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affirm

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Everything posted by affirm

  1. There is no shame in admitting something is wrong with combat medic. You don't have to defend it like it's your first born child.
  2. I thought it was craftable. I bought one on the GTN, but I guess that doesn't mean anything. It could still be loot.
  3. I can't get my head around this "you have to move around" explanation to the nerf we got in 1.2. You have to be stationary to heal as a combat medic. Our two largest heals require you to stand still. The kolta bomb and other insta-heal skill is not a replacement for these two heals. When players do 1000+ in damage per hit, a heal that does less than that isn't helping. (Yes, obviously if you get a critical heal it will be for more.) To be a healer with a trooper you need to stand still. "Moving around" doesn't change the targeting system in this game. Targets are locked in and no amount of WASD smashing will "un-target" you. This is part of the RPG model. This isn't a first person shooter. The closest it comes is that you have to keep your target in front of you (by front I mean not in that 30 degree cone directly behind you). Moving around won't keep melee characters from hitting you. "Balance" dictates that ranged damage cannot be greater than melee damage. (The "P" in RPG where we pretend that bringing a knife to a gun fight isn't a stupid idea.) As a result, the only thing you can do is "try" to keep distance between you, but this is often a fruitless endeavor (see "Balance"). Healing requires being stationary, and targeting isn't affected by moving around, so what's wrong with "turret healing." Why shouldn't you be able to "turret heal" if the game is setup that way? Further, why aren't more people complaining when the changes make that setup broken?
  4. As a healer, I'm of the opinion that healers should be able to clear all. ASIDE: Are there more than two types of immobilization skills in this game? Stun = player is unable to do anything until attacked Freeze = player is unable to do anything for a set period of time Neither are effective if a player has any resolve. Could someone point me to a better explanation of the Root, Snare and Stun skills? An explanation that doesn't use acronyms. Drives me crazy that acronyms are so prevalent in mmorpg discussions that you need the context of the sentence to know what they mean. (e.g., Smugglers are OP (over powered); OP(original poster) is a smuggler.)
  5. Okay, I understand the general trade-in requirement, but why make Eliminator WH gear only obtainable by trading Eliminator BM gear? Why can't I trade my Combat Medic BM gear for Eliminator WH gear?
  6. You don't understand because you didn't read anything before the third page. If you have any questions after reading my initial gripe, please let me know. Science hasn't discovered a way to reverse the effects of fetal alcohol syndrome, but I'm willing to help you cope with the hand that Jack Daniels dealt you.
  7. Am I reading this correctly: The tier trade-in system was the compromise for eliminating the bags? I'm curious about the justification for requiring a trade-in. I don't know MMORPG mechanics well enough to come up with a good reason for this particular requirement.
  8. affirm

    warzone leavers.

    I too am interested in this "participation daily."
  9. If that was the only grind I was talking about I agree. I'm talking about having to regrind (don't let the term "regrind" fool you as I haven't even finished my first battle master grind) battle master, and THEN grind war hero.
  10. affirm

    warzone leavers.

    Who decided it was okay? It wasn't me. If I get enjoyment out of finishing my daily that's my business. We pay the same subscription fees. My enjoyment deserves the same consideration as yours.
  11. As a casual player (i.e., when not at work or with family), it's taken a LONG time to get as far with the battlemaster gear as I have. Regrinding battlemaster gear really isn't an option for me. I don't have an account with numerous lvl 50 alts. I have a single lvl 50 with no alts even close. I'm okay with sticking with my trooper selection (even though profession flexibility isn't a new concept, cough cough SWG cough), but now I'm effectively limited in my very narrow skill tree as well? I would repeat my "What The Fahrvergnügen" from above but apparently the acronym is considered too obscene for the forum. Sad times when an acronym designed to convey a message, despite obscenity filters, is itself deemed obscene.
  12. affirm

    warzone leavers.

    Yeah, unfortunately those dailies are for "Wins", and not "Participation". If you have a limited amount of time to play and you want to collect your daily what are you supposed to do? Hope for an against all odds, come from behind, Lifetime original movie, type win?
  13. Can anyone explain to me why this is the case? What is the reasoning behind this decision? I have almost full combat medic battlemaster gear. I'm not terribly impressed with the changes to combat medics post-1.2 and was thinking of going back to pure DPS. In order to get the eliminator (DPS) war hero gear, I have to start all over and get eliminator battlemaster gear? ***? Free weekly re-specs are awesome, but what good are they now for endgame?
  14. affirm

    Nylasteel

    Agreed. Investigation missions make getting purple materials reliable, but there are no missions for level 1. You can find nylasteel on my server's GTN, but the prices are too high. It sells for around 5k for one unit, and if two are needed to make a weapon then you better check the prices of weapons with similar stats before you purchase--chances are, the weapons are selling for less than 8k. I believe that a number of "issues" with the crafting in this game could be resolved if the devs took a second look at their supply numbers.
  15. If we are going to look at "root causes" then you need to go further back and look at the availability of crafting materials. Going into the field and harvesting materials doesn't produce enough to keep up with the requirements of reverse engineering. Not to mention, that required materials that may only be obtained through mission skills or the rare drop, come in too few of a quantity to be much use. Low level materials sell for 1k-2k per unit on my server. If an item takes 4 units to produce then I've likely just priced myself out of the competition. I've never tried to create a balanced closed economy, so I can't comment on how easy it is to fix. However, I do know that the problem doesn't lie with the GTN terminal. I've done some pretty fancy spread-sheeting in an effort to stay in the green in crafting. I can't be the only one. The problem is that at the end of the day the prices just aren't sustainable. Why? I have no idea, but I believe it begins with the difficulty of gathering enough materials to prepare for a RE session. As an aside, not removing a learned schematic from the RE pool is horse *****. That is all.
  16. Just so everyone is on the same page with pricing...Techblades are popular on the Republic GTN due to it being the weapon of the Jedi Consular's first companion. I believe Imp Agent companion Scorpio can use both the Techblade and Techstaff. Which might explain why you don't see the same pricing for techblades? I know lower level techblades (Republic GTN) reliably sell at 1k for every lvl up to lvl 25. The same can't be said for most/any other weapons on the GTN. I don't do much in the way of sales after lvl 25 because then you have to compete with drops. Also, I don't know about you, but I felt flush right up to the point where I bought my first speeder. I try to entice buyers before they have to buy a speeder, start spreading money on equipping other companions, etc.,.
  17. I haven't tried RE'ing 50 yet. It's difficult to break into the techblade market with Swijr on your server. Like Swijr I too have 90% on the techblade market on the Canderous Ordo server--my 90% just happens to be techblades lvl 21 and below. Sno
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