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Zamm

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  1. I think the discipline system wouldn't be a bad idea if they hadn't taken most classes further than they needed to go already. Cleanse CC combined with the ridiculous ability Snipers and Gunslingers have to absorb CC, combined with 2min CC clear, combined with healers already being difficult to kill (let alone good healers), COMBINED with an increase in interrupt CD? (Don't forget, equivalent damage to level 55s with level 60 health means healers are even HARDER to kill now.) In terms of pvp this is all unbalanced out of the box. No testing needed. Several CCs need to be redone with all of the anti-CC possibilities to bring classes more in line with each other. A stun is no longer equal to a knockback after 3.0, not even half as good. It just builds resil and can be cleansed. Pointless. That's just from skimming some of the changes, I'm sure there's many more deeply rooted than that. Taunt missing is a joke. The damage reduction should always hit and be unique to tanks only in PvP. Edit: Also, the Discipline system however colored up it may be is in some part an attempt to control where we put our points and ensure we can no longer place them too far outside of design. Expect abilities that you used or were useful to be locked to the other roles. It looks like WoW's new talent, spec, and glyph system all rolled into one. I'm a theory crafter, I like having the freedom to play any combination of the three trees that is possible. All of that said, naturally I'm eager to see how it pans out.
  2. I thought training dummies didn't have defense yet? I was under the impression armor was considered defense.. It is under the defense tab... Is it only considered a generalization in comparison to defense, because it's not offense? Or was armor included when this was stated?
  3. All of the players that hate CCs in swtor have had bad experiences with them and resolve... All of the players in swtor have been eaten alive while CC'd or not had their CC Removal up when full resolved.... The ones that hate CC are whining. The ones that don't, don't care. Learn to live with/make use of the CC/Resolve system.. So many players claim to be hit with something that is affected by resolve AFTER they've whited. Unfortunately, none of them have any proof. So until then, the resolve system is working as intended. Resolve is a CC Immunity every 15 seconds (depending on how much you get stunned). Unstoppable/Unremitting < Max Resolve
  4. That can't be correct either.. Why then, do certain oranges that you can't craft say "NO RESEARCH AVAILABLE"? Edit: To clarify, I mean oranges that can be crafted but you haven't researched them yet. This is separate from oranges that have been crafted by other players. Both however have this message. Assuming it IS correct, this means that CT received next to NO re-searchable schematics in the armoring/mods department.. Isn't that just dandy? So either the message is bugged and CT doesn't know what can/can't be researched.. Or it's working as intended and CT can't re-search much of anything new.. Either way CT gets screwed.
  5. I read somewhere that Zoeller doesn't like being quoted for definitives because they're not always definitive. *shrug* However that's a double-edged sword.. You're telling us that unless an item says "RESEARCH AVAILABLE" you can't learn a schematic. What about the items that say "NO RESEARCH AVAILABLE" Why is that tooltip there? So either: "NO RESEARCH AVAILABLE" is lying. or: Many item tooltips (especially for CT) are bugged and provide no insight into whether or not an item will yield a schematic..
  6. I'm tried to bring this up.. The fact that Tionese/Columi/Rakata armorings don't have the set bonuses attached and don't provide ANY tooltip regarding to whether or not you can learn a schematic. Somewhere along the line someone said that the developers said they can't be RE'd.. I expected that to be the case so when I asked that I also inquired about the daily armorings.. The only replies anyone has bothered to give me are about the Tionese/Columi/Rakata armorings not being RE'able.. I'll just put my thoughts onto this post in regards to Cybertech post-1.2 (I don't care what was 'said'): Tooltip that announces whether or not a schematic can be learned is broken for us. Thanks Bioware. Armorings/Mods that can't be researched don't say they can't be researched. [*]Cybertech is still convenient which means it is still not beneficial. Swapping mods isn't cheaper for CTs. Swapping mods is still cheaper than buying mods from CTs (Considering crafts<drops). [*]For whatever reason(I hope it's a good one), Cybertech can't simply research set bonus armorings for equivalent armorings without set bonuses.. This voids the 'Crew Skills shouldn't be able to craft Set Bonuses' argument. Those are the main things. If some or all of those were given a double take/redone.. IMO it's unlikely to happen.. ):-
  7. I don't even know how to tell you that I'm sorry.. Waiting on the crew skills (such as CT) was what we did before 1.2.. 1.2's expectations far surpassed what it did. I'm still cybertech because I don't want to be yet another biochem.. If you're waiting on them to fix it, I would honestly say stop. 1.2 didn't change it much, and that's what the CTs that didn't switch were waiting for..
  8. Will the non-story parts of the game ever actually have a direction, or will it continue being comparable to an Etch And Sketch? Thank you for your time.
  9. The dislike of this (and quite a few other) Q&As have very little to do with the questions answered.. At this point no one expects a new Q&A to be released if players don't like it..... The dislike comes from the same place the constant disappointment comes from. You hate when we quote you developers and consider it definitive. However, you are constantly giving us definitive replies and then changing them. Originally the Q&A was considered by many players as a very in-depth Question and Answering session with the developers where ANYTHING goes.. This was stated many times by the developers.. Afterwards, you 'encourage' us to ask certain questions (in other words, only those types of questions will actually get 'answered'..). You re-answer the same question in different ways, making Q&As a cliffhanger when most of the playerbase wasn't even aware that it was a 'To Be Continued' ... Every week the Q&A transitions even more from it's original and unique idea to a 'PvP is an acronym for Player Versus Player. I'm glad we could answer your question' Every week more and more players forget when a Q&A is even supposed to be released due to lax scheduling and questions that draw next to no attention.. There was once a great idea called Community Q&A. There was more incentive to play SWTOR, now there's time-sinks. Work to restore and keep your community's faith in you, don't assume it will always be there. Thank you for granting me the attention of your eyes.
