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Aidbringer

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  1. Everyone (to include your combat support droid), needs to be in side the circle. Uuse passive (and or have companion tank, to help keep CSD centered infight), but keep everyone inside blue circle and insane blade shear / staff slam does not occur.
  2. HEy BW want to make money :-) Personally I would spend cartel coins to have an option to change outfits on my 'new' companions. The 'outfit' is cosmetic I understand the reason for change and can even accept, though personally did like some of the 'grind' to equip companion as best possible to to get benefit (now if just slighty more generic, grind to get influence). However, Getting the right outfit (and then the right dyes) is a significant part of the 'fun' for me. Heck I spent to have multiple outfits for my characters, I would gladly spend to have a custom outfit for my companion(s) (and probably if an option buy option to have 2 (maybe 3) outfits for them. Absolutely no 'balacne' issues, and a proven track records of something folks that spend money WILL spend on. Please allow: 1) Option (even if buyable) to customer outfit for companions post FE. 2) As a related I would also pay for the option to 'split' primary secondary dye slots, Is there any reason we can't apply a 'secondary' dye and have it only over write the secondary color, so existing color combinations could be expanded. I would see this again perhaps as a cartel coin option either if possible to 'split' for the character so from then on you could change one or the other but could 'keep' one from being changed, or perhaps as a consumable you buy (cartel) and/or perhaps craft that allows you to combine two dyes to make a different dye.
  3. While perhaps we are going in the right direction with the upcoming patch; A suggestion I would rather see. Instead of making the companion uber powerful (again), I would rather see them stay were the are as of 4.0.2 but give ME a buff, while my companion is out. No admittedly I have all of my companoins unlocked so my base presense in around 800 but was levelling up a few alt (to play with how different story plays in FE, depending on choices you make) and with gear at my level, I almost always felt (even 4.0.2 nerfed) that I was the side kick to my companion. While I may play 'smarter' then my companion, that was the only real advantage, even in 4.0.2 my companion would out damage me, out heal me, or out tank me. Now how the have geared most of the game right now the 'easy' play style I was ok with even in 4.0. Very casual friendly, what was less then enjoyable to me, was feeling like a side kick. Personally what I would love to see is Companions stay the same (or very slight buff) from 4.0.2 (though fix the lag issues, causes by the corpse not decaying bug); but then IF companion is out, give the corresponding player a +10-15% buff (basically what they are 're-buffing' the companions to with 4.0.2.a This way OPS don't change (players arent more powerful), for smaller heroric(2) etc. the overall powerlevel doesnt reallly change, but instead of COMPANION being stronger, you are a bit stronger, so still feel like the center of attention, and your companion is your aid
  4. Ditto for me. I am stuck at exactly the same, Tyrant mostly empty a few friendly IMPs, and acting like it is in self-destruct. have gone to fleet and reset, three times, no changes. Utterly stuck on progression
  5. Please don't remove level Sync. Now personally I would like to see it expanded, and enhanced slightly. I would love to see a "easy, normal, hard, very hard. and perhaps even insane' character setting options. Normal exactly as is. Easy perhaps raise level sync 1 level. For the very few that say some of it is too hard (mostly figure undergeared 'normal geated' doing Heroic+2 solo and havent learned optimized strategies, the one extra level will make a difference. Correspondingly reduce rewards (exp and loot) by 50%. Hard, LOWER level limit by 1, increase loot/exp by small amount. Very Hard lower limit by 2, increase loot/exp by small amount again. Insane: lower limit by 3 (or maybe even 4), increase loot/exp by small amount again. I do like chllanege, and I do like some of the old area's / fights / stories, so do like replaying. It is not really entertaining (for me), to just walk through an area and everything dies from looking at me, a challange is better. I personally like level sync, just wish you had some control on the difficulty so you could customize YOUR game expierence. (and heck make it subscriber only (and/or cartel ticket) to have setting 'tweeked'
  6. Here is my link: http://www.swtor.com/user/ce/j34yc
  7. Actually have to admit for PUGs I find this enjoyable. Sure for hardmode guild only things need to be smooth running and well oiled. But adapting to the situation can be fun also. IF things are working out, (or I can figure out how to make them work out), I don't care if it is 'best' or not.
