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DarthEndonae

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Everything posted by DarthEndonae

  1. Currently, the Convenience Perks that let you summon portable versions of utilities, like Portable GTN, Legacy Cargo Hold, Etc. don't always last long enough, don't always feature a sufficient cooldown reduction when maxed out, have an excessive cast time, and remain distractingly active upon entering combat. I propose the following changes to these perks to alleviate these issues and improve Quality of Life: Tier 1 - Unlocks access to ability Summon Portable [Specific Utility] Droid, 60 minute cooldown, 1 charge, 6s cast, toggle ability that lasts 15 minutes, automatically toggles off when you enter combat Tier 2 - Grants a second charge of Summon Portable [Specific Utility] Droid, reduces the cooldown by 5 minutes, and reduces the cast time by 1.5s (2 charges total, 55 minute cooldown per charge, 3s cast) Tier 3 - Grants a third charge of Summon Portable [Specific Utility] Droid, reduces the cooldown by 10 minutes, and reduces the cast time by 3s (3 charges total, 45 minute cooldown per charge, 1.5s cast time) This structure keeps the maximum number of uses per 45 mins the same, but allows you to summon it multiple times in succession when needed and have it available for a longer period of time without dumping a bunch of them into the world. I would like to see the cast time reduction added to Quick Travels as well, perhaps as a Legacy-wide perk. On that subject, it would be nice to unlock tiers of Character Perks across the entire Legacy, even if there wasn't a discount. I would rather pay a lump sum to get it on everything.
  2. Can we please add these things to their associated vendors for truly exorbitant costs? We don't need to have both a significant skill requirement alongside a major luck requirement. Lysslo - 10,000 Ossus Fragments (increase the cap) + Legend Status on Ossus + All 4 Hive Queen Achievements Red Sphere - 200 Gray Helix Components + Legend Status with Gree + All 4 Xenoanalyst II Achievements Wings of Nihrot - 100 Blue VM R-4 Tokens + 1 of Each Purple VM R-4 Token + True Anomaly Would also be nice to have consistent drop rates for the NiM mounts in general. Give them a chance to drop from the last boss (whatever Bantam Dxun Reaper and Helix Hyperpod chance is), and then a guaranteed drop for doing a timed run.
  3. Ability tree talents are meant to be optimal when fighting against 1 of the 3 types of enemies in SWTOR. Introduce a set of 3 buttons at the top or bottom of each ability tree that automatically sets all ability tree talents to optimal choices for a given type of enemy: Normal Enemy and AoE - Sets all relevant talents to those that boost AoE and short, but powerful procs that are dependent on kill and enter/exit combat Boss Stance - Sets all relevant talents to those that offer the highest single-target sustained DPS PvP Stance - Sets all relevant talents to those that enhance survivability, control, mobility, and instantaneous burst This is a simplification for players who don't care about the deeper RPG elements and just want to focus on the combat itself. Not all choices map cleanly to a given type of enemy, so those would be omitted from these stance settings. Basically, you're giving players some nice default settings that won't necessarily be optimal, but will be a whole lot better than just picking something at random. You could even introduce an opt-out setting that automatically changes the stance to the most relevant type of enemy in a given type of encounter, so when you go to a planet or FP, you would be set to Normal Enemy and AoE. When you go to a raid, you would be set to Boss. When you enter a WZ or Arena, you would be set to PvP Stance. It would make things easier, but players would still need to know how to use the talents they're given in order to perform optimally, and not all talents are suited to all situations, so some customization would remain necessary.
  4. Can we please get some way to get double the loadout slots? I imagine this isn't a problem for a huge slice of the community, but as someone who plays practically every combat style and discipline, I do not have enough. Each discipline is designed to have 3 builds, 1 for each major type of enemy, so 3 builds per discipline x 3 disciplines x 2 combat styles = 18 unique builds. 20 is a nice, round number and gives additional flexibility, but honestly, I could make do with 15 if space is an issue. There doesn't even need to be a major redesign to the UI; you just gotta add a scroll bar, and it will look fine. Given the solid existing foundation of the ability tree system and clever build design philosophy, there shouldn't be much of a need to ever expand above 20 loadouts unless you decide to do another major combat revamp. It would also be nice if we could have a way to import and export loadouts to alts like we can with keybinds, even if we could have access to files to copy and rename like we can with UI and settings stuff. Realistically, the loadouts system needs another iteration. There is no shortcut to go directly to that tab, and it's seperately annoying to change between loadouts quickly. Tactical items also really need to be converted to an ability tree choice. Few disciplines have more than 3 viable options for all types of combat, and the rest can be treated as a reservoir of additional utilities and smaller balance levers.
