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xerolegacy

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Posts posted by xerolegacy

  1. Haha I must be blind, I really am struggling to see what's different. I DO see a slight flashing of an ability but it gets masked by the overall ability highlight 'scroll'.

    Look at the skill buttons underneath the cooldown flash. Some skills are or are not useable based on certain conditions. With this new change, those are very hard to detect while the cooldown is happening, so you don't know whether to queue that ability or not before the cooldown finishes.

  2. It's a pointless change.

     

    What needed addressed wasn't it's effectiveness, but the value it brings. Endgame biochem is cost effective, saving anyone doing ops 200k or more in credits a night. I can't even find stims, medpacks or adrenals on the GTN, and the rare times I do they are 20k a piece.

     

    All they did was upset 400 biochem crafters, and upset the other crafters because they didn't address the real issue.

  3. I'm not cool, I don't have battlemaster pvp gear. I deal with it. :)

     

    I'm torn between wearing Columi gear and Champion gear. If I compare the stats for the chest, it boils down to this: 46 expertise vs 27 aim and 12 endurance. For slots like ear and implant, it's ever harder to compare because of an augment slot with 28 aim.

     

    Are people using champion gear over columi, is expertise that helpful over aim?

  4. Remove all adrenals from the game.

     

    Problem solved.

    Correction: remove purple adrenals, purple medpacks, and purple stims from the game, problem solved.

     

    OR, allow everyone to take biochem as a second crafting profession, problem solved.

  5. I'm a scrapper smuggler, and honestly, you are throwing money away. If your op is only getting a boss down to 60%, your adrenal was wasted. If your op wiped during the first burn phase, your adrenal was wasted. If you can't be near guaranteed to make it to the second burn phase of a boss, using an adrenal on the first burn phase is a waste. and any raid leader who "requires" adrenals to be used every burn phase and pre-potted on every pull is a moron if the boss hasn't been downed and isn't near being downed.

    He's biochem though, so using the purple adrenal isn't used, therefore no cost.

     

    If most of the ops are biochem, and they're popping their adrenals every fight, it definitely makes a difference.

  6. None of you even mentioned the most valuable part of biochem (assuming you're a dps or tank character); the purple adrenals, as it's not feasible to acquire them in needed quantities for a non-biochemist.

     

    In an average operation night, a dps or tank will probably go through 2 blue stims, maybe 2-10 medpacs, but probably 25-50 adrenal usages. Regarding stims and medpacs, a non-biochemist can get consumable versions for reasonable amounts of credits (and they'll be equal or better than the purple reusable versions biochemists have). However, the adrenals do NOT have any green versions that can be made, and they aren't sold by npc vendors (unlike stims/medpacs).

     

    So the only adrenals a non-biochemist can use are the blue crafted ones by biochemists, which require both bioanalysis AND diplomacy ingredients to craft (making them costly in both credits and time to create). Then add to the fact how much more often adrenals are used, and the current situation makes any dps or tank characters that wish to run operations at a heavy disadvantage if they are not a biochemist.

     

    I would propose they either add white/green adrenals to npc vendors, have the blue biochemist made adrenals give a stack of 20 or so when crafting them, or remove the biochemist only requirements on the purple quality adrenals. Any of these three solutions would make adrenals available to non-biochemists.

    When comparing, this is the most important problem. If you don't have biochem, then NIGHTLY, you're looking at these costs (prices reflective of my server):

    2 stims: 2x13k

    10 medpacks: 10x7k

    10 adrenals (suggested 25-50 is impossible to aquire): 10x20k

     

    So that would be 300k credits, nightly, before any cost of repairs, IF, it were even possible to acquire. Even if you had a pocket biochem, the expense is without question unfeasible.

     

    I am a 400 armormech, and I sell quite a bit of gear. Regardless, the difference between biochem with regards to doing operations and every other skill, is out of line.

     

    My recommendation is make biochem useable by all, as a second crafting skill.

  7. Crafting is such a waste of money. Can you give us a reasonable amount of materials for running missions?

     

    Take what you give now and triple it. I'd like to not spend my entire time trying to get resinite for my bong or some quadranium. Or let me spend 3 times as much to get 3 times the materials.

     

    either way. Just stop wasting my time irl. I thought that was the point of crew skills. Don't waste our time crafting. But then some dev made it so I had to waste an incredible amount of time to get resources to craft with, therefore effectively making it an identical amount of time wasted crafting.

     

    Thanks,

     

    Signed every crafter.

    I agree. Please take away PlagaNerezza's missions, and allow him to harvest everything, by hand.
  8. Fortunately but unfortunately, you really don't want to RE armor drops. You won't learn any schematics from it, and the mats aren't worth more than just vendoring it. With the moddable helmet, there isn't any reason to RE because you won't learn a schematic.

     

    I do agree it sucks. When I first started, I figured there'd be some benefit to being able to RE old gear from quests and such, but that isn't the case. I haven't been able to RE anything other than stuff that I've crafted.

  9. Not sure about mods but I've added augment slots to mastercrafted armor without binding.

     

    I did encounter a bug with that though. I accidently right clicked an armor piece that I had crafted, for which I wasn't high enough level for, and didn't get a message about 'binding', but instead got the message that I wasn't high enough level. As a result, it was bound. So be careful with crafted items and right clicking. :)

  10. "When you successfully sell an item, you receive the credits through the mail. The GTN will keep the original deposit."

     

    I don't believe this is true. Yes, the GTN keeps a commision, but not the whole deposit. When I get money in the mail, it's larger than what the item sold for because I'm getting some of my deposit back.

     

    Very nice guide.

  11. Should have never put in any type of valor for npcs. You could have had special loot or something, so more people would be interested in Ilum. But the problem is going to spread into the normal instanced PVP as the valor gets farmed by the Imps. Going to be tough going for us Republic people.

    This exactly.

     

    If illum isn't fixed, and valor rolled back, I won't even be playing warfronts either.

  12. I just pooped in a bag and through it through your window. Good luck.

    Not even old enough to spell correctly.

     

    44 here, and CTO of a medium sized company. I've been playing MMO's for 15 years. Sadly, we now get to play with the WoW generation of gear check gamers that can't accomplish anything on their own merit.

  13. I am usually the first to come to this game's defense, as I really did enjoy the PvP up until now...

     

    There are Empire on my server farming Valor at an insane rate as I write this. The faction imbalance means that there are at least 3 Imp 50s for every 1 Pub, and now they're going to be in full Battlemasters while most of us can't even get INTO Ilum without being spawncamped?

     

     

    Watching BW's next move very carefully. If someone like me, who's overlooked the ability delay, lack of hi-res textures, myriad minor bugs, is willing to unsub, there's not a lot of hope for this game.

    Very well said. I agree completely.

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