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mproe

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  1. Hey all, Curious question, I've done several google searches and found a great deal of posts dating to around the time the game first came out with lots of request for a Loop Music Option while playing. However, looking at preferences now pretty much 2 years later I still don't see any options for this, thus can I assume there's no way to continuously loop the music on whatever planet you're on? Whatever the case if there is not, perhaps this thread can be a resurgence of finally getting this feature implemented.
  2. Ya I noticed the no changes either, but I expected that since I saw the test patch notes since last week and there was nothing there about the gear. I also understand the point that maybe the Devs don't even pay attention here either, or they do, who knows because of the amount of traffic these forums get. However, I can tell you what I did though as a back-up plan of sorts, while granted I got the automatic 101 response from them, I opened up a ticket in-game about this issue too... So at this point to those that have the same issues like me with this gear, I advise you to do the same as well. Feel free to use the data on the first page, as a reference for the ticket. Yes, it will probably be automatically closed with the cookie-cutter response that it's been forwarded to the respective teams, but perhaps if enough people open up a ticket in-game about this same exact issue, it will force the Devs to take notice and really look into this. So indeed, it will take at most 5 minutes of your time to write one up, so please do! .. Just the hit the little "?" mark on your screen, or his the "\" key that creates a new ticket right away. I put it under the category of Loot/Item if anyone would like to know. thanks,
  3. Blade Turning is a Passive Ability for Juggs (press P you'll see it there), when you activate your Saber Ward, the first 2 seconds I think is when Blade Turning kicks basically instead of 50% immunity it's 100%. The set bonus adds an extra second to that. The 4 set bonus is nice, cause Sonic Barrier is a nice mitigation skill, and even end-game it only increases that ability. However, let's try to stay on topic, the issues are not about the set bonuses which seem fine to me for a tank... It's about the actual gear itself for tanks. thanks,
  4. Lol, or so we think, it's been broken since Day 1... But in the end I really hope this does indeed get looked at, and naturally the only way that will happen is if enough of us voice a concern about it that something indeed does not seem right here.
  5. I also opened a ticket in-game in the hopes that maybe a GM or something will take notice of this too, but who knows, it will probably be auto-closed. Good feedback though here, and I'm glad a lot of people agree with me cause "Surge" on this gear just makes absolutely no sense what so ever. I also understand the logic in possibly the increase in ACC, which I guess I'm OK with, but why in the world would lose close to 10% Shield Chance and about 2-3% Defense Chance by going to our next tier of gear, to me that just doesn't seem right. BTW, the Weapon Main Hand for Rakata is defiantly a bug, that is without question, if you have the detailed tooltips on, you'll notice it has 51 mods in it, which clearly shouldn't be the case.
  6. thanks for the response that was good to know.. Just only justifies the fact that this stuff seriously needs to be looked at.. And the only way that will ever happen is possibly more people responding and pointing out these flaws, so this basically stays on front of the page, and at the same-time eventually the Devs will take notice that they may be something that does indeed need to be looked into. regards,
  7. yep tell me about it, so far all the replies I've seen is basically just confusion like myself as to why the gear is like this... Again I can only hope that more people take notice and respond to it as that's only way Bioware will take notice of it too.
  8. I hate to be the person that bumps threads, but honestly this is something that really needs to take notice. And considering I haven't heard valid arguments either way as to if the gear is correct concerns me, lol. So just doing a bump in case people have missed this and wish to comment on it. Again this is not the DPS set, there is no mistake on that part, this is the clearly the Tank Set for T3 PvE for Sith Juggers... thanks,
  9. I agree as well, I'm hoping more people pay attention to this as I simply don't understand what's the logic behind this gear. Naturally please if someone thinks this gear is fine, than I'm curious to hear your thoughts. As for the Lightsaber of Rakata that is actually a bug, if you notice the mods on it, it has "51" mods for Mods and Enhancements.. so clearly that's not intended and it should be 58... The Armor pieces are a whole another matter as I've mentioned and again there's no confusion here, this is indeed the tank set for us Juggernauts, so I hope something is changed about it soon indeed.
  10. Actually no ... I compared Columni War Leader (Tank set for T2) to the Rakata War Leader which is the tank set for T3 as well, hence the confusion. The DPS set for Heavy armor is called Rakata Vindicator. (Has Crit and Power). Plus the Set Bonuses for Rakata War Leader is the exact same Set bonuses for the T2 Tank Set (Blade Turning 2/2 and Sonic Barrier 4/4).. Trust me I defiantly made sure I wasn't looking at the DPS set, heh.