  5. Linking strongholds to their "planetary" gen chat reduces the incentive to use and spend Cartel Coins decorating them. I feel chained to the Fleet strongholds on every toon because that's where groups actually form, and where trades are advertised. Gen chat is already worthless on the leveling planets. Copero might as well not have one if it's gonna be linked to a flashpoint instance. Please, link Copero, and ideally all of the other Strongholds to Fleet Gen chat. Better yet, why not greatly improve player interaction by doing a QoL redesign of the existing general chat channels and combine the barely functional ones into the content pillars: Starter + Capital Planet (pre-ship, new player-focused) Planets and Dailies (post-ship, includes all other landing zones daily areas) Story Instances (Chapters, Space Stations) Flashpoints (all FPs into one chat) Operations (all operation instances in one chat) Warzone and Arena (only writable pre and post-match, faction-agnostic) GSF (only writable pre and post-match, faction-agnostic) Strongholds and Ships (all strongholds, player ships, and guild flagships) Fleet (remains as-is) Instead of showing instance number next to each name, show the sub-location, like planet, operation, WZ, etc. People already include the instance number whenever it's relevant, but showing the precise location would be a lot more valuable, and such a thing could easily be a setting to toggle on or off, just like chat timestamps. It would also be helpful to let players /say or /yell to only the specific location to function how gen chats do now.
  6. If you have a pop-up window open while perusing the GTN, namely the Claim or Item Purchase pop-up windows, pressing Esc will close you out of the entire GTN instead of just closing the pop-up window. When I press Esc and the Claim or Item Purchase pop-up window is open, I expect it to only close out of the pop-up, not the entire GTN. It's super annoying because then I have to go and re-enter everything and find the item again. On your end, it might just be something that isn't implemented yet, but it breaks design language rules, so it qualifies as a bug in my book. Would also be nice if we could link items to the search box again. P.S. I know there's a lot of controversy around the new GTN, but I just wanna say that I think you guys, especially @JoeStramaglia, are doing a fantastic job, and the new GTN is amazing. While it did take a lot more time than anyone wanted for you guys to implement changes, I'm really impressed that in just a few short months, at least on SS, prices have already come down by an order of magnitude. I think the economy will be in a really good place once costs drop by another 10x (100x deflation total). Thank you for all your hard work and happy holidays!
  7. As of 7.4, the Character Details pop-up in the Gear tab of the Character Sheet window prevents you from equipping or unequipping gear. I'm referring to the one that shows you actual useful stats instead of the trio of damage, survivability, and support. This forces you to close and reopen the pop-up whenever you change a piece of gear, making it a lot more obnoxious to see your actual important percentages and exceptionally frustrating that it had to happen now that we just got a new tier of gear. The expected behavior is that the Details pop-up, which shows your actual stats, does not prevent you from equipping or unequipping gear, as it did prior to 7.4. Would be nice if there was a setting to make those detailed stats appear where the useless trio currently sits.
  8. We should be able to display our guild heraldry on special banner decorations! It would make the guild flagships and SHs look a whole lot more like guild headquarters, to the extent that it might be worth the extra work if there are some technical limitations. To be clear, I think we should have placable Banner decos (both Standing and Hanging versions) that import your current guild heraldry as the texture for the banner itself. It has been shown to be possible to lock decos to be player-only, so perhaps the reverse would be possible and they could be made guild-only? Otherwise, since players can have toons in multiple guilds or be unguilded, there would need to be additional checks. Guilded toons could just use the heraldry of whichever toon is selected as the owner of the individual SH where the deco is placed, and if the toon that owns the SH is unguilded, it could use some other base design, perhaps the one for Asylum if there isn't enough money to fund a new texture. If there are performance issues, perhaps they could be made to only update weekly alongside missions and conquest?
