Jump to content

Jerba

Members
  • Posts

    4,746
  • Joined

Everything posted by Jerba

  1. Modifications (as well as armorings, enhancements etc.) can be swapped in and out while in combat. This was not possible pre-6.0 and is most likely not intended because stats (and amplifiers) should not be changeable while fighting. In addition, mods are now immediately applied when pulling them inside the armor piece; previously, you had to click a button to apply it. Not sure if this change is intended or not.
  2. In Dxun SM during the Huntmaster encounter, when fighting the crab Sheilleigh and a player dies due to standing in a circle, he receives a debuff and cannot be battle rezzed. However, when we were fighting the boss today, players were randomly losing the debuff. Please ensure that the debuff persists until the end of the boss fight and is not removed.
  3. Battle rezz in SM operations is bugged. The group-wide lockout debuff has a duration of 30 seconds (as intended, I think) but the player who casted the battle rezz has a 5 minute cooldown on the ability. Therefore, other players can do a battle rezz after 30 seconds but this player has to wait 5 minutes. Please ensure that the cooldown is 30 seconds for all players. This bug does not occur in Dxun SM; here the cooldown is 30 seconds for all players.
  4. Some bugs in Dxun SM: During the Apex Vanguard encounter, the Acid Blast circles cannot be removed with the wash console. This means that the room will get filled with circles and with current gear, it is pretty much impossible to kill the boss in time or heal away the damage. This must be treated as a blocker bug and fixed ASAP: Please fix the console so it correctly removes all Acid Blast circles. The two rocket launchers on the shoulders of Apex Vanguard are both green, when in fact one should be purple, the other yellow. In the Huntmaster encounter, the Firestorm Grenades are invisible to players that died inside the instance. Players need to leave the instance after every wipe in order to see them. Please ensure that they are always visible. The Synthium Derpidric Blossoms in the Red encounter remove players' stacks a total of four times but the AoE around the Blossom is only visible for the first two ticks. Please have the ability only tick two times, or if it is intended to tick 4 times, increase the duration of the AoE VFX so it matches the actual ability effect. When fighting the trash groups before the Mutant Trandoshan fight, the group receives a debuff that reduces healing. It is possible to pull all trash groups and kite them back to the elevator, where the group no longer has the debuff. This exploit makes it much easier to kill the trash groups, so maybe the trash groups should reset when you pull them out of the room. The objectives of the phase quest "The Troubling Nature of Progress" are wrong, e.g. it says "Find the keycard on the dead body" when the phase is currently set to "Carry the battery". Please ensure that the objective descriptions correctly match the current task.
  5. DF 16-man SM is still dropping level 70 loot that the group can roll on (not personal loot): - Unassembled Level 70 pieces that can no longer be traded in - Schematics for level 70 mods - Random 270 gear pieces Please remove this loot from the loot table. DF 16-man SM drops the same amount of "Processed Isotope Stabilizer" and "Satchel of Crafting Mats (Grade 11)" as in 8-man. Please ensure that 16-man drops twice the amount of mats compared to 8-man.
  6. We were in a 8-player group and queued for Dxun: Breach CI-004. As soon as the group leader clicked on "Join queue", the phase difficulty was automatically switched to 16-player SM (according to chat log, and according to group leader's portrait menu). When the group leader tried to change the difficulty back to 8-man, he got an error message "You cannot change phase difficulty while in a group that was formed via group finder." So we dropped group and reformed, then entered the operation manually, without group finder. A few guildies did go in with their 8-man group into group finder and reported that the bosses had twice as much HP etc. So the difficulty is in fact set to 16-man; this is not a display bug.
  7. ^ Please clarify ASAP what this means. This change was never mentioned before and we did not notice it on the PTS. If GCD is no longer affected by Alacrity (and fixed to 1.5s), it has huge repercussions to gearing. I am assuming this is just a typo but please clarify.
  8. Thanks for the clarification, that's a relief. Five million points will take some effort but should be doable for my guild.
