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assatrap

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Posts posted by assatrap

  1. Guess thats where we disagree. I like the skill in having to fit into a window. And on the flipside the skill in trying to kite out the window.

     

    you cannot kite out the window of the sin burst unless sorc. If you do it properly with the stun-chain rotation. Which obviously is not easy requires perfect execution and timing. But yeh agree. Sins are in a good place right now. Best they have been in years. Its not easy to get the best out of it like e.x jugg. You really have to have the skills to get the most out of this class.

  2. why do casuals transform into touchy snowflakes the moment they encounter some good teams or players smh. PVP is inherently NOT FAIR. It's HUMANS VS HUMANS there will almost always going to be some unfairness or imbalance. And that Challenge is also what makes PVP more fun then any other game mode. This is what you sign up for if you PVP. You want fair and balanced games? you have story, heroics, flashpoints and ops. Enjoy PVP for what it is.

     

    The sooner you realize this the more you are going to enjoy your time. Its not a matchmaking problem. Because sometimes you are on the receiving end of the matchmaking and sometimes you get carried. Its roughly evens out in the end the longer you play. ANd if you are pretty good you can slightly tilt it in your favour.

     

    But ofc if you are a casual used to getting what you want in PVE against dumb bots, and suddenly you get run over repeatedly in PVP despite your best efforts. Your ego gets bruised AND its very easy to take it personal. Out of that hopelessness and frustration you end up coming here and crying about it on the forums. Its the same cycle always and yeah as cliché as it sounds. "Git gud" is the solution here.

    • Sad 1
  3. I thought I was clear but okay.

    "Bolster is near non-existent" This is a reference to the fact missing augments you don't get bolstered for them which is a massive amount of stats. The bolster is so set so low it doesn't impact anyone with even starter gear at all. While it's there, it's really not helping anyone but lowbies.

     

    The stats are directly coming from the gear, you have these same stats inside and outside of the warzone, it's abusing the item level calculation to not get "Stat capped" if you will when you hit above 328. This isn't really a bolster thing, something more complicated to fix. The bolster is already gutted as is.

     

    For example the current BiS for a PvE player.

    326 ear

    334 implant

    334 implant

    340 gear

    340 gear

    340 gear

    340 gear

    340 gear

    340 gear

    340 gear

    306 belt

    306 wrist

    306 relic

    306 relic

    4598 / 14 = 328.4285714285714

    328.449 rounds up. So it's just under.

    making this bis without giving up relics procs

    You'd have the same stats in and outside of warzones minus crystals as they don't work at all in PvP right now.

     

    Don't get me wrong I don't like this at all.

    I am not sure how they'll fix it other than uncapping pvp gear or adding expertise back. Expertise played a big role when PvE & PvP gear were separate. We don't have that currently.

     

    aren't those 340 gear with fixed stats in that case it will hard to get the desired 1.4 alacrity, Minimum accuracy and rest into crit. Though your damage will be higher then usual for sure but your stats will be far from optimal although you can kind probably fix that with 300 augs. Either way so few will have this and perfected the mini-maxing, that it will barely have any effect in pvp. And a slight gear advantage is only noticebale if that particulary player has superior pvp skills.A skilled pvp player can (e.x 324 rated) can any day of the week beat a full 328 maxed out mediocre pvp player. But if both are equally skilled then yeah gearing will have major impact.

  4. It's a significant dps loss, firstly the tactical powered detonator against overwhelming offense is just a burst vs sustained losing 12 % flat damage (10% from OO tact + 2 % blood tracker) as well as a 14% loss on your primary filler ability is massive sustained dps loss. Any new tactical had to outperform OO and I doubt in PVE especially it will.

     

    Yes it is loss in terms of sustained DPS. But not in terms of Burst its indirectly a buff to AP Burst

     

    This is where if you PVP AP you come out on Top but if you PVE then it might be a loss. GJ Bioware lol.

  5.  

