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Armor certification question
|
|
| Chingach 2005-06-02, 8:36 pm |
| Forgive me if this information is out there somewhere, but I can't find it.
I've basically bought armor twice (meeting the requirments on the list when
I examined it) and both times I was told that I lacked the certification to
wear this armor. Is there a guide or something available that will tell me
what I can or can't wear? Also, how do I know if I'm certified to wear an
armor and how do I *get* certified?
Any advice would be greatly appreciated
Ching
| |
| Psyberowl 2005-06-03, 8:36 pm |
| There are now 3 armor types, the professions you have will determine which
type you're certified for. Information taken from the Armorsmith's Forum.
The types are:
Assault: Bounty Hunter, Commando, Squad Leader
Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting,
Factional
Battle: Carbineer, Combat Medic, Creature Handler, Doctor, Fencer, Pikeman,
Ranger, Swordsman
Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black
Mountain, R.I.S. (quest), and Factional
Recon: BioEngineer*, Pistoleer, Rifleman, Smuggler
Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and
Factional
* BioEngineers only receive hindrance mitigations equal to "basic" core
armor.
<back to my own words>
The Factional above will vary... Scout Trooper Armor is Recon, Rebel Marine
Armor is Recon, there is then also a Battle and an Assault version for both
factions.
Also, there are 3 classes of armor within each category. Basic, 'normal',
and Advanced. They vary by the amount of protection they offer and more
importantly, the amount of hindrance they offer. If you're a novice BH for
instance, you'd want relatively Basic Composite otherwise you'd have
penalties to Rate of Fire, Movement, etc. As you progress through your
profession to master, you eliminate most penalties from armor. Note
however, that it is possible to slice armor above the norm for Advanced
armor and thus, for a Master Whatever, to suffer penalties due to having
armor that's still 'Too good for them".
If you're only a Starter profession and have no elite combat professions,
then you are not certified for any armor.
TK and Jedi Defenders get Innate armor. TKs lose that innate armor if they
wear any other armor. Everyone can equip a Personal Shield Generator
(including TK & Jedi) though it only protects against ranged energy attacks.
Artisans can now use Ranger crafted Camo kits to try to avoid being killed
while on harvester/surveying runs.
I hope that helps.
Thanks
The Bar-erras Clan
Lowca Galaxy
"Chingach" <ching00@yahoo.com> wrote in message
news:TRLne.19708$_z6.1222308@twister.southeast.rr.com...
quote:
> Forgive me if this information is out there somewhere, but I can't find
> it.
>
> I've basically bought armor twice (meeting the requirments on the list
> when I examined it) and both times I was told that I lacked the
> certification to wear this armor. Is there a guide or something available
> that will tell me what I can or can't wear? Also, how do I know if I'm
> certified to wear an armor and how do I *get* certified?
>
> Any advice would be greatly appreciated
>
> Ching
>
| |
| Pece via GamesKB.com 2005-06-03, 8:36 pm |
|
So I guess this explains a question I have...I am a master pistoleer and I
have recon scout armor which a week ago I was wearing with no problems.
Then I went on vacation for about a week and when I came back I have armor
hinderance when I put it on. I checked the stats and it isn't much but is
it because the stats on scout armor are so good? Now even masters are
hindered a bit? Also I had it sliced as well so maybe that had something
to do with it...So now I don't know if for PVP I should be wearing my super
energy resistant scout trooper armor with the hinderance or my mediocre
assault armor (I'm Master BH as well).
Any suggestions?
--
Message posted via http://www.gameskb.com
| |
| Clawhound 2005-06-03, 8:36 pm |
| Chingach wrote:
quote:
> Forgive me if this information is out there somewhere, but I can't find it.
>
> I've basically bought armor twice (meeting the requirments on the list when
> I examined it) and both times I was told that I lacked the certification to
> wear this armor. Is there a guide or something available that will tell me
> what I can or can't wear? Also, how do I know if I'm certified to wear an
> armor and how do I *get* certified?
>
> Any advice would be greatly appreciated
>
> Ching
>
>
This is in your Profession tree. Any advanced combat profession will
have access to armor. Look for your Armor Mitigation. That will tell you
what kind of armor you can wear. If you aren't in an advanced
profession, then you can't wear armor.
