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Broon_Khavar

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  • Location
    Kansas City, MO, USA
  • Homepage
    http://www.vanguardofjustice.info
  • Interests
    Star Wars, Computers, Internet
  • Occupation
    Quality Control Supervisor, Internet Helpdesk, Remote PC Repair Specialist
  1. Here here! Commando healing is utterly dismal, -especially- for PVP. It kinda works, if you have no other medics available. However, with survival being crap, it makes it kinda pointless to try healing as a commando. Now when we get something that increases their healing for one circumstance that makes them better than a Smuggler or a Sage in some respect (it doesn't have to be ALL aspects, just ONE), then I will consider playing mine again.
  2. I am performing thread necromancy on this thread, because it is absolutely right. Legacy gear is poorly implimented and has no point. Bioware, it's very simple. Read this thread. Do what it says. Make the gear scale, or modable, and for god's sake, TAKE OFF CLASS RESTRICTIONS. Classes are already restricted for light, medium, and heavy armor. Just leave it at that.
  3. To prove I put my money (no pun intended) where my mouth is... I have posted the following in the Suggestion Box area of the forums. http://www.swtor.com/community/showthread.php?t=409941 Subject: Suggestion: Remove Class Restrictions on Legacy Armor Feel free to comment there if you like this idea. Why is it relevant to the current conversation? I'll tell you. It would help with the cost of legacy unlocks, when Alts do not have to 'gear grind' because their Legacy provided them with armor they can inherit and continue to use from level 1-50. It would maintain game balance, because Light/Medium/Heavy would be tied to the Armoring, not the Set. It would give players more choice of wardrobe regardless of their class...adding a wide variety of customization to all classes, with minimal changes (and development investment) to the game. A win for Bioware, economically. A win for Altaholics, who can keep passing the set on to new alts A win for cheapskates who can buy 1 legacy armor and use it on all their characters A win for grinders, who can buy up all the various sets and endlessly swap them...because they can. Nobody loses. Everyone wins. THESE are the kind of balanced solutions Bioware needs to look into.
  4. Thank you. I prefer intelligent and well-thought out discussions. If one does not provide useful insight and suggestions, what's the point?
  5. I propose that Legacy Armor have it's class restrictions completely removed. For Legacy Armor especially, it does not make sense to restrict this armor to one specific Class. The idea of Legacy armor is that you can transfer this to your new Alt characters, right? Class restriction of this armor forces Players into 2 situations. 1) You level up a character of a particular class. (Let's say... a Scoundrel). You buy Legacy armor for this Scoundrel. You then want to create a new character, who will be this Smuggler's son. He wants to pass on his Scoundrel's Legacy outfit to his son. Under the current Legacy Armor system, his Son must also be a Smuggler, or he cannot wear this outfit. This means most players will simply make the Son a Gunslinger, because... they already HAVE a Scoundrel. Why make a second? When you are done with the Gunslinger, you decide you want to make a Trooper. Now you cannot use that outfit anymore. The Trooper cannot wear it. 2) You level up the above mentioned Scoundrel. You decided you want to play a Knight next, so you use your Scoundrel to buy Knight gear for your new Knight. You then transfer this to your Knight, and now he can use it. But the Scoundrel gains nothing from it, just spends the credits on it, that could be spent on other things. Either way, it seems contrived and not very 'Legacy' like. This armor is no longer an Heirloom...it's just another gear grind. My proposal would make it so that you could pass this armor down to ANY of your characters, and adjust the armor rating (Light, Medium, Heavy) to match whatever mods you intend to put into it for that character. - This increases originality, and makes people feel like their character is unique. - It does not break game balance or economy, because of the need to re-spec the armor for the new character. "Hey, that's a sharp Smuggler shirt there, Mr Jedi!" In other words, allow any class to wear any legacy armor that they wish. Tie the Armor Rating (Light, Medium, Heavy) to the Armoring Modifications that you need to add to it. This will keep only those that wear Light armor, using it as Light armor. Even if it looks like it's heavy, and visa-versa. - A Heavy-armor character could put on a cool-looking Legacy armor that would otherwise be Light armor, but mod it to be Heavy, and continue being viable in their activity of choice. - A Light-armor character could put on beefy-looking Heavy armor, but wouldn't unbalance game mechanics in PVE/PVP. - A SITH character could wear REPUBLIC armor and masquerade as a Spy! - A REPUBLIC character could wear SITH armor and look scary/mean. The choices are endless, and in my opinion, fascinating. There is really nothing to lose by doing this, and the mechanics could be transferred to other types of armor. Social Armor. PVP armor. Etc. Giving players a Choice, without breaking game balance, is a win-win situation for everyone.