  11. Hey All, I'm curious to hear your thoughts on this, and I'm sure this has been discussed over and over again, but I figure I might as well bring it to everyone's attention to the forefront again for those who really look at this stuff. Basically the question is about the Rakata Tier 3 PvE Gear and it's comparisons to Tier 2 Columi Gear which seems radically different overall which I find kind of weird. Check this out, I've compared the main 7 pieces (Braces, Belt, Chest, Boots, Gloves, Pants, and Head) of the Rakata Gear to the Columi Gear and here are the stat differences: Rakata T3 difference to Columi T2 +40 Str +50 End -192 Shield Chance -66 Defense Chance +105 Accuracy +95 Absorption +102 Surge I bolded the stats I'm confused about... Right off the bat going from T2 to T3, you lose 192 Shield Chance which is a huge dip off (probably 10% I think)... Not to mention 66 defense chance, which again is not a big chunk (maybe 3% or so I think), but still noticeable.. Now everything I've read about Juagger Tanking is basically it's all about Defense Chance first than a 1:1 ratio between Shield Chance-Absorption.. So why are these stats so radically different from the T2 pieces? I mean... am I expected stack Crit for T3 gear instead? So I can take advantage of that Surge? (As of now it's rather pathetic like almost a 11-12% chance or so).. Or am I missing something else entirely here? And by all means, I'm not one of those people that say this is broken it needs to be fixed, etc.. Please, if this is intended I'm curious to hear the reasoning or logic behind it, and if it makes sense than so be it, but nevertheless putting it out there. So in the end either we can debate it if necessary so the Devs really take notice that something needs to be changed if the discussion does indeed go in that direction. thanks!
  12. Greetings Everyone, Many times we post our opinions on a lot of things of what we would like to see more of during the course of the development cycle for an MMO. And since BW have stated that they do "listen" to the community here as evidence in terms of what's coming in January with FPs and more PVP stuff (which I'm looking forward too naturally..) and the Ability Lag delay fixes that's very prevalent on these boards as well. I think it's also time we make our own "Wanting more Class Chapters" support thread!! I know for a fact I'm not the only one that enjoyed those Class Story Chapters and I just hope that we'll be seeing more of them because to me their so well done and different from the norm of a usual MMO. (And for first time in any MMO that I'll be creating multiple chars to see what each Class Story is about, so that's telling me something about this feature) If you think about it, Bioware consistently says how the "4th Pillar" aka "The Story" is what's going to be a staple of TOR, well I personally hope they are able to back that statement up soon enough. Please don't get me wrong, I want more FPs and Operations too, but I'm hoping since the studio is big enough that they will have the ability to cater to all crowds right? Anyhow, just putting this out there so hopefully everyone can continue to show that "yes, believe it or not, you may actually be onto something with your 4th Pillar of Storytelling", so let's try to make sure this thread doesn't get lost in the shuffle so all Bioware Dev members realize that some of us are actually into this kind of stuff, so please don't give up on it!. thanks!
  13. Thanks for the response, but do you mean yes it is as in it's like WoW (meaning once you're locked out for the week you're done for that week) or more like DCUO (meaning you can do it multiple times per week, but naturally only be able to get loot on your first run) thanks,
  14. Hey All, Got a curious question for those already going hardcore into the wonderful operations we know we all will eventually be doing at some point, heh. I'm wondering, if you're locked out to the Operation (I assume it's similar to WoW, where the moment you kill the first boss it locks you to that instance).. Can you still join another groups Operation? But obviously not get any loot? Not sure if you've heard of this before, but one and probably the ONLY thing DCUO did right was how they handled their raids. Basically, you do the raids, and than after you complete it, or down whatever bosses you could, it saves you via the boss and not the instance itself. Meaning, if you go back the next day or even the same night later for example (before the reset) to help other friends out, you can go inside and kill the bosses and be apart of all the fun stuff, but when it comes time to loot droops you will not get anything. (As you've already gotten Loot for that boss for the week).. So I'm hoping that TOR perhaps uses a similar system, but I have a feeling it's more like WoW in this case and since we're still about a week or two away from doing our own operations in our guild; figured I would just ask to those that already know, so we can set a long term strategy for our guild. (aka probably recruit more members, heh) thanks everyone,
  15. QFT... TOR has nothing to do with the Warhammer engine. TOR uses the "Hero Engine" While Warhammer used the something called the Gamebyro Engine (you can wikipedia that too if you like)... The only relation, if any at all, is that some people from Mythic (which were the original developers that made Warhammer and also own by EA) now work for Bioware Austin (the specific Bioware Studio that did TOR).. And I've played Warhammer Online and this, this game has no similarities to it what so ever at least on the PvE side of things, I can't comment on the PVP side as I don't really PvP much at all and probably don't plan to for awhile.
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