  9. Thanks for the heads up, totally forgot about this. Does your statement only apply to the guild's total score or also the individual member's contributions? AKA do we have to contribute 15k or 50k per character to be eligible for the guild's conquest reward?
  10. In addition to my previous feedback, we noticed the following bug: The Synthium Derpidric Blossoms in the Red encounter remove players' stacks a total of four times but the AoE around the Blossom is only visible for the first two ticks. Please have the ability only tick two times, or if it is intended to tick 4 times, increase the duration of the AoE VFX so it matches the actual ability effect.
  11. Today we ran Dxun SM before the servers were shut down. While most bugs were fixed, the following bugs remain and should be fixed until 6.0 release: After completing the Lights Out encounter, the group stays in combat and you do not receive the lockout for this encounter. You can continue with the operation normally, and when you die and release to area start you are no longer in combat. When fighting the trash groups before the Mutant Trandoshan fight, the group receives a debuff that reduces healing. It is possible to pull all trash groups and kite them back to the elevator, where the group no longer has the debuff. This exploit makes it much easier to kill the trash groups, so maybe the trash groups should reset when you pull them out of the room. In the Huntmaster fight, the AoE left by Firestorm Grenade is invisible. You can see the circle around the player with the grenade, and some flames when it hits but then the Firestorm Grenade is invisible even though the AoE continues to deal damage for another ~10 seconds. Please ensure that the Firestorm Grenade AoE stays visible for the duration of its damage. When wiping on the Huntmaster fight and there are still adds alive (Deliberate Charger and Lurking Beasts), the encounter stays in progress even when everyone is dead, and you need to wait 15+ seconds until it resets. Please ensure that the encounter immediately resets when everyone is dead. In the Apex Vanguard fight, the Acid Blast AoE is invisible to players that died inside the instance. The only way to see it is to leave the instance after every wipe and go back in. Please ensure that this AoE is visible even when you stay inside the instance after dying. In general, both Huntmaster and Apex Vanguard felt significantly harder than the rest of the instance. For SM, I'd say they are overtuned, and too much of a step up compared to the other bosses. But any wide-ranging balance passes are probably no longer possible.
  12. We ran Dxun SM today after the patch. The "not being able to release after a wipe" bug on Containment Protocol was fixed, thank you. Unfortunately, there is still a bug: After killing the four bosses, you are stuck inside the boss room. The door on the ramp doesn't open and if you die, you cannot release to area start because encounter is still in progress. Similarly, when exiting area you cannot reenter because encounter is still in progress. When everyone leaves area, you can get back in but the door to Containment Protocol remains closed, and the door to the trash groups before Thrill of the Hunt is also closed. Please fix this ASAP so we can continue testing the other bosses. BTW if anyone is having trouble killing the Containment Protocol: All four bosses need to be killed by the train. Get them below 15% while they are standing on the train tracks (they will be immobilized while healing back up), then click the console to call a train. Either do this one boss at a time or kill mutliple bosses at once; each dead boss increases the damage dealt by the other bosses. Kill video: (Except for the tanks and one healer, everyone was in 306 gear but not optimized for the correct mods and augments)
  13. Regarding the question "Are the mechanics of the encounters clear?", I'd say no. Ideally, an encounter is so intuitive that it does not need any explanations at all. For example, players know not to stand in fire and they know they usually have to kill adds. When an encounter is not intuitive, there are two ways to explain it: Either the raid leader explain the mechanics before the fight. As long as players pay full attention, you can explain very complicated mechanics. But this only works to about 2-3 boss phases; when the explanation gets too long players will forget it. Alternatively, players can read through a Dulfy guide in written form, or watch a video, or check out an in-game Dungeon Journal like in WoW. The important part is that players are not distracted and can focus on it. The second way is to explain it mid-fight but then it must be limited to five words or less. For example, for the 1st boss it would be: "Avoid front cleave", "Stand in