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Aries_cz

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Everything posted by Aries_cz

  1. Archeology/Artifice/Treasure Hunting Frankly, no, as there is extremely low amount of Grade 11 nodes on Ossus. I was running archeology (which is often screwed with number of nodes compared to Bio/Scav, who get to pick apart enemies), and found maybe 3 across all the zones. However, I got a decent amount of stuff from the ones I found. Also, the nodes turn gray (not leveling up the skill further) pretty quickly (around 630). So unless there are some better nodes hiding on further planets, this needs to be looked at, IMO. We can gather all nodes at all levels these days (a great change), so increasing the node difficulty to keep you up to 700 should not cause issues, IMO As many others have stated, the mission times and prices are a bit over the top. The base time and price is over double of Grade 10, making level 50 companions almost mandatory. Nice thing is that missions can drop Jawa Junk on failure. That is nice, especially given the increased times. I am an extremely casual crafter, and artificer to boot, we do not really have a place in the endgame, so I honestly do not know. However, given that even the basic "green" items require a lot of stuff from Conquests and group content, it seems like I would get a lot of the gear before I would be able to craft it, assuming I would not get completely forked by the RNG. Also, I am not sure how I feel about slicing being mandatory for even the basic "green" items. I was quite fond of how you simplified the system with "assembly components", now you are introducing two per grade again. Maybe switch slicing mats for the "mission" skill materials (Treasure Hunting in my case)? The new deconstruction window is pretty good, although it obviously needs more work and love from the UI team. Maybe move the results into chat window? Or looting window? The alert dialog is not great for recognizing what you got. Jawa Junk should go into the legacy material storage. It is needed in large quantities. As said before, that it can drop from mission is something nice that offsets the chance of randomly failing a mission. This one is a great idea, but some issues I found (some are probably result of the early stage of UI): The biggest issue is I do not see what I gathered when I send out a companion to grab a node in the world, as it automatically moves into the new storage without mention in the chat log. Grade 11 Color crystals do not go into it Sorting should happen by Grade and then by rarity within that grade (maybe even create subheading for each grade). Alphabetical sorting is extremely unhelpful. Allow the search to recognize something like "Grade 11" to show only Grade 11 materials. the names are way too complicated for search to be useful. Sorting of categories should follow more logical structure. For example, first the gathering professions all together, then Supplements, then Mission materials, then Augment Components. Again, alphabetical sorting is no good here. Your sorting algorithm is out of whack, similar to how it is in guild log (dates do not sort in this way). As of now, it sorts in this order MK-10, MK-11, MK2, MK-3, etc, instead of the correct order of MK-2, MK-3, ... MK-10, K-11 The UI keeps randomly popping up when pressing spacebar.
  2. Would be nice, wouldn't it? Sadly, they stopped coming to GamesCom
  3. They said the crates are not actually implemented yet, so whatever is in them is extremely bugged.
  4. Like, how? I got to 15k in 1 hour, ran CZ198 Weekly, and last two bosses in SaV. Hitting 15k is ludicrously easy.
  5. They literally mention it in the first paragraph of this article, and they have been referencing it since they announced Onderon.
  6. Woot, less time needed to get my last char to CXP300, more time for other stuff.
  7. This looks pretty good This looks overpowered as hell. basically, Endure Pain reset CD on Enraged Defense, and can potentially still be active when that happens. So that is basically two extra full health bars ever 60 seconds (first regular HP, hit ED, full, hit Endure (full at 130%), lose HP, hit another ED, full). Juggs can usually survive 60 seconds just fine, especially with something like the Threatening Scream set bonus. However, I like the idea of it, but it needs some fine tuning, maybe make it occur only once per 6-10 seconds, instead of 2 (meaning it would not reset full CD on Enraged Defense) These look pretty good, although the Backhand one seems a bit like the proverbial redheaded step child. Looks interesting. RE: Bloody Vengenace, not sure how frequent bleed crits are, but seems like in a middle sized group group where you have spread your bleed, this would enable essentially endless Slam (which could probably be fun, but could cause some imbalance). Maybe add "can occur only every 2 seconds", or something to it? Note, I do not really play much of a Jugg/Guardian (or Knight in general, not my favorite story/character), so these are just some observations from a casual player of this class. Also, this really needs to be tested on PTS to crunch the numbers properly, any word on when that might happen? IIRC, the original target was during June?
  8. Are there any plans for some Double XP time during summer/early Autumn, before Onslaught launches?
  9. On Malgus, looks like the problem moved to DK SH, in morning (CEST zone) it was fine, but now it is also blocking the access to toons in there. However, deleting the SH works to free them, and I was able to reactivate it for fee, as I originally bought it with Cartel Coins.
  10. On Malgus, Coruscant SH seems to be working again, was able to free all my toons and move them safely to the Fleet
  11. IIRC, it should force the character out on the planet in question. People were using this to cheese their way onto DK or Cor as Pub/Imp players to troll the natives
  12. Can someone with chars stuck in SH try to delete that particular stronghold (close it down)? That should force the characters out, so if the issue is in SHs, that might allow them to load again...
  13. Did some narrowing down, looks like something is seriously broken with Strongholds, looks like all my Republic characters have been in Coruscant SH last night when I logged off. And I cannot travel into any other HS on my Imps, who are safe in DK SH. Further narrowing down, looks like this might be isolated to Cor SH. I can travel to others on my Imps, but when I try to smuggle into Cor, it breaks, does nothing, and kicks me to character select after few minutes.
  14. If what OP says is true, and Imps have a spawn zone that is exclusive for them, then there is a serious disparity.
  15. You cannot tests this issue on PTS unless you have population equal to actual servers, if this is actually caused by something akin to DDoS attack, where you flood the hardware with so many requests, it stops responding.
  16. If the problem is actually in what they suspect it is, it is due to the number of people doing it at a singular point, I suspect it overloaded the servers. Hard to stress test actual people playing
  17. Oh no, the completely meaningless number has too high of a limit...
  18. You have 20 conquest characters, and you want to avoid endless repetition? Yeah, that is not oxymoron at all... Even when you could do high point objectives on multiple characters, then you still were doing endless repetition of stuff.
  19. What are you going on about? It is perfectly doable to cap conquest on multiple characters, even if you play 3 nights per week.
  20. Most testers seem to be US people, so no one is there during day in Europe...
  21. I do not agree with removal of Hinder, but I understand it, as rolls are key defense tactic. How about instead making any sort of high mobility (roll, pull, transpose, etc) drop the ball? Because otherwise, roll+pull means instant point with not much trying
  22. I like the changes, but... There is definite danger of the ball carrier always being the tank, grabbing it and solo carry it to the end, alternatively with sage/sorc pulls or vanguard/ptech swap. These abilities definitely need to cause loss of Huttball. Also, maybe to disincentivize the role of carrier to only fall to tanks and to inctntivize actually throwing the ball like you are supposed to, if it would be possible, some reduction of their defensive buff to bring them more or less in line with others? Pseudocode incoming if (player.spec === "tank") { player.defense -= x% }
  23. Another shining example of "everybody gets a medal" thinking. The world does not revolve around you, many other people with different interests play this game. I am no avid fan of PvP, because I am semi-bad at it, but I want to see what this update brings, as it might bring some fresh air into PvP with custom zones.
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