Jump to content

Rainasa

Members
  • Posts

    17
  • Joined

Everything posted by Rainasa

  1. and this post right here just shows how little you know about balancing. Bioware dev's right now are attempting to balance 24 specs for both pve AND pvp (which really makes it closer to 48 specs) and are doing their hardest to keep them all viable, and your basically calling them lazy because they don't want to actively support hybrid specs, which are extremely subject to change based on what content your doing and tend to change abilities in ways the dev's did not anticipate, are you serious? the main reason hybrid specs and be labeled as toxic is because when bioware gets around to buffing/nerfing various specs the hybrid specs have a risk of making certain abilities too strong or provide too much utility. they are also extremely unstable in the long run, as most hybrid specs are powered a few niche talents and and even touching one of those can make the spec crazy awesome or pitifully weak
  2. but that adds extra steps and takes development time that could be used to help actual specs/classes that are under preforming, look I don't think hybrid specs should be removed, but at the same time the people who play them are going to have to accept their spec is the equivalent of a second class citizen. A developer should never have to go "Buffing X is something the class could really use, but it would make that hybrid spec OP/UP so we cant do that."
  3. MeanMartian is right in this regard, if bioware has to choose between buffing/streamlining pure, manly one tree specs or trying to support hybrid specs they will choose the pure specs every time. Its not like they are out to get hybrid specs, but the skill trees where not designed with them in mind, and hybrid specs by there very nature unpredictable and hard to balance, especially alongside the pure spec.
  4. I'm not sure, but that is said word for word between Corso and fem-smuggler
  5. it really depends on what crew skill you get the mission for, UWT and scavenging for example are worth much, much, more than the default price, but the same cannot be said for skills like archeology, treasure hunting, and investigation.
  6. This really isn't fair to PTR's in general though, because such a small portion of the user base even have them installed and due of this it can be very difficult to differentiate between computer issues or if its a client issue, and even then they really don't get enough data to determine what the bug really does or why it is happening.
  7. the reason the patches are coming out as so as they can is because the issues are that game breaking, really go to the customer support forum and read the topics there. Yesterdays maintenance caused peoples clients to freeze from anywhere from a second or two to half a minute or more and is causing the game to crash to the desktop every 5 minutes. are you really telling the people who currently cannot play the game to bend over and take it for an entire week simply because it causes a minor inconvenience for you?
  8. pretty much, its perfectly reasonable to be somewhat miffed about the maintenance time but understand that if you move the time again your just going to make other people complain just as much as you are.
  9. as nice as ideas like these are, they are simply not possible to do in an MMO and events like what you describe do happen, but instead of happening in a random cutscene they happen via in-game mail,
  10. not really, most of the citizens where isolated for a long time, and "having sith blood" can range anywhere from "my father was a pureblood" to "my great great great great grandmother was a pureblood" so its certainly possible.
  11. The main issue with the legacy system at the moment is, like all things Bio-Ware develops, is a severe lack of information regarding certain issues, like how much of the legacy system will be tied to making new characters, or how much of it as available to pre-existing characters, and examples of what those features might be. Were not asking for them to release every bit of info they have, but most of the people I've talked to, including myself have simply stopped creating alts altogether until more info is released. And that is not a good thing to have happening to an MMO that focus on the story aspect of the game.
  12. disregard post, my point was already said by the people above me
  13. the emperor trapped him with his loldarksidehax powers, and as for the whole not aging bit I'm pretty sure carbonite does the same thing, as their bodies are completely frozen, including the cells.
  14. Its really difficult to compare slicing and treasure hunting, as slicing is a gathering skill that pretty much just gives credits (and even then the amount isn't that much compared to other trade skills) while treasure hunting is solely a mission skill that gets companion gifts, gemstones for artifice, and boxes that contain green items and/ or credits. If you really want to make a comparison look at underworld trading, which makes much much more than both slicing and treasure hunting.
  15. Exactly, but that was a symptom of how young the economy was rather than how powerful slicing was. Back at the start of the game you had low to mid level players making income meant for level 50's while simultaneously having absolutely nothing to spend it on, which caused credits to stockpile to ludicrous levels. Its irritating to see people claim that even at 50 slicing is overpowered when i make much, much more credits running bio-analysis missions, and that it's completely justifiable for the sole reason you have to use the GTM.
  16. That's mostly because there was no economy to begin with back then, slicing was really the only trade skill people where able to max out, and there was no credit sinks other than speeder training and the leveling abilities which caused credits to stockpile. and now with as many level 50's and people who have maxed out there other trade skills it wouldn't be quite as noticeable as it was back then.
  17. Look, the main problem i see with all these "slicing is supposed to be a gathering skill" arguments is that the gathering part of the crew skill seems to be completely an afterthought. The nodes cannot get you any skill missions, or any schematics. They also always give you the smaller lock-boxes while the main issues with slicing where the rich/bountiful ones. Another issue is that there are simply not that many slicing nodes in game, once i got to Alderaan i had a very hard time finding any slicing nodes but had no problems finding ones for scavenging. Slicing also gave us insight into deeper issues with the crafting system in general, the biggest problem with slicing wasn't that you where making credits, it was that a level's 10-20ish was making profits meant for someone level 25-35. I really don't know why they didn't add a level cap in beta as this could really hurt the economy later on. on a final note i feel that bioware really needs to decide what to do with slicing soon, if they want it to be a mission skill they should remove what little nodes they have on high level planets and increase the amount of credits made (but not to the pre-nerf levels). and if they want it to be a gathering skill they need to increase the number of nodes to those of the other gathering skills and allow for you to find more medium/large lock boxes from them, because the way it is currently implemented simply will not work in the long term, the missions make too much credits at low levels, but the rewards are pathetic once you reach higher levels.
×
×
  • Create New...