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Hyphendyer

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  1. Well yeah, it's Master mode. Ideally you shouldn't be able to get past the first trash pack playing solo in Master...EVER. Even Veteran shouldn't be solo-able with a companion however the brick wall here should be the first boss or a particularly nasty trash pull. Also when people say companions are OP they're comparing them to pre-4.0 companions, and they are massively OP compared to pre-4.0. When your companion can solo a champion enemy there is something wrong.
  2. I'd love to see something like this and this idea has crossed my mind before however it would require far more effort and resources from Bioware to implement than just enabling the WAM to be a permanent item. That's why I'm asking for the WAM, because it would only require less than an hour or two of work to implement. Sadly the more work required to implement a new idea, even if it's a great idea, the less likely it is that it will actually get approved.
  3. I'm not sure what your intent is with this post and quoting me. My post here was in reference to someone claiming that the WAM was inactive since the 12th of april but me and my housemate were using and benefiting from the module all the way up till 5.2 went live. At which point we couldn't use the item anymore but were still benefiting from the buff applied before the patch, while it lasted anyway. Were you just clarifying the bonus XP amount? because I know the WAM was supposed to negate a +150% XP bonus because even after the event ended the WAM buff was reducing XP gains by 60%.
  4. More time isn't the only difference and you know it, you most definitely weren't one shotting silver enemies and sometimes even close to two shotting golds like you can now unless you farmed like hell and had lots of money to burn to get full purple gear on a leveling character. Even then companions weren't anywhere near as powerful as they are now so you had even less power at your disposal. The challenge back then was the fact that you couldn't just ignore all mechanics and enemies. Combat required more interaction and attention from the player than it does now. If you aggro'd too many groups of enemies there was actually a chance you would die if you didn't pay attention and prioritize your kills, stuns and interupts. That dynamic doesn't exist anymore with the over-leveling problem. Now it's just "oh I need to get to the other side of this compound full of enemies, I'll just disregard all enemy locations and patrols and run straight to my goal, I'll deal with whatever enemies that are still following me when I get there since I know I'm not in any real danger of dieing" If you tried something like that in vanilla you had a *********** death wish. With the over leveling currently on my sniper I can kill all enemies in an entire group, normal and silver enemies with nothing other than a single AOE Suppresive Fire. If there is a gold enemy in there I can open with an Ambush on him and AOE them all down from there, maybe I might need to use Takedown on the gold to finish but that's it. It's at the point were I don't even really need to think about the pull or target specific enemies most of the time, it's simply AOE down the group. Are you claiming that vanilla was the same as this? The White Acute Module in combination with avoiding the Item Modification vendors goes a long way to restoring vanilla's combat dynamic.
  5. I also thought that too, but then I realized that Bioware could implement a version of this item that is part of your Legacy Collections, unlocked via a Cartel Market purchase. This way Bioware gets to make more money from this change without locking it behind a subscriber wall. Obviously I would kind of expect subscribers to gain access to this automatically just like the other Cartel Market unlocks from being a subscriber though. As for the amount of XP reduction, it currently provides a flat 60% reduction in XP regardless of whether or not a bonus event is active so Bioware wouldn't even need to change that. If the XP reduction is too severe for some players then they can just complete a few missions without it active to catch back up, simple.
  6. Firstly for those who know what item I'm talking about who are about to tell me that all the item did was negate the bonus event exp, you are incorrect. The design intent of the item was to negate the bonus exp yes, but it did this by providing a buff that caused the player to gain a flat -60% exp, this buff works regardless of whether or not an event is active. Evidence of this here: http://imgur.com/a/RQVgh Experience gains in this game are ridiculous now, I understand Bioware want to allow players to level doing little more than core story missions. I'm not asking for this to be changed, I think this is a good idea but I would like the option to disable these high experience gains. The White Acute Module achieved this by providing a flat 60% decrease in kill and exp gains. Some players like myself enjoy the slower leveling process, completing all the side missions and exploration missions on a planet before moving on, the joy of getting new equipment upgrades from mission rewards and actually feeling the incremental power increases instead of just one shotting everything because you're over-leveled. I enjoy that challenge and the sense of progress; the current implementation of planet level scaling doesn't do enough to bring that feeling back, the stat caps are still way too high in my opinion. But I'm not asking for Bioware to change the current system, I understand that would be a massive undertaking and would piss off many current players. Sure I could just un-equip some gear pieces to make things more challenging but that eliminates any joy gained from upgrading gear from looting and mission rewards. Also my companion is still overpowered, I can't remove their gear anymore to weaken them, I could dismiss them yes but this is an RPG, interesting companions and the interactions between them and your character are one of the things that makes SWTOR stand out among other MMO's. Why have companions at all if you never take them with you? All the various solutions I've heard to the problem of over-leveling and lack of a challenge all have draw-backs... except the White Acute Module. By simply using the White Acute Module and mostly avoiding the Item Modification vendors brings back this sense of leveling progression and challenge. There isn't a need to change the item should the decrease in exp be too severe since we players could just complete a few missions without the buff to catch back up before reapplying. What I'm suggesting here isn't to overhaul existing systems or make any changes of that sort. I'm just asking that you allow a (previously) working item already in the game to be acquirable and usable permanently. Maybe add the item to a vendor on the starting planets, or even make it a collections item purchasable on the Cartel Market or something. Me being a subscriber I would naturally ask that you made this item available to subscribers for free, but even if you didn't I would still pay up to $15-20 to gain access to a working White Acute Module for my account. It seriously has that much of an impact to my enjoyment of your game.
