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Woofii

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Everything posted by Woofii

  1. Latest update: https://forums.swtor.com/topic/933296-follow-up-on-shae-vizla-server-character-transfers/?do=findComment&comment=9799854 Hi folks, We saw a lot of feedback come in from the weekend specifically around credits and the 90 consecutive day Subscriber limit since APAC launch for free transfers. We had some additional conversations based on what we’ve seen on the forums and other platforms, and will be making the following adjustments. The credit limit will now be 15 million per character. To qualify for the 16 free transfers to Shae Vizla, players must be a current Subscriber and have been an active Subscriber since January 2, 2024. Appreciate all of your comments. We’ll continue to keep an eye on feedback that comes in. Thanks! -Keith
  2. Latest update: https://forums.swtor.com/topic/933296-follow-up-on-shae-vizla-server-character-transfers/?do=findComment&comment=9799854 Hi folks, We saw a lot of feedback come in from the weekend specifically around credits and the 90 consecutive day Subscriber limit since APAC launch for free transfers. We had some additional conversations based on what we’ve seen on the forums and other platforms, and will be making the following adjustments. The credit limit will now be 15 million per character. To qualify for the 16 free transfers to Shae Vizla, players must be a current Subscriber and have been an active Subscriber since January 2, 2024. Appreciate all of your comments. We’ll continue to keep an eye on feedback that comes in. Thanks! -Keith
  3. Are they creating a new set of Augments or are 77's still going to be the best?
  4. Hey all. Returning player here and it was hard to get some clear answers about gear and bolster etc. from the forums. Some of the information appeared to be outdated. So what I did was tested the following: Set 1) A set of 330 PVE Gear with purple Augments. Set 2) A set of 328 PVP Gear with no Augments and the same stats but three pieces of the 330 PVE (with AUGS - Offhand, 2x Implants). Set 3) A set of 328 PVP Gear with Augments and the same stats but three pieces of the 330 PVE (with AUGS - Offhand, 2x Implants). Using only 3 pieces of 330 I was still under the 328.499 average gear score (328.43). Testing was done on a shield tech with DPS gear. Stats were taken from within warzones. TLDR: 1) Augments make a difference. 2) Set 3 had about a 1.1% damage increase compared to Set 1 but about 1.2% less endurance than Set 1. 3) Set 2 was the worst by far. Approximately 6.9% less damage and 6% less endurance than Set 3. 4) There is a bug whereby if you have a weapon in your outfitter slot it may mess with your damage (base weapon damage and in built accuracy weren't showing with this bug) 5) I wish I had have known I could have tested this in the Rishi stronghold rather than having to be in warzones. DOH! With no stims within warzones the main stats for each set came out as follows: Ranged Damage Primary Set 1) 7849-9240 Set 2) 7291-8682 Set 3) 7936-9327 Ranged Bonus Damage Set 1) 6227 Set 2) 5699 Set 3) 6314 Tech Bonus Damage Set 1) 7890 Set 2) 7332 Set 3) 7976 Critical Chance Set 1) 35.32% Set 2) 34.75% Set 3) 35.31% Critical Multiplier Set 1) 64.09% Set 2) 64.08% Set 3) 64.08% Endurance Set 1) 393426 Set 2) 365211 Set 3) 388728 With no stims within warzones raw data is as follows: Set 1 Mastery: 16630 Endurance: 20317 Power: 11325 Critical: 3259 Alacrity: 2173 Ranged Damage Primary: 7849-9240 Bonus Damage: 6227 Accuracy: 