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Problem with crit crafting orange gear and removing purple mods.

STAR WARS: The Old Republic > English > General Discussion
Problem with crit crafting orange gear and removing purple mods.

BMBender's Avatar


BMBender
02.25.2012 , 08:29 AM | #61
Quote: Originally Posted by Ansultares View Post
It's 4x max for most classes, 5x max for four ACs, and yes those include weapons.

You can already grind out as many or more augment slots in end-game gear.

Like I said, lots of overreaction in this thread.
1 head
2 chest
3 gloves
4 legs
5 feet
6 MH weap

For some clases/crew skills 7 Bracers 8 belt 9 offhand 10-11 implants 12 ear with master crits which I have already except the bracers
The only thing that should impact a players success/failure in pvpplayervsplayeris his/her skill not what they are wearing. Otherwise call it GvG gear vs gear, crunch the #'s in a calc, face-roll your keyboard, and go watch TV.polls by paulolesonhttp://www.swtor.com/community/showthread.php?t=164486pollhttp://www.swtor.com/community/showthread.php?t=164530

Leovinus's Avatar


Leovinus
02.25.2012 , 09:28 AM | #62
Quote: Originally Posted by BMBender View Post
Let me clarify it for you then, look at your teir armor/weapon (pve or pvp) notice anything missing? like I dunno an armor mod, hilt barrel? They are there, you just can't see/remove them(you could in beta but min/maxers were getting stats above what BW thought was healthy) Coincedently that is also where the set bonuses reside.
What one can do once change is implemented; is remove armor mod from tier armor and toss in orange gear no probs right? well what if that orange gear was crit crafted (means it has an aug slot)?
And what I'm saying is that if they're smart, they'll turn the set bonus holder into augments. Just because it was the way you describe while in beta, doesn't mean that's what it'll be when they make it doable again. Maybe that's the plan, maybe not. But it would make all this argument completely moot. You'd need a critted orange to get the set bonus, which would be a pretty big pain, but it would make everything equivalent.

I still don't see the issue though. You STILL have to get the gear to strip the mods out of. And maybe in 1.2 there will be new orange schematics that look like the endgame gear (as if it's anything special). The point is we just don't know. Too many people have knee jerk reactions.

Gonewild's Avatar


Gonewild
02.25.2012 , 09:53 AM | #63
The only problem I have with this upcoming change is that I will have to equip a player-made item to be viable, forcing my character to look a certain way.

Currently, there is no difference, as I have to equip specific end game gear to be viable.

BW, give us an appearance tab so that we can choose our character's 'look', while maximizing our gear.

I love the support to crafting; I also ask that you support player's individuality.

Tricky-Ha's Avatar


Tricky-Ha
02.25.2012 , 10:19 AM | #64
Quote: Originally Posted by AJediKnight View Post
I refuse to use the crap crafted gear. Even if it gimps me, I won't wear it.

The entire point of the orange gear was supposed to be choosing how you look; it was intended to be a replacement for an appearance tab (which is what Bioware should have gone with in the first place).

Now we're just being railroaded from one fixed costume into another. This is no improvement.

Fire whoever is making these decisions, Bioware. It's time for this idiot to taste the harsh reality of unemployment in 2012.
I wish they would.
You don't know about me, You don't know about me
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I'm a player, I'm a player

Tricky-Ha's Avatar


Tricky-Ha
02.25.2012 , 10:24 AM | #65
Quote: Originally Posted by Syylara View Post
That would be one more step towards ideal as that would open up all of the current oranges that are only obtainable via drops or commendations, but still leaves out a lot of appearances exclusive to greens and blues.
I wonder why Georg Z or any other Devs have failed to talk about this yet. What am I supposed to do with all my Orange items that have no critted-slot?

I need to pal up with players that can craft item mods & armor much better than I can. Do you happen to know anyone like that on the Lord Adrass server?

It also bring up another point, why is there no way for my armormech to reverse engineer a blue/green item until it turns into an orange item? There's quite alot of green/blue armor pieces that I like the looks of & would like to see upgraded to oranges...or y'know I'd much rather see an appearance tab put into SWTOR which would totally fix that problem...whichever comes first.
You don't know about me, You don't know about me
I'm a gangster , I'm a gangster
I'm a player, I'm a player

Tsillah's Avatar


Tsillah
02.25.2012 , 10:35 AM | #66
Quote: Originally Posted by Gonewild View Post
The only problem I have with this upcoming change is that I will have to equip a player-made item to be viable, forcing my character to look a certain way.

