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PresentTense

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  1. There are literally no heroics that take 20 minutes now that heroic quick travel exists. If a heroic takes longer than two minutes, quick travel to reward window, I do a different heroic.
  2. There are several heroics that can be done in short timeframes on a stealth toon. Stealth is not an exploit, surely? Belsavis: Open Communications takes 20 seconds. One click and no kills. Belsavis: Jungle Flight takes 35 seconds. One click and no kills. Balmorra: Justice for the Lost takes 40 seconds. One click and one kill. Tatooine: Breaking the Code takes 50 seconds. One click and no kills. Coruscant: Enemies of the Republic takes 55 seconds. One click and one kill. Tatooine: Pirate Bullies takes 55 seconds. No clicks and one kill.
  3. Any word on this? I haven't seen a patch note about this being fixed, but I may have missed it. My stacks of locked supply crates are getting rather large, but I don't want to open them until they drop artifact gifts again.
  4. There are a few lists floating around of the fastest heroic missions, but even those times can be lengthy when you're playing a class with stealth. I've put together a list of heroic missions that take two minutes or less apiece; with some stealth, stuns and the occasional in-combat disappearing act, it can be pretty simple to rack up crates. If you have additional heroics to add to this list, by all means suggest them. Times are calculated from the place quick travel drops you off to the mission reward window. Also, this is just a Republic list; a counterpart list for Imperials would be welcome. Beywan Aygo Balmorra - Industrial Sabotage: 1 minute, 15 seconds; three clicks, no kills. Hoth - Prisoner Extraction: 1 minute, 10 seconds; six clicks, no kills. (Freeing prisoners doesn't break stealth.) Tatooine - Breaking the Code: 50 seconds; one click, no kills. Hylo Visz Balmorra - Acquired Taste and Local Predators: Together, 2 minutes and 25 seconds; three clicks, one kill. Belsavis - Jungle Flight: 35 seconds; one click, no kills. Tatooine - Pirate Bullies: 55 seconds; no clicks, one kill. Sana-Rae Balmorra - Justice for the Lost: 40 seconds; one click, one kill. (Open world, so can be longer if it's busy.) Corellia - Starfighters of Corellia: 1 minute, 35 seconds; six clicks, no kills. Coruscant - Enemies of the Republic: 55 seconds; one click, one kill. Hoth - Frostclaw: 2 minutes; no clicks, one kill. Oggurobb Alderaan - Proof of Treason: 2 minutes; one click, eight kills. Belsavis - Open Communications: 20 seconds; one click, no kills. (Stealth out of last fight.) Coruscant - Trouble in Deed: 1 minute, 25 seconds; two clicks, no kills. (Stealth out of last fight.) Taris - Rakghoul Release - 1 minute, 25 seconds; four clicks, no kills. (Positioning at consoles can be tricky.) Taris - Fallen Stars - 1 minute, 40 seconds; four clicks, one kill.
  5. Yeah, I skipped Darth Marr, even though I have one or two who would want him. I think the inquisitor is the only one he would legitimately consider joining, and even then, you would be his companion.
  6. There have been several threads discussing our sad, empty personal starships in KOTFE, and I've been among several people who have brought up the idea of adding hookpoints to the starships so we can put the companions of our choice in them. (http://www.swtor.com/community/showthread.php?t=853700) If you had six hookpoints on your personal starship that could be filled with any six companions, whether they've been introduced yet in KOTFE or not, who would they be? Here's my list: Consular: Nadia, Tharan Cedrax, Kira, Ashara, Choza Rabbat, Treek Inquisitor: Khem Val, Xalek, dark Jaesa, Lord Scourge, Senya, HK-51 Warrior: Lana, light Jaesa, Vette, Talos, Veeroa Denz, Akaavi Trooper: M1-4X, Yuun, Elara, Jorgan, Iresso, Theron Shan Smuggler: Risha, Bowdaar, Mako, Nico Okarr, Koth, Hemdil Tre Agent: Kaliyo, Temple, SCORPIO, Lokin, Vector, Quinn Knight: Kira, T7-01, Guss, Zenith, Lana, Theron Shan Bounty Hunter: Mako, Blizz, Torian, Qyzen, Tanno Vik, HK-55
  7. The smugger is none other than Niko Okarr. The Sith who is killed is Lord Vindican.
  8. From what I've read in other threads, resetting chapter X does not reset Koth's status as a companion. If he leaves, he's gone; there's no going back, even if you try do do the mission again and make a different choice. His flag is set the first time you make that choice and does not change if you do the chapter again.
  9. Can anyone provide the full spoiler report for Kaliyo and her potential SGRA yet?
  10. Now that I think about the balance question, who even says they have to be balanced? People keep complaining that the game is too easy. Fine; skin your Outlander as a Nerf Herder or an Imperial Grunt. Struggle your way through KOTFE to your heart's content.
  11. At this point, I don't think it really matters. Effectively, they're acting as skins for the Outlander. Since they would have no backstories, personalized companions or specialized dialogue, the only hurdle is balancing the classes with those that already exist. (Heck, you can even lock them out of PVP for all I care; then balance doesn't even matter.) I would assume they would start with a couple per faction, but the investment into adding more would be limited.
  12. That's the point, though; this doesn't add any new story lines. These classes would be required to start at 60, where every class merges into being the Outlander. They would have no individual class stories.
  13. I totally agree, but we've been suggesting that for years and it hasn't happened. I don't have any confidence they'll ever do it.
  14. I realize the idea of new classes has been covered to death on here, but stick with me. In my opinion, adding new base classes in addition to the original eight would be the best development for long-term players, like myself, who are sitting on 16+ toons. However, it's become clear that the devs don't have the interest, funding or manpower to implement new classes that include complete new 1-50 vanilla story lines. The voice acting alone, let alone the potential for new starting planets, would be a huge investment at a time when they're focused on content at level 60 and up. The next suggestion I've seen come out a lot is the idea of new advanced classes for the existing eight classes. This seems quite a bit more doable; it doesn't require any new voiced parts, story lines, or planets; just some new animations and some effort to balance the new ACs with those that already exist. However, this idea has been floating around for years with no progress. However, there is a third way the devs could add new classes that wouldn't affect the 1-50 game at all: veteran classes. Veteran classes would require the use of a start-at-60 token; they would only be available for KOTFE forward. In addition to being moneymakers on the cartel market, veteran classes would offer new play styles for long-term players while still being interesting for newcomers. That could mean playing as a Sixth Line Jedi, a member of Sith Intelligence, an Imperial Trooper, an SIS Agent, a Green Jedi, a gangster who leads one of the various in-game organizations, or anything else. KOTFE already forces everyone down the same story line, so why not offer some variation? Any of those characters could step out of carbonite; if Lana's rescuing bounty hunters and smugglers, she seems to not have a lot of preference in who she saves. Sure, it would take a revision to KOTFE chapters 1 and 2, since these characters would not have their own companions. But other than that, it would be a quick and easy way to introduce new classes going forward. I completely agree it's not as good as new classes that start at level 1 or new ACs for existing classes, but it's better than nothing, which is what we have now.
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