111% Critical Chance: 35.32% Critical Multiplier: 64.09% Tech Bonus Damage: 7890 Bonus Healing: 5695 Accuracy: 111% Critical Chance: 35.32% Critical Multiplier: 64.09% Heat Dissipation Rate: 5.38 Alacrity: 7.5% Defense Health: 393426 Armor Rating: 19415 Damage Reduction: 46.76 Defense Chance: 9% Shield Chance: 22% Shield Absorption: 24% Set 2 Mastery: 15375 Endurance: 18321 Power: 10106 Critical: 3258 Alacrity: 2172 Ranged Damage Primary: 7291-8682 Bonus Damage: 5699 Accuracy: 111% Critical Chance: 34.75% Critical Multiplier: 64.08% Tech Bonus Damage: 7332 Bonus Healing: 5293 Accuracy: 111% Critical Chance: 34.75% Critical Multiplier: 64.08% Heat Dissipation Rate: 5.37 Alacrity: 7.50% Defense Health: 365211 Armor Rating: 19415 Damage Reduction: 46.76% Defense Chance: 9% Shield Chance: 22% Shield Absorption: 24% Set 3 Mastery: 16622 Endurance: 19985 Power: 11690 Critical: 3258 Alacrity: 2172 Ranged Damage Primary: 7936-9327 Bonus Damage: 6314 Accuracy: 111% Critical Chance: 35.31% Critical Multiplier: 64.08% Tech Bonus Damage: 7976 Bonus Healing: 5759 Accuracy: 111% Critical Chance: 35.31% Critical Multiplier: 64.08% Heat Dissipation Rate: 5.37 Alacrity: 7.5% Defense Health: 388728 Armor Rating: 19415 Damage Reduction: 46.76% Defense Chance: 9% Shield Chance: 22% Shield Absorption: 24%
  5. Hi all, I asked this on the PT forum but thought it may be more appropriate here. I just came back from an extended break from the game I am trying to get used to ranked arenas. My question is, in solo ranked queue as an AP PT do you have any tips for surviving so that you can actually be effective? In matches where I don't get focused initially I can do alright, but it seems like I am the first person targeted in the WZ and can get melted pretty fast. In those matches I get low numbers and never actually get a chance to get into the fight. I have tried popping shield and wz adrenal when being focused, but still ends pretty quick. I have tried hanging back with the ranged or behind them and grappling, but if the target runs away I am ineffective at that range unless I move back in. If I try and take the fight to the opposition I am focused and killed pretty quick. So what are your tips for surviving that initial focus so you can get into the fight? What positioning do you guys use? All help will be very much appreciated. Thanks in advance.
  6. Hi all, I just came back from an extended break from the game I am trying to get used to ranked arenas. My question is, in solo ranked queue as an AP PT do you have any tips for surviving so that you can actually be effective? In matches where I don't get focused initially I can do alright, but it seems like I am the first person targeted in the WZ and can get melted pretty fast. In those matches I get low numbers and never actually get a chance to get into the fight. I have tried popping shield and wz adrenal when being focused, but still ends pretty quick. I have tried hanging back with the ranged or behind them and grappling, but if the target runs away I am ineffective at that range unless I move back in. If I try and take the fight to the opposition I am focused and killed pretty quick. So what are your tips for surviving that initial focus so you can get into the fight? What positioning do you guys use? All help will be very much appreciated. Thanks in advance.
  7. Hi everyone, I have just come back to the game and wondering if anyone has any ideas what BIS gear is for tanking in PVP with my PT? What Defence / shield / absorb should I be aiming for? What Augments do you recommend? Thanks in advance.