Currently, there is no difference, as I have to equip specific end game gear to be viable.

BW, give us an appearance tab so that we can choose our character's 'look', while maximizing our gear.

I love the support to crafting; I also ask that you support player's individuality.
That is a strange thing to say and a big assumption at the same time.

Strange because at the moment all end gear looks the same. The tionese, columi and rakkata gear all look the same. You make it sound like you won't have a choice what you look like in the future, while that is the problem we have right now. There is only one look for each class.

Player crafting will allow for multiple designs. You assume players will only be able to make one design per class. That is an assumption. Also you assume there will not be orange drops in endgame with augment slots. This is a definite possibility.

Bottom line, what you fear is what we have now. A change can only make it the same or better, not worse. Considering what the point is of this change, I'd suspect it's safer to assume there will be more variety than we have now.

Also, I do not know if expertise can be moved to PvE gear. That simply wasn't mentioned. It may be they are not compatible with PvE augment slots. In fact, there is no specific mention of any of this applying to PvP gear. Maybe PvP gear doesn't get this or simply cannot mix with PvE for these purposes.
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SoraQuasar's Avatar


SoraQuasar
02.25.2012 , 10:43 AM | #67
don't forget that if you want to craft an end game mods and such, you need to run ops or HMs to get the schematics.
nothing here is handed for free mate, your will still need to run endgame content to be able to switch the mods and also be able to craft endgame gear and mods.


so in the end, if you dont run the ops and such, you get no benifit from this update whats or ever.

and i would like to be able to use my fav orange gear instead of the horrible looking pvp gear i have to choose from as an IA. thats one of the reasons i dont even bother with pvp. the gear is ugly as it can be for my taste. at least the pve gear looking pretty, but not all. now with this update we get to choose how we look and still have the same lvl gear.
It is a man's own mind, not his enemy or foe, that lures him to evil ways.
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BMBender's Avatar


BMBender
02.25.2012 , 11:01 AM | #68
Quote: Originally Posted by Leovinus View Post
And what I'm saying is that if they're smart, they'll turn the set bonus holder into augments. Just because it was the way you describe while in beta, doesn't mean that's what it'll be when they make it doable again. Maybe that's the plan, maybe not. But it would make all this argument completely moot. You'd need a critted orange to get the set bonus, which would be a pretty big pain, but it would make everything equivalent.

I still don't see the issue though. You STILL have to get the gear to strip the mods out of. And maybe in 1.2 there will be new orange schematics that look like the endgame gear (as if it's anything special). The point is we just don't know. Too many people have knee jerk reactions.
and this is better easier than a social/appearance tab how? how much more beta testing of quercky gimmicks do we need to do to get basic features?
The only thing that should impact a players success/failure in pvpplayervsplayeris his/her skill not what they are wearing. Otherwise call it GvG gear vs gear, crunch the #'s in a calc, face-roll your keyboard, and go watch TV.polls by paulolesonhttp://www.swtor.com/community/showthread.php?t=164486pollhttp://www.swtor.com/community/showthread.php?t=164530

Leovinus's Avatar


Leovinus
02.25.2012 , 12:05 PM | #69
Quote: Originally Posted by BMBender View Post
and this is better easier than a social/appearance tab how? how much more beta testing of quercky gimmicks do we need to do to get basic features?
When did I say that it's better than an appearance tab? I've been playing a game prior to this one that's had appearance tabs for years, and I like the system. But this seems like Bioware's answer to the appearance issue. And I'm okay with that, because it also gives crafters a piece of the pie, which may help out the economy some. I'm just suggesting a way for them to make it so both sets remain viable.

BMBender's Avatar


BMBender
02.25.2012 , 12:12 PM | #70
Quote: Originally Posted by Leovinus View Post
When did I say that it's better than an appearance tab? I've been playing a game prior to this one that's had appearance tabs for years, and I like the system. But this seems like Bioware's answer to the appearance issue. And I'm okay with that, because it also gives crafters a piece of the pie, which may help out the economy some. I'm just suggesting a way for them to make it so both sets remain viable.
we'll see, you have more faith than I do
The only thing that should impact a players success/failure in pvpplayervsplayeris his/her skill not what they are wearing. Otherwise call it GvG gear vs gear, crunch the #'s in a calc, face-roll your keyboard, and go watch TV.polls by paulolesonhttp://www.swtor.com/community/showthread.php?t=164486pollhttp://www.swtor.com/community/showthread.php?t=164530