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Why are the best crafted items are so weak?

STAR WARS: The Old Republic > English > General Discussion
Why are the best crafted items are so weak?

IanArgent's Avatar


IanArgent
05.24.2016 , 06:48 AM | #71
Quote: Originally Posted by VegasTheLost View Post
Cool. Really. How does this affect someone on level 56(?) Illum with 216 gear vs. 220 gear fighting a mob? It takes the same 1-2 GCD. Bear in mind that not the PVP gear was in question, but the PVE, craft able gear. So it's safe to say that for solo questing, story missions, thing like this, doesn't matter what gear you wear. PVP is a different beast.
The only things capped off are Power, Mastery, and Endurance. All other stats remain at their "natural" levels. So you get the benefit of your Alacrity, Crit, Defense/Absorb, etc.
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merovejec's Avatar


merovejec
05.24.2016 , 07:02 AM | #72
Why even bother crafting?

You can really go do a SM operation that requires very very little skill and even if you die at the start you will be carried by the group (unless you are really unlucky and get a bunch of 14 yr olds that totaly fail). There are now guaranteed drops of trash gear to specific people and you can roll for a chance to get token gear.

When you do an operation you are locked out for the rest of the week on that character. However, there are 9 operations which you can now do with a single character. You will definitely manage to get FULL 216 token gear in a week, but you might have to use alts for some pieces.

Crafting is only good when you RE-ing 220 stuff, so you can make "left side" for your alts like relics and implants. Otherwise there is no point making other gear. Maybe only for lvling purposes.
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VegasTheLost's Avatar


VegasTheLost
05.24.2016 , 07:22 AM | #73
Quote: Originally Posted by IanArgent View Post
The only things capped off are Power, Mastery, and Endurance. All other stats remain at their "natural" levels. So you get the benefit of your Alacrity, Crit, Defense/Absorb, etc.
Ian. Please pay attention what I wrote. On a capped planet/personal story instance does it matter that you have 216 or 220 gear? No. The difference between the tertiary stats don't come out during a fight in a said planet/instance. You'll global everything.

It really isn't the situation where someone can't kill a mob in 216 but can kill it in 220. Or in any tier of gear.
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VegasTheLost's Avatar


VegasTheLost
05.24.2016 , 07:27 AM | #74
Quote: Originally Posted by merovejec View Post
Crafting is only good when you RE-ing 220 stuff, so you can make "left side" for your alts like relics and implants. Otherwise there is no point making other gear. Maybe only for lvling purposes.
I wouldn't go that far. See, for someone crafting can be interesting and if that person don't do ops because reasons(better just don't get into that), crafting can be a viable gear progression. And really, for solo players the craft able items are good enough.
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IanArgent's Avatar


IanArgent
05.24.2016 , 07:42 AM | #75
Quote: Originally Posted by VegasTheLost View Post
Ian. Please pay attention what I wrote. On a capped planet/personal story instance does it matter that you have 216 or 220 gear? No. The difference between the tertiary stats don't come out during a fight in a said planet/instance. You'll global everything.

It really isn't the situation where someone can't kill a mob in 216 but can kill it in 220. Or in any tier of gear.
The only difference on planets is whether it's set-bonus or not; if you're glossing over secondary/tertiary stats - and there's no effective difference between the 180 (or so) stuff you get on a start-at-60 and 224 Ops gear, in open-world solo play
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VegasTheLost's Avatar


VegasTheLost
05.24.2016 , 07:46 AM | #76
Quote: Originally Posted by IanArgent View Post
The only difference on planets is whether it's set-bonus or not; if you're glossing over secondary/tertiary stats - and there's no effective difference between the 180 (or so) stuff you get on a start-at-60 and 224 Ops gear, in open-world solo play
Exactly what I'm talking about, thank you. Hence my point for solo playing, there is no need for 224 stuff, craftable gear will do just fine, basically any rating.
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IanArgent's Avatar


IanArgent
05.24.2016 , 09:06 AM | #77
Quote: Originally Posted by VegasTheLost View Post
Exactly what I'm talking about, thank you. Hence my point for solo playing, there is no need for 224 stuff, craftable gear will do just fine, basically any rating.
Also my complaint about the lack of set bonus on lower-raked gear. The way powers and set bonus interact, you don't get a chance to commit set bonus rotation to muscle memory until after you start needing it.
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lightSaberAddiCt's Avatar


lightSaberAddiCt
05.24.2016 , 10:46 AM | #78
Quote: Originally Posted by IanArgent View Post
I am minorly annoyed by the "set bonuses" on Ops gear. Character skills are balanced to include the set bonuses, as far as interlocking cooldown and other cycles go. I don't care about the stat bonuses being bigger, but the non-ops gear basically breaking the endgame skillset, that chafes me.
Then run some OPs.
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IanArgent's Avatar


IanArgent
05.24.2016 , 11:05 AM | #79
Quote: Originally Posted by lightSaberAddiCt View Post
Then run some OPs.
Would if I could; but my schedule doesn't fit that of the raiders in my guild, and I;ve gotten into exactly 2 pugs, and gotten no tokens out of either. Last time I complained about this, I was told I wasn't "serious" enough if I didn't waste my playtime plotzing around on Fleet hoping someone would pick me out of the flood of LFGs; instead of being out in the world doing fun things until a queue popped. And I don't give a toasted womp rat's hairy teeth about the stats on the Ops gear, as noted, above around 180 or so it really doesn't matter; that just changes the Time To Kill. But the cooldown manipulations and the resource manipulations change the way the classes play, sometimes quite significantly, and the various autocrits interacting with powers have some major effects as well. IT changes your rotational pacing. Which does matter in certain solo boss fights.

Balancing every class's core mechanics around the gear availability of an activity that a minority of players actually participate in is a Bad Idea. If lack of set bonuses only affected your Ops play, the way lack of Expertise affects only PvP, that'd be one thing. But class powers are balanced assuming you have the 6-piece bonus handy. REmove that, and things get clunky.
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Quote: Originally Posted by TUXs View Post
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lightSaberAddiCt's Avatar


lightSaberAddiCt
05.24.2016 , 05:03 PM | #80
Quote: Originally Posted by IanArgent View Post
Would if I could; but my schedule doesn't fit that of the raiders in my guild, and I;ve gotten into exactly 2 pugs, and gotten no tokens out of either. Last time I complained about this, I was told I wasn't "serious" enough if I didn't waste my playtime plotzing around on Fleet hoping someone would pick me out of the flood of LFGs; instead of being out in the world doing fun things until a queue popped. And I don't give a toasted womp rat's hairy teeth about the stats on the Ops gear, as noted, above around 180 or so it really doesn't matter; that just changes the Time To Kill. But the cooldown manipulations and the resource manipulations change the way the classes play, sometimes quite significantly, and the various autocrits interacting with powers have some major effects as well. IT changes your rotational pacing. Which does matter in certain solo boss fights.

Balancing every class's core mechanics around the gear availability of an activity that a minority of players actually participate in is a Bad Idea. If lack of set bonuses only affected your Ops play, the way lack of Expertise affects only PvP, that'd be one thing. But class powers are balanced assuming you have the 6-piece bonus handy. REmove that, and things get clunky.
Are you in a guild? I know with ours, we have our scheduled dedicated team, and we run pugs for our other more casual*members. You dont have to be on a progression team to do OPs with guildies.
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