CG_Cyanides wrote: »Hello Holotable Heroes,
In a prior post, I talked about how we were adding more acquisition sources of Gear 12. I alluded to some more changes that we wanted to make, and these changes are coming in our next update.
Before I go into the changes, I wanted to lay out the terminology that we use when talking about Gear 12 since we released Gear 12 pieces in blocks:We put together some more ways that we believe will help everyone complete Gear 12 quicker. There are a lot of changes going on below, and these changes are currently set to be temporary. Depending on how this helps the inflow of Gear 12 will determine which (if any) of the below changes we will keep.
- Old Gear 12 - The left 3 slots on a character at Gear 12
- Gear 12+ - The right top and right middle slots on a character at Gear 12
- Gear 12 Finisher - The bottom right slot on a character at Gear 12
Below is a list of the changes we are doing in our next update:
Shard Shop Changes
- Added Gear 12+ to Shard Shop at 90 Shard Store Tokens per salvage
- Reduced the Shard Store Tokens price of Old Gear 12 from 90 to 45 per salvage
- Increased the quantity of Old Gear 12 salvage in Shard Shop
Old Gear 12 Crystal Cost
- Reduced the crystal cost of Old Gear 12 salvage from 60 to 30
- Reduced the crystal cost of Old Gear 12 prototypes from 1,200 to 600 and 1,800 to 900 respectively
- Reduced the crystal cost of Old Gear 12 full pieces from 4,200 to 2,100
Gear 12+ Crystal Cost
- Reduced the crystal cost of Gear 12+ salvage from 60 to 35 or 30 depending on the salvage
- Reduced the crystal cost of Gear 12+ prototypes from 3,000 to 1,750 and 1,200 to 700 respectively
- Reduced the crystal cost of Gear 12+ full pieces from 6,500 to 5,750 and 6,500 to 5,600 respectively
- We added Gear 12+ to Shipments
Ship Energy and Fleet Battles Changes
- Ship Energy now follows the refresh rate and crystal cost of regular Energy
- Part of this is that we also normalized drop rates/values from normal nodes to account for the cheaper energy cost
- We added Gear 12+ salvage to some normal Fleet Battles nodes
- We removed the following pieces of gear from normal Fleet Battles nodes:
- Mk 5 A/KT Stun Gun Prototype Salvage
- Mk 8 BioTech Implant Component
- Mk 5 Athakam Medpac Component
- Mk 3 Czerka Stun Cuffs Salvage
- Mk 3 Carbanti Sensor Array Salvage
We wanted to remove the above pieces of salvage from normal Fleet Battles nodes because we wanted to make a distinction in farming: Ship Energy is used for Gear 12+ and normal Energy is used for everything non-Gear 12+. This isn’t always true as there is still non-Gear 12+ on Fleet Battle nodes, but we felt that leaving the above pieces on normal Fleet Battle nodes would compete too much with Gear 12+ farming.
As stated earlier, all these changes are currently set to be temporary. We believe that these changes will help, but we’ll need to wait a bit and see if that is true or not.
-CG_Cyanides
Replies
Sadly, the forum doom-and-gloomers will fixated on the removal of gear from normal fleet nodes.
Which is crazy.
I believe all these pieces are needed for g12 and g12+ as well.
P.S. Unless they are being replaced by the salvage that requires these pieces instead
Yeah, but as an end game player, I'd rather have more nodes available to farm g12 and g12+ because those pieces (especially the g12+) are the bottleneck to getting toons to g13.
It makes the progress much easier in that respect.
Well that is the point just as an example take a look at Vader G12+ piece MK12 ArmaTek Stun Gun... it needs the MK5 Stun gun to create it... so they are limited our access to G12+ with this change....
Unless they are going to give us the ability to farm a MK12 ArmaTek Stun Gun salvage piece directly without first having to farm the MK5 stun gun (then I'm ok with it, but I doubt this is the plan).... this is just one example. There are examples for almost every piece in this removal list...
I doubt anyone is specifically happy about that part of the change, but they may not care very much in relation to the other positive parts which they may consider to outweigh this. I, for example, have never farmed these gear pieces from fleet, so I see little loss for me personally, and a lot of gain from the other changes.
I’m happy that they are communicating that this is to test it out and see. I’ll do just that.
Can also increase g12 gear in the sith raid.
...but I'd much prefer help with my endless stun gun backlog.
Except that Mk.3 Stun Cuffs, Mk.5 Stun Guns, & Mk.3 Carbs are ALL used in G12+ Pieces AND ARE IN VERY SHORT SUPPLY and cause a significant gear block for the majority of players!!!
I thought only Shards like Emperor's Shuttle special were given out on energy basis and the gear on nodes had fixed percentage for attempt.
Tons. Mission accomplished.
I was using it as my primary source of stun guns and it looks like the bottleneck was reduced for a lot of people hence this change
First time they decided to reduce gear for a silly reason like “we don’t want you to farm gear from this place”
Will you guys play my game for me too???
This is such a ridiculous reason to remove gear
I'm pretty sure this is a PC way of saying they will be reducing the drop rates, but that is just my $.02
Making gear farmable doesn't make it superb. Give and take is not superb
Raid gear is still not farmable anywhere which is LONG overdue
ShaolinPunk is a volunteer moderator, not a Dev.
Anecdotal evidence (granted it's anecdotal) pegged the rate at higher than the 20% on the normal energy nodes, so it seems they are reducing the fleet node gear rate to the same 20%.
What they're saying is that fleet normal nodes currently have a higher fixed percentage than normal energy ls/ds nodes, because the energy is at cantina rates, and they're going to reduce the fleet ones to the ls/ds rates because they're reducing the cost.