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nix_crash

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Everything posted by nix_crash

  1. smuggler dont have any knockback - shut your mouth if you dont know how this game works and L2P.
  2. your shoot first does 2000 damage with 50% armor pen (from flechette), so with these change it will do a lot less than 1600, this is bad for pvp but terrible for pve (where all bosses have absurdly high armor).
  3. If they would just add a "also gives a chance of 10/20/30% to regain Upper Hand with each Vital Shot tick" to Cold Blooded imho Dirty Fighting would become perfecty on par with Scrapper. imho this should be on the sixth row of the talent tree so you cant get it in an heavily hibridized build, thus Cold Blooded (or making cold blooded a two point 7.5/15% talent and adding a new talent to the same row for a single point)
  4. wrong, it is - its their game, they planned it, they designed the faction in such manner that it was obvious the imbalance even just by reading the game description.
  5. but people shouldnt be able _AT ALL_ to get free pvp gear without doing pvp. the overpopulated side its already getting nearly-free valor and gear from the ganking, you want to also get geared for free when the other side cant?
  6. and exactly how this has anything to do with the bracket?
  7. you mean, why dont give the faction that make the more kills even more advantage? smart design, yeah.
  8. nix_crash

    A Sad Day, RIP TOR

    and nobody will doubt your word for that, right?
  9. nix_crash

    A Sad Day, RIP TOR

    yeah, you got your shiny battlemaster gear so now they can fix your exploit, right.
  10. take a mob with really high hp and low damage, run a chronometer and time both? you know, the analog way has worked for twosands of years, you dont really need fancy digital thingies to get replicable data.
  11. no, they are talking about those that used that damn exploit to escape the rightfull right of imperial players to farm them at the spawn point. devels are too lenitent, they should be permabanned!
  12. did you ever do an hardmode flashpoint or some other group content? there's a pretty evident bug with their stealth detection routines: some key elite mobs double as "stealth detectors" so that stealthed people cant just bypass key point in the op to get to the good spots - this is a good solution. the problem is that they somehow added the stealth spot range to the regular spot range so, lets say that in theory a visible player should get spotted at 25 mt and a stealthed player should get spotted at 15mt, what actually happens is that these elites will spot visible players at 25mt and stealthed players at 40mt. its pretty easy to test, while stealthed you will see an huge yellow/orange targeting reticle appearing over your char as warning and after three-four seconds you get aggro if you dont drop stealth - this while the visible players that are -nearer- to the spotter elite arent aggroing him and if you do drop stealth you'll be able to go a lot further toward the elite before aggroing.
  13. nix_crash

    A Sad Day, RIP TOR

    this make no sense, how its possible that they cant rollback? they _WILL_ have done backups before patching (or they are just idiots) so delete the db and restore the backups, rollback done. wth the graphical engine has to do with basic database maintenance?
  14. so, you dont get valor BY DOING THINGS THAT YOU KNOW NOT GIVING YOU VALOR so there's no problem? yeah, I didnt get any valor while logged off, so there's no problem, isnt it? when youre trolling at least be trying.
  15. a newborn that cant walk wouldnt be an issue. a newborn without legs, maybe could cause some concern?
  16. basically you are praising your wooden peg-leg because its so handy when you need to strike a match.
  17. dunno if they will introduce it as a service, but every guy that I dirty kick gets the option for free.
  18. if you character has a skill that heal him for 9k+ every 90 second you wouldnt base your playstile around that? think how many boss mechanic you can just ignore by timing the big heal with the damage, everytime. and for tanks obviously this would be a requirement, wathever else.
  19. add crystals to armstech as proposed add armor mods to armortech and synthweave but -dont- remove it from cyber (first of all people has already invested in RE blue and purple recipes and secondly armor mod will be a lot less usefull at endgame per another change below) add repairing kits to armorthech and synthweave that reduce the cost of repairing stuff by a lot (thus making those usefull at endgame) - maybe add the option to "sell" the discounted repairing service to other players but this could be a problem from a possibilities of scamming viewpoint. move augments from slicing (that need to be redone from scratch and its a gathering skill, why does it build stuff?) to artificing/armstech and make them into a temporary buff (120mins) for the item, permanent for the 400 BoP version - raise a lot the chances to get an item with augment slot, this will give armstech and arteficing their consumable/bop permanent for endgame. maybe move implants from biotech to cybertech - balance check needed here. cybertech and biochem already got their endgame stuff so no problem here. change endgame gear so the set bonus is linked to the armoring mod, each item in the set has an armoring mod with unique ID and the system check those IDs for granting set bonus: for eg the endor moon's op Rise of the Critters, where you have to slaughter ewoks wholesale, drops the set "minikinni" - the first ewok boss drop the feets, the second the gloves, the third the pants and so on. inside the feets there will be the mod "minikinni armoring 55 -01", inside the gloves "minikinni armoring 55 -02" and so on. you'll get the set bonus only if you have 2, 3 or 4 _different_ pieces in your armor, not caring if you put the armoring mod you found in the feet pieces in your headgear (other than for the ewok feet's smell). this way orange crafted stuff got his place and endgame but armoring mods becomes a bit worthless as they cant compete with the set-bonus giving ones.
  20. if they would cost pennys, yeah, but who really can handle the cost of using a medpack every 90 sec for four hours continuosly? that's what a infinite-use medpack can do, basically becoming a self-healing cd that you put in your regular rotation, not anymore an emergency consumable.
  21. you arent a tank, why would you want to tank with a scrapper? Oo scoundrels are the squishiest class in the whole game, you are a burst rogue-like dps. your role is hitting stuff from their backside, not putting in the enemy pathway.
  22. and where's the problem with that? just make so that the top level craft requires things (materials or single-use recipes) that you can get only from the same boss than the equivalent non-crafted item would be dropped an the progression-style gameplay is retained. this mostly look "_I_ dont get those grenades so nobody should get them" whining, as you said everybody got a crapton of CC in this game, what one more changes?
  23. I would like to go further and just remove any un-moddable item, the mod system is great and its potentially a lot better than any other "wardrobe" system. giving the ability to crafter to learn the recipe and sell the "look" of an item, not just his stats, could be a rich niche. more or less the same idea I had - my main fear with this is that it would create a pretty hefty power level runoff, everything (pve and pvp wise) would need to be rebalanced around the new power levels and the balance damage doable/ damage soackable / healing would change a lot in pvp. not an impossible task, it just requires a lot of time to do. and obv. it should be pretty clear that the bonuses -requires- that you still have the crafting skill or one would just learn all crafts and stack all bonuses becoming a monster. they could move implants to cybertech to balance, biochem is balanced without them. and what's more cyber than implants? there's proof that orange stuff its crittable, screens of at least two weapons with augment slot have been posted on the crafting forum. its still unclear what are the requirements to crit.
  24. and why should you play solo without a companion? the game is balanced for having the companion out.
  25. "elite" is a relative matter - when you have hundreds of world counting billions of citizens each at your disposal to get your minions an "elite" force can be of several -millions- strong.
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