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MaeDelima

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  1. Yeah, once you buy a lvl 10 hawkeye crystal from the GTN and then make it available to all your characters with a few cartel coins in collections, you are finished with crystals forever. I think that sucks. Especially since a large number of cartel market crystal colors are discontinued and I don't like any of the currently available ones. But at least for artificers, it "only" removed one of three main legs of the craft, unlike synthweavers and armor mechs which became completely obsolete with the tidalwave of cheap adaptive armor from the cartel market. Adding augments later was a poor 'fix'... As for the dyes crafted dyes will never match up to cartel market dyes, how else would they keep selling those 200 CC dye lottery boxes. I won't try it, but I do wonder how many of those you have to waste your money on before you get a black/black or white/white.
  2. Less stacks of crap to herd in inventory and bank..
  3. The only 'enhancement 36' my trainer sells recipes for are useless for my dps characters in 3.0, if I use more than 2 or 3 in the set. The artifice trainers on both Rishi and Fleet offer no recipe for anything with accuracy and power. So I looked on GTN and found green, blue and purple crafted 'initiative enhancement 36' for sale, made by a variety of players. Are these reverse engineered enhancements from boss drops or am I just not visiting the correct trainer? And if that is the case, why does Bioware keep making crafting less and less useful? Synthweaving is already a joke, since it can't compete with the flood of adaptive armor from the cartel market. Now Artifice tops out with only 2 DPS enhancement that are both heavy on Surge, which has a new cap of 250 before it becomes drastically useless according to Dulfy's gearing guides. green Adept = 52 power, 79 surge green Battle = 52 critical, 79 surge Advanced Adept = 68 power, 102 surge Advanced Battle = 68 critical, 102 surge So, if you use 3 of my crafted solution in an armor set, you've already overshot your surge cap by 56 points. Sooner if you have anything else with surge. That means I can't craft ANY enhancement for 6 out of 9 slots in a DPS gear set. And we're only talking lvl 58 gear in the first place.
  4. Which is absolutely retarded to have the exit be a 2 kilometer obstacle course from entry.
  5. Bioware, seriously, give us a break Unless you want to limit this thing (that will be Standard in Star Citizen) to 1% of your player base, who will waste a ton of resources that could be better spent just to have a shrunken down, non-functional ship parked there? You should design the landing pad so we can climb into our ship right there. Our class ship should automatically unlock to appear there when we unlock the hangar pad. For all I care, make the landing pad unlock more expensive. Why be so chinzy ? Save the Dark Project for something else, preferably not related to Strongholds, maybe Guild ships or some other thing.
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