  8. Ok firstly to preface I play on the Bastion in APAC hours (late night / early morning US) where we still have 150+ on fleet and a bunch of the times 2 instances of fleet during weeknights. Despite this population there is rarely anybody queuing for 4 man arenas apart from 1 team. That team is always a great team that play together lots with a great composition. So before you queue you know that your probably going up against that team only and if you don't have your compositions or players right then don't bother because you will just be losing to them all night. This isn't a crack at that team because they are doing nothing wrong but the problem is the lack of teams playing. Ideally with that amount of people on fleet you would want about 5 teams plus from each faction queuing which would create a great variety of opposition, allow elo matchmaking to actually work, and allow teams to queue when they don't have their best composition or players on knowing that regardless of that they will have a chance to win and be matched to a team with a similar rating to themselves. At the moment though, due to the lack of teams queueing, and importantly regardless of your elo rating you know that your going to go up against that strong team 90% of the time. This doesn't really entice a team that may have an average elo of lets say 1100 to queue knowing that they may be queued against a team of 2000+. That 1100 team rather needs to know they are going to play a team of a similar rank to themselves. I also have great concerns that if Season 1 isn't incentivised correctly then nothing is going to change and we will be stuck with hardly any teams and the problems that causes. So my question is how can we increase the number of 4 man arena teams queued? What will it take with Season 1 coming up? For me personally I think the first fix would be to limit the average elo of a team you verse to within say a 300 point range. This would give teams the initial belief regardless of the strength of other teams queued they will only play a team within their range. Yes that means if a team of 2000 and a team of 1100 are the only two teams queued then both wouldn't get a pop, but I am ok with that if it encourages a lot more teams to queue knowing that they will only be playing teams near in the range to themselves. It is also tied with my other suggestions aimed at increasing the number of people in the queue to begin with. Secondly we need some kind of rewards that isn't just a pet or title to encourage people to queue. What I think may work here is to run each Season like a reputation event. So lets say for Season 1 we have a daily and a weekly for 4 man ranked arena that awards lets say 1 certificate and a reputation item for the daily and then 3 certificates and a reputation item for the weekly based on the number of matches played. I think this needs to be tied to 4 mans to encourage people to queue for this otherwise everyone will just do solos all the time and we would not be encouraging groups to queue. Then we would have a vendor, similar to the Bounty Hunter event one, which for that Season would sell reputation items, pets, titles, special colour crystal for that season, mount, companion skins, armor etc. for that season. Those items would have no pvp rating attached to them apart from a special title, a colour crystal and maybe a few other items that are tied to your rating. The idea here would be to award people just for competing and to encourage people to regularly compete to earn the reputation items and certificates etc regardless if they win or lose or their rating. The idea with not tying it to rating apart from a few special items is we want to give incentives for everyone to play, not just those winning all the matches. This may also encourage a hell of a lot more pug teams, and with more teams in the queue and the limit to the ranking range they would play they would still be very competitive. Lastly I think that Bioware also needs to create an exclusive mount in which they to maybe the best team each week, the best performed of each class and also to another random 4 people each month on each server (providing they haven't won the mount before in which case it would go to the next in line etc). This mount could then be used as the mount on the reputation vendor in say the next season or the season after so everyone will have the chance to gain it eventually, but gives players a good 6 months with the exclusivity of the mount. This I believe is another way of rewarding top teams and players but at the same time and most importantly encouraging participation. So they are my suggestions, they are primarily geared at getting more teams to play as that is what I think the number 1 concern is for most servers, but at the same time rewarding the top performers. So over to everyone else..... How do you think we increase the number of 4 man arena teams queued? What will it take with Season 1 coming up?
  9. Seraphic Nexus is now recruiting! Now's your chance to join a long established guild with a history going back over a year and a half now with it's origin on Dalborra before moving to the Bastion. We are a PvP only guild and we aim to have a strong focus on Normal PvP, Ranked Arenas and Space PvP when it's finally released. We have a core PvP team with great experience in ranked and across all classes. Being primarily made up of people from the APAC region we tend to play APAC hours, which is 1am – 7am PDT, but we are happy to take anyone from around the globe that plays during these hours. We also have a strong focus on voice communications and actively encourage everyone to jump on mumble as we want people to become friends and part of the family rather thanjust guild mates! Plus it makes PvP that much more fun. What we are looking for are good and talented mature PvPer's who want to join the family, make the guild the best they can, continually learn and develop as players, have fun and most importantly PvP. Players must be 55 and must be willing to jump on mumble and have fun with us. We do have a trial period to weed out people who cause trouble and to maintain a solid PvP level within the guild. We also have a short application form here http://seraphic-nexus.enjin.com/recruitment (you may need to register on enjin first before applying) and if you have any questions please ask any of the following officers: Evaniax, Kardamisha, Afuria, Wildermarchen, Maya-san Oneaightseven, Covent Suul'ton, Suul'tan, Suu'taun Gymynie , Madalyn-x, Hyrulius, Quinton-x Nerfmyroll, Nerfmybubble, Nerfmysmash Woofi, Woofitech, Woofete, Woofette, Woofarella, Lilazkicka, Lilazkicker