  9. There is a viability issue for Rage Juggernaut / Focus Guardian and Fury Marauder / Concentration Sentinel in many boss fights because Obliterate / Zealous Leap can act as a lethal self-root in many boss fights. I came up with a simple change to make it so that Saber Throw and Dual Saber Throw / Twin Saber Throw can apply the same proc as Obliterate / Zealous Leap. Here are my suggestions in patch note form: Rage Juggernaut / Focus Guardian Dominate / Felling Blow and Battle Cry / Momentum can now also be granted by Saber Throw in addition to Obliterate / Zealous Leap and Force Charge / Force Leap. Fury Marauder / Concentration Sentinel The Dominate / Felling Blow and Battle Cry / Momentum procs can now be granted by Dual Saber Throw / Twin Saber Throw in addition to Obliterate / Zealous Leap and Force Charge / Force Leap. Gravity Manipulation now additionally makes Dual Saber Throw / Twin Saber Throw generate 4 Fury / Centering. This change is meant to have little to no impact on maximum damage output, though it is technically a tiny buff. If you aren't familiar with the issue or want to know more, please keep reading. Full Explanation Rage Juggernaut / Focus Guardian and Fury Marauder / Concentration Sentinel have long suffered from a viability issue in PvE because Obliterate / Zealous Leap is a super important part of the rotation since it gives you an autocrit proc, and has value as a gap closer and root in PvP. However, due to its animation, Obliterate / Zealous Leap also locks you in place for an entire GCD, which can be extremely problematic in boss fights with consequential positional requirements to the extent that it eliminates these disciplines' viability in a lot of fights. Just about any fight where deadly circles can appear underneath you and detonate quickly can spell the end for a Rage/Focus/Fury/Concentration player. Combined with the rigidity of the rotations and short cooldown, players have to risk their lives or give up a bunch of DPS quite often, just to maintain their rotation. Ranged DPS have a similar challenge, but they have numerous mitigations in place so that they only lose a small amount of DPS if they have to interrupt a cast to move. Often, they only have to interrupt weaker abilities, have ways to make some of those fillers usable while moving, or have enough survivability to finish their cast and then leave. Being at range also means they have less issues to deal with in certain fights, though it makes a major difference even if you can be at 10m instead of 3m. To remedy this issue, I recommend that Saber Throw and Dual Saber Throw / Twin Saber Throw grant the Dominate / Felling Blow and Battle Cry / Momentum procs just as Obliterate / Zealous Leap and Force Charge / Force Leap currently do. Deliberately, Saber Throw and Dual Saber Throw / Twin Saber Throw do not interact with Overpower / Zyphyrian Slash or Rout / Nimble Slashes, which are the discipline passives that make most of your rotational abilities lower the cooldowns of Obliterate / Zealous Leap, Raging Burst / Focused Burst, Smash / Force Sweep, and Enrage / Combat Focus. The 30m saber throws are meant to be alternatives to Obliterate / Zealous Leap. If they were to receive a cooldown reduction like Obliterate / Zealous Leap, it would defeat the purpose of making them usable occasionally instead of every rotation cycle. This function of having the 30m saber throws as an occasional alternative is further reinforced by the fact that they are inferior to Obliterate / Zealous Leap in other ways. They don't benefit from the dedicated level 39 ability tree buff; they don't deal as much single-target damage; and players can't make sufficient use of the other discipline-specific benefits. The Dispatcher implant will remain obviously inferior for Fury Marauders / Concentration Sentinels while only providing a minor boost to AoE damage output. At the same time, the Rage / Focus generated by Saber Throw can't really be utilized by Rage Juggernauts / Focus Guardians. I also recommend increasing the base cooldown of Dual Saber Throw / Twin Saber Throw by 5s and then applying a 5s cooldown to the now invisible Force Vigor / Force Health discipline passive for Carnage Marauder / Combat Sentinel to desynchronize its cooldown for Fury / Concentration. Currently, Dual Saber Throw / Twin Saber Throw shares the same cooldown as Force Crush / Force Exhaustion, enabling it to be used every other cycle. Applying this change would fix the minor problem without introducing new ones for the other discipline.
  10. I imagine you made the requirement 4 ops because they're so ridiculously easy right now. Definitely reduce the number of ops required for the objective, but consider rebalancing SM such that you at least need some semblance of the standard composition to clear one. Fights with adds like Bestia and Draxus aren't even fun because everything dies before you can even get your heavy hitters off and you end up spending most of the fight waiting for phase transitions. Everything but bosses 4-6 in Dxun and Gods feels way too easy now, all the way up to NiM. The tuning you had at the end of 6.0 was pretty perfect. The boss damage and HP or whatever you did a few updates ago to make them easier was essential back when the max iRating was lower, but now that raiders have 340 gear, those same raids are trivial. Please don't forget to rebalance shields broken with damage either if you decide to do rebalancing too. The fact that SM is so ridiculously easy and can be cleared so quickly also ruins the Tech Frag reward balance. It should not be more lucrative for NiM raiders to run SM raids over and over and over and over again because they can be cleared in less than 20 mins. HM and NiM need to offer enough Tech Frags to be worthwhile if you can do them (like 10k frags for doing the weekly). Look to 4.0 Unassembled Components for good balance there. Finally, PLEASE consider putting GOTM HM and NiM in the same boat as R4 with respect to gearing. Gods NiM progression is just flat-out not doable without 340 gear. It's kind of insulting that you get 336 gear for beating those bosses. You don't have to spend a lot of time agonizing over it, just have each boss in HM drop a blue token for everyone and for NiM, throw in a couple of random purple tokens.