    Powertech / Advanced Prototype

    Advanced Prototype

    • Magnetic Blast / Tactical Surge damage reduced by 14%.
    • Power Burst / High Yield Explosives mod stacks damage bonus reduced to 4% per stack down from 5% per stack. (total of 16% damage bonus to thermal det down from 20%).
    • Serrated Blades damage reduced to 5% down from 15%. (combined into prototype rail)
    • Blood Tracker / Triumph damage increase to bleeding targets is reduced to 3% down from 5%.
    • Lingering Heat / Superheated Cells damage reduced by 50%.
    • New Tactical: Powered Detonator (Burst)

      Thermal Detonator remains dormant on the target for 12 seconds, and can be detonated by Magnetic Blast, Energy Burst or Rail Shot. Depending on which is used, a different effect is applied.

      Magnetic Blast: Slows the target by 50% for 10 seconds.

      Energy Burst: The cooldown of Thermal Detonator is reset. This can only happen once every 10 seconds.

      Rail Shot: Your next Shoulder Cannon missile deals 20% more damage.


     

     

    We’re looking forward to your feedback! As Jackie mentioned, we’ll have more details to share about 7.1.1 in general soon!

     

    -Chris

     

    Not really a nerf to AP dps I would argue it gives them even more BURST, especially their opening attack (as if they didnt have the best burst already lol). it still comes out on top. Because with this new tactical you would try to use only Thermal Detonator if you have Energy burst ready (especially in pvp) or almost ready to get that instant reset on Thermal detonator and throw it again immediatly. Which more then enough offsets the damage nerf on other AP abilities. Because you just effectively reduced the cooldown on Thermal detonator by a decent amount . = thermal detonator+ energy burst + thermal detonator you just given AP a new effective mini burst rotation. AND made their opening burst even more Insane.

     

    Unless you mean by " remains dormant on the target for 12 seconds" You really CANNOT detonate it before 12seconds have gone by VS detonating it 1-2sec after you thrown thermal detonator?. If its the former then its ok if its the latter that just a straightup Big buff to AP burst.

  6. Most of the ranked community on SF/SS are wintraders. Good ranked players have a way better understanding of a class than your average NiM raider would. Where as nim raiding involves mindlessly parsing into a boss and doing mechanics every 2-3 minutes or less. PVP is really the only true end game content because it requires you to actually know your class. Wait wait did i just say know your class? *gasps* Yes i said that. Like i said earlier, pve is scripted content where as pvp isn't. PVP isn't difficult either. Unfortunately the developers lack interest or intelligence to help pvp in this game which it still has potential to sell.

     

    this is true. To be a top ranked player. You have to know every single class's major DCD and big burst attack rotation, preferably keeping track of their cool downs in your mind and recognizing them while its happening. SO you can anticipate and counteract their moves with your own dcd&cc and attack rotation for maximum impact. You can tell a noob by them panicking instantly using all their dcd's at once then becoming a sitting duck. Once you can feel confident going into a 1vs1 with any class (or knowing how to stall out as long as possible vs fotm) - thats when you are ready to be a asset in ranked and not a liability.

     

    You do that by continuously countless duels with every class - that's why most regs/unranked players even the elite "90+ valor tryhards" gets stomped in arenas because they have zero dueling experience. Once you know and mastered all that yeah.. unranked feels like a childrens playground and you just skip all the nonsense and just pick one or two weak pray and relentlessly hunt and farm them over and over again for your own amusement "occasionally". Much to the dismay of the Op's fear. That is unfortunately true. Why? because some of the regstar hardos needs humbling. lol.

  7. Is there even an ETA for 7.2? I would assume it's at LEAST 3 months away?

     

    3 possible periods based on previous release patterns. 1.Just before Christmas mid December (unrealistic low probability). 2.somewhere around late January to mid February (most realistic one) and if devs totally clueless and dont know how to approach this somewhere around April early May next year.

