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iamjanan

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  • Location
    Australia
  • Interests
    SWTOR, Bass Guitar.
  1. It makes what could, and should, be a fun part of the game really frustrating.
  2. I'm sure these has been raised before, but it needs to be reinforced. There are so many decoration items that require large hooks, but which should rightly be placed against walls. Computer banks are the obvious ones. Unfortunately, large hooks are never next to walls, and even if they were, you cannot place objects near the edge of the hook. Please make these types of large items able to use medium or medium narrow hooks so we can place them properly. Also, Please expand the place-able area in large hooks , so that items can be positioned closer to the edge. You could extend the X and Y slider ranges to 30. It would allow large items to be placed back-to-back, and just generally make large hooks more useful. Thank You
  3. Agree! It's impossible to find groups for these missions now, but they are important to the story. I would prefer making the harder version easier, as the current solo versions drop certain cool decorations, and it's nice to be able to keep farming them.
  4. This button would be a Godsend. Currently it's really fiddly and inefficient.
  5. Been thinking about a feature like this for awhile. There are always certain weapons I want my characters to use for aesthetics, that I end up not being able to use because stats/reasons. Like when you make that special weapon at that certain point in the story and you need it for the story, but you don't want to give up the look of your normal weapon. This would fix that problem.
  6. I submitted a bug report about this awhile ago. It's terrible. I have ambient machine decos in there that I cannot hear over the loud droning traffic noise. It really is ruining that stronghold for me.
  7. Can you imagine how rare it would be to actually find live world bosses if max lvl dudes were running around solo-ing them all as soon as they spawn? They're difficult for a reason. Also, all those missions and achievements tied to bosses would be meaningless. Your abilities aren't lvl nerfed, your armour and weapons are still overpowered, and you almost certainly have the max stats for the planet. You should be able to breeze through the normal content already. If not, git gud.
  8. Good Idea! I vote yes. I especially vote yes to not having the categories always opening. Closed by default would be awesome! Cheers.
  9. I personally craft my own gear all the way up. Crafted gear is the best you can get before endgame (in terms of stats). It is way more powerful than the gear you get from missions, drops or vendors. It means I'm always max equipped for my level, and therefore op for pve. Highest level you can craft in the main game is 228 (with reverse engineering), but endgame gear goes higher than that. I haven't done much endgame crafting yet. It requires exotic materials only available in Flashpoints, Operations and PVP. I've sold a few things I've crafted, but there doesn't seem to be a huge market for it (either buyers or sellers). Except item mods and enhancements, armoring, hilts and barrels. Those seem to sell. All the cosmetic gear needs to be populated with those, so people need them. The crafted ones are much more powerful than the ones you can buy from vendors. Best crafting skill for quality of life in game though would probably be Biochem for consumables. Second maybe Armormech for Agent/BH/Trooper/Smuggler, or Synthweaving for Jedi/Sith, because you'll always have maxed armor for your level (until endgame). For Augments, Synthweavers make Alacrity, Critical and Defense; Armstech makes Accuracy; Armormech makes Shield and Absorb. There are others that are Mastery/Endurance and Power/Endurance, but I don't use those.
  10. Crew skill missions that have a lock box as their reward sometimes have schematics in the box. There are a couple of skills that have these. I think Slicing missions also sometimes drop them. The other main way I get them is drops from enemies. You can't RE purple level items, only blue. That gives you a purple equivalent of that item. You can RE pretty much all consumables from Biochem to get much better ones. Some good ones are med packs and med units (obviously) that are much stronger, but also stims that last 4 hours, and adrenals like absorb which gives 15 seconds of 30% additional damage reduction.
  11. It was then too, as the bonuses were a direct reflection of their influence level. The question is have the mechanics changed? Or is it just cosmetic?
  12. Hi, Previously when I hovered over the influence rank of my companions in the crafting menu it would show me the time and crit bonus for crafting and missions. This no longer shows. Have the mechanics changed? Or, are they just hidden? Am I bugged? I couldn't see any reference to it in the recent patch notes. Thanks.
  13. Hi, Previously when I hovered over the influence rank of my companions in the crafting menu it would show me the time and crit bonus for crafting and missions. This no longer shows. Have the mechanics changed? Or, are they just hidden? Am I bugged? I couldn't see any reference to it in the recent patch notes. Thanks.
  14. A single use consumable that "unbinds" one item from your character. Of course, it should not work on any item that was used to 'unlock' an item in your legacy collection. This should be made explicitly clear before it is attempted. It would be more for individual armor pieces (where the set has not been unlocked because a full set is not owned), and non-cartel market items.
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