  8. Now I have to admit I am old school... But personally... If I am looking for more, I will send out the occasional chat in the appropriate channel(s). If I see somebody that I think might want a group (or could help), I will send a tell/whisper. Now I tend to be polite enough in most cases, I will still with "Hello, do you have a moment?" Now as others have mentioned if I am killing (or about to kill) a long timer quest mob, and see others come up, this is one of the few times I will do a blind invite. Then again, I came from games were game play was a bit slower, and social skills / reputation was vastly more important. Now am I offended by the blind invite. Not overly barring a few exceptions. Anything but a very long timer quest mob, while actively fighting. Pop-ups during fights causes death, intentionally causing a pop, while someone is in a fight is griefing... (likewise folks try to open trade windows, etc). Repeat invites... (If I declines the first (and the second), not going to change my mind the third, fourth, fifth, etc... time) Now really gets on me is combine the two (repeat invites during combat, and I will report for griefing). Peace
  9. WE breaking it down into components is a valid use of RE.. but agree 100% that Tool Tip should very clearly label if there is any possiblity of learning a schematic.
  10. Actually from the one piece I tested on my sage, this is NOT the case. Social Armor with armor mod vs Dropped Orange Light armor with same armor mod still has about half the armor. Will test out again and get some real numbers, but social armor is 'below' light armor on how mods scale.
  11. Hmm what are thought on this to give crafting more depth/enjoyment/game play. Give a limited talent tree to crafting just like class. Say every 50 skills point you get one point to spend. Crafting tree: Perfectionist: (5 ranks) Each point give you a 5% increase to critical Effecuent: (5 ranks) Each point gives you a 5% chance to not use any materials Effective (max rank 4 ) Every two points raise the 'effective' level by 1 of an item. (so with all four ranks, Item X (required level 9) with stats based of being level 9, which have stats increased (and required level) to 11.) This would help at high levels, by letting someone who focused on Effective make items equivilant to what can be commendation bought. and would give some nice flexibilty levelling up on dtops for those with money for alts. Gathering Tree: Every Last Speck: (5 ranks) Gives a 5% per level of doubling the output from a node when harvested. Thrifty (5 Ranks) Gives a 5% reduction in mission cost (for those that run them rather then harvest nodes). Quick (5 ranks) Takes .2 seconds of harvest time per rank (node) takes 10% of mission to for gather missions (per rank). Eureka (5 ranks). Gives a 2% chance per rank of getting a rare from a node (in addition to the normal). Allows rares to be gotten outside of missions (though not common). Mission Tree. Options Options Options (5 ranks) Allows an additional mission to be disapled in the choices per rank. (increase the chance of seeing the missions you WANT). Can't fail (cost 3 points) No longer every return empty handed, will always come back with atleast 1 item Effecient (5 ranks) reduces costs by 5% per rank of missions Effective (5 ranks) 5% chance per level of getting double returns Speedy (5 ranks) each rank reduce the time for the mission by 10%
  12. While the RNG can be vary annoying, and it can be VERY VERY expensive to go for purples. I am also one that think purples (any, and expecially the 'good' ones) should be something that is achieved by only the most dedicated (or lucky) and not everyone. Now I can see two possible solution (or maybe even both). 1) Increase the return on RE a bit. Let RE return 75% of the rares used to crafted an item. (seems to be about 50% right now). While not speeding up the process this would cut the 'cost' of the process. 2) For the [modifer] Schematic styles REs, allow one to master that item. If you learn two purples of each blue type (so 6 of the 14/15 possible), You have mastered that item and LEARN all 14/15 patterns. Grinding out 6 purples patterns for a item is a lot of work, but it does adress the RNG of getting the 'right' modifer. Actually while writting this had a third thought I like also that would also address the Augement worthless pre-50 issues. Allow a 5% or so chance of getting a 'Schematic Insight' when RE'ing. This when used gives you a 50% bonus to critical on making the crafted Item RE'd. WHile RE'd to learn purples would be expensive... you could recoup some of that loss by having more Augmented items to sell.. (and thus also make a market for augments). Peace
