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MasterBash

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Everything posted by MasterBash

  1. Except they appear to be bringing it in the opposite direction. They don't know what to do with ilum and crew skills and of course they can't figure out a simple solution for the pvp champ bags. lols. Game is brand new! So its fine if all bosses are tank and spank! Its fun and exciting!
  2. Guyz! do you think they will get this game right one day!?
  3. So that is what you got out of this post? In this case you must have comprehension issues you may have to get that looked at. Go troll another post.
  4. I posted some suggestions in multiple threads... But I will repost them here and I want to seek opinions of course. I don't know about every single changes in the next patch note either so maybe some of them will be fixed in the next patch. Crew skills Lets see how you can fix crew skills! Don't nerf biochem, keep rakata more powerful or at the very least equal Buff other crew skills... how? Let's say you make mod 24 BoE and make mod 25 BoP that requires 400 of said skill (can only have one though, so stats arent ridiculously higher). That way people can sell strong 24 BoE mods while having 25 as BoP for themselves. Hey, a perk! ..................... I don't understand why they nerfed Biochem again. Rakata worse than Exotech? It shouldn't have been nerfed. Adrenals and stims need to stay better or at the very very least equal. (Equal if you simply want it as a money saver because they are reusable, or stronger if you want it to be more powerful and a money saver). Or maybe... If you don't want biochem to save so much money while other crew skills will have to spend $$ on stims, adrenals and medpac during progression... You can change all rakata stims/adrenals/medpac to be something like an items you can use which simply increase the stats of the stim that you use by 10%. (Or whatever the right number is so it equals other crew skills). This is also a nerf to biochem, because if you don't use a stim, your stats suffer... So if you prefer you can change it to a +25 of a certain stat (depending on the Rakata crafted), or whatever the right number is so it equals other crew skills... to make it a permanent perk. Same with the crafters, those who can crit multiple items will have a big stat advantage due to the augment slot. I say make it at best 1 augment slot that you can have on yourself at all times. This will help the economy. All crew skills will be fixed then. The stats difference won't be ridiculous high. People will actually do dailies instead of sitting with so much credits and just rolling biochem as a money saver for progression. That way you don't need to make items as good as raiding gear, although you can keep some off-piece or something as good as raiding gear but it has to be BoE. PVP Bags: So they want people to get centurion gear first, fine. Why don't they change the commendation system? Scratch mercenary commendations. Only keep warzone commendations. Make it so you get 1 warzone commendation for your loss and 2 for your wins. A certain amount to buy centurion gear. Like.. lets say 10 to buy a chest... and so on for every single centurion items... If you want champion, make it a trade-in. Centurion chest + 10 warzone commendation. For battlemaster, champion chest + 10 warzone commendation. No RNG, no endless grind. (Remove rank 60 requirement). I don't know the exact number required to get a piece but this is an example of a system that can work. Then you would have to do something else with the medal system or scratch it altogether since it is very broken right now. You are better off to farm medals than win the game. Ilum Ilum is so bad at the moment, you can either get your daily pvp done so quick or not at all, so There are so many things you can do... I am not sure which one is the best solution as they all have pros and cons. One thing for sure is that you need to make the dailies in similar places for both factions. (Such a defending the shipment for both, add maybe a couple more daily quests in that area, same with the area where you do Sabotage, etc...). Maybe you can remove quests in areas that look empty... 1. Remove the PVP Area, add many dailies and make sure the places you go to do them share the same places as the opposing faction. 2. Keep it the way it is right now, shrink the PVP Area by quite a lot, add many daily quests to it, which requires you to keep mob and so on. Similar as the above but for those who don't want to spend too much time doing dailies if there is a lot of pvp going on. 3. A fun mechanic that I don't know if any other game has... Add daily quests in the main area (Similar to #1) but shrink the PVP area, make it an event like that can happen a couple times a week with a weekly quest... Something like a place where you have to be in a ops and destroy everything on the way (but they do not respawn once destroyed)... Once at their base you get to destroy the cannons, but they have a large amount of health pool and actually kill players. (Why do I shoot it with a random rocket that I have no idea where it comes from?). They can also be repaired if people are not careful and watching what goes behind them. Once inside their base, you get to kill some kind of opposite faction leader with a very large health pool along with the opposite faction players. If everyone inside the base wipes, he heals to full. If you beat him you of course get credit for your weekly. (And a good pvp reward). This would be quite cool, but it must be difficult. It must be an event where it can happen at the same time everytime so people are aware of it. (Possibly an announcement to everyone in the chat an hour before... and lets say it can happen at 7pm everyday... just a random time). Now its mostly a question of where should you respawn if you die, in the middle or your base? If its your base, it may never end with defending... or the faction with the least amount of players may never ever get a chance to finish it. Also, make sure nobody can stand at the opposite faction's base before it actually starts so they don't get farmed in advance and it gives them a chance. Tanks: Tanks need to be fixed in this game, they don't do enough threat vs really well geared dps. As an assassin, I get 2 High Threat moves (3 with Force Pull, but I can't always use it depending on the situation bc of the range requirement). Some threat enhancement on shock... The problem is this, tanks barely do more threat in this game than the DPS, even with perfect rotation, yet as DPS get better gear, they will scale much better. Dark Charge is only 50% increase in Threat, while I lose 5% damage with DC, I lose willpower on gear, only 2(3) high threat spells that do low damage then