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Flying-Brian

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Everything posted by Flying-Brian

  1. How about a big NO on this. I don't care at all about getting to buy more crap from the CM on a "special sale". I want to be able to unlock the crap that I have been waiting on a collection unlock sale for. As well as a character transfer sale, to bring the different legacys I have on each server up to date with each other. Very disappointing. It is like, here we got you this empty box for christmas, and we have thoughtfully included a coupon for 30-50% off discounts, for only the items we want to sell you, not the items you want. Oh, and you will have to buy your own wrapping papper and ship the package to yourself at full price.
  2. Looks like pointing out all of the issues in a clear and consice manner is just too difficult for the devs to understand. So how about this, can we buy buffs with cartel coins? Maybe extra revenue is what it would take to fix the class.
  3. So, will class balance changes start to get tested on the PTS by early 2023 then?
  4. Chris. Please address and fix the XP boost from the Victorious Pioneer armor set from the DvL event. The lame duck excuss of "working as intended" comes across as a coverup that updating the set bonus to work from level 75 - level 80 was forgotten about, and it was just easier for you to say that is was intended to not work anymore.
  5. This will not help at all with the cost and availability of trying to craft gold augs. The amount of materials needed to craft the CM-1337 need to be reduced. Why not make it you need 1 each of the RPM-13 and OEM-13, instead of 14 and 7. 105,000 tech fragments to buy the mats to craft 1 augment is just ridiculous
  6. Here is another issue for the list. Some companion weapons are now level locked and can not be used by the companion. HK-51, who I have used on my lvl 34 Sniper since lvl 1, now has the red broken armor icon flashing, because the issued base line sniper rifle (Scoped Assassinator) now has a level 50 requirement.
  7. How about adjusting the curency drops rates, so that for OPS, all Bosses award Hazardous Matter Catalysts. It kinda (well not kinda, it totaly) sucks when you run a different OP that is not on the weekly list, and since there is no weekly mission, you get no Hazardous Matter Catalysts, so you get a big NO when trying to do any upgrades. It should be SM = 5 per boss, VM = 10 per boss, MM =15 per boss.
  8. Just to add (again). Please fix the Set Bonus for the Victorious Pioneer armor set at level 75+.
  9. It is painful enough to try to level an alt if you are not caught up to the current point in the story. It is made worse by the fact that the +50% XP boost from Victorious Pioneer armor set is not working with the new level cap, and there is no XP boost from level 75-80. Please fix this.
  10. What I am seeing is no change in the xp from missions. On a level 10 and 65 alt, with the armor off, if I highlight a mission to see its compleation xp. With the armor on, highlighting the same mission will show a larger amount of XP because of the boost. At level 75, there is no change in the mission XP with the armor on or off. And just from mob kills, I was getting less xp with the armor on.
  11. Anyone else notice the +50% Xp boost from the Victorious Pioneer Armor set bonus is not working at level 75+. It is working on lower level characters, but no boost to go from 75 to 80.
  12. Here is another issue for the list. The Victorious Pioneer armor set +50% XP boost is not working at level 75+. The XP boost is still working when used on a lower level character. But for right now, the armor set and set bonus is useless for trying to level from 75 to 80.
  13. With yet another bug that was reported durring the PTS (thanks for listening Devs!) The Victorious Pioneer Armor Set is bugged and it is not granting the +50% XP boost at level 75+. (it is not giving any XP boost) The boost still works at lower levels, but that does no good for anyone trying to level from 75 to 80. I know there are many other issues, but this needs to be fixed ASAP.
  14. So, it seems like there like the main alternative available would be, just make all weapons that drop be modable. You can have the mods be locked to main hand/off hand (as not be used in other gear). This would allow everyone to continue to be able to use their favorite weapon. Otherwise it is clear that BW does not care about player imput, qol, or the real money that has been spent on CM items in game. Hell even in 1.0 at launch, when everyone was limited to the same look (per class) for endgame armor, you could at least change the mods in the MH/OH to use the weapon you liked the look of.
  15. Why continue to make things with RNG requirements, when the shells will only have cosmetic value to players in 7.0? Since tech tragments are still being used, why can't you just remove the class restrictions from the shells and allow them for direct purchase? That way players can just buy the shells they want to either complete a set or use the shell for a cosmetic piece on an alt or companion. But damn, having ALL of the current 6.0 sets available for an RNG draw and only having 1 item that can be bought, but that single item has the chance to drop ANY piece from ANY set. W -- T -- F !!! You could play for the next full year and never complete a single set in that manor. What a crap design choice.
