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Countryfiedjedi

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  1. EXACTLY! This is why I just unsubbed like 15mins ago. I just don't feel Bioware is prioritizing correctly. My reason's are obvious. My 1 and only level 50 is my Operative. I don't want to fill the healer role, but the rest of my trees are now crap. The crafting changes in 1.2 are so shortsighted. They clearly did as little as possible to this area, and really only addressed the obvious. So many more things could have been done. (reduce the in game mods/armorings/barrels/crystals/etc) to provide a better in game economy for one). Why spend so much energy on "Legacy"? Very few were complaining about it, most were just curious where it was going. But you couldn't throw a flaming cat without hitting someone complaining about class balance/PvP/crafting. Very few people happy about certain class changes and some of us are left wondering what role we're supposed to fill. The crafting changes were very uninspired, and PvP changes were sort of "2 steps forward, 1 step back". I'll continue to monitor SWTOR, but I feel it will be awhile before I'm enticed to come back.
  2. Learn to comprehend... Your suggestions really have nothing to do with the scenario's that I talked about. I'm talking about the encounters where you are forced to start out of stealth. You can't sleep dart from out of stealth. If you have to start a "gold star w/2 adds" fight out of stealth... the odds are against the average player winning on the 1st attempt. Usually you die, and once the fight resets, you can approach the encounter with all of your options. However as I mentioned, there is nothing you can do about the "summoned gold star". Once you die or stealth, they disappear. Forcing you to face them without using stealth/hidden strike... and not all gold stars are made equal. There are a few quest enders that are really tough and end up costing you dearly (monetarily) while you figure out how to kill them.
  3. 3 or 4 of my friends recently began Operatives and came to me with this issue. I never really thought about it while I was leveling my Operative, I guess I just accepted it... but it certainly doesn't seem right. Why does sending your companion in to attack break your stealth!? We want Kaliyo to tank right? Why can't the companion's stealth break, and you remain stealthed while you move into position and let Kaliyo build some threat? When you are questing, inevitably, you have to fight that "gold star". Those fights are usually going to be close enough that if you miss 1 or 2 interupts or mess up on your rotation, the probability of failure is pretty high. When you are concealment spec'd, you rely on Hidden Strike as an opener... it plays a big part on whether the fight goes south. but we have to be hidden and behind the NPC for it to be used. But all too often, Hidden Strike is flat out taken away from us for these very tough fights. Many times, the cut-scenes in these quests force you out of stealth for conversation, and the battle ensues straight away at the end of negotiations. In-combat stealth usually works to reset the encounter so you can approach the fight with all of your abilities available. But on some, as soon as you use your in-combat stealth, the "gold star" disappears until you reactivate the encounter, requiring you to be out of stealth once again. In-combat stealth should not affect your companion. It's usually an "oh crap! I have to get away". If the companion dies, so what. They don't have to run back from the Med Center like I do... they just get re-summoned. If companion stealth worked independantly from ours, at least we could approach each fight with all of our tools, instead of having our biggest one taken away from us everytime we are forced to start a fight out of stealth.
  4. CRAFTING QUESTION So it's clear that Armormech, Synthweaving, and to some degree Armstech got a bit shafted compared to what the other crafting skills provide to the leveling community. And, all crafting skills except Biochem lose most of their viability once a character reaches level 50 due to all of the higher level mods/armor so easily available almost immediately. Are there any plans to spread some "mod versatility" to current "non-mod" crafting crew skills, and, is there currently any plans to give crafters more of a level 50 "window" before better gear/mods are available?
  5. This doesn't work... You just end up in endless huttball matches with other Empire.
  6. Did you just say "thinking their all fly"? Now I want to go listen to my old late 80's rap! BRING ME MY CASSETTE PLAYER AND MY PARACHUTE PANTS!!!
  7. PUT SOME WORLD BOSS LEVEL GUARDS AT THE REPUBLIC/EMPIRE RESPAWN POINTS ON ILUM!!!! Give these guys a chance to at least click their "Return to Fleet" ability after 30 mins of being r@ped!
  8. PUT SOME WORLD BOSS LEVEL GUARDS AT THE REPUBLIC/EMPIRE RESPAWN POINTS ON ILUM!!!! Give these guys a chance to at least click their "Return to Fleet" ability after 30 mins of being r@ped!
  9. You can't RE to an "Orange" schematic. They are found in certain crew skill missions, or drop from bosses.
  10. _Flin_ isn't going to get it. I posted this very same concept last week, and he was a big opponent of it then as well. What _Flin_ doesn't understand (or most likely does, but wants to keep it clouded) is that "Orange" gear is nothing without the mods that go into it. Barrels, Mods, Armoring, Crystals, and Enhancements are the REAL power in the Orange gear. Artificer's can make their own Orange Lightsabers, and put in their own hilts, enhancements and crystals. (Only have to rely on a Cybertech for a Mod) Armstech can make their own Orange weapons, and put their own Barrels in. (Have to rely on a Cybertech for Mod, and Artificer for an Enhancement and Crystal. Armormech/Synthweaver's can only make Orange "shells", which are nothing without the Artificer and Cybertech providing the "worth" to their items. All the Armormech/Synthweavers are really providing is a player model that is basically social gear until some other class provides the power. You can't argue that Armoring is our crew skill's bread and butter simply because that is all you use it for. Mod's are every bit as important as the Armoring in allowing any piece of gear to realize it's full potential. Not to mention quite a few other items we make, that despite _Flin_'s dismissal of their importance, are "key" elements to our profession (yes, I'm also a 400 Cybertech). Grenades are huge in PvP. Ship upgrades have made me rich. And we have an entire character slot all to ourselves (ear piece). The fact that any of the things Cybertech's provide can be bought for cheaper and are better is irrelevant to this argument... That is a separate game design issue that I hope will get fixed someday soon. If player made Mod's were the best you could get, then nobody would be arguing that Armortechs/Synthweavers should have Armoring.
  11. LOL! TRANSLATION: "This post threatens the viability of my argument with logic, and since I'm not arguing logically or objectively, I can't accept it!"
  12. Same here... at level 45, have all companions, and use Temple. The 2 of us take down elites (gold stars) with little issue. Although, I'm trying to make some nice droid parts as I'm curious what Scorpio can do.
  13. I've never seen orange gear with augment slots... they exist? I mean, it stands to reason that a crafter could make an exceptional orange, but I've never heard of it, or seen one.
  14. It still would be... Everyone still has to go to the Cybertech for Mod's/Earpieces/Droid parts/Ship Upgrades. Right now, Armormech/Synthweaving only offers armor "looks". And none of their armor looks any different than any of the Orange armor dropped from Heroic's/Flashpoints. At the very least, they should have given Synthweavers/Armormech's armor models you can't find anywhere else in the game. If BW had simply done that, they'd be the richest crew skill's in the game... because there are more people that care more about how they look in these games than how they perform.
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