Scout Archive
Thread: Trapping xp Fix?
Leafgreen wrote:
As for JB... why don't you drop your master ranger and try it? It's a whole different game then. 'Just pick the right trap and kill krayts'. Funny.
Leafgreen, the last and only time I grinded (ground ?) through scout was two years ago this month. Took a week, and I was doing Marksman at the same time. Never have dropped it. Changed combat profs a few times, took a while to pick up Ranger.
And this was with seperate survival/trap/scout xps.
JB
JBMat wrote:Leafgreen, the last and only time I grinded (ground ?) through scout was two years ago this month. Took a week, and I was doing Marksman at the same time. Never have dropped it. Changed combat profs a few times, took a while to pick up Ranger.
And this was with seperate survival/trap/scout xps.
JB
JB, it's a wee bit different now. Trust me on this. (Remember, you were recently still telling folks to go to that POI on Talus and bomb the pussycats.... not now, nope. And I for one was just avoiding re-levelling trapping because 'it was broken' but I've found out that it's not, but its certainly not 'working as advertised' either.
Levelling trapping is still do-able, but the entire grind structure has changed and it really is easy for folks to get themselves, or find themselves, in a heck of a hole. Grinding up from a zero skill base, if you've got all the relevant info and not everyone does, is still the best / safest way to go.
If for any reason you're coming in at a high combat level, and that can be something as simple as a crafter who has master marksman /novice scout who then decides to put all that good scout XP to better use by going for Ranger, then it looks, from their perpective, like a huge insurmountable obstacle. It's a far more worrying thought for somebody who is suddenly being told that the 'only way' to get a novice prof like scout is to completely trash two elite combat profs.
Anyhow, it'll probably get fixed eventually, and then they'll break something else to give us more stuff to complain about, eh?
Ken -
There are a few changes I admit to not checking. One was the POI on Talus. My bad.
But some people have found, as I did, that you get X amount of xp for a creature. If you use two weapons, it splits as a percentage of damage you did per weapon. And if all you do is throw one trap, you get all that xp as trap xp - providing the trap sticks.
What players don't want to do and refuse to accept is that in order to level trapping you may have to drop some combat levels. It's like asking them to cut off a body part. Leveling is now a giant pain in the butt. You can't trap the big stuff with a low trap level and the stuff you can trap gives one xp. Not quite a Catch-22 but close.
New people don't have this problem if they are smart enough to level traps along with scout and weapons. IMO, put off leveling weapons and scout and only level up in traps until you are maxed. Or at least wait until you "have" to level because you maxed the xp cap.
And of course, I do realize the 90-10 rule is in effect. 90% of the whining is from 10% of the people. It's getting old though. Traps are our weapons, and we need to realize that. Weapons XP depends on CL.
JB
JBMat wrote:
What players don't want to do and refuse to accept is that in order to level trapping you may have to drop some combat levels. It's like asking them to cut off a body part. Leveling is now a giant pain in the butt. You can't trap the big stuff with a low trap level and the stuff you can trap gives one xp. Not quite a Catch-22 but close.
New people don't have this problem if they are smart enough to level traps along with scout and weapons. IMO, put off leveling weapons and scout and only level up in traps until you are maxed. Or at least wait until you "have" to level because you maxed the xp cap.
And of course, I do realize the 90-10 rule is in effect. 90% of the whining is from 10% of the people. It's getting old though. Traps are our weapons, and we need to realize that. Weapons XP depends on CL.
JB
Perhaps if any other class had to do it this way, there wouldn't be 'whining' about it.
Let's make entertainers only be able to restore battle fatigue to a pc that is their CL or lower.
How about making all the healing classes only be able to heal someone their CL or lower.
Squad leaders only be able to give their bonuses to party members their CL or lower.
Creature Handlers should probably only get xp for taming/training creatures their CL.
For those who didn't detect it, that was sarcasm. Trapping xp shouldn't be based on your CL.
This is a bug. Its not intentional. Its not working as intended. Its not working. GOT IT! So move on from the whole "We shouldnt be forced to do this" BS.
This is an issue with traps as weapons. Traps are weapons that are non-damage and apply states. They are scout grenades. They grant an xp type that is different from combat and weapons based but works on the same system. In order to fix this would mean removing traps from the combat pool in order to "fix" their xp. It would be way to much development work.
For better or worse the only fix to this solution is removing trapping xp. And that is not what we want as a profession. But since other professions have priority over ours this will be what happens. But this is the quick and dirty fix. And since it will free up the development time for jedi issues. It will undoubtedly be the way they fix this.
Again a simple "Hi" from a dev in the scout/ranger forums to say "Yes its broken and we are working on a solution. But it might be awhile". Is all we really need.
Think I can agree with Fodder650 at least on the most likely action that the developers will take.
as far as a developer bothering to pop in and give us an update... dream on as it is not going to happen under current circumstances.