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Lowyjowylof

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Everything posted by Lowyjowylof

  1. I'm fine with items being bound to specific slots, but offhand barrels being bound to specific offhand weapons is taking it too far. Seriously, a barrel being bound to a knife or shotgun specifically? Especially for a Republic Character, considering the only companion on the pub side with a knife is HK-51. Since the cookie cutter approach is taken with everything, at least set it up so they are either bound to main hand or offhand. Of course this could be negated legitimately if there were hilts in game with Aim or Cunning on them..
  2. You sir are an idiot, and must be a bad. You cry for buffs to Shadow/Assassin, which happens to be one of the most "balanced" classes in game. To emphasize "we need a dot to counter Ops and Scoundrels" I definitely find it laughable you got your a** kicked by a scoundrel/Op. Why else would you want a buff against one of the weakest classes in game (when not healing). Also, you obviously have no idea how the new adrenaline rush works...it's doo doo now.
  3. After getting some of the new pieces and playing around a little I to have been reducing my crit rating. Main Stat right now is giving way more to everything than any of the secondary stats. I also pulled my Dread Guard Relics for my WH Power relics. I am up to 2829 Aim with a lot of my suit left to go and almost 1100 power. I only 2 pieces I will keep that are not new will be 2 63 armorings for the 2 piece set bonus. With crit being hit like it did, getting 4k+ crits from GR does make up for it. Right now I only plan on keeping 4 pieces with accuracy, and 3 pieces with crit rating, I may drop that down depending on what numbers look like with my suit being finished. I'm still not completely sold on alacrity, and that is only because of ammo management, especially with losing the free HIB with the set bonus. I do have it talented though with AP Cell it's 5%.
  4. Well, the current devs do play, but they play Smash Monkeys, Snipers, and Vanguards. Which explains why other classes get neglected, and well those classes perform rather well. Also, have updated soft caps been listed for the other stats?
  5. If interrupts cost ammo, energy, force or focus, that would help as well as giving COmmando, the talent or skill to increase the range of cryo to 30m. Their cookie cutter approach, especially to talents/skills in base class as well as shared trees has a much greater affect on the class as a whole. In an effort to nerf VG/PT, they destroy Assault Commando and Pyro Merc. Instead of making VG/PT eat the sh** sandwich, they make the entire class lick the edges. Also, it would be probably OP but what if Mortar volley or explosive round was a knock down? Reason being, if I'm not mistaken, after leveling a Guardian, it seems the residual effects from attacks (like the stun from Sweep) work in both PVE and PvP. Commando has no versatility like that.
  6. Rather than dig up a necro thread, I figured I start a new one with some consolidated ideas/suggestions. Maybe the devs could even respond. Tanks: As we all know, the tank companions are lackluster at best and even more so with HK-51 out there. This really only applies to Healers because most Tanks and DPS players use either a DPS Companion or Healer Companion. The highest you will see for Armor mitigation is 32.5% and that's only if you have M1-4x or the Imperial Ranged Tank Droid. This is because, they don't get the talent boost from tank trees that player tanks get. There really is no point in using a tank companion if you have HK-51. He may not have a shield, but his dps far and away offsets the lack of shield and his 32.5% damage reduction is as good or better than the tank companions. Suggestion: 1. Add and additional 12-15% armor when they are in their guard stance. This would allow them to be more "tanky" while not being as good as a player tank, but at least they wouldn't be a poor excuse for a DPS or a speed bump. Allow us to change out Companions: If we could do that this would allow us to get rid of the ones we can't stand for ones we favor more, allow us to have companions that benefit our crafting class and give us more variety with Light/Dark allegiance. This could be done several ways that have been mentioned in several threads without altering the game. Allow us to either fire the companion, or kill the companion. IF they are fired, you can hire them back at an increased price or even something from the CM. If you kill them you get DS points and they can't come back unless you had a revive from the CM. In order to not break the game per say, this can only be done at level 50 and all conversation pieces complete with that companion. This way you won't have the moron QQers crying because they because they killed the companion with the main quest line and can't continue. This would also prevent levelers from exploiting the xp given with the conversations. Then have the companions scattered throughout various cantinas, spaceports, or bases throughout the galaxy (Faction Neutral Areas). Then you can either hire them, complete a side quest with them, or do some type of interview with them.
  7. Here are some video examples for the devs to look at in reference to the topic. What we want Commando to be.... Merc Reference to the above..... What I think we would accept for Commando.... Merc.... What commando/merc seems like in a WZ.... What Sniper should be.... http://www.youtube.com/watch?v=XY61XmDJ-1w What Sniper is.... http://www.youtube.com/watch?v=AAf2qjrOGO0
  8. Try again...use the same 8 classes and set it up so you can leave the current faction. If youre a Republic class you leave the Rebulic and go the Hutt or w/e but can only go back to Pub because of your class. Also, Ilum is FFA in the PvP area during the Gree Event. The only thing they would have to do is set up a mission terminal and that activates the bounty, it's how a same faction bounty worked in SWG. THe only thing to work out would be who could do Bounties on the pub side. LMFAO @those QQing about player housing. It's not like you're paying for a new paint job on your shiny new Cartel speeder...