eventually you run into a low Force issue. The problem is this, they need to do way more threat but be less forgiving when they mess up. If for example, energize is up, my shock will do high threat. If I accidently click it while its not up then it does not do more threat. If I have 3 stacks of HD, maybe FL can do high threat too, if Discharge is on CD and has a debuff on multiple targets then Lacerate can do high threat to those targets and have its force reduced by 30%. DC can be 100% instead of 50%... Those are simply suggestions and of course I am not suggesting to buff all those abilities, but they need to be compensated somehow but not to the point where bad play can be rewarding. I chose Assassins as an example because thats the class I play but fix other tanking classes if it is a problem. Also, you may want to avoid RNG such as if XX crit then another ability does high threat because you may not crit for a while... Warzones Warzones at the moment promote kill farming instead of actually winning simply due to the fact that you can get more commendations that way, as you acquire more medals. So my suggestion here would be to scratch the medal system, because certain specs are unable to get many medals and it doesn't promote winning. Also with my suggestion to change the commendations as seen above, it will be required that medals do not provide any commendations. Also, currently biochem/cybertech should not be allowed in warzones due to the fact that it provides an unfair advantage over other crew skills... Unless the changes I mentionned at the top would be implimented. Resolve needs some fixing to say the least, stuns use resolve but roots do not, maybe roots should should have its own category along with knockbacks. Guard is also too strong. It is extremely overpowered at the moment. PVE PVE encounters at the moment are pretty much tank and spank, requiring no strategy... They are only a DPS race. Also, they disadvantage melees too much. It is fine that melees have to run out sometimes but it is pretty much the same situation every time. Loose the enrage a bit to add proper mechanics to boss fights and it will be much more enjoyable. (This is from a fp PoV, idk about Ops but I bet they are pretty much the same). Items and loots Like I mentionned in the crew skill section, getting crits on craftables is such a bad mechanic especially when they are BoE because you can really end up with such a large stat difference. One augment slot to give that said skill a perk would be more than enough (If you balance every crew skill to be near equal in a stat gain it would be mostly a choice to choose said crew skill rather than choosing it to min/max). The second thing is... Columi/Rakata are the best items. I have yet to see a replacement for those (as in lets say I have my 4p bonus (5 items total) and I want to replace one piece of the set for another item of the same level with different stats). That means there are very little reasons for wanting to do fp's except for the last boss... Hell, everyone of the same class will end up with similar stats because Rakata/Columi is not a choice but a must. The items that drop are not even worth looking at unless its the last boss. It would be kind of cool to be able to replace some of those items by a BoE craftable of the same level or a drop from a previous boss which is equal in level. They will have difference stats, but equal in item level, which means people will have choice. Thoughts?
  5. That's the problem, you cant just reward wins because sometimes you play with a bunch of failures for a whole day. I can only do so much to carry a team. If everyone would be somewhat competent it wouldn't be a problem but this isn't the case here. It is sad to see people who still can't pass the ball at level 50 or the concept of positioning to receive a pass. If people do not receive anything for a loss, some people who actually deserve gear may not get anything at all and just give up if they can't get a competent team. The ones who do not may be able to get gear eventually but will still get stomped. But then again, the medal system reward farming kills, even if you lose as a team, the ones who were able to farm a lot of medals are actually winners. But ya, like I mentionned, I don't know the specific amount a piece of gear should require or whatever. It was simply a suggestion.
  6. If you read my post, I stated that a win can give 2 commendations and a loss can give one. You will not get 1000 commendations anytime soon. Just tell people to buy stuff with it before it gets resetted to 0. Change the medal system while you are at it bc its totally broken.
  7. So they want people to get centurion gear first, fine. Why don't they change the commendation system? Scratch mercenary commendations. Only keep warzone commendations. Make it so you get 1 warzone commendation for your loss and 2 for your wins. A certain amount to buy centurion gear. Like.. lets say 10 to buy a chest... and so on for every single centurion items... If you want champion, make it a trade-in. Centurion chest + 10 warzone commendation. For battlemaster, champion chest + 10 warzone commendation. No RNG, no endless grind. (Remove rank 60 requirement). I don't know the exact number required to get a piece but this is an example of a system that can work.
  8. Lets see how you can fix crew skills! Don't nerf biochem, keep rakata more powerful or at the very least equal Buff other crew skills... how? Let's say you make mod 24 BoE and make BoP mod 25 that requires skill 400. That way people can sell strong 24 BoE mods while having 25 as BoP for themselves. Hey, a perk! ..................... I don't understand why they nerfed Biochem again. Rakata worse than Exotech? It shouldn't have been nerfed. Adrenals and stims need to stay better or at the very very least equal. (Equal if you simply want it as a money saver, or stronger if you want it to be more powerful and a money saver). Or maybe... If you don't want biochem to save so much money while other crew skills will have to spend $$ on stims, adrenals and medpac during progression... You can change all rakata stims/adrenals/medpac to be something like an items you can use which simply increase the stats of the stim that you use by 10%. (Or whatever the right number is so it equals other crew skills). This is also a nerf to biochem, because if you don't use a stim, your stats suffer... So if you prefer you can change it to a +25 of a certain stat (depending on the Rakata crafted), or whatever the right number is... to make it a permanent perk. This will help the economy. All crew skills will be fixed then. People will actually do dailies instead of sitting with so much credits and just rolling biochem as a money saver for progression.
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