  8. you obviously don't play deception assasin. because if you would... then you know low slash works barely half of the time. half of the other time it dodges. So the rotation you describing is dependent on low slash registering.

     

    But with the same logic why don't you call for nerf on PT burst? which is A LOT better then sins. After sins done their burst from stealth its a "meh" class. Whilst PT just have to survive long enough till they get back their primary attacks and can do it all over again. And if you are focus target in SR - you will get stunlocked anyways regardless if there are sins or not in the game.

     

    And for sins - the 3 sec shroud is the choice between that or 2 sec shroud on vanish. So its not same as before its been nerfed where before shroud ability was standalone. If the sins go for 3 sec shroud one - then they will have a hard time vanishing without popping up again if they have dots on them. So without 2 cloaks and sins choosing 3sec shroud its like they have no stealth.

     

    yeah they are very good troll class in warzones but they are mediocre in sr and not preferred in tr.

     

    You really think sins are more difficult 1vs1.. then sorcs, mara, operatives and juggs? lmao

  9. seems to be a recurring theme & pattern in EA games. Just look at battlefield 2042 from what many thought to be the most anticipated game of the year to to a complete fiasco. Why?

     

    because the DEVS (OR EA) ALWAYS HAVE TO REINVENT THE WEEL for some reason. Always over and over again. Every new major content = reinvent the wheel. Alienate, exhaust and confuse their small remaining loyal customer base each time they do it. And proudly refuse and neglect any player feedback ofc because that dont fit their vision.

     

    On top of the take away some of the most enjoyable game play features because they have a need to reinvent the wheel and they think know what the player base wants (by listening to playerfeedback ofc smh).

     

    Instead of gathering player feedback and improving the core gameplay which everyone enjoys = too much work. Spreadsheets says something else = just reinvent the wheel.

  10. I will clarify the confusion. This guy is not one of the better PVPers, nor is he even good. This is what, in the pvp community, we call a regstar: someone who gets toxicly competitive over the least competitive facet of this game, regs pvp. If you find anyone actually decent and ask politely, they will more than likely be happy to help you out. Those players, however, are generally in ranked now because they got gear in the first week, or in GSF because they didn't gear in the first week and GSF drops better gear. There are a few that wade through the unfun sludge pit that is post-win-only-rewards regs, or even enjoy rolling around with huttballs, but these are few and far between.

     

    As for this post, it is highly comedic because players in regs have been unbearably terrible for years now, and anyone with decent regs MMR knows this because they relentlessly get all of them on a team against 4-stacks of ranked players. In conclusion, it's not the PVEers' fault, just bad pvpers existing in regs as they've always done. And honestly there's nothing wrong with that, it's where they should be.

     

     

    I think its a legitimate concern he is raising. Albeit formulated in a bit of a crude fashion.

     

    What if you are mainly a PVE player that loves & enjoy flashpoints and SM ops. But you keep getting grouped with a bunch of clueless pvpers who does not care about tank-healer-dps roles and just mainly do whatever they feel like or are unable to follow raidleader or tank leading the way. But they play this mode because its the easiest way to get gear.

     

    I know this happens from time to time already but increase that frequency by x10. And if that happened over and over again daily for the unforeseeable future. Would the reaction this guy is having still seem totally unreasonable?

  11. I can tell you my story. I started doing GSF weekly on 4 toons (some are repeatable 2 times before lockout). Each weekly gives you 60 tokens. I did on 4 toons and ended up close to 900 tokens yesterday. So i bought 318 gear and upgraded to 326 instantly. Same with relics and offhand. All you need is many level 80 alts and bit time as you dont have to win GSF to complete weeklies. Normal PvP is waste of time if you wont be on imps side and have many active pvp'ers who carry most. I wasted 2 days realizing that normal pvp is wasted of time as it needs wins only to count weekly.

