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Whitticker

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  • Location
    CT, USA
  • Interests
    Composition, audio production, video games, sleeping.
  • Occupation
    Student, piano teacher, performer
  1. ^^ This. Too many people are calling for nerfs when there is no way for most players to know whether or not things are actually in need of fixing.
  2. Which is why we need brackets where all players in a given bracket have access to similar gear and consumables. This problem won't be solved by nerfing the biochem consumables; it'll be solved by implementing brackets/level-tiering in PvP.
  3. Do players have any other means of accessing similarly powerful medkits at that level? If they're available through content at those levels (raids?), then I don't see why a purple schematic that requires a high level in that profession and expensive mats--all of which require a lot of time and money to obtain--shouldn't be better than the blue medkits. However, if medkits of such strength are only available to biochemists, then yes, I agree, it does need to brought in line. I couldn't agree more.
  4. I can kind of see where you're coming from in saying that the reusable aspect needs to be removed, but when you put into consideration that, for the most part, the blue/prototype versions of the stims, medpacks, and adrenals are actually better than the reusable ones, it becomes clear that reusability isn't severely "limiting sales" in a way that would demand action on the developers' part. The blue/prototype consumables are exactly where biochem has an opportunity to make money and develop a market, especially with PvPers who are looking for that extra edge in Warzones. The reusable medpacs are, as everyone else has said, rewards for putting in so much time and money into crafting. Additionally, if the reusable aspect of these craft-ables are removed, then the player who spent all this time and money now needs to spend even more on crafting consumables for himself. If you remove the reusable aspect of this, you're actually inhibiting the creation of a market for biochem consumables because the crafters will be forced into a scenario where they must use their resources on things other than supply for the market. In fact, I would argue that players who choose biochem have the best market because they craft the reusables, never have to spend resources on themselves again, and then put all future resources towards supplying the market. Is this really that different from crafting armor, weapons, or mods? Not really, because all those professions allow the crafter to create products for themselves and never have to worry about wasting resources on their characters again. Removing the reusable aspect of biochem consumables is akin to putting a cap on the amount of damage you take or the number of times you die while wearing armor you crafted through armormech or weapons you made through armstech. The reusable trait of these biochem-exclusive items is NOT an issue to the game's economy and is actually what allows the biochem user to put their resources into the market.
  5. I'm 16 and went Republic just to go Smuggler. I get the feeling that a lot of the Republic population on my server is made up of ex-WoW kids, and I'm becoming increasingly driven towards the Empire because of that. It's very annoying to log on and have guild chat flooded with discussion about WoW, pandas, and some other crap about how SWTOR stacks up to other MMOs. Edit: Just wanted to also say that I'm on a PvP server where Republic gets rolled consistently in Warzones because its players have no idea what the hell they're doing, or so it appears; I'm attributing this to what seems like an overwhelming amount of young people on Republic
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