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Mar_Komus

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    Greek, Hebrew, reading, volleyball, swimming, gym, business/entrepreneur
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    Small business owner in the tech sector
  1. You're not wrong and that was clear to me in testing. I'm on the same page: I still hate the way they nerfed it--or, rather, that they nerfed it at all. But in the wake of knowing that they'll never go back on it and admit it was wrong to take it away like that...honestly, they're betting on the idea that this won't cause enough people to unsubscribe or quit the game. And that's really what's dysfunctional about the gatekeepers. Some poor sport got mad that the class is "OP" with that deadly combo. So they nerfed it. If there really are a lot of whiny, runny-nosed, crying kids telling their daddies to complain about it on the forums, then they should nerf it in PVP--not PVE.
  2. Any updates? I've seen people post videos of their characters completing the unawarded wins. I have two videos I could share, too (Blatant Perfection on Onderon and Horizon's Perfection on Onderon). Y'all keep releasing a buggy version of the Swoop Rally. I understand you've got a lot on your plate. Totally get it. Just at least work this out before the next Swoop Rally. Thanks for your hard work.
  3. Try this: Go into your Ability Tree and set level 39 to Vision Engine. Work x2 Clairvoyant Strikes into your rotation to generate x2 stacks of Clairvoyance, which last for 15 seconds and increases your Critical Chance by 10% per stack--effectively giving you +20% to your Critical Chance. You only need to renew that stack with one strike of Clairvoyant Strike when it runs low. If you can remember to do that every 3 or 4 intervals, it'll keep that Critical Chance nice and high. Couple that with the Force Potency and you'll be practically hitting Vaulting Slash--well...a lot more times than you would if you didn't know to set things to Vision Engine and Energized Blade. As for gearing: Make sure you have Accuracy up to 110% (not much more needed at all), Alacrity up to 7.2% (again, not much more at all), and the rest into Critical Rating. See Mark Biggs's guide on YouTube as well. And you only need x2 critical Force hits (Yes, I know: as opposed to the only one it took prior to this update). It can come from Force Breach and Psychokintetic Blast, but it can also come from Low Slash, Force Slow, Force Stun, Force Wave, etc. (even though they don't light up to say, "Hit me!"). It just has to be a Force-based ability (and hit critically, which--if you stack your Critical Rating well--isn't too difficult to almost guarantee. Just because it's a Critical Chance doesn't mean the actuality will follow suit with the potentiality. And, it's been my experience that you'll hit critically more often than not (if you follow the above recipe). The only thing to be mindful of is that if you use Whirling Blow, it will take the Clairvoyance bonus off, but if you follow it with Clairvoyant Strike, it goes right back on again.
  4. See my edit above. It reduces cooldown of Vaulting Slash by 6 seconds per Critical Force hit. That means you can do Vaulting Slash > (critical force hit) > (critical force hit) and the timer will be pretty much within a second of cooldown. I can roll with this. I still wish they hadn't, but I can roll with it.
  5. EDIT: After testing this out, it's not as bad as it looks. It reduces the cooldown by 6 seconds EACH TIME YOU HIT CRITICALLY. I can live with that. On a 15 sec cooldown, it just means you have to hit one more time critically for it to cooldown all the way. So a rotation would be Vaulting Slash (15 sec cooldown) > (Critical Force hit) = -6 seconds (so about 7 or 8 sec remaining) > (Critical Force hit) = -6 seconds > Vaulting Slash within a second of cooldown. One of the best abilities, as it stands, is Energized Blade. An instant reset on Vaulting Slash/Reaping Strike makes perfect sense! Who complained about this? It's a true time saver in a game that's grindy to begin with. Please consider reversing your decision or offer the feature in the tactical Blade of Elements. Also, it would be disingenuous to give the ability back and then take away the amount of damage done in some way.
  6. So that's now TWO pieces of equipment I've lost to this insane system. I change a loadout and the gear moves to a "junk area" in my inventory. I then end up deconstructing it and later find that a piece is missing for a loadout. PLEASE PLEASE PLEASE FIX THIS! The way the engine seems to swap stuff is "move stuff into inventory first, then take stuff out." Like can't there be a buffer? Or, as we've requested, could we have a loadout satchel or something separate from inventory? I don't want to keep losing shield generators, lightsaber, etc. just because the system can't keep my gear organized. Again, though, thank you for your work on this project.