Most Professions -> Battle Armor
Squad Leader, Bounty Hunter, Pikeman? -> Assault Armor
Rifleman, and a few others -> Recon
CH
| |
| Dirk Pfeiffer 2005-06-04, 8:33 pm |
| Reply to message from "Pece via GamesKB.com" <forum@GamesKB.com> (Fri, 03
Jun 2005 23:44:20) about "Re: Armor certification question":
Hey Pece!
Are you the Pece from Bria? How are you doing man?
Pv> So I guess this explains a question I have...I am a master pistoleer
Pv> and I have recon scout armor which a week ago I was wearing with no
Pv> problems. Then I went on vacation for about a week and when I came
Pv> back I have armor hinderance when I put it on. I checked the stats and
Pv> it isn't much but is it because the stats on scout armor are so good?
Pv> Now even masters are hindered a bit? Also I had it sliced as well so
Pv> maybe that had something to do with it...So now I don't know if for
Pv> PVP I should be wearing my super energy resistant scout trooper armor
Pv> with the hinderance or my mediocre assault armor (I'm Master BH as
Pv> well). Any suggestions?
Pv> --
Pv> Message posted via http://www. gameskb.com
Bye
Dirk Pfeiffer <dirk@dbx501.de> Sat, 04 Jun 2005 15:19:15 +0200
=== Posted with Qusnetsoft NewsReader 2.2.0.8
| |
| Pece via GamesKB.com 2005-06-06, 8:37 pm |
| Yep Dirk it's me....the one and the same.....who came for you for a week
straight only to get whooped every time. Heh....
Did you throw in the towel after CU? Haven't seen you on the terms...
--
Message posted via http://www.gameskb.com
| |
| Psyberowl 2005-06-06, 8:37 pm |
| Lightsabers and most guns are going to be Energy damage so unless you have
Really good energy on your Assault Armor, the recon is probably better even
with the penalties. It depends on what penalties you have though. A PSG
backing up the Assault might help bring it up to an acceptable level with
the recon, or not.
Or course, a macro to switch armor might be good for when people haul out
the Tusken Rifle or FWG5 since they're Kinetic weapons.
I don't PvP much though, so most of my comments are from PvE orientation.
Thanks
The Bar-erras Clan
Lowca Galaxy
"Pece via GamesKB.com" <forum@GamesKB.com> wrote in message
news:cc18ad91a937480a9d5779def8f7326e@GamesKB.com...
quote:
>
> So I guess this explains a question I have...I am a master pistoleer and I
> have recon scout armor which a week ago I was wearing with no problems.
> Then I went on vacation for about a week and when I came back I have armor
> hinderance when I put it on. I checked the stats and it isn't much but is
> it because the stats on scout armor are so good? Now even masters are
> hindered a bit? Also I had it sliced as well so maybe that had something
> to do with it...So now I don't know if for PVP I should be wearing my
> super
> energy resistant scout trooper armor with the hinderance or my mediocre
> assault armor (I'm Master BH as well).
> Any suggestions?
>
> --
> Message posted via http://www.gameskb.com
| |
| Dirk Pfeiffer 2005-06-07, 8:37 pm |
| Reply to message from "Pece via GamesKB.com" <forum@GamesKB.com> (Mon, 06
Jun 2005 15:29:26) about "Re: Armor certification question":
Yeah, I quit after cu hit...well..kinda. My jedi-account is still active
and I log in once in a while, but I hate it. SWG lost its "uniqueness"...
it's just another MMORPG now. Very sad.
Pv> Yep Dirk it's me....the one and the same.....who came for you for a
Pv> week straight only to get whooped every time. Heh....
Pv> Did you throw in the towel after CU? Haven't seen you on the terms...
Pv> --
Pv> Message posted via http://www. gameskb.com
Bye
Dirk Pfeiffer <dirk@dbx501.de> Tue, 07 Jun 2005 16:26:18 +0200
=== Posted with Qusnetsoft NewsReader 2.2.0.8
| |
|
|
"Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
news:1118147630@dirk.dbx501.de...
quote:
> Reply to message from "Pece via GamesKB.com" <forum@GamesKB.com> (Mon, 06
> Jun 2005 15:29:26) about "Re: Armor certification question":
>
> Yeah, I quit after cu hit...well..kinda. My jedi-account is still active
> and I log in once in a while, but I hate it. SWG lost its "uniqueness"...
> it's just another MMORPG now. Very sad.
>
>
hrm, how do you figure that? I havent seen any other MMO yet that has many
of the things that SWG has in it. To name some:
Player housing
Player cities
Every useful item player crafted minus a few good loot drops
2 games in one (space + ground combat in the same game).