  10. Seraphic Nexus is a PvP only guild but we are always on the lookout for good players.
  11. Woofii

    Leap Bug?

    Anyone else getting a leap bug? I often leap to someone, either on a ramp or in the end zone from the pit in hutball and end up on the level beneath them. They aren't standing on the edge, but rather 2m in from the edge yet I still end up beneath them or not on their same level. This is getting super frustrating especially as a ball carrier in huttball where it turns a certain score into a death in the pit. So anyone else getting it? Any known fix?
  12. Hi guys, There was recently a post on what people think the ideal 4v4 arena team would be and the majority of responses seemed to think a team with only operatives and assassins / scoundrels and shadows. With that much stealth and burst they would be a strong team to play, but also an extremely annoying and frustrating team to play due to the stealth mechanic. I am personally worried that we will see loads of full stealth teams and I would much rather more varierty in matches. So given this I was wondering what people's thoughts would be if Bioware made it so that in a team of 4 for arena you could only have 1 of each AC max? Personally I really want Bioware to make it so that Arena's only have a max of 1 person from each AC. I think it would make a variety of non full stealth teams more viable and it would also make the arena's so much more interesting than a stealth fest. Also regardless of the stealth issue I think it would make team compositions a lot more interesting and it would also make it so that teams couldn't stack any 1 op spec regardless of what that spec is over the life of the game. TL/DR - What are your thoughts if Bioware made it so that in a team of 4 for arena you could only have 1 of each AC max?
  13. Getting conflicting answers here. Any other opinions or confirmation that it changed to how the guy described it?
  14. Can someone please explain what determines who receives a huttball pass. Today for example I passed to someone in the endzone, they were closer to me than the opposition and I put the center circle of the pass reticule between myself and my team mate. So the teammate was both closer to me and closer to the center circle, but alas, the opponent on the other side of my team mate gets the ball. ***? It shouldn't have been lag in this case either as both my team mate and the opposition were snipers and were both in cover shooting each other and not moving about. So can someone please explain to me what exactly determines who receives the huttball pass?
  15. Hey there, There is a major bug with transfers. It will not let you transfer a character unless you have only used up 11 slots or less. So for us APAC people trying to transfer more than 12 characters we can not as once there is 12 or more characters on that server it becomes unavailable as a server destination. Please fix ASAP please!
  16. Thanks heaps for letting us know you have read the ideas and will take them to the team. Like you we all want the game to succeed for us PvPer's! Can't wait until you guys announce the future plans for PvP in this game and the sooner the better for the community. I think we are just feeling a little content starved at the moment and really want something to look forward to Again thanks for reading the post and can't wait to see what you guys decide to include
  17. The 4v4 maps I added have two nodes in most of them and the ones with 1 node had a 3 second or short cap time so no need to actually kill the healer. The team death match one will be a battle both teams have to get kills. As for the open world ideas they might work. The point is to have a daily and weekly that makes people go there and start to kill each other. I don't want a goal that is pve orientated like the gree is at the moment because all we will have is lines to cap something, I want something that encoruages killing each other. The point of these is to actually get something into the game now that is as quick as possible to get in, not wait another year to get all the small points right before we get it in the game. Get it in now and sort the smaller details out later.
