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VirtualAdepts

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Posts posted by VirtualAdepts

  1. Hey all,

     

    Recently, we have had more maintenances than normal. This was compounded by our update issues last Thursday which led to over 10 hours of maintenance. Thursday’s issue along with the extra downtime have impacted all of our playtime, and they especially are bothersome when you consider how much XP and CXP you lost from the Double XP/CXP event was running along with the over the top CXP for Daily Areas. So, to make sure your characters can take advantage from both, here’s what we going to do:

     

     

    • Since the Double XP/CXP event ended on Tuesday, we’ve decided to bring it back earlier than planned. That is, we had scheduled to make it available in December around the holidays, but it’ll return with the launch of Game Update 5.5. That will give you another full week to benefit from the event.
    • The Daily Area bug is also going to stick around for a few weeks. As Eric mentioned in another post, our plan was to fix it next week in another patch, but we’ve decided to hold off any changes until Game Update 5.5. I’m personally leveraging this as a means of playing my other toons and raising their Command Rank to 300. Honestly, it’s been a lot of fun seeing so many other players taking advantage, too.
      • It is very clear everyone is really enjoying higher rewards on the older Daily Missions. As a result, we are exploring some options such as increasing CXP values above their base rewards, making rotating daily objectives worth high bonuses, and more. We will let you know where we land on these discussions, but one thing is for certain, higher CXP values are very motivational.

     

    Again, I want to thank you all for your patience the past couple of weeks.

     

    Keith---

     

    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!

  2. You assume that everyone is an everyday player.

     

    I am not saying that there are hundreds of people that only play on Thursday, but each individual's "daily cost" is a function of how many days they play.

     

    The bottom line, though, is that people pay to play and so when they can not play they have a right to question the expense.

    If I walk into a store and buy something that costs a dollar and the store charged me even a single penny more I would question the cashier on the cost. Yeah, yeah, I know what taxes are and I am taking them into account... 9% where I live so it should cost $1.09 but they charge me $1.10.

     

    Am I supposed to just pay that and move on?

     

    What if it was a dime? A quarter?

     

    So how many hours of downtime matters to you? How do you arrive at that number? What makes that number matter but all lesser numbers not matter?

     

    And if the daily cost is such a whole lot of nothing, then why not just add a day to all subs?

     

    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.

  3. Hey folks,

     

    I wanted to address some of the questions / concerns here in the thread. First, we have made no adjustments to the drop rate of items from Command Crates since we introduced Tier 4 and rebalanced the drops from Tier 1-3. If you see that there seems to be a change in what you are experiencing at some point, throw that in bug reports and we can look into it.

     

    Second, it is definitely our intent that 248 Legendary items are pretty uncommon from Command Crates but keep in mind that you can consistently get them from other sources. You can upgrade into one from using Unassembled Components or get them as drops from Master Mode final bosses and Veteran Gods From the Machine. This happened as part of our shift to make Galactic Command more supplementary to your gearing.

     

    However, as with all things, please keep feedback coming! We are always open to making further changes where and if they are needed.

     

    -eric

     

    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.

  4. i would rather that 248 gear dropped on nim bosses, but if it isnt possible i rather get items that will enable me buy the best ingame gear (unassembled components)

     

    i have finally finished my second toon (a arsenal merc lvl 300, after i am done with my operative BiS lvl 300 aswell), only to see its going to be nerfed in a coupl eof weeks, so gearing him up as lost its interest..unless i learn to play IO :D which is worse then rng hehehehe:

     

    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.

  5. 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.

  6. Not coming yet.

     

    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?

  7. No, YOU aren't listening to Bioware. They aren't going to touch defense until they've controlled for DPS output. Bioware can't properly gauge how effective Merc defenses are until after they've taken their DPS out of the equation.

     

    I appreciate your reply, but once a class, any class, NERFs their damage output, the most logical choice is to also REMOVE/decrease their defensives? Wouldn't it make more sense if a class has high output, they have low defensives and vice versa? It basically sounds like nerf nerf. I was listening pretty clearly, but if people are screaming to nerf the defensive in PvP, they SHOULD have just done that.