blossoms", "Kill the Stampeding Bull". Whenever I raid lead, I call out stuff this way (either in voice chat or in ops announcements), and it can be very effective. It allows me to one-shot fights like Izax SM with new groups, without a long explanation of all seven phases beforehand. Unfortunately, both on Izax and now in Dxun, you chose to explain the mechanics via NPC transmissions (both during trash pulls and boss fights). For example, instead of "Kill all adds", we get the following: "Sensors showing a lot of movement in the jungle..." - "Scattered and disorganized... Those are animals. Ground team, be advised of incoming hostile wildlife." NPC transmissions are perfect in solo content, where players run at their own pace. But in operations, there is so much other stuff going on, and there is so much storytelling/lore mixed in that the signal-to-noise ratio is too low. You can't count on players listening to the voice-over. Either they have sound disabled, or it is drowned out by the music/combat, or they are in voice chat and listening to their group rather than the in-game sound. While fighting, players need to pay attention to their rotation, their positioning, what their group is doing and any circles that are laying on the ground. They are too overwhelmed to listen to NPC transmissions, or read debuff texts. In an operation, I'd rather read through the boss' buffs before the fight than have to pay attention to NPC transmissions mid-fight while raidleading and keeping the group alive. Then again, I'm confident that most players will pick up the mechanics after the 2nd or 3rd wipe. Some of the less intuitive mechanics, like having to click the blossoms, can be improved by adding more VFX. For future content, I'm hopeful that you will put more explanations outside of the fight, be it buffs on the boss, a quest description or a datapad lying on the ground with a tooltip on it.
  14. I've now ran SM twice in 8-man and once in 16-man, and saw the first boss in 8-man VM. In SM, we only got to Containment Protocol (4th boss encounter) because of the aforementioned bug where the encounter does not end after a wipe and you have to reset phase and start again from the 1st boss. General feedback A lot of the operation feels less like an operation and more like a flashpoint, especially the Trandoshan trash groups. As much as I like puzzles, they should involve the whole group, similar to the trash before Izax. In Dxun, the part where one player carries the power module feels wrong in a 16-player raid. Why should 15 players have to sit around and wait for one player to carry the module? How can we find dead scientists when one experienced player can click the bodies, and then the bodies no longer light up blue so you don't know what happened. A stealth player can even go through all rooms by himself, and the group once again can sit around and do nothing. Can we please get a clarification on whether it is intended that SM has no lockout? Also, can level 50s enter this operation or is it only for level 75 players? In SM, it appears that there is a 30s CD on battle rezzes, similar to Izax. This is appreciated as the 30s rezzes came very handy. However, there is one problem: Only the group-wide Lucky Break debuff has a 30s duration, the player's battle rezz abilities still have a 5 minute cooldown. So the only way to rezz every 30 seconds is to rotate between 10 players who have a battle rezz skill, which is impossible to coordinate in SM. On Izax, both the debuff and the abilities have a 30s timer, so please do the same in Dxun. Players can duel inside this operation. This should be forbidden because it doesn't work in any other operation. From the starting area, there are two paths inside the building, north and east. However, only the northern door can be opened, the eastern door has no console and stays closed. Please ensure that as soon as players completed the 1st part of the Trandoshan trash (carried the power module), the eastern door opens so that there is a shortcut to the Containment Protocol boss encounter. The Pack Leader (Red) Videos: / / It is not apparent that to get to the boss, you have to turn left. Most players I've seen ran straight ahead and died to the lightning. Please ensure that you add an orange path on the minimap as soon as it is fixed. Also, the lightning around the building looks the same before and after you kill the Pack Leader. Please change the visuals to clearly indicate that this is a forbidden zone before, and that the way is now open afterwards. In 8-man, the boss has 6m HP while in 16-man, it has 29.7m HP. So you have a 5x increase in HP but only a 2.5x increase in DPS. Please ensure that the HP scales correctly. In 16-man, it took us 7 minutes to kill the boss, we even saw the enrage. Granted, this was a PuG group