  11. An Explosive Return currently just makes it so you deal ~25k AoE damage when you return to Phase Walk. You probably don't even know it exists because it's about as garbage as you can get for a tactical. I think this tactical could be improved to the point of being viable simply by adding the effects of the now-removed Shifting Silhouette / Ethereal Entity utility that previously had the following effect: Using Phase Walk to return to your marked position grants Shifting Silhouette / Ethereal Entity, keeping you from being pulled or leapt to, making you immune to interrupts and ability activation pushback, and increasing your defense and resist chance by 30% for 10s. In addition, the cooldown of Phase Walk is reduced by 15s. Just adding that effect on its own would probably make me willing to take it in PvP for both DPS disciplines, especially Madness. However, I think there is more room for min-maxing where it would be better in PvP, but still not the best option for PvE. You could make the explosion knock enemies back, and up the base damage to something in the range of 50-75k. The longer cast would prevent it from being a single-target sustained DPS increase in PvE and offer important counterplay in PvP so you can't catch people by surprise by just plopping it down and immediately detonating it on a capture point.
  12. I want to be crystal clear up front that I think this is a bug, not a complaint about getting maps I dislike too often. Voidstar easily accounts for over half of my Warzone matches with Ancient Hypergate or some form of Huttball (though not Queshball) making a considerable majority of the remainder. Here are perceived estimates of my experience doing Warzones since 7.2: Voidstar: ~50% (at least) Huttball: ~20% (only Regular and Vandin, never Quesh) Ancient Hypergate: ~20% Other: 10% (includes Novare, Yavin, Alderaan, Odessen) My sample size isn't gigantic, only 27 matches, but I think it's enough to say my experience is unlikely to just be bad luck.
  13. I'm glad that medals are harder to obtain and not as guaranteed since it seems to be incentivizing players to try harder and actually play objectives. However, I agree that it's harder to get medals when your team is losing, even if you're playing well because it's hard to do objectives on your own. 60k in a single hit is absolutely doable for burst specs and I like that it reinforces proper gearing by making it a little bit difficult to obtain. That said, it isn't guaranteed for DoT specs. Maybe increase it to 65k and add another medal that rewards you for DoT spreading to at least 4 people with a single ability or something so that both burst and DoT specs have a unique medal.
  14. Did the dailies + heroics again, but this time with the relics from the relic hunt missions, managed to do them in just under an hour, and with Madness instead of Arsenal, both in the same gear.
  15. More feedback: I am concerned about the overall length, particularly because some double-backing is required and going through the tunnels is rather arduous, so if you do them in the wrong order, you're gonna waste a lot of time unless you bring a stealther. Heroic missions seem to incentivize going east to west while solo dailies incentivize west to east, both need to have the same flow so you don't have to double back, restructure objectives Wholesale delete the mainframe + 2 security card steps of weak links, the mission is long enough just with collecting the 3 tags deep in heroic tunnels and going to a high location. The fact that you have to go back to a specific one and then kill 2 more sets of trash once you access the console is just disrespectful to the player. Too much backtracking. The macrobinoculars part of strong links is one of my most favorite objectives in a while, but it needs to be done after the excavation site, not before and it would be nice if the antennae were a bit easier to see, maybe if they were taller Valga Jenn, the H4 mando has too much HP. It's boring to fight him after adds are dead. The jump pad at the bottom of the pump room in the Water Treatment plant (where the H4 is) doesn't work Jump pad into Water Treatment Plant is WAAAAY more efficient, swap location of data analysis console for what's in the works and the mouse droid mission so flow is reversed and jump pad only helps if you forget. Additional notes I really don't like that those relics aren't granted to your whole legacy. At least link it to obtaining the datacron or something. I've gone through the dailies on several toons and I think come up with the optimal path that has very little backtracking. Turning in Weakest Link continues to be the most ridiculous part by far. I stand behind deleting that mainframe + 2 security card section It took me about 30 mins to do just the solo dailies and 2 hours to do both the heroics and solo dailies using a path that minimizes backtracking, but doesn't have relics. Unfortunately, that means no one is gonna bother with this gorgeous new content you've worked so hard on because it takes literally twice as long as something like CZ and you don't even get a weekly out of it!
