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Obbu

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  1. The set bonus tooltip display is notoriously buggy. Keep the equipment setup at 4/5 and relog then check again, it might clear the display error.
  2. Oh wow... didnt think of that. Good question. Someone lend a warhero 200k to test
  3. It made it in - just not in the way everyone assumed: As it stands, barring the warhero/BM/campaign oranges, there does not seem to be much Orange RE available. While the devs said 'almost all' items proccing oranges, its currently still closer to 'almost none', from what has been seen. Basically, newly crafted items should display "research available: chance to learn new schematic 10%" or somesuch. Not sure if old items work. This means that there is a chance to get a new schematic which you do not have yet. If you have already RE-procced all the available schematics from an item it will read "no research available". However, if an item does not ever produce schematics, it currently displays neither. So, with RE button clicked: Research available: still new stuff to learn from RE. No research available: you already learned every available schematic. No line at all: nothing to learn from this item ever. That is the way it SEEMS to be implemented currently - judging from many forum members buying up items and trying to RE them (personally spent about 700k and got squat). Whether it is working-as-intended? we'll have to keep nagging the devs for a clarification. There were other 1.2 changes that are still not live, so its hard to tell. Apparently you can RE the new campaign gear and get an orange craftable schematic from it - but i cannot confirm that personally. But yes, if you do a normal RE from green -> blue -> purple or blue -> purple -> purple2, you will see the line during RE mode mouse-hover-tooltip. Just doesnt seem to have a great relevance to the orange proc idea everyone had gotten from the dev post.
  4. Has there been any official word on other common countries who normally want to play on oceanic servers instead of US ones? I am personally an Australian and thus qualify for the transfer, but many countries that normally gravitate towards the superior pings on oceanic servers have not been offered the transfer as yet. For example: Malaysian players experience mediocre-to-terrible pings to US servers but generally can get 200ms or so to oceanic servers, and thus there is a large player-base of Malaysians who run with the oceanic crowd, and always roll on oceanic servers. I am sure that several other countries would benefit vastly from the transfer, and since these players are currently guilded with other oceanic players on unofficial oceanic servers like Swiftsure, they stand to be left in the dust once the majority of the guild transfers off the server. Our guild on Swiftsure includes plenty of Malaysian players who are worried that they will not be able to transfer to the oceanic server and be with the rest of the guild in experiencing superior pings. Will more countries be added to the list of eligible countries soon? or will paid transfers be implemented shortly to prevent the splitting of guilds as a result of the transfer?
  5. Voidstar gap jumping doesnt really concern me - huttball mobility imbalance however...
  6. This is one of the most irritating aspects of underworld trading - particularly for professions such as armormech which only ever want to recieve metal rewards. The solution to the problem is to either implement more metal results in the list, or create another variety of mission result that armormechs will want. companion gifts are a very unreliable market, and fabrics are plentiful due to only one UT user type requiring them, but all of them recieving them. Mandalorian iron and ciridium (and their lower tier counterparts) tend to be the most wanted, and least accessible mats for crafters, as a result. I'm all for some things being rare - but the rarity should be evenly spread, and not greatly impact one or two professions in particular. I also do not believe that 'zone to reset list' sounds like intended behaviour - if it is, just give us a button to do it, rather than another loading screen to endure.
  7. Objectives in world PvP that are worth being objectified: a la keeps and fortress sieges. Preferably ones that require friends to conquer.
  8. Awesome dev response is awesome. Makes things much clearer - cheers Georg!
  9. Other MMO's solve this problem by allowing you to take items to a 'fixing' interface. Basically you take the obsolete version of the item to an NPC/Altar/magic box whatever, insert the item and it is traded for the corrected version. The socketed mods do raise a bit of a complication, but considering the new items will never lose slots, i do not believe it would be an insurmountable one. You could probably even force players to remove the mods before using the 'fixer' to make it easier to implement.
  10. It is worth noting that the new recruit pvp gear will probably inflate the baseline expertise value to offset this increase - which is necessary in order to make the new top tier war hero gear relevant.
  11. Unless they make interrupts give resolve, this argument is incorrect. Interrupts are not particularly useful for players of low skill level. They are exceptionally potent in a skilled, coordinated team environment, to the point where it can feel like an excercise in futility to play a healer. Higher level gear is meant to be for more experienced players - who, in theory should be more coordinated, both in pugs and in premades. The trauma ignore aspect of expertise gives high-geared healers a helping hand in an environment where they can be locked down at a drop of a hat, in comparison to a low-gear environment, where people rarely interrupt, and when they do - it is generally not done in a coordinated effort.
  12. A couple of points: Healing is not necessarily 'balanced' for an expertise-free environment. It is just as easy (and incorrect) to assume that the numbers are only balanced when you have expertise. The presence of interrupts/lockdowns in a team-based game does have relevance, in that every additional player you throw into the mix (if they possess an interrupt) takes a substantial amount of the healing output away from the healer, without any energy expenditure. This actually serves as a mirroring mechanism for allaying fears of "healer stacking" as the majority of classes can counter a healer effectively. Both teams have access to healers - it benefits both sides equally (assuming a balanced team makeup). In the case of two balanced teams facing one another, more-healing-per-healer only serves as a pacing mechanism to make combat 5-10% slower. What this equates to is that in a high-expertise environment, assuming two opposing teams of balanced composition, the fights last longer, and bursting people down requires more coordination and teamwork. TLDR: Higher level gear promotes higher level pvp play - i would consider that working as intended.
  13. The 3 stack TA change gives infusion a bit of a boost, in that it becomes easier to TA-dump during super-high burst damage like foreman frenzy. It also becomes easier to maintain some level of TA, as you have more stacks to burn through before you run out: meaning that you are at less of a risk of burning your last one and losing the healing bonus. You are also given more breathing room when using sub-30 surgicals, as you can accidentally burn more TA stacks due to above-30% before you lose it.
  14. DS usefulness is removed if you un-slot alacrity from your gear, as many people suggest. It really depends on your gear: if you're all surge - you arent going to have much use for DS, because you have gimped your ability to DS. If you keep alacrity, DS becomes far more usable, as all your casts are shorter, freeing up additional globals the longer the fight continues. There are different ways to gear a medic - both are viable.
  15. I did it with vector, but i'd honestly suggest using kaliyo and just healbotting - she can take a bit more of a beating. If you have LOS issues, they're generally related to glitchy world geometry (invisible walls).
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