  10. I agree. What I want, is for Bioware to stretch that limit. If EA/Lucas is preventing them from doing great things, stretch it. Don't stick your hand in the garbage disposal because EA/Lucas tells you to, build a rubber hand to stick into the garbage disposal -_- However, it doesn't seem like they're willing to.
  11. You're a pretty sad individual now aren't you..
  12. Honestly? Don't. CT while leveling becomes more work than it's worth only to scrap at 50. New armorings are able to be equipped after crafting them every 2 levels. As in: 9, 11, 13, 15, 17, 19 New mods are able to be equipped after crafting them every 4 levels. As in: 9, 13, 17, 21, 25 You will benefit much more from a different crew skill, especially biochem. The amount of time it takes to craft armorings/mods/RE is too long. You have to anticipate your leveling which is hit or miss. Your priority on leveling makes or breaks CT even more other than what is above. The quicker you plan the level, the more CT isn't useful. The slower you plan to level, the more CT can become useful. If you want to weight the pros and cons.. Really the only pros for CT while leveling (depending on your speed) is due to price changes on speeders, it might be cheaper to make one of CT's terribly ugly ones........... Or it might just be another waste of time.... Good luck! Edit: If you want to keep your Dancer gear through the levels, then ripping mods/armorings will probably be better than going CT.
  13. Pathetic. So pathetic. Where is Cybertechs use now? I have tried to be a patient and endearing consumer, asking on the forums/searching them/attempting things myself.. I am honestly growing sick and tired (in a video game) of bioware. They are new to the MMO industry, understandable. The efforts they are making to communicate and provide insight into the minority playerbase is nonexistant. I have posted in and created new threads without spamming the forums. All about cybertech. Still no tangible information. I'm sick and tired of this. Stop with the idiotic pick and choose system. Get into the real issues. I came into SWTOR with love and admiration. I am still here with annoyance and the loss of trust. Mistakes are fine, obvious cold-shoulders aren't. Why can't CTs do anything with Set Bonus Armorings? Why can't CTs simply RE any Armoring/Mod to learn a schematic? You know how Biochem is supposed to be a money saver? I support that, if it existed anywhere else but Biochem. Cybertech saves no money what so ever. I'm always beyond broke, I don't even consider paying for any of these legacy things. They are quite obviously a time-sink, one that I can't and likely will never be able to afford because of my dedication to a useless Cybertech. All of you other professions. Hey. You can craft augmented items, Armstech/Artifice/Armormech/Synthweaving. Biochem can do the obvious. Cybertech can craft incredibly ugly tradeable speeder bikes.. Sure, we can craft earpieces.. .. . . Compare those earpieces to every crew skill please. Implants (Held in two slots). Armor (4+ Slots) Stims (The reuseables are equivalent to the ones you buy in terms of stats... Most CTs sure can't afford 10-20k per stim....................) Weapons (With the new crafting you guys still don't have enough to complain as much as CT does.. Augments) Relics Offhands Have I hit the mark yet? I don't care about your half-fix of adding Shield/Absorb/Defense mods if CT still does so poorly. Fix the entire crew skill. Bolding. Why can't we RE Tionese/Columi/Rakata Armorings? They don't have set bonuses on them. If we can and everyone is just unlucky, why is your system for describing what can be researched so terrible then? You take so long to 'fine-tune' content and then the shape it's released in would lead one to assume you just sat around talking. When you take any extensions for something, players expect that extension to yield good results.. I currently see bioware taking an extension on content to be nothing more than (We don't feel like it right now.)... How is the Unify Chest broken......... You have had how long? Something as simple as the helmet doesn't unify...... What good was gained from waiting to release it...............................? The specific things involved in that bolded text aren't what bother me. It's the ideal behind it. I love bioware, they have stood for quality for a long time. I don't think anyone can just give up on such a talented company. However, I want answers beyond the 'Blogs'... I give you my money. In the beginning you were more than deserving of it, but now it seems that's beginning to fade. Thank you for the hard work that has been put into creating the wonderful virtual world that is Star Wars: The Old Republic. Thank you for the excellent service in specific fields of gaming over the years. You're welcome for being a customer. Please, won't you treat me as such?
  14. I would prefer not to waste a TON of credits ripping out Tionese/Columi/Rakata Armorings and Mods if they can't be researched.. There isn't any reason they shouldn't be, the armorings don't carry the set bonuses so they aren't 'Set Armorings'.. However, with the lack of information for Cybertech in 1.2 and the amount of things that are sporting the time sink title in game now.. I won't spend credits on it unless it is confirmed as possible ):
  15. I am also curious.. From what I've attempted and seen it appears as though there's nothing new to research in terms of Armorings... I was really hoping there would be a point to this in 1.2 Granted, I haven't nearly tried everything.. I love the basis of cybertech, but it's just doing so terribly right now ): In my opinion they should release a kind of 'orange' armoring/mods.. Here's what I would LOVE to be done with it: The numbers here are made up to get the idea across with ease. Reverse Engineering should unlock stat weights. The maximum stat weight allowed on something would be 100% 100% being the total of all the stats, it might never actually be 100. In Example: We reverse engineer a mod with 50 Strength, 25 Endurance, and 25 Power. Each stat has a chance to be researched which will unlock it's stat weight on an armoring or mod made with the same total stat weight. If we research the Strength, we can then craft mods with a Strength stat weight being 50% of the mod. So if a total stat weight was 100, when we craft these mods we have the option to choose 50% of the total to be devoted to strength. We can then fill the remaining stat weight in the same way with different stats.
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