  7. The module doesn't work now no(it did all the up to 5.2 hit), I didn't say it did, but the buff does. The module applies the buff yes but just because the module no longer works doesn't mean the buff doesn't, it just means that it's impossible to reapply the buff when it runs out. Bioware chose to disable the module with the 5.2 patch, just like they could choose to enable it just as easily, if the module still worked I wouldn't have made this thread. I logged my assassin just now who still had an hour left on her module buff. I did some kills and missions with and without the buff. Screenshots below of evidence that the module buff didn't negate the bonus event exp, it literally just gave us 60% less exp regardless of whether a bonus exp event is active or not. Why did they have to disable this item? imgur: http://imgur.com/a/RQVgh
  8. It does work! The item may not be usable but the buff that the item applies does in fact affect exp gains outside of the event. Read my post above this one. Enabling this item to work at all times and be available from a vendor on starting planets would take less than a hour or two of work. I'm not asking for the developers to adjust all exp gains, I'm asking for them to make an item previously available that already works, available again, that is all.
  9. Care to explain why me and my housemate were benefiting from the item for the last 5 days? The item was still usable and the buff still visible until yesterday, when 5.2 went live. Before 5.2 we actually tested it the difference too since we wanted to make sure it was actually working. We took note of the exp gains per kill and per mission completion with and without the buff active, the exp per kill without the buff was almost 3 times the exp. Even the exp upon completion in the mission journal would display the difference with and without the buff active. Also my housemate still had an active buff this morning when he logged in, it lasts 8hrs after all. Exp gains were fine(read; small) even though you say the exp event was over and you claim the buff only affected the bonus exp. When the buff ran out he his exp per kill, per mission skyrocketed. So if the buff only affected the bonus xp event gains and the exp event is over then how do you explain the differences in his exp gains?
  10. Are you implying that exp gains are not massively increased compared to vanilla SWTOR? Try starting a new character, complete all the missions on the first two planets, including exploration missions, then tell me that you're not way over-leveled. This problem just gets worse and worse as you complete more and more planets. The way I understand it, the White Acute Module reduced your exp gains regardless of whether their was an exp event or not, the buff gave you a hidden negative multiplier to your exp gains. The White Acute Module is a way to avoid this problem without negatively impacting any other players.
  11. As the title says, Why disable the White Acute Module? In patch 5.2 you removed the active effect for those people who still had a White Acute Module in their inventories. Why? What was wrong with it? Was it breaking anything? To be fair, other than trying to force free to play players to reach max level faster so you can market end game content to them via the Cartel Market, I can't really see a compelling argument as for why the vendor for this item was removed in the first place. For those who don't know, the White Acute Module was introduced during the first bonus exp event in order for players to avoid the ridiculous exp gains. Using the White Acute Module gave you a buff that massively reduced your exp gains back to almost vanilla levels for up to 8hrs, the item had no cooldown so could be kept up permanently. After the event I believe they removed the vendor that sold this item but if you were lucky enough to have purchased it at the time you could continue to use and transfer it between characters since the item was Bound to Legacy. Leveling a new character using the White Acute Module and avoiding buying excessive modules from the Item Modification vendors felt kind of similar to playing vanilla swtor again, a challenge!. Again I ask, why remove the use effect of White Acute Module? It's use was completely optional and did not in any way harm any other players. Please bring this item back! Make it a collections item for all I care, give it for free to all subscribers and allow free to play players to use Cartel Coins to unlock it. Just please bring it back, allow us to experience the content the way it was originally intended. You can even make more money at the same time!
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