  18. Ok here are a few ideas of how current maps could be altered for 4v4 - http://imgur.com/PGJdVGl
  19. But if you had to choose between current maps or no 4v4 and wait a year for it what would you choose? Shortly I will try and put some images up of how they could alter current maps to allow for 4v4.
  20. I see your points. Perhaps limit these PvP fleets to 50 people each then with a shared PvP Fleet chat and allow people to switch instances instantly if needed. Here is a graphical representation of how I envisage the PvP fleet to look - lower deck http://imgur.com/URZJBIM - upper deck http://imgur.com/72PI3Ga Those that didn't want to duel etc. could still hang out at the current in game vendor areas.
  21. The fleet I am suggesting is a separate PVP fleet that is in it's own zone (so no lag from the actual fleet). It could even have a smaller cap, say 100 people before it produces another instance. So with that in mind I don't think dueling will be problem. Think of the fleet area at the moment, it has the central fleet and two other ships to load where as this pvp fleet will be in it's own loaded into zone and will only have the pvp stuff and dueling areas. I don't think that it would be any more taxing than the fleet as it currently is with the two ships, 200 people and multiple people whacking on a trading dummy like their is atm.
  22. Hey Guys, Gals & Devs, I have some relatively simple ideas that would really boost PvP in this game so I want you to please read and take these into consideration. I apologise in advance for any typo's, it's 2am here and I couldn't sleep as I had all this going through my head so wanted to get it out now. So here is my list or relatively simple ideas to boost pvp. (More details below). 1) 4v4 Warzones using existing maps (maps can be altered or added to in the future after the feature is in the game) 2) Redesigned PvP area on fleet with: A. All PvP vendors and mission terminals B. Warzone Training Dummies C. Dueling Rooms D. Instant transport to and from Outlaws Den and Ilum PvP Zone 3) 3 New dailies and 3 new weeklies: A. Daily – 5 Kills in Outlaws Den = 50WZ / 50 RWZ Comms B. Weekly – 15 Kills in Outlaws Den = 150WZ / 150 RWZ Comms C. Daily – 5 Kills in Ilum PvP Zone = 50WZ / 50 RWZ Comms D. Weekly – 15 Kills in Ilum PvP Zone = 150WZ / 150 RWZ Comms E. Daily – 4v4 Warzones – 2 Wins / 4 Played = 100WZ / 100RWZ Comms F. Weekly – 4v4 Warzones – 9 Wins = 300WZ / 300RWZ Comms 4) Redesigned warzone adrenal schematic to use new materials only harvestable in Outlaws Den and the Ilum PvP zone. 5) Warzone medpac Schematic introduced (same cost as adrenal schematic currently) again with the materials only harvestable in Outlaws Den and the Ilum PvP zone. 6) Allow Warzone adrenals and medpacs to be used in Outlaws Den and the Ilum PvP zone. 7) Allow group dueling Explanations: So there you have it, my relatively simple ideas that I would love to see introduced which I think would really enhance PvP in this game!! Devs please take note of these and introduce these as they really will enhance PvP in this game using items that we have in game currently without having to introduce much new stuff. And of course I can't leave without writing what else I would love to see in this game, but these are items that aren't as simple as the earlier ones. 1) Ranked Season 1 2) A Ranked Season for 4v4 3) Cross Server Ranked 4) An 8 player single queue only free for all map where everyone can kill each other and last man standing wins. 5) Another Huttball warzone. 6) A team death match 8v8 Warzone – First to 50 kills wins, one big area with lots of obstacles and fire / acid pits (with fire kills counting as kills). 7) A 16v16 Map – Imagine Outlaws Den but as a warzone with 10 different points to control so the battle is constantly moving. 8) Any future PvP areas such as Outlaws Den or the Ilum Pvp zone to be instanced so that you have to load into like a warzone to reduce lag in these areas. If this game had all that it would be absolutely amazing!! Again Devs please take note of those simple features!! Also, how do the rest of you think these simple ideas would go if introduced?
