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Critable orange gear undermines intent of removable epic base mods

STAR WARS: The Old Republic > English > General Discussion
Critable orange gear undermines intent of removable epic base mods

paspinall's Avatar


paspinall
02.05.2012 , 06:50 AM | #21
Quote: Originally Posted by Kunovega View Post
i dont think augments are going to make up for the set bonuses on raid/pvp sets anyway

that issue aside i dont know why they dont just make it so that crafters can reverse engineer ALL existing armor in the game with a chance to learn its recipe. if you had a piece you wanted the look of a crafter should be able to "remake" that look with an augment slot for you

this should be an armormech perk, as it is, there is currently no reason to keep armormech aside from gearing out alts and even than, not all of them

crafting in this game is so broken it would take me pages to list the current problems

Except the set bonuses are going to move with the mods...

Bowoci's Avatar


Bowoci
02.05.2012 , 07:30 AM | #22
Or they could have just done an Appearance Tab.... problem solved:X

AdamLKvist's Avatar


AdamLKvist
02.05.2012 , 07:50 AM | #23
OPs point is valid. Im afraid I wont see a fix for this though, my faith in such things have been lowered drastically since the launch of this game.


One can hope!

Ganrax's Avatar


Ganrax
02.05.2012 , 02:15 PM | #24
Quote: Originally Posted by paspinall View Post
Except the set bonuses are going to move with the mods...
Can you link me to where you read this? I was hoping set bonuses were transferable.

Zerixkun's Avatar


Zerixkun
02.05.2012 , 03:28 PM | #25
You should be able to reverse engineer your orange gear and learn the schematic to craft on an augment slot.

Soluss's Avatar


Soluss
02.05.2012 , 03:29 PM | #26
Quote: Originally Posted by Ganrax View Post
Can you link me to where you read this? I was hoping set bonuses were transferable.
Just look in the dev tracker. Its what they mean when they say "extractable base mods"

TheeWasp's Avatar


TheeWasp
02.05.2012 , 06:25 PM | #27
its already a problem with the craftable rakata gear, get your armor crafting skill upp, get rakata gear with augmentslots drop crewskill, start with artificer and in the end, make reusable adrenals as bichem....

paspinall's Avatar


paspinall
02.05.2012 , 08:32 PM | #28
Quote: Originally Posted by TheeWasp View Post
its already a problem with the craftable rakata gear, get your armor crafting skill upp, get rakata gear with augmentslots drop crewskill, start with artificer and in the end, make reusable adrenals as bichem....
and for anyone with the time and patience to do that, well they can get all the little extras for all i care, cause its some work to get them like that.

Shammus's Avatar


Shammus
02.05.2012 , 08:36 PM | #29
Quote: Originally Posted by Kunovega View Post
i dont think augments are going to make up for the set bonuses on raid/pvp sets anyway

that issue aside i dont know why they dont just make it so that crafters can reverse engineer ALL existing armor in the game with a chance to learn its recipe. if you had a piece you wanted the look of a crafter should be able to "remake" that look with an augment slot for you

this should be an armormech perk, as it is, there is currently no reason to keep armormech aside from gearing out alts and even than, not all of them

crafting in this game is so broken it would take me pages to list the current problems

Honestly I wish all the craftable raid drops were sellable.. but I thought I heard somewhere that they were going to add set bonuses to certain mods so that we could actually have more of a custom look
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PutinDoesJudo's Avatar


PutinDoesJudo
02.05.2012 , 09:39 PM | #30
This is going to be the biggest factor out of everything, if orange gear is ever going be a success, in the way it was originally planned.

You cannot follow the idea of being able to look how you would prefer, using the mass of orange gear available to you in game, if you give a select few augment slots. It destroys the entire idea, and puts us in the current situation of it all being clone wars, because people are all using the same augment slotted orange gear.

-Also, making augments a tier related thing, is still going to destroy it all, by cutting out most the orange gear you receive at lower levels, and especially those you gain from flashpoints. I think the problem is that augment slots are on the armour, and not on the mods.

(This all first occurred to me shortly after making the thread about my excitement of it all, and I made a post about it, but it really did need it's own thread, so thanks for making it.)