     

    Sorc/Sage DPS in operations is fine. If you're not getting invited to Ops as a Sorc/Sage DPS, find a better guild.

     

    I'm not sure "fine", is an appropriate answer. Based on the *best* numbers, do you really think 4 Sorc/Sage DPS could clear every Nightmare Operations Boss?

     

    Mercs are not getting a 20-30% nerf to DPS. Stop making up numbers.

     

    I'll admit, you got me on this one. It wasn't 20-30%. It was more like a 10-13% DPS nerf.

  8. 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.

  9. 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.

  10. 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

  11. I get it.... it is easier to nerf a class, than to bring the others on the same performance.

     

    Honestly, people want to feel strong, they want to feel accomplished. DPS want to perform well, tanks want to negate everything, healers want to heal thru mechanics. Honestly, we all should be able to do this with all classes.

     

    It is harder to increase health of the bosses, it is harder to boost the lower parsing/performing classes and it is harder to update your ideal table of dtps/DPS/eHPS/HPS to a new higher.

     

    But, in my honest opinion, that is what people want. People want to bring 4 sorc DPS into a NiM Op. People want to bring what they want. Instead of nerfing for balance, just spent more time and boost them all, so they all have a chance.

     

    You'll make people happy, you'll get less hate. The only downside is more tinkering on the development end to adjust this.

     

    if the balance between PvP vs PvE isnt' fair... well adjust it by instance. WarZones can have different rules.

  12. If the same was happening with DD & Healers, this thread would be pages long. Imagine lack of high power Mods/Enhancements for the top tier gear, but only at a tier of gear below?

     

    Yes, this is how "things" have always been, tanks had ot use a crafted tier below, but 240->242->246 (not craftable)->248 they are much lower than 1 simple tier of gear now. If they do not want to allow 246 to be craftable at this time, a simple exchange would solve this. In all honestly, it would be grateful for DD & Healers, personally, I get 5 pairs of Boots for my crates, I'd love to trade my extra 248 Accuracy Enhancements for Alacrity or critical now that I think about it.

  13. You can't deny the fact that with the upper tiers of gear there is less room for configuration and boss specific countermeasures due to gear restrictions. Sub-optimization simply reduces the player experience, plus hurts team content. Simply having the option open to players will open more content, more guides, more discussion that will allow the game to thrive.

     

    My follow up is a simple solution would be to add a vendor in which you can "sell" your 246 & 248 tank enhancements for a token. You can then take this token to purchase tank enhancement of your choice.

     

    Perhaps, it should be further restricted to only sell an absorb enhancement for another absorb enhancement and a shield for a shield. Since we are on this topic, the same vendor could also allow the exchange of unlettered mods for "B" mods. It should be an easier solution that do NOT have to result in lots of code change and make a happy player base.

     

    Thank you!

  14. I was unable to find the thread to post an update of the new items. I have updated the main enjin website. The link is:

     

    http://azindustries.enjin.com/crafting

     

    Please review the link for the list. The newest two items are the Dread Forged Relics of Focused Retribution & Serendipitous Assault.

     

    The enjin website will always be updated with the latest schematics.

     

    Thank you

     

    Aztul of Aztul Industries

    Jaffis of Tomb of Sorrows

  15. I had lost over 10 Purple Hawkeye Crystals due to this bug, but fortunately CSR has refunded them. I can confirm the schematic popped at least once, but I believe it should have popped twice. (Common, I did 10 crystals). I, myself would like something to show for it. I'd gladly give the 10 crystals back for the schematic in my Artifice Crew Skill. I know I have an excellent chance of getting it again with 10 crystals but there are a lot of posters who got very lucky and the odds of that lucky returning are slim.

     

    I'd gladly trade those crystals for 1 that would give me a 100% chance. Eitherway, I'm hoping that next weeks' Tuesday patch will fix this error. This was one of the things I was looking forward to in 2.0

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