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QoL Suggestions (2025)

wreckingball

New member
Proposed Changes for the 7 PC Blackwing Jewelry Set:

Current 7 pc set bonuses:
25% health
25% armor
20% base damage

Since these values apply to the base pet values before expertise is applied they are a little too weak to be a viable alternative to using your tank/heal/DPS 7 Piece sets for your profession.

Proposed new bonus Values:

100% health
100% Armor
80% base damage

This would see your pet with 22k health (30k with expertise) , 6.4k armor (10.2k with expertise),765 DPS ( 1250 DPS with expertise)

These changes I feel would give the pet enough HP and armor to survive the large amounts of AoE damage in end game content and just enough extra DPS to be a viable alternative to the other 7 PC jewelry sets.
 

Erotica

Well-known member
Proposed Changes for the 7 PC Blackwing Jewelry Set:

Current 7 pc set bonuses:
25% health
25% armor
20% base damage

Since these values apply to the base pet values before expertise is applied they are a little too weak to be a viable alternative to using your tank/heal/DPS 7 Piece sets for your profession.

Proposed new bonus Values:

100% health
100% Armor
80% base damage

This would see your pet with 22k health (30k with expertise) , 6.4k armor (10.2k with expertise),765 DPS ( 1250 DPS with expertise)

These changes I feel would give the pet enough HP and armor to survive the large amounts of AoE damage in end game content and just enough extra DPS to be a viable alternative to the other 7 PC jewelry sets.
This is what it should be. but i feel

Beyond needs to add what other mmo's do for pets. and give them a 90% AOE Dmg taken reduction. cause aoe's are something in every game that destroys pets and why in most mmo's now they just make them immune to aoe dmg.

But otherwise ya this would give the set some use beside it still wouldent help.
 

Erotica

Well-known member
Most mmo's like 99% now days have Critical healing. SWG lacks this given it was made long ago..


Add Critical heals

  • Effected by Crit Chance and only regular Crit can not double stack it. weapon crit would have zero effect on this so you coulden't get infinite crit heals. DSJ Already has this mechanic through drain.
  • Critical heals boost the heal by 25% most mmo's its 50%. 25% would be ideal.
  • If we are worried about it effecting other classes...which i dont see a big deal with it. It gives others option if they wanna go full crit then they can benefit from it. Then you can make it so it only effects healers i.e medics Vanguard and if we get any other healers in the future.
  • Change the Block chance under medic to boost the critical healing by 5% per box (no idea why medic was given block when its one of the useless stats forem)
 

Erotica

Well-known member
Medic Changes+ Cleanse Revert.


  • Revert the double cleanse change and add it back into the expertise for all medics (This was changed soley for an old crowd that came over that ain't playing. it only pissed the plays before them playing and driven them away it was pointless making this change when lots voiced concerns on it and it was ignored and people were told deal with it.

  • Add a new ability to strikers. in place of the revert. seriously strikers is a damage set so why not give them a new ability? give them a new version of burst. Advanced Burst Mark 1 (Deals damage in a AOE around the target and applies a advanced version of the Debuff on all targets it hits and does increased damage you could boost it's damage by 30% and not only would this give strikers a big option to shine in PVE but also be somewhat useful in PVP for the debuff because it would be an advanced version that requires you to have the base version.

  • Reverting also means Doom should be given a buff and one simple way to do this which i feel is balanced and would make doom in PVP extremely scary in the right hands. and thats the 7 piece gains a new buff that applies advanced versions of the debuffs when proced from the 7 piece and the debuffs can not be cleansed off . so when the target procs doom they can not get rid of the debuffs. the debuffs won't get any boost they just cant be stripped as they are an advanced version and would need to expire, basically makes doom medic scary and could make playing against one a challenge if they know what they are doing.
 

Erotica

Well-known member
Add a new vendor that sales Storage Increases with a cap. as a credit sink . add the no trade tag so they can not be traded

  • Character Inventory Expansion (10 Slots): 10 Million Credits (Max 10 which brings the inventory cap to 200) per character so you want all characters thats 800 million No - Trade Item.
  • House Increase Storage 100 Slot Increase to Storage : 10 Million Credits (Max 10 per Character) - No Trade Item.
  • House Lots +1: 5 Million Credits (Max 10 per Character) - No Trade Item.
 

Cauios

New member

Would it be possible to change the dedicated RE Junkie NPCs from ranged combat to melee?​


I've been testing the Junkie spawns while farming RE junk and noticed that, because they use ranged attacks, they tend to continually move away from their original spawn point during combat. Over time they can end up quite a distance from where they're supposed to spawn.

Making the Junkies melee would mean they naturally move towards the player engaging them rather than repeatedly moving away from the spawn.

I think this would have a few benefits:

  • Keep the Junkie NPC closer to its designated spawn location.
  • Make it easier for other players to find the NPC at the published waypoint.
  • Reduce the chance of the NPC gradually being dragged/spread across the surrounding area.
  • Make the dedicated RE junk farming locations work more consistently.
  • Still retain the existing requirement for an invite macro when AFK farming the spawn.
The Junkies were added specifically as dedicated RE junk loot NPCs, so having them remain relatively close to their intended location seems like it would fit their purpose well.

Alternatively, perhaps the Junkies could have their ranged movement restricted so they remain within a certain distance of their spawn point.

Thanks for considering it!
 

Erotica

Well-known member
Change the Factional Vendor for Space GCW/Atmo To work like the BF/FP Vendor either faction can talk to it and if you have the tokens you can use them since staff still has not made Invasion/GCW2 Tokens No-trade Shared like all the others despite BF/FP Tokens are shared this is a alt option.
 

Erotica

Well-known member
Add the moving all change we recently got to work for vendor listing. i.e highlight items and can list all at once atm we can highlight items but only 1 gets listed allow us to list multiple at once for the price!
 

Erotica

Well-known member
Add new Ent Exotics Junk Loot

Tick Exotics +3 Max (Adds 3 Minutes to the Ticks)
Duration 30+ (30 Minutes extra to the ent buff per exotic so 1h 30minutes if you have all 3)

Unlikely But +2 to Ent buff points adding extra 2 points to play with per exotic which totals 6 Points if you have all 3.
 

Erotica

Well-known member
Entertainer Buff Additions.

BM Section. Max 1 Each one cost 10 points.


  • Fervent Mutation 5% 10 Points
  • Forage Quality to Lyase 5% 10 Points
  • Genetic Engineering 5% Hydro/DNA Quality 10 Points
  • Incubation Time Reduction Reduce Timers by another 3 Hours 10 Points
  • Incubation Quality 2% 10 Points
 
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