and everyone was new to the fight but SM should not have that much of a DPS check. We pulled the boss a fair length of the path and there were still some blossoms left. Meanwhile, in 8-man it is possible to kill the boss at the 1st or 2nd blossom, which means most group won't even see the mechanics. My suggestion would be to put the HP around 10m HP in 8-man, and 25m HP in 16-man. Or increase the HP to like 12m HP in 8-man, leave it at 30m HP in 16-man but push out the enrage timer from 7 to 10 minutes. Interrupting the boss makes the fight much easier because you get no red circles on the ground and no front cleaves. The main problem is that the damage from the cleave abilities is too high. Right now, it can kill a player in 2-3 ticks if he's standing in the wrong spot; this is too much for SM. However, the casts are very short and in SM you can't expect players to interrupt them. Considering that in VM, you can no longer interrupt the abilities, a balance must be found where tanks are encouraged to kite the boss correctly, rather than having DPS interrupt the boss. But also, the mechanic should not be so punishing as to kill a player if he's standing in the wrong spot. So please decrease the damage from the cleave abilities (Hydrochloric Pool, Acidic Jet) and maybe increase their cooldown so they don't occur that often when not interrupted. Tanks get 160k damage spikes in 16-man but only 70k in 8-man. That kind of spike damage might be fine for VM but when tanks have only 180k HP, it is too much for SM. Please decrease the damage from the boss' melee attack in SM. Of all the adds, the Stampeding Bulls are overpowered. In SM, all DPS must immediately switch to the bull to ensure it dies before it can wipe the raid. Please reduce the cleave damage from it, or turn the knockback from an AoE into a single target attack. Also, in 16-man the Stampeding Bull spawning at the 3rd blossom is invisible to half of the players, so it can easily wipe the raid because the group cannot kill it fast enough. Please ensure that it is always visible. In SM, the Synthium Derpidric Blossoms are too far apart. When standing at the first one, you cannot see the next one because it is behind the bend. Please add additional Blossoms, at most 30-50 meters apart so that players can always see the next one and know that the boss should be moved there. Also, please add a VFX on the floor below clickable blossoms. Finally, ensure that blossoms no longer light up blue after they have been clicked so players know that they are now deactivated. In 8-man (both SM and VM), the Synthium Derpidric Blossoms are placed differently than in 16-man. Is this intended? Since a single blossom can remove the debuff from all 16 players, why would you need more blossoms in 16-man? Instead, please only have a "SM pattern" and a "VM pattern", not an "8-man pattern" and a "16-man pattern". The stacking "Red Venom" debuffs should always be visible in the ops frame so that healers can see who is not standing in the Blossom circle. However, when you have raid buffs and the debuffs from battle rezz, the "Red Venom" debuff is no longer visible. Please ensure it has a higher priority and is always visible in the ops frame. The Synthium Derpidric Blossom at X -591, Y -33, Z -28 (see screenshot) can be clicked multiple times in 16-man SM, unlike all the other blossoms which can only be clicked once. We tried exploiting this and tanking the boss here but we were getting too many adds at this position. It looks like the adds spawn somewhere nearby, so they would constantly attack us, whereas at other positions, it takes some time for the adds to walk across the map to reach you. Anyway, please fix this blossom and ensure it can only be clicked a single time. There is an invisible object causing various line-of-sight issues. Where the path splits into three paths at the third blossom, it can be found in the center path at X -547, Y -54, Z -31 (see the tank marks). Please remove the invisible object. Breach CI-004: Lights Out (Holding Pens) Videos: / / This feels more like some trash groups than a boss encounter. The groups are standing so far apart that you never feel under pressure, and there is no mechanic involved. Either place some more adds in there with new mechanics, or get rid of this encounter entirely and turn it into normal trash groups. As chipequss wrote, there is zero indication that when you click the console, you start the boss encounter and stay in combat and can't rezz players. In PuG groups, you may have players clicking random buttons and start the encounter before everyone is there. The main problem is that this console looks identical to the previous consoles that all players have to click. Please use consistent visuals to discriminate between clickables for the whole group, and