Missions (not to be confused with questing many other games have quests
missions are different again )
A huge character creation template so that no 2 characters look the same.
Musician and Entertainer Professions (never seen anything that even comes
close to those 2 professions in other MMO's)
An environment that very much caters for both social non combat interactions
as well as combat interactions.
So I ask how has it lost its uniqueness? All the things that made SWG unique
previously still make it unique today as it still has those things that no
other MMO has.
As for the CU, so what they put a level beside your character, guess what?
They could have just as easily left it off and no one would know any
different.
Creatures giving less xp then other creatures was in the game previously so
that hasn't changed.
Mission terminals now actually give you suitable missions for your character
rather then missions way too low for your current combat abilities
(especially noticable soloing).
A single character now only able to take on one or two (occationally 3)
similar level creatures or NPC's - realistic, unlike previously where you
could stand in the middle of 10 creatures or NPC's without taking much
damage. (one could call this successful balancing)
The character and creature levels where *always* in the game they were just
hidden previously, where as now they can be seen. (ask any creature handler
those levels where there). Would you prefer that they had kept them hidden
so that you cant see that you have a level again even though it was always
there? At least with the levels visable you can see what your up against
easier.
The only thing they have changed is to rebalance the combat professions back
to what they were *surposed* to be rather then the majorly unrealistic
templates that they previously where. Which I might add many many people
complaining that professions where over-powered encouraged them to do this
in the first place, it was the *players* who asked for this and now that
they have done it many more are complaining and/or quit the game, if they
didnt want combat changed maybe they should have either shut up originally
or spoke up against those who didn't like the over-powered templates.
| |
| Dirk Pfeiffer 2005-06-09, 8:39 pm |
| Reply to message from "Kas" <nykara@[NO-SPAM]optusnet.com.au> (Wed, 08 Jun
2005 14:30:34) about "Re: Armor certification question":
The balancing could have taken place WITHOUT changing the whole game! They
just needed to increase the creature difficulty. This discussion is leading
nowhere anyway. Problem is: the devs were (and still ARE) listening to a
few whining idiots on some Certain forums: Nerf this, reduce that, increase
this, change that. Once the CU was playable for the mayority everyone
started to fight against it on the forums. But it was too late then. To
answer your question: SWG has lost its unique fighting system. It has now
attacks that basically do all the same. No more damage to different pools.
The combat system is a mixture from matrix online, guildwars and EQ2.
Nothing special anymore! Lots of professions got useless with the CU:
Doctors, several melee professions, entertainers, pure crafters are screwed
anyways. And btw: like 80% of the veterans (especially jedi) got sold on
ebay. I know a TON of jedi that have been ebayed and we are just a few
weeks into the CU. After the EP3 hype has settled down a bit the (new)
people will quit again due to boredom and bugs and the servers will be
empty like most other servers besides Bria and Ahazi ARE already. The ROTW
shouldhave been called "The Age Of The Instances". No more running all over
the planets and meeting people or finding playercities in the future. And
still they can't get their servers to handle the lag. So basically...if you
look at just those other 3 MMORPG's out there (EQ2, Matrix Online,
Guildwars) you will soon see the only thing that is STILL unique in SWG is
that some players are wielding lightsabers or blasters. And the blasters
don't even SOUND like star wars anymore.
My hands are hurting now. I've been typing all this crap with my PDA, lol.
So I'll end it here although there would be muchmore to add. But as I
stated above: This discussion will lead nowhere.
K> "Dirk Pfeiffer" <dirk@dbx501.de> wrote in message news:1118147630@dirk.
K> dbx501.de...[vbcol=seagreen]
[vbcol=seagreen]
K> hrm, how do you figure that? I havent seen any other MMO yet that has
K> many of the things that SWG has in it. To name some: Player housing
K> Player cities
K> Every useful item player crafted minus a few good loot drops
K> 2 games in one (space + ground combat in the same game). Missions (not
K> to be confused with questing many other games have quests missions are
K> different again ) A huge character creation template so that no 2
K> characters look the same. Musician and Entertainer Professions (never
K> seen anything that even comes close to those 2 professions in other
K> MMO's) An environment that very much caters for both social non combat
K> interactions as well as combat interactions.
K> So I ask how has it lost its uniqueness? All the things that made SWG
K> unique previously still make it unique today as it still has those
K> things that no other MMO has.