  9. SWG didn't fail as much as people think or SOE/LA tried to make it fail. Next, what others are asking for in this game SWG had in the end with the NGE. I played Pre-CU and bi***ed when when it went to NGE (can't really comment on the CU because I was deployed to Iraq the day it went live) but still played. When they added the legacy quest as much as everyone hated it, including me, it was adding a theme park to a Sandbox game. They also added others and revamped 3 more. There are four things that BW/EA could take away from SWG IMHO that would greatly improve the experience of players. This would involve opening all planets up making the planets "sandbox like" 1 Revamp Crafting to a similar system SWG had. A dyslexic monkey can craft in this game. If you added a true crafting system where material quality mattered you'd be able to have all BIS items crafted, (Of course leave set bonuses to raids), you open up a whole new area to players and EXPAND the player base. I know a lot of players that played SWG just to craft. 2. Revamp Space. Swtor Space = Fail. Again, many people played SWG because of space. You could RE looted parts, or craft parts for your own fleet of ships. Deep Space PvP was a blast whether you were in a tricked out Gun Boat or your damn near impossible to hit interceptor. 3. Stop segregating Imps and Pubs. By this I mean allow all classes whether Imperial or Republic go to all planets and allow them to group and do stuff together or add a 3rd faction that can do that. 4. Get rid of FFA PvP, it's retarded. Pubs should not be red to eachother and like wise for Imperials. If you want that dynamic add a third faction and add player bounties.
  10. Battle master reminds me of the crap pro wrestlers would wear. But it is better looking than the garbage Knights have for PvP.
  11. /Signed Being able to choose your companions would be a nice perk to legacy 50. You could even break it down to you unlock those characters companions by what classes you've unlocked. So if you have legacy 50 and 8 50s from all the base classes you could choose which ones you wanted for each character you have. Tanno Vik is a much better fit for a smuggler than Corso. Elara is the only Healer on the 'Pub Side that is not annoying. lol, or if someone wanted a harem, he could have Nadia, Risha, Akaavi, Elara, and Kira. The biggest benefit though, would be being able to marry up crew skill bonuses to better fit your crafting skill. Being a Biochem on my Trooper, Akaavi's +2 crit to Bio would be really nice to have.
  12. Below are some suggestions to fix/alleviate some past, current and future crafting issues. Issue 1: Cartel Market Clothing/Armor/Weapons/Crystals hurt Armormechs, Synthweavers, Artifice and Armstechs because the gear is all moddable and the crystals are +41s but only require level 10 to equip. The stated professions have only a limited number of schematics they can learn that are moddable. Solution: Make all random Loot drops that are gear be re-able into moddable versions. Also, allow Cartel items to be sold to vendors at the listed price or even inflated a little bit. This benefits both crafters, that can craft an item cheaper but still maintain a profit and allows those that purchase a lot of cartel packs to get something more than a measly couple hundred credits because the GTN is flooded. As a whole the fashion designers should be arrested by the fashion police and fined heavily. But, there are a lot of items out there with good color design or look, but no one will wear because it’s a green or blue, or only wear for a certain time because of its level. For the crystals…either make all the +41s level 10 to equip or make all of the Cartel crystals as rare as Revan’s mask. Issue 2: The exploit of learning schematics from player crafted Mods. Solution: Fix it so other players can’t learn schematics from crafted items and have the mod schematics drop as BOE in end game content. Make them a rare drop so that non-crafters can sell the schematics for a good sum and then those that don’t do end game content have the opportunity to craft end game schematics. The bosses can still drop the set bonus armorings as exclusive drops and other rares. This will allow raiders to optimize gear in a reasonable time and allow those that can’t raid 24/7 the opportunity to get some of the better gear. Issue 3: Many of the armor sets that drop in game are incomplete or aren’t completely moddable. For example, on my trooper, the Quadranium Set from Voss Heroics have no leggings and the Ciridium Set from Corellia have no boots. I have been here since pre-launch and not been able to locate either of those items. Also, many of the Flashpoint specific drops don’t all have moddable pieces, some are blues. E.G. The boots from Mandalorian Raiders are blue, not orange moddable. Solution: Allow crafters to obtain those schematics to craft through drops or RE. This allows completionists to complete gear skins without using other named items (TT-17A Vanguard Boots for the Ciridium set) and gives Armormechs and Synthweavers more purpose than augments and augment kits.
  13. Make Mortar Volley a knock down, root, and auto crit in PvP and on the same CD as smash. If you get caught in the retarded green reticle, you're stuck eating 6 ticks of Mortar Volley at ~1200-1500 a tick. That puts its damage on par with smash. This could also possibly provide a counter to sniper that's not a stealther. Then take Grav Round and put it solely on the GCD not the cast. It provides the same effect, plus can be used on the move and can't be interrupted. Also give Commando/Merc the ability to get cryo back to 30M. Then make Heavy armor offer resistance to elemental and internal damage. Or finally, make smash a 3 second interrupt-able cast and 1 minute CD like every other main aoe attack (Fly By, Force Quake).
