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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

Cournel's Avatar


Cournel
02.07.2012 , 01:43 AM | #51
Here's a little math for you. At full Rakata with a stim I'm sitting at 1734 str without any buffs. Now, my rakata stim is 136 str and 56 power which is getting nerfed for being unfair ok I understand that. If you take all the raid mods out of the raid gear put it into orange gear with augment slots, guess what? Augments are +28 of your main stat at level 49. 28X5=140. So I'm looking at 1734(I've gotten the +10 and +30 from collecting all my datacrons)-26 (1.1.2.)+140=1848. Now if you factor in the inquisitor buff 1848+92=1940.
This isn't even factoring other possiblities like critting on a Rakata belt/Bracer and getting augment slots on those as well.

Now, if you nerfed Biochem twice and you're going to do this I truly believe you guys are bat **** crazy and have absolutely no idea what you're doing.

littleming's Avatar


littleming
02.07.2012 , 02:10 AM | #52
I vote for crafted item that adds an augment slot to gear. This would further encourage leveling specific crafting professions and give those professions a viable source of income. I think the augment enhancements (like suggested by others) Should be limited in use to only things that profession can craft for.

Example, armormech would be able to craft augments for non-force users armor. Armstech would be able to craft augments for non-force weapons. Synth for force user armor, and Artifice for force user weapons.

Since biochem and cybertech already have incentives to level them (grenades, high level armor mods, speeders, reusable stims, medpacks, and adrenals) they don't really need the boost these other professions do.

illgot's Avatar


illgot
02.07.2012 , 02:25 AM | #53
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
I like this idea. I like the idea of an appearance window better because it is more realistic due to the fact that an appearance window is A LOT less work for the developers.

OsarionRDM's Avatar


OsarionRDM
02.07.2012 , 02:33 AM | #54
How about we get rid of orange gear altogether?

No, seriously... Just toss slotted gear and add an appearance tab. How many problems would this solve?
I find your over-inflated sense of self worth disturbing.

Shadinaxx's Avatar


Shadinaxx
02.07.2012 , 02:37 AM | #55
Quote: Originally Posted by OsarionRDM View Post
How about we get rid of orange gear altogether?

No, seriously... Just toss slotted gear and add an appearance tab. How many problems would this solve?
Because the moddable gear is great for stat priority selection. For instance, an annihilation marauder wants to have more power than crit, and more surge than crit, but a Carnage marauder wants more surge than power and more power than crit. So the slottable gear makes for being able to tailor for the individual specs.
"If it bleeds, we've killed it"
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OsarionRDM's Avatar


OsarionRDM
02.07.2012 , 02:40 AM | #56
Quote: Originally Posted by Shadinaxx View Post
Because the moddable gear is great for stat priority selection. For instance, an annihilation marauder wants to have more power than crit, and more surge than crit, but a Carnage marauder wants more surge than power and more power than crit. So the slottable gear makes for being able to tailor for the individual specs.
Crafters can create critical gear which has things like more power, crit, etc. If more people crafted and focused on getting purple schematics, things like this would be more readily available. We would not need orange gear.
I find your over-inflated sense of self worth disturbing.

Kalliadies's Avatar


Kalliadies
02.07.2012 , 03:01 AM | #57
Quote: Originally Posted by Cournel View Post
Here's a little math for you. At full Rakata with a stim I'm sitting at 1734 str without any buffs. Now, my rakata stim is 136 str and 56 power which is getting nerfed for being unfair ok I understand that. If you take all the raid mods out of the raid gear put it into orange gear with augment slots, guess what? Augments are +28 of your main stat at level 49. 28X5=140. So I'm looking at 1734(I've gotten the +10 and +30 from collecting all my datacrons)-26 (1.1.2.)+140=1848. Now if you factor in the inquisitor buff 1848+92=1940.
This isn't even factoring other possiblities like critting on a Rakata belt/Bracer and getting augment slots on those as well.

Now, if you nerfed Biochem twice and you're going to do this I truly believe you guys are bat **** crazy and have absolutely no idea what you're doing.
They didnt nerf it because it was OP, they nerfed it because Being biochem was OP and was almost a necessity.

Orange gear with augment slots would be available to EVERYone, not just some guy with that crafting profession

Shadinaxx's Avatar


Shadinaxx
02.07.2012 , 03:11 AM | #58
Quote: Originally Posted by OsarionRDM View Post
Crafters can create critical gear which has things like more power, crit, etc. If more people crafted and focused on getting purple schematics, things like this would be more readily available. We would not need orange gear.
orange gear and purple gear (the high end ones) have mods in them both, thing is, the orange gear has no base stats, but have all the mod slots opened up. Perhaps with this patch, where they have opened up the armoring on raid gear, the crafted purple gear will have their armoring opened up as well, making your entire arguement moot.
"If it bleeds, we've killed it"
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KKraken's Avatar


KKraken
02.07.2012 , 03:23 AM | #59
What about a slot in your gear that is like the costumization slot of the companions ie it changes the appearance of your gear but does not touch the stats. Ofc it would be for each visible peace of your gear. We could avoid the boring clone wars, would be a good income source for the armorers and would solve you balance problems.

Karkais's Avatar


Karkais
02.07.2012 , 03:29 AM | #60
Quote: Originally Posted by paspinall View Post
Except the set bonuses are going to move with the mods...
Umm what? No, I don't think so. Set bonus is part of the gear, not part of the mods.

About some other ideas posted: allowing crafters get schematics of the endgame gear sounds just wrong. What would be the reason to do endgame instances then?

Appearance tab would solve most of the problems involved with looks, and might give crafters something extra to craft.

Things that bug me the most currently:
- endgame gear looks like garbage (PVP sets look pretty good, but they are pvp sets)
- Different people all look the same cause they are wearing that gear
- 97% of inquisitor gear (non-endgame gear) looks similar and not particularly good.

Im not sure the augment slots are automatically better than set bonuses, because stats suffer from diminishing returns usually.
"What is a Sith? Over time, the beliefs have changed, but one constant has remained. The imposition of one's will on the force, on the environment surrounding one, on the galaxy itself." - Darth Wyyrlok III