     

    agreed. I love warzones but god dam alot of times you can go 3-5 games easily without a single win due to no fault of your own despite your best effort . GSF weeklies is x10 less effort and probably x5 faster too with every round that counts towards the weekly. Took me a whole week before I tried it because I stubbornly refuse to play GSF because I have zero interest in it (still have zero). Im pretty much fully 326 purple on everything mostly to GSF.

     

    Also I'm surprised no one gives the devs credit for the 999 limit/week on Thyrsian and other stuff. That is pretty damn generous.

    They coud have easily put a artificial short limit like a 250-500/week limit and made the grind tediously long but they didnt.

  12. They put all their effort into combat style changes. So that they could distinguish even more between what f2p-pref gets and subs. Hence the ability to easily switch between10 different loadouts. Which I have to say is pretty neat having set it up and used it. But its a novelty that will quickly wear off. At this point of the game cycle content is a lot more important. What will happen is that solo players will switch play stealth class (cq farming etc) and then switch to their preferred class for multiplayer content. To summarize this expansion.
  13. My 0.02cents (useless i know)

     

    When there is such disparity in skill levels especially in such a competitve environment as Ranked PVP. Combined with very low barriers to entry (25 valor and no gear requirments). Add to that certain people (most high lvl players) HAS ALOT at STAKE in winning certain games (e.x close to a tier) VS people who are just trying out (maybe outgrown regs) and trying to improve from mediocraty. There is bound to be conflicting engagements at times and at times can get personal.

     

    Especially when such a simple thing as 3-4 loss in a row due to purely misdoing of others leading to tilting can be extremly difficult to recover to the point of season being over (and thus potentially hundreds of game won in vain)

     

    Whenever there is a ELO system in a game (together with a mix of RNG (matchmaking)). Toxicity will most certainly be in that system due to the very nature of combining ELO system with RNG. Period. It will not improve albeit marginally over time which it infact has done. Season 10 was one of the friendliest and non-toxic season i have vittnesed to date (played regularly since season 7). Season 11 is not much far behind.

     

    Devs have finally been taking some right steps making ranked item's costs alot more then before and thus making wintrading/cheating/ less worthwhile then before.

  14. Sins are still viable in Ranked. I play Hatred/Serenity less than I used to, but I still play the spec here and there and I can still outplay my opponents, even despite not having Low Slash.

     

    Played about 150 games in SR with sin. Sins are almost VIABLE in ranked.

     

    My problem with sin is In games where there are alot of ranged class - sins are pretty weak and vulnerable. Limited ranged attacks (deception) and limited gapcloser (unlike maras&juggs) also not very wise to spam force speed everywhere due to its DR. Very vulnerable to push and slow.. pretty much sitting ducks. Low slash is not enough.

     

    Just blows my mind our stealth equivalence Operative HAS Rifle Shot, Frag Grenade and 1 DOT all 30m attacks also not to mention ROLL is FAR superior then Force Speed. And sins only got 1 30m attack every 15 seconds which can easily be DODGED. Yes i know operative got more advanced energy management but this is a bad excuse.

     

    Devs if you reading this: this needs to fixed. Back in the days we had lightning storm. This is just brutal especially where the meta is Range - push-slow-knockback and we got no Phasewalk and Light armor. Give us 1 30m attack and make vanish clear out merc's net ffs.

  15. This has been happening since S10 Started (when all the matchmaking systems got changed).

     

    Just now, the Star Forge server went for about an hour with no solo ranked pop, when we knew there were more than enough people in the queue. Finally, when a pop happened, it spawned 2 matches and even then there were people who didn't get a pop, indicating that the were plenty of people in queue.

     

    This is not just an isolated event. It happens on a nightly basis, in the middle of prime time. Something is causing the system to get caught up and not pop a match for large delays at a time. Again, this only started after the matchmaking changes when S9 ended / S10 started.

     

    Devs, if you could check and/or put some debugging on the system that could determine why this is happening. The ranked scene is already rather small, and this is causing more people to stop playing. When people assume that there's not enough people to make a game, they just log off and stop playing.

