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Scrump

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  1. I don't understand why people think game developers need to cater to every playstyle. The game is the game, which includes pve and pvp. Sure you are allowed to play it in your own way but don't expect the world if you do. So you want to level up in pvp only well you need to know that you won't get biometric crystals from it. Well PVE'ers can't go to ilum once a day and have a chance at getting an extremely easy piece of t2 loot. instead they are forced to run a hardmode which could take a much higher amount of time. How about instead of playing only 1 side of the game you play the whole thing.
  2. EV is built for 2 healers, 4 DPS and 2 tanks. Just look at the council fights of destiny. 4 Marauders for the 4 DPS, 2 Assassins for the 2 healers and 2 juggs for the 2 tanks. However I always respec as dps from tank spec as only 1 tank is really needed at any point in time.
  3. Great post! The Jedi sage vs. sorc is a great example. The pebble toss! Woo
  4. If they implemented a level 50 bracket today, my server wouldn't be able to queue on the republic side right now.
  5. I just read about all of the class mirror imbalances this morning. It is just silly! I really hope they fix all of this. On the bright side the 2 raids where a lot of fun this weekend. 5/5!
  6. matched against other republics. lol. Your forgetting that hard modes require 4 level 50's. raids require 8/16. Even if EVERY level 50 on my server queued right now, there would not be enough to have a game last longer than 120 seconds let alone be queued against other republic level 50s. The real problem here is faction imbalance. And they drastically need to find a solution for it.
  7. Looking at the new changes on the test server, certain things can not happen with the current faction imbalance. 1. Level 50 players now participate in their own Warzone bracket and will not be matched with lower-level players. -There just are not enough 50's yet. On a server like Nadd's Sarchophagus I know there are just not enough players for this. This isn't a problem for imps since they can queue against themselves, but with republic having only a handful queueing, queue times would be horrendous. 2. Ilum changes: The daily and weekly mission objectives in Ilum now require defeating enemy players and/or collecting armaments from the center objective. Players now gain increased Valor from player kills in Ilum. Players now gain increased bonus Valor for kills based on the number of objectives controlled by their faction. Increased bonus Valor is now granted for player kills when defending an objective your faction owns. -Hurray for being farmed! Seriously though, at any point in time there are at least 15-25 sith camping the republic base. This pretty much narrows the chances that a republic team would be able to successfully complete the daily. These 2 changes alone have the possibility of completely eliminating pvp for the republic. Example: Only 5 50s on right now (on republic side) which means I would not be able to queue right now if the new changes were in. /Discuss
  8. I believe it goes to the leader of the highest ranked premade. I for one mark healers when I am the Ops Leader and it works out extremely well.
  9. I think they should make it so when you get killed by an enemy you should stop taking damage at 20hp. No one likes dying from an enemy.
  10. Actually! Apparently you can get Augment slots on orange armor. I take that statement back.
  11. Slicing* Well Slicing isn't really a crafting skill, so it wouldn't hurt crafting Alts. And at level 11 your getting extremely minimal profits on lock boxes FYI. One of the things in my original post is that they need to change around the profit margins to be more in tune with the appropriate amount someone should be making at their level. Augments right now are pretty worthless considering they can only be put into critted crafted gear which is pretty rare, so Augments are actually an extremely niche market making them pretty worthless. AND, people are already using Moddable gear which i've never seen with an augment slot. So that also makes a smaller player base for augment interest.
  12. I would say they could be tradable but people would just be mailing them to alts to open, thereby making it farmable with alts without putting the work into leveling them.
  13. My solution works in both cases actually. Bringing the gains to the appropriate level per player level by not allowing people to open higher level cases. The point of crew skills is that your crew takes care of them. If there is no use for slicing as used by the crew than it shouldn't be considered a crew skill. I only made money before because I was level 20 running around Ilum (Level 50) Grabbing cases for 1400 profit AT level 20. Which at level 50 would be a huge waste of time since you can grind mobs for more money. Therefore making it a supplement and small bonus to have your crew running around doing it.
  14. Un-nerf it back to beta standards. Make it like the PVP bags where you cannot open it unless you are the same level or higher as the lockbox. This way people can only make gains equal to or below their level. You won't have 100 level 11 gold farmers sitting in fleet grinding boxes for minimum profit. And you can't be level 15 and making 5k a lockbox. This is the only solution I believe is reasonable while still having slicing be a viable crew skill /discuss
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