K> As for the CU, so what they put a level beside your character, guess
K> what? They could have just as easily left it off and no one would know
K> any different. Creatures giving less xp then other creatures was in the
K> game previously so that hasn't changed. Mission terminals now actually
K> give you suitable missions for your character rather then missions way
K> too low for your current combat abilities (especially noticable
K> soloing). A single character now only able to take on one or two
K> (occationally 3) similar level creatures or NPC's - realistic, unlike
K> previously where you could stand in the middle of 10 creatures or NPC's
K> without taking much damage. (one could call this successful balancing)
K> The character and creature levels where *always* in the game they were
K> just hidden previously, where as now they can be seen. (ask any
K> creature handler those levels where there). Would you prefer that they
K> had kept them hidden so that you cant see that you have a level again
K> even though it was always there? At least with the levels visable you
K> can see what your up against easier. The only thing they have changed
K> is to rebalance the combat professions back to what they were *
K> surposed* to be rather then the majorly unrealistic templates that they
K> previously where. Which I might add many many people complaining that
K> professions where over-powered encouraged them to do this in the first
K> place, it was the * players* who asked for this and now that they have
K> done it many more are complaining and/or quit the game, if they didnt
K> want combat changed maybe they should have either shut up originally or
K> spoke up against those who didn't like the over-powered templates.
Bye
Dirk Pfeiffer <dirk@dbx501.de> Wed, 08 Jun 2005 18:15:24 +0200
=== Posted with Qusnetsoft NewsReader 2.2.0.8
| |
| Clawhound 2005-06-09, 8:39 pm |
| The new combat system has been growing on me.
Almost everything that they changed in the game they had a good reason
to change. They may not have changed it perfectly, but their reasoning
is sound. For instance, if they had merely limited the armor in the
system, then they would have had to balance out the high-end content,
which was balanced against the uber armor. Meanwhile, Rifleman would
stay king-of-the-hill due to AP3 weapons. So to balance this out, they
would need to do a balance pass on all other weapons to ensure that all
professions are viable in high-end content. Meanwhile, anyone can wear
the best armor, so to balance this out ....
You see where this is heading. Once you start digging into the combat
system, you unleash a chain of development that is significant. If you
are going to do THAT, then you mind as well do it once and redesign the
whole thing as a whole. That's why things were change wholesale.
I miss the old system, too. I miss when no-one had uber buffs and taking
down a fambaa was a huge task. I enjoy the fact that many parts of the
game are harder again.
CH
Dirk Pfeiffer wrote:
quote:
> Reply to message from "Kas" <nykara@[NO-SPAM]optusnet.com.au> (Wed, 08 Jun
> 2005 14:30:34) about "Re: Armor certification question":
>
> The balancing could have taken place WITHOUT changing the whole game! They
> just needed to increase the creature difficulty. This discussion is leading
> nowhere anyway. Problem is: the devs were (and still ARE) listening to a
> few whining idiots on some Certain forums: Nerf this, reduce that, increase
> this, change that. Once the CU was playable for the mayority everyone
> started to fight against it on the forums. But it was too late then. To
> answer your question: SWG has lost its unique fighting system. It has now
> attacks that basically do all the same. No more damage to different pools.
> The combat system is a mixture from matrix online, guildwars and EQ2.
> Nothing special anymore! Lots of professions got useless with the CU:
> Doctors, several melee professions, entertainers, pure crafters are screwed
> anyways. And btw: like 80% of the veterans (especially jedi) got sold on
> ebay. I know a TON of jedi that have been ebayed and we are just a few
> weeks into the CU. After the EP3 hype has settled down a bit the (new)
> people will quit again due to boredom and bugs and the servers will be
> empty like most other servers besides Bria and Ahazi ARE already. The ROTW
> shouldhave been called "The Age Of The Instances". No more running all over
> the planets and meeting people or finding playercities in the future. And
> still they can't get their servers to handle the lag. So basically...if you
> look at just those other 3 MMORPG's out there (EQ2, Matrix Online,
> Guildwars) you will soon see the only thing that is STILL unique in SWG is
> that some players are wielding lightsabers or blasters. And the blasters
> don't even SOUND like star wars anymore.
>
> My hands are hurting now. I've been typing all this crap with my PDA, lol.
> So I'll end it here although there would be muchmore to add. But as I
> stated above: This discussion will lead nowhere.
>
>
> K> "Dirk Pfeiffer" <dirk@dbx501.de> wrote in message news:1118147630@dirk.