  16. I did the relic hunt missions and datacron. I'm sure a good chunk of the playerbase will enjoy them, but I am not part of that population. THEY'RE SO LONG! As for the relics themselves, I like the fact that they're passives and prefer that to the temporary abilities we got on Manaan. The Repulsor Pulse thing in particular is an interesting idea on paper, though in practice, it feels more like an inconvenient obstacle was included that only gets alleviated after you do HOURS of scavenger hunting. The relics don't seem to always apply their effects either and I really don't like that they fall off after death. There are a lot of places where you really don't want to QT on this planet so you can get locked out of them. 2 hours is also a little short too. They should persist through defeat and be infinite duration where you can just right-click them off. Other notes: Please put the daily mission board in the same room as the Relics and Reputation Vendor. It's pointless to have to go to 2 different locations to get started. Please make the daily/weekly structure match the amazing QoL improvements to dailies you made with 7.0, as in 6 solo dailies are only required for weekly, and weekly is repeatable twice. I highly recommend making heroics count x2 towards progress or give them a separate weekly. Datacrons need to be revamped to provide (tiny) percentage bonuses rather than flat stat boosts so they scale properly as we level up and get higher iRating gear. +10 Mastery is effectively nothing when our stat pool is over 16,000. Back at launch, Datacrons were a lot more consequential. I think Reputation requirements for should only be requirements to purchase them from the vendor, but everything you purchase should be unbound and consumable so players who have ground the reputation can earn credits selling items on the GTN for profit while others get a source of cosmetics without having to grind for a price that's defined by market forces.
  17. Plague Master / Teachings of Rajivari is a level 27 ability tree buff that has the following effect: Shock / Project finishes off all your directly applied periodic effects and deals their remaining damage. In addition, the cooldown on Shock / Project is increased by 12s. The ability tree buff does not work correctly with one of the DoTs, Demolish / Vanquish in 2 ways: Demolish / Vanquish deals Kinetic damage, but Shock converts it to Internal damage, resulting in as much as a 35% damage increase to the periodic portion of the ability in PvE since Internal damage ignores the damage reduction provided by armor while Kinetic damage does not. The DoT charges tracking on Demolish / Vanquish specifies 6 charges since it lasts 6s baseline and ticks once per second, but the Lingering Nightmares / Mind Warp discipline passive that's now part of Lightning Burns / Rippling Force extends the duration of Demolish / Vanquish by 3s without increasing the number of charges for Plague Master / Teachings of Rajivari tracking, so Shock / Project can only ever deal up to 6 ticks worth of Demolish damage instead of 9 (really 5 and 8 with GCD being a thing), resulting in Demolish / Vanquish dealing at least 37.5% less damage. After the 6th tick, charges are at 0 for the remaining 3 ticks. Both of these bugs can mostly cancel each other out when Shock / Project is only used immediately after applying Demolish / Vanquish since it's only a damage loss of 2.5%, but the longer it goes on, the greater the damage loss becomes and if you use Shock / Project when there are only 3s (ticks) or less left of Demolish / Vanquish, Shock / Project will just remove the DoT without dealing any damage since the charge tracking is already at 0 for those ticks. In summary, Plague Master / Teachings of Rajivari should not convert the damage type of Demolish / Vanquish and Lingering Nightmares / Mind Warp needs to increase the charge count for Demolish / Vanquish to 9 from 6 in addition to extending the duration. Also, the wording "directly applied" suggests that it doesn't work on targets that have their DoTs via DoT spread, but it does work any target that is affected by your DoTs, so that phrase is just misleading.
  18. I checked out the world boss after the update today. Very happy to see he has an (adorable) updated model. Seems like he could be a distant cousin of the Writhing Horror from TFB. The biggest issue I see with the fight right now, is that it's very unfriendly to melee while ranged don't have to deal with much. I recommend making the Eruption ability more of a ranged-only mechanic where they don't appear near the boss but appear underneath everyone further than 10m away from him so those within Tail Swipe range won't have to deal with it. Seismic Slam is a really cool idea, but it should be accompanied by other specific areas being unsafe like he can just do cleave basic attacks so people can't stand in front and specific attacks that only deal damage on his sides, like tackle/body check type stuff. It's also weird that he turns during Seismic Slam, like I would think you'd want to incentivize players to stand there, but then occasionally make it so they can't. Otherwise, maybe invert the damage so everything but the tail is safe. Also, while I like the animation and attack for Tail Swipe, it would make a thousand times more sense if Seismic Slam was called Tail Swipe since that's where the area of danger is while Seismic Slam makes way more sense as proximity-based AoE attack. Maybe rename Seismic Slam to Tail Slam instead. You also forgot to give him the Terrifying buff so companions can't fight him. He doesn't deal enough damage either and it seems like he's soloable if you're patient enough.
