Jan 10, 2012

Posted by in News | 11 Comments

Emmanuel Lusinchi Updates Community On End-Game Gear

While there aren’t many players yet doing end-game activities, those that are are a dedicated and passionate bunch. And what do dedicated and passionate MMO gamer do when they have something to say? They head to the forums!

This time, it’s surrounding the topic of end-game itemization and the problems readily apparent. Technical Design Director Emmanuel Lusinchi stopped by the thread to give players interested in these things a very important update, including the revelation of fully moldable gear once again:

The current situation with end game gear and item modifications isn’t final and, in fact, many community members like yourself have correctly guessed at what our plans to correct the current design are.

Since this is a fairly important issue to many players, let me disclose more details about what is currently in the work regarding purple items and mods:

– All partially moddable purple items will be made fully moddable again, allowing the removal of the armoring, hilt and barrel. 
– The set bonus of end gear purples (PVP and PVE) will be transferable to custom items. 
– Some item modifications will be restricted to a certain item type. For example, some item modifications will only fit on helmets, while other will only fit on chests, etc.

As usual, the caveats about unfinished work apply, but this should give you and the community a very good idea of our intentions. We are serious about making custom gear an entirely valid alternative to end game gear and we support the players’ ability to customize their appearance all the way to (and including) end game.

It’s nice to see they’re moving in the direction that makes sense, but I can’t hope but wish that this kind of thing was settled before launch. There was plenty of feedback in the beta about just these issues, and while I know fixes and changes aren’t done overnight, it’s a little frustrating to have a moving target now that the game is out and players are progressing through it.

Chime in on the official thread here, or leave your thoughts below!


  1. Good to hear. I’m really liking the support they’re giving to fully-customizable gear. The slot-restricted mods sounds like a decent compromise to prevent things from becoming too unbalanced by stacking strong mods, as well.

    • Agreed. I’d really like to know from a design perspective though why all gear isn’t fully moddable. I am almost positive it will end up that way in the future, somewhere down the line.

      • I tend to agree. I couldn’t understand the current system, most players thought orange gear would last through end game, when under the current system orange gear was obsolete at end game.

      • As an amourmech I sometimes wonder how having all gear become fully moddable would affect the economy for newer purple gear or new gear at all once the look someone was after was obtained.

        There has to be some reason for people to come back for new armour otherwise cyber tech becomes the driving force of the gear crafting economy does it not?

        • This is my same issue but from an Armstech standpoint. If gear becomes fully-moddable then why would you purchase new gear?

          Would the economy not slant very heavily towards the cybertech side?

          Obviously I could still make barrels but that’s only one item.

        • Like most games I think crafting will be an after thought at end game. It really looks like if you want the best gear it will come form raiding. Biochem appears to be the best crafting profession to have at end game. Each tier will likely include some new craftable gear that is desiredd to help players get into the new tier of raiding..but then is quickly discarded.

  2. As long as the changes go backwards, and all gear obtained before it is changed to be fully custom with removable set bonuses, etc, then this is all good. End game is something that should be an ongoing development for years to come. Not everything involving it needs to be perfect coming out of the gate.

    More important to have the 1-50 experience locked down and refine end game over the next couple months. Custom gear and mods were definitely something that seemed to get put on the shelf in favor of bug fixes and server stability at launch. Hopefully it and guild features are high up on their “to do” list.

    • I have to admit I was dissappointed at how undeveloped the system was at launch. I think end game content should be added at the game goes along, but th system itself? I think it is clear the system was rushed out for launch, which is a little dissappointing.

  3. Good news! I actually really like this mod system instead of the more common method of displaying one gear piece in place of the stats of another a la EQ2 or even WoW’s new system. It is more engaging and, well, modular :)

  4. I’m pretty upset with how armormech and synthweave are being handled. I can make gear that has much better secondary stats but because the linking of these items is broken and because custom gear usually has about 30% more health/aim… I can’t make any sales.

    I bothered to make the veracity chest piece for endgame tanking and it has good stats. But because it has less aim/end than custom gear the people don’t buy them. Also some of the endgame gear I can make barely has any secondary stats on them at all and it makes me really worried that this game will turn into lich king with end stacking and no def/shield/absorption stacking.

    Just my opinion but they need to make the stats from armormech/synthweave/armstech the same as what you can get through custom gear.

    It used to be that you had to sacrifice stats to get a look… but the way things are now, it is the opposite.

    I don’t like that a custom rifle I have with 2 level 49 modifications and two that are a bit lower (41 and 39) have better stats than a redoubt rifle my fellow guild member discovered for me after a lot of farming.

    Also since I can’t sell any thing I have burned through over a million credits worth of materials just to get 1 piece of the veracity set (currently at 7 successful discoveries out of 145 attempts from blue to purple)

    I suggest making custom gear weaker than farmed discovery gear. If they don’t want to do that then I will be going cybertech and stacking mountains of stamina….

    • I don’t know much about crafted gear, but it would be smart I think to make all crafted gear the orange modable gear, and have the actual component mods be craftable by the same crafters (armor or cloth).

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