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  • Posts

    • You say that like discussion is a bad thing! You can disagree with someone, that's perfectly fine, but engaging with and attempting to understand them and why they hold their belief is nothing but a good thing! You are right, due to how scaling functions having BIS post 7.0 will result in your stats roughly equalling a BIS pre-7.0 scaled player! However, also due to how scaling works, if you are below BIS by even a miniscule amount, it will result in a disproportionate downgrade compared to what you should actually be receiving!   For extra context, you mind sending your scaled stats in here? The more information both sides have access to, the easier it is to have an objective discussion! I wouldn't consider an (in general) ~20% increase to boss health as "slightly higher" tbh.  I did the math, and verified the numbers myself for the first 3; 1st boss; 129k>159k. Their health is at roughly 123% compared to release. 2nd; 210k>259k. Their health is also roughly around 123% compared to release. 3rd:189k>232k. This, once again, comes out to roughly 123%. I'd say its probably a pretty safe bet to say that this scaling will apply consistently across all the bosses; and this is just the health scaling! While it'll never be possible for us to have specific numbers, given what we know about how scaling works, it's very likely that their damage will have scaled in much the same manner; but again, it'll never be possible for us have specific numbers, but it's worth mentioning.   The argument is not specifically related to the EC, correct; but it is specifically related to the balance the game was designed around at that time, and not accounting for and considering a change such as it does not allow one to have the full picture! As for these two; I am not aware enough of most classes specific pre-7.0 states to really dive deep into this discussion, but the reason I bring it up is the same reason I bring up the companion changes; they help form the big picture of how the game is balanced and designed, both of which are in a significantly different state than what the EC was designed around. We can make an educated guess about the design intentions behind pieces of content; also worth mentioning that we do have an official post about the EC and intentions behind it, but I do not have the link on-hand atm but can grab it if you want. Essentially, they just said "meant to be challenging" which could apply to any "challenging" content within the game, and if you wanted to, excuse any and all balancing issues as it fits their goal of "being challenging," which is why we need to be able to use common sense and make an educated guess at the intended design of an encounter.
    • I dont think there's an actual answer to this because it's all situational. Does your friend have a bunch of lvl 80 toons? If so he can farm the conquest get to 100k on all his toons and get the 200 conquest comms and the buy the fp-1 gear. You turn in 2k conquest comms for 400 fp-1s. If you upgrade a belt for example (which I think is the cheapest item) it's like 170 conquest comms for an upgrade. So you will need to get to 6,800 conquest comms to fully upgrade a lvl 324 blue all the way to 340 blue. So it's gonna take a while no matter what.  I think the absolute fastest way to go would probably be to do a ton of GSF (or pvp but gsf weeklies take less time) get a couple pieces of gear to 336, unlock the 336 enhancements/mods first, and then run flashpoints to get a higher level blue gear drop. Then you would only have to upgrade it two times to get a 340 blue piece. I know u said no OPs but for the 340 purple it's the same idea, join a nim nefra group get the higher level rakata drop from that boss and upgrade it twice. 
    • So you read ou feedback and learn nothing. Once again you know best how we should play our game. You reduce the points because it was a "low session time option", did the token appear out of thin air?!! No, we had to play the game to get them you didn't hand them around like candy. The season had an achievement tied to spending them so I had zero once the seasons ended, most players have only a couple of tracks left and this time you didn't even added them with the seasons so how many players were really abusing the rep track, my guess not that many but don't worry I have a fealing that moving forward any new daily area with a rep track is going to be empty as soon as players finish the story as there will be no reason to keep playing the dailies, afterall recent daily areas have a joke of conquest points attached to them. Making the heroics objective repeatable is not a solution you are just trying to sidestep the fact that you are not backing down on the rep nerf, that you didn't even talked about and are trying to herd us to heroic now, like we are kids needing direction on what to do next.
    • I never expected them to return it based on each followup the devs have made regarding the issue since the day of 7.4.1. A real crime is removing GS Rep though. One problem for me is that after this many years of playing, the GS Rep was one of the few ways left I could rely on for having a rep track for a good portion of the year. The 45k was amazing, but it is only a matter of time before I completely depleted every rep track in the game. I'm already doing areas like Kessan's landing to get some. However, the 8k points from rep is so worthless, that I won't even bother. I wish they would make rep worth at least 20k.  
    • The risk of a sale being 'sniped' would be pretty high in such a guild:  Once you put the funds or item in the guild bank, anyone with the appropriate permissions could grab it... Having one GM to promote/demote the trading partners makes things kinda complicated. Having multiple officers to promote/demote the trading partners makes these transactions fairly risky. Having everyone have full bank access at all times makes these transactions really risky.
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