  19. General What are your impressions of Ruhnuk? The planet is gorgeous and I love the higher-resolution textures. Hopefully other planets get the same treatment. I do wish that the lighting was a bit better, but I imagine that's a limit of the game engine as it's superior or equivalent to the quality found on other planets. The Primary Ventilation Tunnel stands out to me as being especially Star-Warsy with the massive abyss of technology. Unfortunately, the daily area missions feel like a huge step backward compared to the improvements and streamlining from 7.0. Manaan had a much better structure where most of them only had 2 steps max and there was a clearer flow to them. Ruhnuk, sadly, reminds me more of Iokath in terms of overall layout. and longer than Onderon in terms of overall time spent. If you want people to do dailies, they need to have a flow where you aren't back-tracking and be completable in 10-15 mins because that's what you're competing with next to CZ, Ziost, and Manaan. Did you have any difficulty traveling and locating objectives? Please list any specific problem locations. The Weak Links mission was confusing. I wasn't sure what I was looking for at first. How easy or difficult did you find using the area maps for Ruhnuk to navigate? You guys need to update the overworld maps for a lot of places because a many of them are pretty useless in conveying how to navigate the planet. The main issue comes from when you are required to go through buildings as part of overworld traversal and those areas often end up getting shrunk down for some reason. As disgusting as Corellia is to actually traverse, it's at least fairly clear how the different regions connect because the buildings you go through aren't shrunken down. This has been a massive issue on most planets with major indoor overworld areas, most notably Nar Shaddaa (everywhere), Coruscant (everywhere), Iokath (which was the main cause for it being poorly-recieved) as well as Korriban (Tombs) and Zakuul (everywhere). It will be a massive issue on Ruhnuk as well because of all the tunnels. These large overworld buildings should, at the very least, be outlined and clearly labeled as dedicated zones to distinguish them from side-caves that lack a "through street" and the rest of the terrain (an entrance icon is insufficient). There should also be some sort of indicator that there is a path through the building including where all the exits are. Were there any places that enemies made it too inconvenient to travel between objectives? A lot of the tunnels feature a bunch of Mandalorian enemies, which is fine and unavoidable, but I think it would help if more of the fauna outside the tunnels was not hostile to balance things out so you'd be fighting Mandalorians mostly. Did you complete any hidden achievements on the planet? If so, what did you think of them? No. Were any enemies too difficult? If so, which ones? No. I wish that all the daily areas featured a consistent difficulty experience because the older low-level ones feel too easy. I don't know that everyone will want this, but it would be nice if they were just all scaled to max level since they're endgame content (the planetary Heroics would remain as they are). It feels weird to have the solo content rotations work so differently depending on the planet. Did any enemies apply slows, stuns, or other incapacitating effects at an obnoxious rate or for long durations? It's a pretty bold move to give the Surge ability to the elites patrolling the catwalks overlooking the Quarry, though I personally like the idea. I would highly recommend globally tweaking that NPC ability Corrosive Grenade also needs to globally not reapply the slow with each DoT tick and activating CC break should cleanse the DoT as it does against Captain Horic in S&V NiM. This ability is used by NPC enemies throughout the game, though it is different from the one used by Horic. Do you have any additional feedback about Ruhnuk and the content available on it for PTS? Cut down the number of steps per mission. If the high number of steps is for navigation, then delete the steps. Missions: Were any of the Daily Mission objectives unclear? If so, which ones? Ruhnuk Rarebit: The NPC names listed in the mission do not match the names of the enemies that drop what you need. Flutterplume Drumsticks drop from Irewings. Scamperscale Marrow drops from Tinebacks. What's in the Works?: Scan Waterworks Infrastructure - I would not consider the mining excavator literally everywhere to be infrastructure. Consider switching it to the pipes on the wall in that room or the big pump thing. Also, the final step to transmit data to allies should specify it needs to be done from a high location so it doesn't feel pointless. Did you generally find enough targets (clickables, enemies, etc.) to complete missions? Mostly yes, though I'm concerned about the banners for the Proving Our Strength mission not respawning fast enough. Did you encounter any missions you were unable to complete? If so, what issues did you encounter? I almost gave up on the Weak Links mission because I couldn't find out how to get to the transmit location. About how long did it take you to complete the dailies? How many missions did you complete? Did you feel like the dailies would be worth your time to repeat? I did all of them, at least that were available on the terminal today. It took waaaaaay too long. I would not repeat these missions for gearing, only for reputation and such. Did you particularly enjoy any of these missions? If so, which ones and why? The Runuk Rarebit mission was funny because of the Dewback Steaks😱 and the Grobbler bonus (Grobbling should be a more interesting attack though). I like that the Mandalorians are often tougher than the wildlife and that they sometimes have similar class and discipline names to the players. It was cool that I had to go to a high point at the end of the What's in the Works and Weak Links missions to transmit the data because of the interference, though it would