  23. Hey there Thanks for the feedback so far, keep it coming. Perhaps I didn't explain the 4v4 feature properly (it was 2am) and have edited the OP now to better reflect my views. Remember that the post is about relatively simple things that the Devs can do now that would enhance PvP. So when faced with the following question what would I prefer? A) That 4v4 is added into the game now using existing maps, with the maps being changed or new ones added in the future. B) Wait a year or more for the 4v4 feature to be added with it's own tailored maps. For me I will always choose A as it gives me something to do for the next year. Yes the maps are large and team composition will be important but at least I will be playing them and having fun until they alter the maps to suit. Pretty much for the Devs this would involve making the warzones able to be 4v4 and altering the queuing system with the addition of a new Queue Solo and Queue Group button to the existing interface. No new maps etc would need to be created yet and this would then give them time to alter existing maps or come up with new maps in the future, but at least the feature would be in the game already.
  24. Hey Guys, Gals & Devs, I have some relatively simple ideas that would really boost PvP in this game so I want you to please read and take these into consideration. I apologise in advance for any typo's, it's 2am here and I couldn't sleep as I had all this going through my head so wanted to get it out now. So here is my list or relatively simple ideas to boost pvp. (More details below). 1) 4v4 Warzones using existing maps (maps can be altered or added to in the future after the feature is in the game) 2) Redesigned PvP area on fleet with: A. All PvP vendors and mission terminals B. Warzone Training Dummies C. Dueling Rooms D. Instant transport to and from Outlaws Den and Ilum PvP Zone 3) 3 New dailies and 3 new weeklies: A. Daily – 5 Kills in Outlaws Den = 50WZ / 50 RWZ Comms B. Weekly – 15 Kills in Outlaws Den = 150WZ / 150 RWZ Comms C. Daily – 5 Kills in Ilum PvP Zone = 50WZ / 50 RWZ Comms D. Weekly – 15 Kills in Ilum PvP Zone = 150WZ / 150 RWZ Comms E. Daily – 4v4 Warzones – 2 Wins / 4 Played = 100WZ / 100RWZ Comms F. Weekly – 4v4 Warzones – 9 Wins = 300WZ / 300RWZ Comms 4) Redesigned warzone adrenal schematic to use new materials only harvestable in Outlaws Den and the Ilum PvP zone. 5) Warzone medpac Schematic introduced (same cost as adrenal schematic currently) again with the materials only harvestable in Outlaws Den and the Ilum PvP zone. 6) Allow Warzone adrenals and medpacs to be used in Outlaws Den and the Ilum PvP zone. 7) Allow group dueling Explanations: So there you have it, my relatively simple ideas that I would love to see introduced which I think would really enhance PvP in this game!! Devs please take note of these and introduce these as they really will enhance PvP in this game using items that we have in game currently without having to introduce much new stuff. And of course I can't leave without writing what else I would love to see in this game, but these are items that aren't as simple as the earlier ones. 1) Ranked Season 1 2) A Ranked Season for 4v4 3) Cross Server Ranked 4) An 8 player single queue only free for all map where everyone can kill each other and last man standing wins. 5) Another Huttball warzone. 6) A team death match 8v8 Warzone – First to 50 kills wins, one big area with lots of obstacles and fire / acid pits (with fire kills counting as kills). 7) A 16v16 Map – Imagine Outlaws Den but as a warzone with 10 different points to control so the battle is constantly moving. 8) Any future PvP areas such as Outlaws Den or the Ilum Pvp zone to be instanced so that you have to load into like a warzone to reduce lag in these areas. If this game had all that it would be absolutely amazing!! Again Devs please take note of those simple features!! Also, how do the rest of you think these simple ideas would go if introduced?
  25. Yeah this would be great. It is extremely annoying to have to /gquit just to do this.
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