pets, armor, and crystals which were all a nice perk. It even influenced the in game economy, people selling DNA, etc. The storyline and lore was cool. The new world bosses were great and even brought out a good dose of fresh PvP to the server. New titles. And exploration. Woo. Pretty much you hit on all the elements of something people like, a mystery. exploration, rewards, and strong challenges for both PvE and PvP.
  7. I don't see new Sentinel gear on the Light Side vendor. Weird. The Warrior Captain and the Advanced Spec Ops Boots have been there for a really long time. I guess they added the Warrior Captain's Gauntlets (blue level 9 gear, no mods)
  8. Except this isn't just about stats it's about CUSTOMIZATION. Which is #1 on Bioware's priority. They promised us the ability to remove the armoring mods from our gear and put them into sets. But to promise that, and then give us tank armor seems to be a contradiction. Sets need to maintain the class armoring that is best for said class. Tank ones for tanks, Sage healers need to maintain armoring which does not give them too much endurance as it cripples them. Sentinels need might ones so that they can actually do more damage, it's not like they don't get endurance that way also.
  9. I am hoping that Bioware reads this and can fix it before the Nightmare versions come out so that I do not have to waste 2 months (8 weeks *if* I get a piece every week) to gear up in this set. It may take more if the dice gods do not favor me on the loot rolling. P.S. Pfft, maruaders don't need guard to hold threat hehehe.
  10. Alright here's a template of what 'ideal' mods are required, and as it turns out I will need to get 7 mods from the vigilance set of armor for the guardian class for my Sentinel. The good news is they exist in 2 of the Sentinel piece as well. But regardless, here's the notes. Black Hole Itemization - Medium armoring Boots - +68 Strength/+49 Endurance, Gloves - +68, 49. Legs - +68, 49. Chest, Head - bad armoring modifications. Heavy armoring - helm - +68, 49 -Chest - +68, 49 Campaign Heavy armoring -chest - +68, 49. (Will it come with guardian set bonus? Probably not worth getting. ) -helm - +68, 49 (Will it come with guardian set bonus? Probably not worth getting. ) Sentinel -Boots, gloves, +68, 49. (augmented gear possible) -helm - bad. (will have to retain Rakata set piece for 4 piece bonus) -Chest - bad. (augmented gear possible, using black hole chest mod no set bonus) -Legs - bad. (will have to retain Rakata set piece for 4 piece bonus) Want Enhancement (in enough mixes of gear to get a full set before the rest) +27 endurance, +57 accuracy, +41 critical +27 endurance, +41 power, +57 surge Want Mods +68 str,+41 end, +12 power +68 str, +41 end, +12 crit Campaign Heavy DPS HEAD (proper modification) CHEST (proper modification) Campaign Medium DPS BOOT (proper armoring modification) GLOVE (proper armoring modification)
  11. When you input a raid key, it links to the website and you can check all of your logs there with the raid key.
  12. What drives me crazy is, if you want to give us more health. That's fine, put it on the mods, put it on the enhancements. Don't put it on our main set of armoring, that's just retarded.
  13. Truth be told I don't expect a lot of this problem to be fixed in the current gear set. But I want Bioware to understand that putting these odd armoring into sets is causing problems for their new custom gear design as the armoring carries set bonus. I hope the issue is corrected before Nightmare comes out, so that itemization will make more sense. I just feel bad for the guys who try to develop the new content with the so called 'new' gear. Sages will be hurt by this as much as Sentinels.
  14. Will Bioware repair the bad itemization decisions they made in 1.2 as it negatively impacts a number of classes? Ex. Putting tank armoring in dps gear for new PvE sets (Black Hole, Campaign) Sentinel has 3 of 5. Increasing Sage health pools, making their 'sacrifice' conversion higher HP loss and therefore harder for them to recover and heal since it works off of a percentage. There's more, but I don't want to go on a diatribe.
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