be nice if I could transmit both at once. Were any of the dailies frustrating to complete? If so, which ones and why? The banners for the Proving Our Strength mission are not fully clickable. It's annoying that the easiest part to click and what actually gets set on fire is unclickable. One Mando's Trash didn't autocomplete, has a drop-off requirement (I don't care that you're gathering materiel, make it autocomplete). Valga Djenn (the H4 Mando) has way too much HP compared to the adds. It's clear that you need to kill the lizards first, but you do that and you have to spend way too much time where she does nothing interesting on her own. The mouse droid mission is quite frustrating, but it's a fun idea. Progress isn't saved, there's often nothing you can do if you hit a dead end as the lizard approaches, and the horn does nothing. It should at least make lizards turn around if they're within a certain radius. I think this mission would better of being part of the story or an event. It's a bit too tedious as a regular daily. Analyzing the scan data for What's in the Works feels like an unnecessary step, I'd prefer if it just went right to transmission. The Strongest Link - Clicking on the communication things was ridiculous on its own, and then Weak Links - It was way too hard to find out how to get to the transmission spot at the end. I almost gave up. Mandalorian Relics I didn't do them. Did you encounter any bugs or issues while playing these missions? If so, describe in as much detail as possible. Ani Ara'novor mission destroying the waterworks pipe says "OBJECT HAS NO NAME" Decos dropped in the world should not have reputation requirement to use. Reputation requirement should only restrict purchasing. Reputation items are getting auto-consumed. There is a typo in the name of the friendly NPC Overburdened Dewback. It's currently spelled "Overburdended". There are not 15 enemies inside the Reconstructed Combat Arena as part of the H2 Strongest Links. I think there's a cave exit missing on the map near where the transmission point is for the Weak Links H2 mission
  20. First, I plan to basically exclusively use the new world map + utility bar, no more mini-map, but only if there is functional parity, which there currently is not. There is no map label on this form of the world map, so I have no way to know what region I'm in. Crucially, this also means I can't always tell if I'm in a Heroic Area if I have the world map open. This is displayed above the mini-map and at the top of the map window. It would also be nice if I could see my player coordinates on the world map somehow, but this isn't offered by the current mini-map, so it's less of a concern. Perhaps both could use a variation of the Phase Indicator element. Second, it feels jarring to activate the quick-travel ability now since that map disappears. Is it not possible to just fully integrate Quick Travel into the map so there's no more need for the ability? For people without the legacy perks or who are F2P, the cooldown timer could be shown somewhere on the map window instead.
  21. Do you think you'll PvP more or less than you did before the update? Probably more, the extra rewards are nice. Do the rewards on the reward track make you want to PvP specifically to earn them? Yes. Do you think you'll queue for 8v8 Warzones or 4v4 Arenas equally? My willingness to do 4v4 will be defined by match quality. Currently, 4v4s in unranked are often quite one-sided. It's infuriating when one side gets 2 healers while the other gets none. Role match-up should be consistent like it is for solo ranked. It's also incredibly frustrating when the match starts with 3v3 (which is fine) but then halfway through, one side gets a player and then the game is ruined. Either keep both sides at an equal number that's smaller than 4 or only add 1 to each side at the same time, don't let the additional players play when they backfill until there is a replacement. Reward backfills for the full match even if they can't play. Do you feel the new Warzone medals will encourage objective play? I haven't seen the new medals yet, so I'm not sure. There should be a list of medals somewhere in the game, like the PvP season window, the tutorials, or codex entry that explains what all the medals are and how to get them. Is it clear how to earn PvP points and progress the Season reward track? I see that there are objectives, but it's odd to see the point requirements differ so significantly from what Galactic Seasons does (56 weekly points vs 1000). I would highly recommend adding some weekly objectives that require more significant skill but offer double points to encourage players to improve. What is your overall impression of the changes to the PvP season system? Mostly good. I think the changes you're making are efficient and will help to revitalized unranked. What do you like the most about the changes to the PvP season system? It's a major improvement to have more frequent seasons with rewards that feel achievable. With the ranked PvP rewards, even if you could get past the toxicity, you had to play a ton of matches to buy stuff. What do you like the least about the changes to the PvP season system? The complete removal of the competitive environment. Your casual players will begin to complain more about sweaty tryhards as they get annihilated by the skilled players while the skilled will complain about not having enough good matches. It's the same thing in Battlefront 2 (2017). What is one change or adjustment you would like to make on the new PvP Season system, what would it be, and why? There needs to be some sort of competitive environment so that players are incentivized to improve. Clearly full-fledged ranked seasons are not viable, but what about some sort of shorter period (like 2 weeks) each year or between seasons or like as a Conquest event where there's a competitive tournament or ranked queue with a smaller selection of cosmetics. I'm saying treat ranked like an event to encourage participation and improvement.
