Jump to content

Manathayria

Members
  • Posts

    415
  • Joined

Everything posted by Manathayria

  1. I'm going to pick this apart a bit.... Agreed on cost increase, however. At lower levels all of the mods should probably be min of 5 - 7, would not set them much above that, and would not drop the value of what is being bought - at least not at lower levels. Those are the levels where you want to hook people in. Not drive them off. I'd be all for making mods fixed so that once they're on, they're on and gone - you're not getting them back. This would mean all of the mods would sell better. I rarely see purple gear with purple mods already on it. Generally if I do it's from a world boss. Get use to it, this is the wall all crafters generally hit at top end. Their crafted gear usually falls behind. Giving us epic mods that will be equal to or greater than some of the dropped stuff would be ideal. Usually those blue mods in orange gear that drop are easily replaced. Sorry to offend you, but I rp - I like my character looking good. When I find the orange modable gear that looks great and is the look I want, I'm going to take it. I really don't care the source. Putting *more* of these orange pieces into the hands of the players and giving the higher up crafted oranges look far better than the low level oranges may be ideal, but I don't want them to go away. I like my gear matching dammit. Would think 5-7 as I said before, low levels are to hook people into the game, not drive them away. If mods are one use into an armor this is fixed anyway. Agreed. Them being blue is fine, above what crafters can make isn't. You should be able to make epics anyway shouldn't you? Again... blue would be ok, epic no... and if epic comes in a piece of gear it should not be removable. Yes. Again.. I think just make more of the orange gear craftable. No level cap for mods - just more craftables that look good. I hated running around in mis-matched retarded looking gear in most other MMOs and enjoyed being able to get stuff that matches as a set from rewards that's upgradable here.
  2. Same reason as slicing... Anyway, I occasionally seen greens/blues out of those boxes - something I never see out of slicing boxes. Only thing I can think of that they're good for. Affection only helps with time out on missions - not what the companions get on the missions.
  3. No, actually, we support the idea of keeping the crafting skills as is... if they're working correctly. We've said it, many, many times that slicing needed a nerf, but not to the extent that it did. That said, to those calling for a nerf on biochem: The epic patterns are exactly the same as the blue patterns. the only difference is that they're reusable. We can't sell them to anyone other than other biochems, so really, we get a tiny perk while the rest of you will eventually have epics you can sell at top tier. We'll never be able to sell our epics to the newbie that just hit 50 unless they're Biochem as well. They need to revisit and revamp the other crafts. Leave biochem as is. No one is forcing you to level it, you can buy what you need from a biochemist. The only difference between you and them is they get a re-usable and you don't. But they also have the skill to gather for their skill so it's not like it's a huge broken craft. I'm at 220~ BC right now. So I know this absolutely applies to the low/mid patterns but I guess I have to ask too - am I right about the high end ones in what I just said?
  4. Since when are they? Those epic patterns are exactly the same as the blue patterns. the only difference is that they're reusable. The only thing biochem gives to biochemists that the rest of you don't have is the stims not being consumed. That's after we've broken down two tiers prior to that to get the epics - which we can't sell to anyone other than other biochemists who probably have the pattern anyway, unlike the rest of you who can sell and profit from your epic crafts.
  5. The blue stims are exactly like the epic stims. The epics are permanent, yes, but give no advantage over the blue other than that the biochemist doesn't have to buy more things from other biochemists.... or farm.... which they should have the skill to gather the mats for anyway. They in no way shape or form give you something that 'surpasses' anything others can make. To take advantage of the same buffs biochems get you can; A) Become a Biochem yourself, on every character, then level it, on every character - because to use your top end stims you're going to need all that skill (which means the time sink and money sink that goes with it). B) Make one alt that's a biochem, then use them to make blue stims for the other characters. Although you now have to farm for your stims that last-beyond death, you now have full access to the same buffs as a biochem - without the crafting slot. C) Buy what the biochems make, or make friends with a biochem and supply them with mats/trade other things to them for the stims. Seriously. Slicing needed a nerf - it did not need the huge one it got, and I'd like to see it (partially) restored, but don't sit going after everyone else's professions over you losing slicing's ability to really profit.
  6. Generally... my companion actually does come back with items that'll make up for the cost of the missions I send them on - unless they fail. They usually don't wipe out the last few hours of sending them on missions by failing a mission either. My slicing ones do.
  7. SWG Either of the FFs, particularly FFXIV pre last patch.