  16. Here is a request to the DEV's to make a change with 6.3.2. Please add the Apex Predator armor set to the Bounty Hunter/Trooper vendor. It has been almost 2 years since 6.0 launched that this set has not been obtainable from a vendor (other then the few times a year that a piece is available from Kai), and over a year since the Apex Predator set became the main needed DPS set for arsenal/gunnery after update 6.1.2 when the Concentrated Fire set was nerfed. With the end of the content cycle just a few months away, could the DEV's please throw merc/mando players a bone and let this set be available to buy from the vendor. There is no reason what so ever that it should still be an exclusive OP or RNG crate only drop.
  17. Because it takes away the daily PO's that you could receive and clear without the need of a group. When you use a level 10 alt as the log in character each day, because of the level, there are only 4 daily PO's that are in the available pool. Home world kills, Capital world kills, PVP, and GSF. With 1 reroll, even if you start with PVP and GSF, you will get a kill count daily. So at the very minimum, you know you would be able to obtain 29 points per week.
  18. I'm sorry, but this sucks. With the daily missions, I knew exactly how long it would take to compleate them, how many points per week I could get, and how long it would take to finish the season. Now with forced weekly missions, which will likely require more random group activities (gsf, pvp, operations, flashpoints, etc.) this will make things more difficult to be able to plan out time wise, but also more difficult for players that play at off hours (or on dead servers) when it is almost impossible to find a random group for anything.
  19. I have had this issue for the last 4 days, with the issue happening each day on 3 different servers, and for 1 day on a 4th server. Upon daily login, the 2 daily objectives available are an unranked warzone, and a galactic starfighter match. If you try to reroll either objective, nothing happens (except you have used up the reroll option for the day), and the daily objectives stay the same.
  20. Yet, you could release a game update just to nerf the trash before the 1st boss in KP. Twice.
  21. From the 6.01 patch notes. Ok, so with the 6.01 patch notes, this change is just another slap in the face for players. We are forced to always keep an exact eye on the tech fragments we have, and stop whatever activity is being done and spend them, so we don't get a reward that puts us over the cap, and those extra tech fragments are lost. People are doing this because (like the old way to do so with warzone comms) is the only way to store extra Tech Fragments because the cap is so low. If people don't read the patch notes, you are going to have a lot of pissed off players tomorrow when they find out they can't refund items they have been storing because they were saving their excess tech fragments that way. If you don't want players doing this, then the cap of 5000 needs to be increased to at least 25,000 or more. Or better yet, get rid of the cap all together, as it is not needed.
  22. Eric, I'm sorry but you come across very condescending with that statement. That fact is that you did not listen to any of the feedback about crafting while on the PTS, and it launched exactly where you wanted it to be with 6.0. Because only you (devs) know why such punitive changes where made in the first place.
  23. Just want to give a big thank you to everyone involved. For not listening to any of the feedback from the PTS on the issues that needed to be fixed or changed for gearing, scaling balance, and especially crafting. It is good to know that the time and effort that was put in by players to try to help the game was completely ignored. I'll stop my rant now and go back to speed running the same flash point to farm and grind my gear, since no other content matters at this point. All about getting the iLvl to 306. Can't wait to start playing the RNG roulette sub game, when I try to roll for my mods (big luck, no whammies), to fill out my set bonus shells. I will try to find time to play the new story (I hear it is good, if a little short). As I will have to be grinding away personal conquest on as many alts as I can, to try to get enough mats to craft some of the new augments for my main. Figure If I can spend whatever free time I have not grinding flash points and get the conquest goal on 5 alts per week, I will be able to craft a full set of 14 augments for my main in only SEVEN weeks (which will be a nice early Christmas present).
  24. No, they are not slot bound. It look longer, but it was easier for me to get all of the 306 mods that I needed (unlettered version of armoring, mods, enhancements) this way to have enough to fill the shells for my set bonus gear on the PTS. When buying the single RNG mods, I had ok luck with armorings, getting around 1 correct version out of 10 bought (after they fixed it and removed the tank drops). But for mods and enhancments, it would take between 20 - 40 bought to get 1 that was usable.
  25. The vendor that sells the set bonus shells (and tacticals). The cost is 3k tech fragments and 1 mil credits per item. The shells are empty, so you will have to get mods for them. The Kai vendor sells (random) set bonus items and tacticals on weekends. The cost is 1.5k tech fragments and 1.5 mil credits per item. The gear that he sells does have mods in the shells. But..... The iLvl rating of each mod in moddable gear is determined by RNG. In the last patch on the PTS, mods were within 2 levels of your gear rating. So if you are at 306, moddable gear can have 304 or 306 mods in each slot. If you were at 298, mods would be either 296, 298, or 300. When you are at iLvl 306, the best way to play RNG roulette is to buy from the Kai vendor either bracers or a belt. Keep buying, returning, and rebuying until you are able to pull a piece that has both a 306 armoring and mod (and both have the stats you are looking for, as the gear from Kai can have the unlettered version of mods in it, unlike the RNG single mods).
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