  22. Discharge is consistently one of Deception / Infiltration's most powerful attacks and the entire rotation is built around getting 3 stacks of the proc to be able to use the ability, but it doesn't synergize at all with the (now optimal) Awakened Flame tactical or Overcharge Saber / Battle Readiness ability, which makes Discharge / Force Breach feel significantly worse to use. Awakened Flame Whenever you become able to use Discharge / Force Breach outside of getting the third stack from Ball Lightning / Psychokinetic Blast (so getting it from a melee attack, Phantom Stride / Shadow Stride, or Recklessness / Force Potency), Discharge / Force Breach has a higher priority, so Ball Lightning / Psychokinetic Blast gets delayed and the Awakened Flame DoT falls off. It would be nice if 3-stack Discharge / Force Breach refreshed the duration or was just also able to apply the Awakened Flame DoT. Also, the damage should be spread over an additional tick that occurs when the DoT is applied so it works like all other DoTs in the game. Overcharge Saber / Battle Readiness This is a burst cooldown, but you have an incentive not to use it at the same time as your other cooldowns because it does not interact with Discharge / Force Breach at all since that ability can't trigger Surging Charge / Shadow Technique, so if you want to get the maximum benefit, you have to use it outside of your burst. Rather than providing a more significant boost to Surging Charge / Shadow Technique, I'd like to see Overcharge Saber / Battle Readiness directly strengthen Discharge / Force Breach for Deception / Infiltration. I think the math works out where this would result in the same DPS and HPS increase as the existing version: Overcharge Saber / Battle Readiness immediately heals you for 15% of your max health. Overcharge Saber heals you for 1% of your max health whenever you deal damage with Discharge / Force Breach or Surging Charge / Shadow Technique. While active, Discharge / Force Breach deals 30% more damage. In addition, Surging Charge / Shadow Technique deals 50% more damage and its chance to trigger is increased by 100%. The only thing that would change is that Overcharge Saber / Battle Readiness would properly synergize with all of Deception / Infiltration's abilities, so it could be used at the same time as Recklessness / Force Potency and the adrenal without any sort of trade-off. Burst from Discharge would be increased, but it would be more in-line with what other burst specs are capable of at 66k per activation instead of the current 51k. It would not affect the overall amount of damage going out over those 15s.
  23. BioWare MUST be consistent with role composition because gearing requirements and skill set are different. Deviating from the standard composition forces players to learn new roles that they may not enjoy and do additional gearing or it forces teams kick unwilling players from their group. To be clear, it's definitely a good idea to learn multiple roles, but it should absolutely not be a requirement to clear the content as it currently is with IP-CPT.
  24. Yeah it seems like a lot, but right now, you really need 6 NiM-level DPS and can barely get away with 5D+1T in DPS gear, so it needs to be brought down to 4 being required, which means we need a 30% nerf just for it to be practical for NiM DPS to do it. I think it should be a bit more than that because this is HM and the droids will be more intense while they're up. My group did it with 5D+1T and we had an optimal comp and needed everyone alive for the entirety of burn and the other IP-CPT phases besides 1 were fairly tight too, again with NiM DPS. If you can only afford to bring 4, then IP-CPT will just flat out have too much HP to deal with if it isn't nerfed from its current value. In other words, the amount of HP on IP-CPT is only okay because of the 6-DPS comp. It does not work with 4 DPS. Also, just to be clear, I 100% agree that this fight will be buffed rather than nerfed if the HP reductions aren't massive.
  25. You could be right, but in my opinion, it really depends on how much of an HP nerf to the Enforcers and IP-CPT it ends up being. If the HP of Enforcers is reduced by over 50% like it needs to be, then IP-CPT should be fine because the tanks won't have to hold them for very long because 4 DPS will be able to kill them just as fast as 6 could before. Each tank also only has 1 DCD that is ineffective against internal/elemental: Saber Ward/Deflection/Oil Slick (and maybe Explosive Fuel, can't remember). You're right that shields and armor won't work, but they can mostly concentrate their DCDs for those spots and pop multiple at once just as the DPS do. Tank gear not being useful in all fights is another matter that needs to be addressed directly, perhaps by just getting rid of high-mitigation tanking as a concept (while still having the tank role). The HP nerf to IP-CPT is also required facilitate a 4 DPS comp which is pretty tight with 5 DPS (as my group did) and the burn phase is just barely possible with 5 DPS, let alone 4, so that definitely needs to be tweaked if 4 will be required.
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