  14. If you're using Corso Riggs after you get Bowdaar you're doing it wrong.
  15. This...I find that more times there are no healers or there is a healer and he is guarding a node because all the lolsmashers are, well, lolsmashing
  16. I doubt that's the case because Commando healer isn't even on Par with Scoundrel and in PVE, Commando IMO is better in a lot of instances than Smuggler. The problem is that the utility and abilities Commando offer in PVE doesn't translate in PVP because of the speed of PVP.
  17. Good intent, but you lost me at nerf casters. Play a gunnery Commando or Arsenal Merc in PvP and say nerf casters. Actually, I think a good practical joke would be to revert all those Ragers out there to Arsenal or Gunnery and force them to play those ACs and to watch like they made Alex in A Clockwork Orange do, and then say how bad their 1 trick pony is. Also....ranged world??? Last I checked, most PvP is dominated by Jedi/Sith Classes. Then there is the VG/PT Crowd..Oh wait most of their attacks are 10M or less. There might be a few Slingers and Snipers out there but no where near the numbers of Glowbats and flamethrowers.
  18. This pretty much...I would add though that if you do a lot of solo stuff Commando DPS would be better. You can easily solo all the dailies to include the heroics other than Long Shots or Chasing the Shadow. The In-combat CC and self heal are huge over the slinger and heavy armor makes a difference too. If you plan on healing, Sawbones is the way to go. I've healed with both classes and find healing on my scoundrel is more fun than trooper. Daily heroics are easy for the most part but Darkness on Ilum will be a bit of a challenge solo. No in-combat CC so you'll end up face tanking everything. For PvP exactly as above unless you went Vanguard.
  19. Looks like some decent changes...My questions would be on how much of a difference the nerf to DR would make at level 55 and the same for the change in damage spread of GR. Maybe the changes are so that at 55 we're not running around like LolSmashers with 10k DRs. We couldn't have that now could we. Also, will talent trees be adjusted to kill off hybrids and make full tanks relevant in PvP? And are they going to even look at internal/elemental damage and add mitigation to it on heavy armor. IMO, albeit maybe far fetched, if heavy armor had internal/elemental mitigation on par with it's standard mitigation, it would add to our survivability quite a bit in PvP since a good portion pvpers run dot builds.
  20. Easier said than done when it comes to PUGs. As far as Trooper/BH goes our root leaves melee in melee range. Also, I take it you mean the craftable grenades.
  21. I'd be willing to bet you’ve never PvP’d with a Commado/Merc…especially Arsenal/Gunnery Spec. Actually if that leap was a bit unreliable…it would balance things a lot in PvP. Oh Noes… you have to run up and do your 5-7k smash on everyone not a sniper every once and a while. As a Gunnery Commando 4 of my 6 top damaging attacks are interruptible…hence making them unreliable. Also, the remaining 2 require 3 Grav Rounds in order to even be a big hit on a crit, making them unreliable as well. That is unless the Glow sticks wouldn’t mind Grav Round/Tracer Missile being an uninterruptable or instant special. But I doubt that because they would be down to 2/3 to 1/2 health by the time they reached the person they leaped to. Add a 4k HIB and 5k Demo round and look we’re about the same health. Your comment about Huttball is invalid because everyone knows that Warriors/knights with leaps and shadows/Sins can all but cruise to the goal line. If other classes were immune to roots/snares part of the time, they might actually become somewhat viable in huttball too. I can see it all now, the forums explode by all LOLjuggs/Marauders QQing because they got mowed down by the class they think they’re supposed to stomp on….Of course, they would just reroll a trooper or BH.
  22. Here are some more thoughts. Mortar Volley becomes an area KD. The KD lasts for the duration of the volley and still interruptible. This would help us keep range. Have it in a talent on the skill tree or AC skill so it affects only Commandos. Have explosive round trigger Charged Barrier, Charged bolts, and reset FA. Have it cost 3 or 4 ammo since it is instant cast. It gives us mobility but at a cost. Again, put it in the skill tree or AC. Give us an AC talent to increase Cryo grenade range back to 30m. Also, incorporate an AC talent where Heavy Armor mitigates internal and elemental damage and bring Charged Barrier back up to 10% reduction. This would also force people to spec into armor penetration specs and not just run elemental/internal damage/Dot Builds.
  23. All the BW people are quitting...it's probably because of the itdiots from EA thinking they know what to do with the game. To me, it's the same stuff Star wars Galaxies went through in the beginning. All the devs worried about were dollars and not quality. You'd have to be borderline retarded to not realize anythig with Star Wars on it will make boat loads of money as long as it's a good product. This is the second SW MMO that is dying an early death because the CPmpanies producing it are moronic. If anyone mentions the Clone wars they shuld go sit in the corner and color...
  24. Make the armorings, mods, enhancements and barrels craftable. Expand the mats and shematics on the PvP vendor and use comms to buy them. This would expand a lame crafting system and the economy would have a new market. This makes it easier for those with alts to get gear and optimizing you main toon's gear. You could also add valor rating to the items so someone has to pvp to get certified for the gear, then mitgate it a little by adding it to legacy and not just a character.
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