> K> dbx501.de...
>
>
>
>
> K> hrm, how do you figure that? I havent seen any other MMO yet that has
> K> many of the things that SWG has in it. To name some: Player housing
> K> Player cities
> K> Every useful item player crafted minus a few good loot drops
> K> 2 games in one (space + ground combat in the same game). Missions (not
> K> to be confused with questing many other games have quests missions are
> K> different again ) A huge character creation template so that no 2
> K> characters look the same. Musician and Entertainer Professions (never
> K> seen anything that even comes close to those 2 professions in other
> K> MMO's) An environment that very much caters for both social non combat
> K> interactions as well as combat interactions.
>
> K> So I ask how has it lost its uniqueness? All the things that made SWG
> K> unique previously still make it unique today as it still has those
> K> things that no other MMO has.
> K> As for the CU, so what they put a level beside your character, guess
> K> what? They could have just as easily left it off and no one would know
> K> any different. Creatures giving less xp then other creatures was in the
> K> game previously so that hasn't changed. Mission terminals now actually
> K> give you suitable missions for your character rather then missions way
> K> too low for your current combat abilities (especially noticable
> K> soloing). A single character now only able to take on one or two
> K> (occationally 3) similar level creatures or NPC's - realistic, unlike
> K> previously where you could stand in the middle of 10 creatures or NPC's
> K> without taking much damage. (one could call this successful balancing)
> K> The character and creature levels where *always* in the game they were
> K> just hidden previously, where as now they can be seen. (ask any
> K> creature handler those levels where there). Would you prefer that they
> K> had kept them hidden so that you cant see that you have a level again
> K> even though it was always there? At least with the levels visable you
> K> can see what your up against easier. The only thing they have changed
> K> is to rebalance the combat professions back to what they were *
> K> surposed* to be rather then the majorly unrealistic templates that they
> K> previously where. Which I might add many many people complaining that
> K> professions where over-powered encouraged them to do this in the first
> K> place, it was the * players* who asked for this and now that they have
> K> done it many more are complaining and/or quit the game, if they didnt
> K> want combat changed maybe they should have either shut up originally or
> K> spoke up against those who didn't like the over-powered templates.
>
>
>
>
>
> Bye
> Dirk Pfeiffer <dirk@dbx501.de> Wed, 08 Jun 2005 18:15:24 +0200
>
> === Posted with Qusnetsoft NewsReader 2.2.0.8
| |
|
|
"Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
news:1118330609@dirk.dbx501.de...
quote:
> Reply to message from "Kas" <nykara@[NO-SPAM]optusnet.com.au> (Wed, 08 Jun
> 2005 14:30:34) about "Re: Armor certification question":
>
> The balancing could have taken place WITHOUT changing the whole game! They
> just needed to increase the creature difficulty. This discussion is
leading
quote:
> nowhere anyway. Problem is: the devs were (and still ARE) listening to a
> few whining idiots on some Certain forums: Nerf this, reduce that,
increase
quote:
> this, change that. Once the CU was playable for the mayority everyone
> started to fight against it on the forums. But it was too late then. To
> answer your question: SWG has lost its unique fighting system. It has now
> attacks that basically do all the same. No more damage to different pools.
> The combat system is a mixture from matrix online, guildwars and EQ2.
> Nothing special anymore! Lots of professions got useless with the CU:
> Doctors, several melee professions, entertainers, pure crafters are
screwed
quote:
> anyways. And btw: like 80% of the veterans (especially jedi) got sold on
> ebay. I know a TON of jedi that have been ebayed and we are just a few
> weeks into the CU. After the EP3 hype has settled down a bit the (new)
> people will quit again due to boredom and bugs and the servers will be
> empty like most other servers besides Bria and Ahazi ARE already. The ROTW
> shouldhave been called "The Age Of The Instances". No more running all
over
quote:
> the planets and meeting people or finding playercities in the future. And
> still they can't get their servers to handle the lag. So basically...if
you
quote:
> look at just those other 3 MMORPG's out there (EQ2, Matrix Online,
> Guildwars) you will soon see the only thing that is STILL unique in SWG is
> that some players are wielding lightsabers or blasters. And the blasters
> don't even SOUND like star wars anymore.
>
> My hands are hurting now. I've been typing all this crap with my PDA, lol.
> So I'll end it here although there would be muchmore to add. But as I
> stated above: This discussion will lead nowhere.