     

    I can 100% confirm this happens on DM (euro) server alot too. Not DAILY but atleast 4-5times/week during prime typically about 7pm GMT at DM server. At it can last up to 1 hour which is really demoralizing when you just wanna grind sr.. do your dailys etc. You know theres more then enough people in que but just sit there 1 hour doing nothing. (then it pops after 50mins and you get a impossible matchmaking game but thats just a bonus:D)

  16. Alright seems iam pretty much retired from ranked this season and going forward (no longer going to be any unique rewards all recycled ****). I might as well give away this. Very very few people using this even fewer has complained lol. This buff is probably unintentional just goes to show how clueless devs are about PVP mechanics hehe.

    I know iam going to be hated for exposing this **** but I dont care those who play ranked already secured their rating.

     

    Hint 1: This secret buff applys pretty much exclusively to stealthers

    Hint 2: Its useful in regs but almost OP and BROKEN in arenas especially ranked under some circumstances (zero value in pve)

    Hint 3: 5.10 update

    Hint 4: funny enough it has not been up to you if you have this secret buff or not

     

    Now you got all the information you need. If you wanna reveal this secret stealth buff it in this thread or keep it to yourself.... its up to you!

  17. 18 december.. they dont release stuff on mondays....

     

    iam 95% sure 18th december

     

    WHY? because their plan to release is 11th december (early December).. but the devs as we know

    historically in past updates. It will be with 95% accuracy be pushed forward 1 week because they need to tweak and adjust stuff like they always have to (in vain). (3/4th december? lmao you rpers need to come back to reality)

     

    Which means if its released 18th... any major bug or exploitation that exists will probably be there the whole christmas and possible be fixed earliest mid/late January. So the Ossus area will most likely be a *****how for a few weeks.

     

    Just a heads up, this is what you can expect :D

  18. So what this says is that you can get cca 4 Masterwork Data Crystals. That measn you can buy 2 252 pieces or upgrade 1 252 to 258. With this rate you can buy all the needed 14 slots in 7 weeks (yes you may need more to min/max) so that is 2 months for 252 gear. However, in this time you might get some drops from Command Crates and from the Ossus Weekly which gives one piece. In theory you then get 3 pcs of 252 gear in a week, which brings down the time to 4 weeks (If you get 1 or 2 pieces from command crates or any other way).

     

    So we have 1 month for full 252. To get that to 258 you just need to farm Masterwork Data Crystals and by getting again 4 per week you will get full 258 in 14 weeks (one 258 per week) which is over 3 months. So in the end it will take 4 months to get a toon to full 248.

     

    For me the 252 is fine as its not that slow and I mainly dont want it to affect ranked pvp too much. Yes, this is a long grind, well its not even a grind as you cannot grind cause there is nothing to grind, you can do the available objectives in 1 day and then there is just nothing you can do, but wait for next week. Still this system makes the 258 gear really exclusive so if people can kill NiM GotM then they really deserve it.

     

    merovejec to say it politetly are you F kidding me?

     

    you are one of the 0.00001% population in swtor who has 99.9% or was it 100% achievement in SWTOR.

    99% dont even have close to 50% achievement completed. You probably play in average 10hours a day for years. You make hardcore korean mmo players look like bunch of touchy amateurs. Your opinion should be regarded as a joke or satire at most.

     

    For me personally i was contemplating wether to continue playing mmo after new year there is already enough bs IRL... i dont want to waste my time on even more nonsense BS especially in my leisure time. Devs have definetly made my decision alot easier for once in for all quit mmos with this 5.1 update. God knows how complicated and contrived 6.0 will be and how much mess they going to create in future 5.10 is just the beginning. Guild perks and Guild leveling?.... there has been thousands of good suggestions over the years none of them had mentionen "guild perks and lvling" jesus....

