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scorpinot

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  1. You should stop wasting all your expensive mats until they add the legacy passive for crit crafting.
  2. Anyone with artifice can verify it. All they have to do is have one of the daily com relics, hit reverse engineer, hover over the relic and if it says 10% or 20% it's learnable.
  3. Right now many prefer the imperial armor designs over the republic ones, and for some vice versa. If there was a legacy feature that allowed players to switch their skill trees from their current factions to the opposing ones counterpart if desired, as well as allow for them to equip the other factions gear, this would give players more customization and require little work to implement as everything needed is already in the game. This change would also make gameplay a bit more enjoyable for some, for example: a scoundrel player may get more satisfaction out of using a knife and rifle instead of a pistol and scattergun. A possible requirement for this feature could be to have a level 50 on both sides, which would give more reason to make alts on the opposing faction thus helping alleviate server population imbalances. Republic can already unlock sith abilities through the legacy system, as well as align themselves with the dark side. When it comes down to it you want players to have the most fun they can have playing their character, to help achieve that you want them to be able to wear the clothing design they think looks the coolest.
  4. A related question: can armormechs reverse engineer rakata and learn the shell and then crit craft them?
  5. edit: wtb delete function...
  6. You can RE the 200 daily com relics to learn the schematic and crit craft them, then sell the uncritted ones for a few mil and the crited ones for 4million+. Or use them for yourself and have the best relic possible. ^Assuming the crafted ones are BoE. The crafted black hole implants are BoE so I'm assuming it's the same for the daily relics. I saw a dev post about how they would be re-able, but I don't know if they will be BoE or BoP when you craft them. Confirmation on this would be great.
  7. @Georg: (1) Will players be able to reverse engineer mods dropped from operations and have a chance to learn a new master craft version of those mods? (2) Will artifice players be able to reverse engineer and learn the new relics purchasable by daily commendations?
  8. Currently you can't queue/aim AoE ground targeting abilities while the GCD is activate. It'd be nice if you could.
  9. I agree, there should be an option to make it so when you're in combat there's no way you can unlock the ability bar. You should try assigning keys to skills sometime and play around with it, you get a better feeling of involvement and quicker responsiveness since you don't have to look at the skill slots as often. It only takes ~hour of gameplay to master your keystrokes after binding them too. Currently, I use all the keys around w,a,s,d (movement) - `,1,2,3,4,5,Q,E,R,T,F,G,Z,X,C,V & 4 keys on my mouse. I also suggest remapping CAPS LOCK to one of the F# buttons and you could use it as well if you decide to try out the layout I use. But yeah, highly recommend using binds, just go around attacking some weak mobs with your rotation to get use to it and afterwards you'll wonder why you ever used clicking.
  10. -Update- PvE (2): Third character I leveled, a juggernaut, took 4 days and 11 hours playtime to hit 50. I did around 35 PvP matches for some fun, dailys, and level 40 gear. The remainder of my exp was mostly through main and side quests, with heroics and flashpoints when I could find enough members. I was in a hurry to hit 50 for the next patch and skipped through 90% of the cutscenes. I completed space missions for dailys for this character also. There's probably about 2 hours of that playtime where my character was logged in while I was doing other stuff. The next character I make will be a mercenary. I'll be doing mostly PvE leveling for him and try to get him to 50 before 1.2, unless I get too bored with questing.
  11. My favorite play style is the stealth rogue-like burst damage type so I rolled a scoundrel with the concealment tree in mind, got full rakata for raiding and have been working up to BM. My effort leveling and gearing up seems in vain if all I can bring to raids is a reduction for overall dps, and what group would bring a concealment scoundrel to rated warzones? Every class already has a 4second stun, if a 1.5second stun is such a big deal take it away and give us more damage. Assassins should get to keep their 1.5sec/incombat spike stun though, after all their 4second stun only has a 30m range. All we have vs assassins is ONE high damaging skill that can only be used once during a fight and flashbang. Nerfing some people's favorite spec into the ground making them undesirable for people who just want to play competitve pvp is likely to decrease the likelyhood of them re-subscribing also. Having a sub-par character isn't much fun. Since it's the least played class it's alright though; too bad for us, we'll just have to make an alt or go healing spec.
  12. I've notice this happen everywhere - world mobs, warzones, op bosses (mostly the latter 2) - it doesn't happen too often, if I had to guess about every 1/20 skills. I thought it might be the abilitiy queue time so I tried all of them, but it still occurs. My latency is usually 5 bars, 80-150 ping. I do mash the same skill key multiple times. Anyone else have this problem, know why it occurs or how to fix it?
  13. One aspect of the game I dislike is having to constantly looking down at the quickslot bars to see when my skills are ready for use. Being able to cycle through your rotation to the heavy damaging skills quicker allows for better dps in PvP and PvE which many players strive for. Deciding to choose your normal attack over one of your more powerful skills due to uncertainty of current skill cooldowns can mean defeat when facing other players. Constantly delaying steps in your rotation with a normal attack also hurts dps in operations which can cause enraged timers to be reached. As stated earlier, one can counteract this by continually looking down to see when the skills are about to refresh, which I do, but I find doing this greatly takes away from immersion and can cause you to miss other combat actions on screen. With that said, I'd like to suggest adding a feature that would solve the above problems. The idea I have in mind involves a picture of the skill popping up above your characters head (or even having the exact area where it pops up and the size customizable like you have done on the new UI features) before that skill is usable, during the start of the current global cooldown. You could also use this same feature for when your DoTs/debuffs on a target are about to expire so you know when to apply them without having to look down. Being able to customize this feature on a skill by skill basis would be fantastic too. Adding this in would help keep the face paced feel and maintain immersion, making for a better overall gameplay experience. @livnthedream: "Easy" has nothing to do with it. Anyone can look at skill boxes and see when one is about to be usable. Specs/rotations are already easy to master, it's more about decision making and awareness when it comes to succeeding in PvP and PvE. When I'm beating on someone I want to enjoy watching my attacks hit them, not half focusing on quickslot bars constantly checking on cooldowns. Better cues for skills that don't distract you from the gameplay by using sound/better visuals is what I'm after.
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