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Perrian
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Post subject: Georg Zoeller Posts today - Augments, Techblades and Crew Sk Posted: Wed Mar 14, 2012 2:29 pm |
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Joined: Tue May 11, 2010 2:01 pm Posts: 1366 Location: Austin, TX
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#1
Originally Posted by Rhaphael AFAIK it is currently not known if they will make a mechanic to create augment slots on existing orange gear. But if they don't, most vendor/quest oranges will become useless.... Reply from Georg "With Game Update 1.2, we will enable the creation of augment slotted items through various crafting professions.
You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.
Regarding augments in general, we are NOT increasing the power level of augments. The current top level augments in the game will, for 1.2. at least, remain the most powerful augments in the game. Reverse engineering for augments will be added as well (for the appropriate professions), so any augments already obtained before 1.2. should retain their value."
#2 - "We are adding a set of moddable techblades in 1.2." #3 - "We will offer some more insights into the Crew Skill changes in the near future."
_________________ Captain Zeece / Sgt. PerrianOrder of Sixty Six WebmasterGuildmaster for The Exiled Lords Co-host of Geekhead Radio look me up on Twitter, Google + or Facebook - Clayton Havens
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Starkweather
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Post subject: Re: Georg Zoeller Posts today - Augments, Techblades and Cre Posted: Wed Mar 14, 2012 5:10 pm |
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Joined: Mon May 10, 2010 4:31 pm Posts: 110 Location: Seattle, WA
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Quote: #2 - "We are adding a set of moddable techblades in 1.2."
And with the new companion dances, I'll have TWO reasons to keep Qyzen Fess out!
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Caylen
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Post subject: Re: Georg Zoeller Posts today - Augments, Techblades and Cre Posted: Wed Mar 14, 2012 9:49 pm |
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Joined: Thu Oct 16, 2008 2:25 pm Posts: 496
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Perrian wrote: #1
Originally Posted by Rhaphael AFAIK it is currently not known if they will make a mechanic to create augment slots on existing orange gear. But if they don't, most vendor/quest oranges will become useless.... Reply from Georg "With Game Update 1.2, we will enable the creation of augment slotted items through various crafting professions. Maybe I'm missing something, but wasn't it confirmed a little while back that we'll be able to crit-craft Orange gear in 1.2? Is this different than that?
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