     

    I will play Ossus both empire and republic for the story - thoroughly explore the area and skip all form of grinding. Then probably revisit the IA and SW story one last time. Then call it there. When a diehard swtor fan like snave quits the game thats telling. Was a fun ride swtor but its time to abandon the ship/wreck and move on and give up on swtor.

  19. My suggestion to devs regarding pvp gearing: The Definitive solution.

    Without complex theorycrafting, minimaxing, changing codes and grinding gear structure etc.

     

    The solution that satisfys both pvpers and pvers. Its the solution that goes back to the differences that ALWAYS had existed between PVE and PVP armor pre 5.0

     

    1. Make the 252 item rating CAP for PVP. 252 Should be the HIGHEST POSSIBLE ITEM RATING in Warzones Both RANKED and UNRANKED (or in any PVP environment) (Just like 248 is right now in 5.9)

     

    2. So that even if players who have farmed complete 258 they will be scaled down to 252 (or even slightly worse since they have BIS) when they enter a PVP environment

     

    4. 4.0 we had 208 for PVP armor and around 220 or higher for PVE

     

    5. 3.0 we had 174 for PVP armor and around 200 or higher for PVE

     

    6. Ever since pre 5.0 when expertise was around PVP rated armor has ALWAYS been significantly rated lower then PVE armor because true pvpers dont do NIM raids or HM raids.

     

    7. Make the 252 armor parts upgradeble from 248 with UC like the current upgrade system from 236-248 - there is no reason to restrict this - totally understandable 258 should be hard to to get but 252 should not be its FAR away from BIS and there is still a significant incentive to get the hard obtained 258.

     

    8. Those tryhard hybrid pve/pvpers that wish to obtain 258: are absolutly welcome to do so by the current method proposed by Devs... grinding crystals, grinding dailys/weeklys

    and MM raids etc. Like the other PVERs.

     

    9. Lets face it this new gearing system DOES NOT EFFECT PVE players at all. Unless those that want to do MM and NIM raids BUT THOSE very few people who wants/can to do those

    raids can ironically do that already today in their 248s.

     

    10: Complete 258 rated armor should make MM and NiM raids slightly more accessible to every PVE players (a good thing) - But this increase of item rating cap to PVPERs does absolutly the opposite.

    it increases the already existing gap between hardcore pvpers and slightly less hardcore pvpers (and restrict them to 1 CLASS for a long time). And we all know equal item rating is the foundation for true PVP enjoyment where skills not item rating should dictate the outcome.

     

     

    TLDR: the complete 258 set is a good thing and it DOES help EVERY PVE players but does nothing other then frustrate and widen the skill gap for PVP players. Hence why 252 item rating CAP should be set

    for PVP and making those 252 armor parts easily upgradeable by UC from 248 as in the current system we have. And THOSE WHO WANT can ofc seperatly farm a 258 set like the current system proposed by the devs.

  20. But wins also count x5, so this isn't really a big deal.

     

    Assuming a 50/50 win / loss ration you need about 7 wins and 7 losses to reach 20 matches (21 points) in the current system.

     

    In the new system those 7 wins and 7 losses would put you at 42 points. So okay, sure, you need a couple more matches to reach 50, but it's negligible if your aim is to actually play and win.

     

    oh my goodness.... this is very ingenious ....jesus christ...devs you dam sons of ...now thats how you design a nice REWARD-TO-EFFORT system.

     

    So in theory and practice... mat farmers have to play about 40-50 games to complete the weekly (since they will loose 9/10 games due to throwing and being complete clueless noobs)

     

    and those that are serious, put in the effort and time into TR... will probably get away with 10-20 games as the current system.

     

    BRAVO DEVS!!! only the lazy and the greedy MAT farmers will complain on this new system. Everyone else applause this ingenious solution.

     

    Making money on TR with minimum effort was too easy this is exactly right solution!

  21. Iam sure you are a nice guy threadmaker. But i have zero sympathy for you tbh.

     

    RANKED per definition is NOT CASUAL.

    If you want casual you can do REGS, thats the definition of casual PVP. Or pvp in your new stronghold for the ultimate casual experience.