  6. THIS is exactly correct. Kudos, sir. You have eloquently explained why the pricing system is unbalanced. I've been reading the forum comments in many threads, just to get a feel for the overall community's reaction to the 1.2 update. My observations lead me to believe that the community is VERY split on this. 1) A large number of people are very PISSED OFF about the pricing of Legacy items, as well as other restrictions that they were not expecting. 2) A large number of people like the changes, and see it as a sink, when as the poster above mentioned, it really does not achieve this goal. The truth is, the current changes in the game as a whole (Legacy, PVP, Ops, etc) is a shift toward "Hardcore" gaming behavior. Long hours of repetitive behavior, or what most gamers define as "Grind". There are some people who enjoy this behavior. Others hate doing it. The current changes in the game have widened the gap between these two camps. Ultimately, a game must find a balance between the two, and make both sides happy. The changes in 1.2 have FAILED to find this balance. If they had succeeded, these forums would not be exploding with so many vehemently opposing viewpoints. I for one love to have a goal for my gameplay. I believe that whatever activity I choose to do, I should be rewarded for it. If I engage in some hardcore activity, I should get more rewards for the effort I put in. However, there comes a point where if it becomes TOO far out of reach to attain my goals, I will just drop playing altogether, and move on. Without balance, this will happen in any game. The Legacy Level system (with earned 'XP' among all characters, even after Level 50) strikes a very good balance. You earn this for doing ALL things in the game. In short, playing it in whatever way YOU want to play. Ops, Warzones, Dailies, Questing, Exploring, etc. All these activities earn you Legacy XP. It rewards a player for being that... a player. THIS is balanced. However, earning money in SWTOR is not a balanced earnings system. Some activities (Daily quests) earn far more money than other activities (Exploring, for an extreme and hypothetical example). This means that people who enjoy the activity that is profitable have a better value for their Subscription $$$ than those who do not enjoy that activity. This rewards only a certain type of player. This is NOT balanced. Economically, casual gamers are more profitable for the company than hardcore gamers. They use less server time. More subscribers can be populated on the same amount of hardware, reducing overhead and operating expenses, yet they provide the same steady income as a higher-maintenance, resource-intensive player. MMO's need Casual players to maintain the profitable cash flow to produce new content. However, Casual players are flippant. They will drop their subscription far more easily than a 'Hardcore' player. Hardcore players are demanding, and drive the developers to push out new content, keep game balance issues in check, and overall, increase the quality of the game continuously, and keep the community vibrant and thriving. MMO's need Hardcore players to keep the game a thriving and enjoyable product. So what is my point? Bioware needs both for SWTOR to become (and continue to be) a gaming and commercial success. The point here is that our two camps, who either Love or Hate the new changes, are very vocal and have a large rift between them. This is not good for making the game more profitable, overall. It costs Bioware subscriptions, and proves the game is not balanced. I don't claim to have all the answers, but Bioware cannot afford NOT to listen to both sides. If they are smart, and they really are listening to the community... changes that satisfy both camps will be quickly forthcoming. That doesn't mean everything should be free. It shouldn't. That doesn't mean it should be overwhelming to casual, non-daily-grinding players either. The key point is BALANCE. Go back to the metrics. Study what the players are doing or not doing...and adjust. Maybe next week or the week after? Seems like a prudent thing to do. What really will prove Bioware's quality as a company, will be how they react to the feedback they are getting now. Only time will tell. (Edited to correct spelling mistake)
  7. Server: Sanctum of the Exalted Name: Broon (Khavar) Need: Full Set - Chest, Greaves, Boots, Gloves, specifically Please send an in-game email with price, and I will see about gathering the money. I'm not rich, but I AM very desperate to get my hands on this armor! Thanks! MTFBWY, Broon Khavar - Knight Commander & Guildmaster, Vanguard of Justice
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