  7. I see what you're saying and, indeed, the lightsaber was not, "binds to legacy," but, "binds on equip" (even though it was recovered from Collections and is unlocked for all characters). I missed that detail. Be that as it may, it should be that if it's unlocked account-wide, it should be transferrable. The armor I used is, "Bound to Legacy." So that makes sense. There should be an option to confirm that you would like to "void your warranty," as it were, and move pieces into the Legacy Stronghold Storage. "If you move this item into your Legacy Stronghold Storage, you will not be able to refund it later. Do you wish to continue?" As DeannaVoyager said, it can always be mailed, so probably we won't see devs take this one up. Oh, well.
  8. I guess the most important suggestion in this one would be to add a "Delete Loadout" function (with mandatory confirmation and informing players that their gear will not be lost or deleted). I'm not sure why this wasn't in the release (deadlines? OK, I get it Devs are always behind the 8 ball). Another helpful possibility: the ability to move loadout slots up and down and group some of them. Also...gotta say it: Please let us put loadout gear in a separate container! We would absolutely love that!
  9. The raw gear that you buy says, "Bound to Legacy," but I can't put any of it in my legacy storage. Please correct this so that other characters don't have to grind for hours on days to be able to get Hyde and Zeek gear. Or, possibly, make Hyde and Zeek an account-wide unlock for x amount of credits or x amount of cartel coins. I just found out the hard way I can't have one character construct, say, a lightsaber with H&Z gear and pass it through the legacy vault. On the other hand, I was able to pass some modded armor through.
  10. Totally agree with this. I've carried starter armor around for a LONG time before being able to dump it into a safe zone (personal cargo). It should never have been trash and it would only take the flick of a switch on Bioware's part.
  11. The Manaan Invasion Zone is enjoyable to play. One minor change that would be helpful: instead of talking to Dux Akko (and navigating a clunky dialog tree), it might be easier to have a clickable equipment crate near him with a list of equipment to choose from. You'd still have to choose a maximum of three items (and choose between two for each set), but this would expedite the process. At the same time, maybe add a couple of new gadgets from time to time and have an exploration mission assigned from Dux Akko to unlock it for the equipment crate. Again, still limit the temporary abilities to three, but have more options.
  12. This is ABSOLUTELY NEEDED! The relevant gear should be in a loadout trunk. One of the very bad things that happened to me: I lost a lightsaber to destruction because of the funky way stuff gets swapped in and out of the inventory (Hint: reprogram to remove an open container FIRST and THEN add items in the container). I confused it for one of the items I normally break down because it wasn't down with all the loadout gear (that I keep at the bottom to keep it from getting mixed in with stuff I pickup that gets added automatically at the top). Thankfully, I don't think it was an augmented lightsaber, but I think most everyone recognizes that the inventory should be for non-loadout items.
  13. The impetus for this was a few things in Rakghoul Plague week, this being the first time I've gone with a group to take down the World Boss Plaguehorn. Fun activity, btw! Here's what's on the frustrating side: 1) While Plaguehorn drops Exotic Plague Specimens, not everyone gets one. Matter of fact, ONE person received TWO specimens--out of 24 or so of us. Why? Isn't that what we're basically playing for? Each participant should receive that. 2) This is more about the Exotic Plague Specimen itself: why is it BTC (bound to character) and not BTL (bound to legacy)? As difficult as it is to obtain, it should be transmissible across the legacy. Perhaps you could code some other ways to obtain Exotic Plague Specimens if you can't (won't?) fix it in the loot system? Would very much appreciate being able to not have to have only a 1 in 24 chance of receiving it (and/or having to beg someone to spare one). Other than that, I think Rakghoul Plague week is one of the more enjoyable events. Thanks and looking forward to seeing the servers fixed of all the disconnects.
  14. I've seen them. I did my "comparison shopping." Cartel Market. GTN. The only thing I haven't checked is in crafting. And, actually, I had meant to title this with dark red and deep green Hopefully it will be changed.
  15. Moderators: I see that you removed my redo. The title of this one is a mistake. I wanted the other thread, but had no option to delete this one myself.
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