     

    If you treat something that people take very serious and put ALOT of effort and TIME in it as something CASUAL...and you know you are below AVERAGE playing with WELL above average players well then prepare to take the heat.

     

    You may think its unfair, bad design etc but this is just reality of the situation dude.

     

    if you want the S10 weapons, flairs and the season rewards well then you gotta PUT IN THE WORK just like 95% of the people are doing it in ranked (except for the 5% of 100% that is not legit)

  22. My feedback on this map (if its ok to go back to topic) after playing about 30+ games (not 2-3 unlike some here)

     

    Pros:

    This map is VERY SMALL and VERY fast-paced

     

    Had very few games that were "boring" aside from the ones where there are too many tanks and healers

     

    Alot of air vents - means you can quickly get out of a tricky situation AND join the combat fast - I LOVE THIS

     

    Alot of the time this map is more like Team deathmatch because its so small - that is not a bad thing

     

    I personally like the theme of VANDIN - its a good looking map

     

    Cons:

    Goes without saying DESYNC is brutal in this map

     

    People with PUSH abilities have TOO much power on this map. There are SO MANY high platforms, acidpools, stun areas and EDGES you can push people into. Especially the edges of this map push class abilties are OP

     

    That people with push ablities especially those on low CD like sins/sorcs are OP and can defend themselves far better then people with zero push abilities especially fighting on high platforms or edges.

     

    The CD on hooks should be lowered to like 10-15sec. Doesnt make sense for such a fast paced map to have so long CD especially when you know you going almost guaranteed get knockdown everytime you there.

     

    Those classes that have pull abilities are also almost OP in this map since there are so many acidpools, stun areas, edges and highplatforms. And the map itself is so small - a good pull can score easily. Not the same for quesh huttball.

    ----------------------------------------------------------------------------------------------------------------------

    This map requires EXTENSIVE situtional awarness and VERY good POSITIONING all the time especially if you have a non push class which also one of the reasons most people hate it imo. I like that fact that devs wanted to make the map more difficult and technical. But imo they went overboard with this one - because in such a tiny map with so many traps - certain classes can adapt too well on it while other classes are at severe disadvantage.

     

    A good sorc with PW, push&pull and bubble stun can dominate this map far more then a good operative can on the original huttball...

  23. To the devs, Musco, Keith and everyone else in charge.

     

    Right now in 5.9 we have a gearing system based on CXP, unassembled components, getting parts from raids etc

    and above all you CAN UPGRADE from 236 to 248. This way both PVE and PVP have a pretty straightforward way of getting their gears without doing much of the things they hate to do.

     

    Why has this upgrading system been disrupted by the 5.10 update? why can't we just have the normal UPGRADING SYSTEM available from 248 to 252 and 258 (with some faster progression if you do Ossus stuff)

     

    what is the meaning behind this. No lessons learned. Didnt you upset a huge player base and pretty much lost half of your subscriber base when you went from 4.0 to 5.0 rng crate based gearing progression?

     

    why make it even more complicated now with 5.10... that you can upgrade now only with shematics obtained, "Masterwork Data Crystal" grinding with strict weekly non-sense caps and being forced to farm it based on a lotto system of weekly obejctives etc...

     

    A very high conversion rate of unassembled components to masterwork data crystal with strict weekly cap followed by even insane higher conversion rates. For what? because 0.1% of the population managed to get like 50k UC and so the other 99.9% have to get punished by these insane hoarders? how about let these 0.1% get a free pass and make the other 99.9% work a fair amount for the gear and not vice versa.

     

    And what happens if you have a alt or fresh lvl70? you just skip straight to lvl 252/258 gear and rendering 230-248 gear progression useless?

     

    is this evident more, more and more... devs dont play this game actively. Too much reliance is put on big data and what the "statistics are showing"...like the extreme outliers are having a enormous impact in the decision makings instead of the mean.

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