  13. 1) RE changes: make it a progress bar. so while you MAY learn a schematic on the first go (if you roll lucky), you KNOW after 50 RE's you will learn a schematic (I.E. 'fails' you still learn something) a) as a sideline to this make it also very clear if there is NO schematic that could be learned) 2) Move armor mods to the appropriate professions (armortech/synthweaving), to adjsut this I would look a making grenades slightly more flexiable (make a offensive (dps) and defensive (cc) line that have BOP re-usable verision early on. make them on a shared cool down, so folks can chain cast, but can be used to augement (or provide for class with almost none) some forms of CC or burst damage. 3) All profession should get some kind of consumable 'buff' (with BOP re-usable ones for profession). Personally I would see three lines. Offensive, Defensive, and Long term. Offensive would be like damage grenades, 'battery packs' boosting DPS, etc. Defensive would be Medpacks, short term armor buffs, CC grenades, etc Long Term would be 'lesser' effects that last long terms (stims now). It does not 'trivalize' since you cant throw a grenade, pop a batter pack, use an adrenal, al in the same fight. Sure you might have the option of using all of those (with one of the being re-usable if you are a crafter), but in the given cool down, you can only use one. Likewise, you might be able to Pop a medpack to heal, OR a shield pack (to increase armor), or a awareness gem (to avoid damage) but again you are not trivalizing content, since you can already do one of those, you now just have choice on WHICH one you use. (all thouls be 'equal' in effect). 4) Make augment (especially low level) worth something. If you RE a set of armor with an augment slot you have a 100% chance to get a 'detailed schematic' this can be used once per day to make a 'schematic' for the augmented armor. (so once you have learned any critical armor, you can make one set per day (not one set per pattern learned all detailed schematic have shared cool down). (note while amror is used, this should apply to all) This would keep augmented armor 'rare' and alot may not bother to pay extra for it, atleast until 50, but would put some market for those with money to waste, and that want 'the best' for their level. So there would be some demand for augements at 10-49) So ALL profession should some functional consumables to have a shot on the market. (and with corresponding self only re-usable for their benfit). Armorer/Synthweavers can make their armor (and stat appropriate mods). Change Augmented items to be rare freak chance, to rare freak chance to LEARN to make, then a long term cool down to make each set... Once you can make a particular piece though you can make it once per (day), for as many times as you want (unless you want to make another piece that day)
  14. Aren't these learned from RE'ing regular mod. You RE a 'Mod X' and if you learn a schematic you willl get something like Critical Overload etc... my armor tech is still relatively low but have learned a few blues (first schematic learned from RE greens) not sure if any are elusive, but have gotten 6 or so recipes that a (modifer) X mod.
  15. My thoughts give each crew skill a re-usable buff line. Biochem gets heal/stims Armorer gets Shield packs either short term, armor buff (or flat damage reduction) Armstech get battery packs (short term power/tech buff) Synthweave gets shield pack (style atleast) Artificer gets focus gem (short term force boost) Cybertech: Make an offensive line and a CC line on seperate cool downs. (and perhaps 2m cool down enough to be used regularly but not constantly) Each profession gets their own 'profession' buff that provide a re-usable buff, that can be balanced (they will need to be adjusted) but give each a definitive 'use' It very likely will be some become the If you are a X you must use Y type profession (Example if Cybertech gives some CC, then non-cc classes might really be pressured into taking it); but it will not be 'EVERYONE' should be X profession. Also if every profession got a consumable then there might also be more trading on the GTN. The only real question is finding the balance of is each consumable on a seperate cool down, or do they make a a set of 'short term Offensive', 'short term defensive', and long term So Perpahps the Biochem Medpack, The Armorer shieldpack would both be on the same 'cool down' (so you couldn't pop a heal pack, and shield pack, etc to trvialize content). Peace
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