>
>
Changing things in the game was nessesary in order to achieve what they were
looking for. And the change once you get a handle on it isn't a bad one it
just takes a couple of weeks to get used to. Abilities that were useless
before now have thier uses, no longer do you just stand there spamming the
same attack over and over because its the best attack for your profession
because now it may not always be the best choice to make you actually have
to think about what you are doing and make sure you use the right
combinations for the right situations.
The Doctor profession is far from useless, infact being a Doctor I find it
very useful, it goes especially well with Melee professions, that plus a
Doctors heal over time added with a CM's heal over time in a group means
that the tank is taking very little damage per "combat" round which is also
very useful.
As for non-combatants, it is no more difficult now to place harvesters in
dangerous locations when you have no combat skils as it used to be (speaking
from the fact that I used to be an entertainer/crafter for a long time) It
used to be dangerous to go out and place harvesters when you had no combat
skills, you used to have to get a friend who had combat skills to come and
clear a path for you to one of your harvies if it was surrounded by red
dots, which is something you still have to do even now that hasn't changed.
And crafting professions are still as useful as ever, there are foods that
are needed and are very helpful for hunting situations, everyone still loves
clothes so tailors still have a job to perform, armor is still needed only
now guess what? All the armor types are useful not just one or two.
Weaponsmiths are still needed as everyone still needs weapons to work with,
only now they actually have more variety of weapons to create. Bio-engineers
are even more useful then they used to be because now they can make meds as
well as BE items.
So, excatly how was crafting nerfed or screwed over?
As for entertainers (a profession i have spent a lot of time in over the 2
years ive been playing SWG), they have gotten what they *always* wanted, the
ability to buff people easier, to set a cover charge for healing other
players and for anyone who is a combatant they will know that the
entertainer buff is very useful for gaining xp and on top of that
entertainers can now *finally* buff themselves. So again, how is this
nerfed? Add to that the fact that there always was a large number of AFK
entertainers so that hasnt changed either.
There is a lot more variety in game play these days with all professions,
it's not nerfed or screwed up it just takes a bit of time (and an open mind)
to relearn what you used to already know how to do.
As for ROTW, the game needed more instances for parties to play around in so
they created them, if instances arent what you want then there are plenty of
other planets to hunt on.
The game really hasn't changed that much people are just too lazy to learn a
few new skills and skill combinations in order to effectively be able to
play their characters again.
| |
|
|
"Clawhound" <none@nowhere.com> wrote in message
news:iW%pe.17$PR.245@mencken.net.nih.gov...
quote:
> The new combat system has been growing on me.
>
Same, it took a while but now im getting used to it I actually really enjoy
it.
quote:
> Almost everything that they changed in the game they had a good reason
> to change. They may not have changed it perfectly, but their reasoning
> is sound. For instance, if they had merely limited the armor in the
> system, then they would have had to balance out the high-end content,
> which was balanced against the uber armor. Meanwhile, Rifleman would
> stay king-of-the-hill due to AP3 weapons. So to balance this out, they
> would need to do a balance pass on all other weapons to ensure that all
> professions are viable in high-end content. Meanwhile, anyone can wear
> the best armor, so to balance this out ....
>
I agree, and for all appearances now it certainly does seem a lot more
balanced.
quote:
> You see where this is heading. Once you start digging into the combat
> system, you unleash a chain of development that is significant. If you
> are going to do THAT, then you mind as well do it once and redesign the
> whole thing as a whole. That's why things were change wholesale.
>
> I miss the old system, too. I miss when no-one had uber buffs and taking
> down a fambaa was a huge task. I enjoy the fact that many parts of the
> game are harder again.
>
I feel that it is a lot more like the really old system again then it used
to be before. There may not be as many creatures you need a whole group to
take down like there orginally was but there certainly are now a lot of
creatures that are more difficult and killing them with a whole group brings
back that old feeling of accumplishment when you take them down 
I think what they did was keep plenty of solo content still for the soloers
while at the same time creating situations where groups were actually needed
and useful again, unlike before the CU where there really was next to no
content that needed a group to do.
And there is actually a good reason again for guilds to form groups and go
out hunting togeather (finally!). Way back when our guild used to do this
regularly, like every night. Then over time this slowly dwindled down till
basically everyone was soloing (or solo grouping but not working togeather
as a group) as they had no need for grouping to take things down. Now it
seems to be back to the grouping being useful again .
quote:
> CH
>
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