  8. The issue is, the one part of it that isn't instant money gen is worthless as you rely on the RNG to give you a chance at a crit so that you can use the augs. Wish I could remember who said they were REing those and which skill was needed..... Anyway, the slicers are saying - it needed a nerf, however, not to the extent it went to. That's the thing everyone seems to be skipping over when reading the posts. Those of us that took slicing understood that it needed a nerf however, the knee jerk reaction to nerf it as far as it has been is too much. As stated by others. I can send my companions out on some of the gathering missions and sell what they bring back for more than the mission was worth. Slicing was credits for credits with a slim chance you might get a pattern. At 50 you make more off questing and everything else than slicing ever made. It was a great skill to take from 1-49 but fell behind severely after that.
  9. Exactly what the FFXIV players did. The players being that disgusted that game is exactly what caused the game to go F2P for a year (they're picking up charging subs again next month). That said... still enjoying this enough, none of the flaws in this game - or the nerf, are enough to drive me off. Yet. but I'm keeping my eyes on what's coming up. Lack of response/caring is what'll cause me to jump ship - not the slicing nerf though I do believe it was in excess. Customer service is a huge thing, and giving us responses and not sitting back quietly is part of customer service. I don't think we're asking for a hard line either way, just something that says what's being considered and if this is even going anywhere. I've said it before, and going to say it again: up the cr drops so you actually profit off missions or change the missions so they're a much higher drop rate for schematics. Or, drop schematics only. As it stands right now, one failed mission wipes any profit I've made off the previous ones. The prof does still make cash, but not enough to compensate for a failed mission. This is even considering world gathering with slicing. The other gathering professions you generally did make enough with failed missions to profit. Same with crew missions. Just my 2cr.
  10. Issue... slicing didn't yield anything other than credits.... augments (which NO ONE buys - had a few epics bouncing off the GT for a bit now and finally gave up even with price drops) and schematics which are very, rare. The nerf needs 'fixed' I think at least making it so you break even with the skill from missions (I can and do make more off my UT and other mission skills than slicing gives). Do I think it needs to go back up to previous levels? No, not really. Does it need at least to be turned so that it can make a profit off missions? Yes. Other gathering professions you will make cash off gathering and off of the missions. Generally you will make more off any of your gathering than that slicer made off of theirs. It's why I ran it with another gathering profession - not slicing alone. That said... top end slicers aren't seeing as huge of a 'loss' as those that're leveling the skill. Overall those chests were barely touched - though I won't be running anymore of those missions till my companions are much higher on affection since I lose all my profits if I come back with one failed mission. This skill was meant for casuals - honestly, slicing missions themselves - according to those that really did the math. Pre-nerf were probably 20-30cr a minute. Now it's around 10-15? Something like that? (lost the post in the mountain of posts) But at 50, you're making bank off of things other than that. Honestly the cr drip only becomes an issue when you're looking at a guy that runs 8 characters 6 companions 24/7 with that drip. But they really can do that with any real gathering skill that's going to turn up blue mats - which makes the slicing irrelevant. Any long term gamer can tell you the slicing will fall behind in yield vs the crafters if you don't make all the items they make at the top end worthless.
  11. I think slicing may simply need a full revamp on what it gives. I know it's been said multiple times before. I took slicing not for the money, but the chance at schematics. However, schematic drops were low, and the fact I could make a profit was the only thing that made up for not getting those often - it let me buy the schematics I was missing when I saw them on the trader. I wasn't the hard core ' OMG slicing every character make money now now now!' person when it came to slicing, it was simply something to use to fund my crafting. Treasure Hunting boxes generally give items - it's why they're able to sell some things off to get their cash. Slicing gave credits, credits and... maybe if you were lucky a schematic if you went for the lock boxes (though the same applied for the augments). I have to agree with some of the earlier posts, change up what the missions themselves are - schematic missions with the *chance* of getting the boxes, missions that maybe overlap something with underworld trading and give resource boxes that have items relevant to slicing. Odd point that some people may not be taking into acct - those lock boxes we got so heavily nerfed are also given as quest rewards (at least for BH) so now that class is overall seeing a drop in the credits given to them off their quests. Fairly certain some others were getting them for certain quests as well. I'd like to see those boxes changed in name/type and given their old credit value back. There's no reason that quest rewards for everyone should suffer because some people decided to fully abuse a system that was put into place. Slicing needed a nerf, but it didn't need one that made it worthless. [Edit]: I'm also aware it was done so that casuals could get the credits they needed for things without the massive time sinks. However that was abused by many of the people that say they made millions off it, then screamed for a nerf.
×
×
  • Create New...