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VirtualAdepts

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  1. Finally, have time in 2 weeks to login and have some fun, Server down. Not even a post on Dev Tracker saying its noticed and being fixed = means not coming back tonight.
  2. I would appreciate once this is patched, ONE highlighted daily/planet gives these incredible values. That planet would rotate everyday. Since it has a daily reset, it can't be abused Thank you!
  3. I'm on the same page here. I'm not asking for money, but I'm asking for fairness. I lost a day when the Servers were down and I had only a few hours of play time to spare. Once they were back, I had to move on with my IRL day. While the game does have a 99.99% update (or whatever) and can be played 24/7. it doesn't mean *I* can play 24/7. If the majority of the time I can play is when it is down, then I kinda get stiffed. Personally, I would have liked if they just continued 2x CXP for a few more hours. Even though I couldn't have used it (at work), at least others who were affected could have.
  4. I was able to level my Marauder into Tier 4. Of the Tier 3 Gear, which should be 91 to 180. I did NOT get a Helm, nor a Main Hand, Nor an Offhand. Mind you, this doesn't just mean 242, but I didn't get 240s either. I know it is based on RNG, but out of 90 levels, I think the character should have at least a full set of 242 on every piece. I really thing RNG should be reviewed. How many levels is sufficient for a player to get a FULL set? 90? 100? 120? I have at least opened 80 boxes at rank 300 and have only received two 248 pieces. I think its time to implement a factor that duplicate items just do NOT happen until the player has a FULL set on their character. In addition, there needs to be an guaranteed piece that drops every few levels. For each tier, if you divide the pieces 14, by # of levels 90, then a piece of gear will drop every 6-7 levels. Let a piece drop at 1, 7, 14, etc etc up to level 90. Do the same system for tier 2, same for tier 3. At tier 4 you can make it wider, say every 15, but it REALLY needs to be a guarantee at a specific time.
  5. This is a pretty decent compromise too, simply add 246 unassembled drops on all non-apex bosses.
  6. Pretty much, the two characters I have at rank 300, both got nerfed. I have little interested in leveling a 3rd to level 300. When there were token drops I could just get those and move forward.
  7. In all honesty, it is an insult that gear drops for specs not even in the operation. Even back in 1.0, when gear was set to the base class, it would ONLY drop per the group in the 4-man flashpoint team or the 8-man flashpoint team. If there wasn't a Warrior at ALL, not one piece of warrior gear would drop. This would have been received A LOT better if the old code was pulled up, and the operations ONLY dropped Purple 246 year, based on the ADVANCED classes in the team. That being said, too much time has passed. People have had plenty of time to work on the command rank or simply get their gear crafted. I don't understand why you can't just put the token drops again. The BEST system, was when EV/KP/EC all dropped specific pieces, TFB/S&V dropped a specific tier, and DF/DP dropped a specific tier. Eitherway, it dropped tier. By dropping unassembled components, you are REALLY just switching back to the original way with commendations/drops, which is what should have stayed in the first place.
  8. Right......but it was originally intended to drop Master Mode Tyth with the new boss, but nothing has been said. At all. The class Nerfs seem to have taken a big stance and the new stronghold. What is the status of MM/Tyth?
  9. I'll admit, you got me on this one. It wasn't 20-30%. It was more like a 10-13% DPS nerf.
  10. This WOULD Definitely be worth a Per Toon Legacy Unlock. Even having up to 5 specs to Lock/Unlock. It would memorize keybinds, GUI, locations of items and swap automatically. Great way to sink credits and/or Cartel Coins.
  11. Please allow a change of SPAWN point for ANY/EVERY Stronghold.
  12. With all due respect.... "Arsenal/Gunnery needed survivability/utility nerfs, not DPS - As we said in the balance thread, we want to get damage targets in line first before we touch too much utility. They did get a slight nerf to survivability in 5.3, and we will monitor both their damage and ability to stay alive going forward." This translates to, "I hear you.....but we aren't going to focus on that. We are going to nerf the damage output.....then sometime later fix the survivability." This does not translate into listening to the audience...this is the opposite. If you *agree* they need a utility/survivability nerf, but also nerf the damage, they get a double nerf. "Corruption/Seer nerfs went too far and may also negatively impact DPS - Admittedly those two Disciplines were substantially overperforming and will receive the most significant nerfs in 5.3. But, we will watch their performance closely and make changes if we’ve gone too far. The same is true of the impact on "Sorc/Sage bubble" for DPS. We’ll change it or give them other defensive options to compensate if needed. Madness/Balance buffs are nice but they are still Force negative! - Beyond the changes already listed, they are receiving a buff to their Force regeneration to no longer be rotationally negative. We have doubled the effect of Sith Efficacy / Psychic Barrier so that each channel of Force Lightning / Telekinetic Throw will restore 8% of total Force (minus the cost). To be clear, that’s a net of +3 per tick of damage or +12 total Force per channel, not including the ongoing passive Force regeneration that also occurs during the channel." This represents users WANTING to play Sorc/Sage DPS in Operations. Lack of sufficient output will make this not possible. Please, please reconsider. The best plea I can advise to you is, I HOPE you aren't using Parsley as your numbers. Those are dummy #s for a perfect rotation and ideal circumstances. Few people are able to do that. Your intention is pure, nuke 20-30% of the "TOP" DPS. However, you are going to nuke 20-30% DPS off EVERY Merc, not just those who are parsing the highest. I get *MELTED* by Operatives in PvP, but do you hear me complain about them? Let them be! *Buff* Us All..... adjust the Operations to allow Happiness.
  13. A follow up to my original post "Why not buff all the classes" My reply, was that it won't balance the operations, that if DPS are doing 20% MORE then the operations will be done too fast. Isn't it easier to add 20% health to the operation bosses? In addition, doesn't that imply that ALL players are able to parse and hit those numbers? What is the VAST majority of people playing? You *SHOULD* be able to take any 4 DPS and clear a boss, but in Master Mode / Nightmare you can't. I only really see a specific combination of classes clearning Master Mode / Nightmare after the patch in 5.3. I was really hoping "balancing" would include tweaking the operations to allow ANY composition to clear the operations. If this is a PvP concern, I really do thing PvE should be balanced differently than PvP. Thank you
  14. Why does both Focused Retribution & Serrandiptois Assault proc the same amount formboth Iokath & Gemeni? (THE CRAFTED versions of both)
  15. Buff all the classes..... a much harder idea, yes. yet it makes everyone happy. Although it is more work to do.
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