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ivanhedgehog

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Everything posted by ivanhedgehog

  1. They nerfed merit gain by lowering the zone cap number for RWZ and eden/abyss. They lowered the vanguard conversion reward. they cut AE xp by 50%. Now they cut inf by 50%. They seem to love nerfing rewards. Seems to be a theme.
  2. Dont say that!! I could use a couple of ragnaroks!! Everyone cannot marketeer. when someone buys at a low price and sells it at a high one, someone has to pay out. If they want to make the markets better for the average joe...increse the purple drop rate. make them a little less scarce and the prices will drop. Inf game was cut for every play style that makes inf, so average joe will be lucky to be using regular IOs much less being able to afford purples.
  3. newsflash: this isnt a real economy. you cant instantly seed a real economy. in a real economy, item creation is not controlled by a random % drop rate that can be changed by invisible omnipotent beings at will. even in real economies real economists argue back and forth as to what is good for said economies.
  4. they sure helped out the city of stockbrokers players though.
  5. the swtor devs have taken over.......
  6. I should rephrase...Maybe do a creative debuff to knock scrappers/brutes into the realm of possible, so as not to kneecap those that are at least mostly ok.
  7. maybe scrappers need a nerf, as that seems to be the problem area.
  8. one of the best parts of this game has always been that salvage and recipies were random as long as you were doing 50+ content. a good way to guarantee that only the top tier runs are done is to put too much weight on their drops. Something I always hated about swtor was people refusing to do certain raids because they already had what that one dropped and didnt want to waste time on it.
  9. sometimes you want to pull part of a room, or a specific area. tanks are good for this. If I see you starting a STF without agro management, I figure you plan on wiping a lot. or you just dont care if your squishies die a lot.
  10. The biggest problem in synapse is the players that act like 3 year olds on a sugar rush. They insist on playing like they are incarnate 50's with a 500 million. build. They will not let the tank gather any agro, they run ahead and refuse to act like they are actually on a team. and it slows them down. a lot. just like the last mission on posi 1 that has the scrapper beeline to the door instead of cleaning and wipes the team. If you dont know how the tf works, maybe listening to the instructions might help. It cant hurt.
  11. I like Dr Q so much I solo'd it
  12. Thats not the game that I remember. Maybe I was just better at picking teams.
  13. I made a tank on we have cake and no agro was a lot of fun. Not saying it was a good idea and Im thinking it wouldnt be fun for someone that doesnt have a 500million IO build. just saying it was a blast on that particular character. I will continue to run sometimes on cake because I enjoyed that. My mains will remain on HC. its not a mutually exclusive thing.
  14. my wife and I play from the same house. will we risk being punished because we are off of the same cable modem?
  15. thats crazy talk. I play my tanks because I want to play my tanks, others play their brutes because thats what they find fun. I would like a tank buff so they can contribute almost as much as a brute. That simple. If they had equal damage and mitigation, neither would disappear because they each have their fans because of their different play style.
  16. underperforming sets just wont get invited. What you will find are teams of 8 kitted out brutes still running just as fast as they can, now for even higher rewards. they need to fix the broken sets before even thinking about this sort of thing. Look at energy melee for tanks/brutes. when was the last time you saw one played?
  17. To be fair, the 50+1 is because of the level shift that is part of the incarnate system.
  18. They need to fix the underperforming power sets first. Here you want to increase the challenge for the high performing, fully kitted out brutes but the solo defender with lower performing power sets that doesnt have a 500mill inf build will be out of luck. which is why difficulty is set do SO's. So many brutes/tanks not even taking taunt and letting the support toons take it on the chin. There already is challenge if you choose to look for it. This was never a hard core game, it doesnt need to be made into one.
  19. it isnt a demand. just stating that buffing class a, then tearing down those buffs while buffing the class that you were trying to bring class a in parity too does nothing for the base reason you started in the first place. at the end of the day, will it be worth taking tanks in a tf or are they still sub standard brutes? If you have to hold back the rest of the tank specs just to stop SS from being OP, maybe deal with SS and not leave the rest of tankers in the dustbin? I appreciate what they have been doing, they are left with years of devs balancing for pvp. It looks like they should make a moderate buff for most specs and make it not effect SS.
  20. then stop wasting time and go on to something that will actually be useful. 2 months and the tank buffs were better for brutes than they were for tanks. why bother?
  21. so will it still be a good increse for non SS tankers? it seems they are letting the outlier dictate changes to stop them from being overpowered. these changes dont seem to do any good for em for example.
  22. so how much of a nerf compared to what was on test? By the time they finish debuffung the buff, will they have actually accomplished anything or will it just be an exercise in futility?
  23. summer wanted the brutes to keep their dps role with higher dps than tanks, and wanted a clear delineation between the two. the best way is to make tanks better at tanking and brutes better at dps. This is the simplest way of accomplishing that.
  24. you are right, brutes should have a lower resist/defense cap. that would make an obvious difference between them.
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