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settix

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  1. So i should always go dark side then? Because light never wins lol.
  2. I see there's a toggle on my screen to ally with the dark or light side, but nothing tells me what it does, gives me, or the purpose of it. I see that the dark side wins pretty much 100% of the time, even though I would prefer not to support the dark side, do I get any benefit of not being a sheep?
  3. Have always wanted to see an electro mag style mount in the game. Something similar to this, with the active graphic of the electron's repulsing against the ground to create miniature lightning. While on the subject of mounts though, I would pay good money to get an in game competitive speeder race mini game. Think Pod racing from episode 1, played against other players.
  4. Why is it ok for biochem to be the only craft that sells finite use items usable by everyone in the game? I just don't understand why players think it would be economy breaking to let everyone use the reusable items. It's as though the players here think that biochem carry's the entire economy, which sadly may be the case atm, but isn't how it should be. As I said earlier. If this train of thought is kosher, then allow synthweavers the ability to make Rakata raid quality gear. But it only lasts a day and then deteriorates. Trying to balance crafts that all have unique items usable by only those with the craft will be a nightmare. How do you balance a set of armor with crit augment slots that requires syth/armor to use, thus you would get those stat bonuses 100% of the time; against a reusable adrenal/medpack that is only up some of the time, and situational. You could eventually balance them all out somehow. But it would be like balancing a plate on top of a knife. It's much easier to: Make all crafted items tradeable and usable by anyone Bump up all of the crafted items to be viable and desired end game This will allow my armstech guild mates to help out my armormech guild mates. Biochem's will buy mods from cybertech's and those cybertech's will buy the reusable items from biochem. People will argue that this will make the market stale as there are no consumables to keep the market fresh. But new characters are constantly being leveled. Crafters can sell lower level items to these new characters as well as end game items once they reach the end game.
  5. You can only gain snap shot once every 6 seconds, and you loose the buff if you leave cover. So you will never have snapshot and hot pursuit up at once. As far as holdout defense goes I almost never use blaster whip, but I'm not saying you can't. Just don't see spending 2 points to buff up a average damage melee ability by 10%.
  6. What is the harm of making all of the reusable bio-chem items usable by all regardless of crew skill. For those that say they use the pvp adrenals, this change wouldn't effect you so why oppose it? For those that complain that this will put a damper on their cash potential. Why is it ok for you to be the only craft that can make and sell consumable items? Let me as a synthweaver make armor that is better than raid gear (thus in demand) but only lasts a day. For those that argue that people will take bio chem just to make the reusable adrenals and then abandon it for another crew skill. How is that different from people doing the same thing with synthweaving? Making the crit epic items with augment slot and dropping it for biochem? Bio-chem's will still be able to make and sell the reusable items for a profit, and people that actually want to be say an artificer can stay as one and not feel gimped because of their choices. Making everything that is craftable via crew skills usable by anone only encourages economic growth.
  7. I would have no problem with the current nerfs being reversed if either one of my two solutions were implemented. Because lets face it, those nerfs they are implementing now don't address the real problem with biochem being over the top. Neither the rakata med packs or stims is really the issue. It's the adrenals and how they stack with the relics that really make biochem the beast it is. The bioware dev's claim to play their game, but the patches we have seen so far and their direction taken to fix problem in game really make me question if they actually do.
  8. I don't agree with all nerfs, but you can't honestly say that the crew skills are even remotely balanced. I really do want to go with a different crew skill, but I feel like if i do I am limiting myself in pvp far too much.
  9. Lets just lay this out on the table. The real reason Biochem is such a "must have" crew skill, and for what ever reason BW refuses to address. Reusable Adrenals Yes any other non-biochem player can use blue adrenals for the same effect. But at a 15second duration, it is not economically feasible for me to buy and use blue adrenals. Yet if I don't use adrenals at all, then I am putting myself at a definite disadvantage compared to those that do. On my server a stack of 10 adrenals sells for 110k (may be a bit over-inflated, depending on each servers economy). So if i wasn't biochem we are talking about me spending 400-600k a night to pvp or raid. I would really enjoy doing a different crew skill, but until this is addressed there is no way I would ever drop biochem for another crew skill. My only real suggestions to fix this would be, Make all reusable items tradeable and useable by anyone (yes this would mildly hurt profits of biochem as they wouldn't be able to price gouge on blues. But no other crew skill can do the same anyhow) remove all reusable adrenals from the game. nothing beyond these two would ever make me switch from biochem.
  10. Are you honestly saying the folks (the development team) that originally wrote the code, could not go back and help fix that code along side the Live team? They have the skills to write the code originally, thus they have the skills to fix the code that is screwed up. It may not be what they want to do, but it's what needs to be done.
  11. I do run with them turned off, but that is a wasted ability on my companion bar having a companion that stays at range to tank mobs, splits up mob groups. Preventing a good use of aoe. Thus why melee tank compaions are currently preferable to classes with aoe. I would like to be able to use Corso (I enjoy his personality), but for the above reason i'm stuck with my anorexic wookie.
  12. Please pull all of your employee's from future development, and put every one in your employ on fixing bugs, mirror imbalance, and other issues plaguing your game. Nothing is more aggravating to players than seeing new content being released while massive bugs are currently ruining their play experience. I really love this game, and it hurts a lot when, almost daily, I have friends that I talked into playing are leaving the game. And this isn't at all an exaggeration. Literally daily I have friends leaving the game, both those I have meet since I started here, and those I talked into joining me in SWTOR. While I understand that you have two different teams for fixing live content and making new content. It is asinine to develop new content when your live content is so butchered. Please put all of your considerable manpower on fixing the live content, and halt production of future content for the time being. As I have yet to ever see a bioware employee admit to, adreess, or give info on planed fixes for the following. I will include this from another post here in the forums. Some communication from bioware would be nice on these issues. As republic side people are quitting at an incredible pace over these things.
  13. Please consider changing the companions grapple, lasso, pull abilities to storm/jet charge. The grapple type abilities split up groups and often bring mobs closer to the player, which is less desirable. Thus making those companions less desirable. If this these abilities were changed to a charge type attack, they would be much more desirable as adventuring companions.
  14. Not to burst your bubble, but even if the high-res textures were enabled. A $150 dollar card wouldn't be able to handle them. Which is mostly the point, people like this would flood the forums complaining that their 4 year old machines and $150 cards can't play the game on ultra high.
  15. Yes a good majority of these mirror differences do favor the empire. What is really striking is that if you follow the podcasts from all of the dev's, the majority of the Dev's, when asked, play empire characters. Emmanuel Lusinchi, has been quoted saying that he plays a Sorc. Not to be a total conspiracy theory nut, but this is just too much coincidence. Do I think that the dev's purposely unbalanced things in favor of their chosen golden boy (empire)? No, I don't think they would purposely tank their own game. But I do think that they are very blind to the striking imbalance in their game, because they all play on the favored side.
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