clickables for tanks only. Also, please add a tooltip when hovering with the mouse on it, like "Clicking this console starts the boss encounter" and increase the cast time to 10s and change the name from "Accessing" to "Starting encounter". The Hydrochloric Pool from the Crimson Stalker adds deals way too much damage in SM, especially when stacking three puddles in the same spot. Considering that we are in a boss fight and cannot rezz players in between trash groups, nor can players release to area start, you don't want half the group dying to the first trash group. Whenever the Felshade Hunter uses his Pounce ability, players receive the "Staggered" debuff. This debuff is missing an icon. Breach CI-004: According to Plan (Coils and two Czerka Warden Droids) Videos: / / / Some of the mobs here (and in the previous Holding Pens encounter) give way too much Renown XP, as much as 85k per mob. In other words, each time you wipe on the coils you get one Renown Crate. If it goes live like this, it will be fastest way to farm Renown Crates. The path to the coils is not intuitive; once you move from the first walkway into the square, there are four exits and only one of them leads to the coils. Please clearly indicate which way to go, e.g. by adding some FX/lights on the entrance to the coils area. As chipequss wrote, please add a ground VFX behind the rocks so players know it is safe to stand there. The crabs in the coil area only spawn during the first pull. After a wipe, there are no more adds in the coil area, which makes the encounter much easier. However, I've not seen groups be able to kill the crabs, they just deal too much damage or pull you out from the rock. If you fix the crab respawn, also nerf their damage so groups will not be stuck on this encounter. The console to close the door is not very intuitive. It is very small and easy to miss when walking into the room (instead you'll look at the two droids), and the voice-over says to click it while everyone is inside, when in reality, only one player needs to click it and the rest is ported. There are a lot of adds when killing the droids and activating the shields; in 16-man it can be very laggy. But as long as everyone is alive and players use their flares, it is doable. Containment Protocol (Hissyphus, Greus, Kronissus, Titax) Videos: / / / In the trash groups, only allow one player to pick up the power module, and ensure that the power module can be dropped by right-clicking. Currently, walking through a dead player who was carrying a power module results in you picking up the power module, despite there being on VFX on the ground indicating this. Please either add such a VFX, or remove the mechanic entirely since it is easier to pick up the power module from the original spawn than from another player. As previously mentioned, the encounter stays in progress after a wipe and players cannot release to area start. Please ensure that the encounter correctly resets. As chipequss wrote, you can accidentally pull the bosses by standing near the window, and the bosses will walk out of ths boss room. This should not happen. The bosses sound very interesting, with the different elements Fire & Ice, and Poison & Death. We haven't figured out the mechanic yet but we assume you have to combine the bosses in some way, and use their cleaves to hit the objects on the side, and use the train to kill one of the bosses. Once the encounter is fixed and we can get in multiple tries, I'm sure we'll quickly figure out the mechanic.
  15. With my raid group, we ran the following content: EV SM: 1st boss EV VM: full run GftM VM/MM: 1st boss EC MM: bosses 1-2 Hammer Station MM The first thing we noticed was that we had different HP based on difficulty (SM: 14k, VM: 17k, MM: 21k). I don't really understand the point behind that; shouldn't players have the same stats in all difficulties? Other than that, it is hard to give specific feedback. Certain boss abilities felt very easy while others felt too overpowered. So I can't say that the level locking made the content too easy or too difficult, it is just too unbalanced to give good feedback. Some observations: Trash mobs and adds have very little HP, while bosses appear to have the correct HP. For trash mobs this is fine IMO; those should not take a long time to kill, but adds in boss fights must remain at the same TTL or else the fights are unbalanced. Specifically, the pylon puzzle in EV VM felt even more facerollish than on live. GftM was at level 70 even though it was set to level 75 in the previous PTS patch. Players remained at level 75 though; I assume you scaled the mobs but did not yet add level lock in? Tyth was much easier when you are 5 levels above but still a challenge. We killed Zorn & Toth MM on our second try despite making tons of mistakes, like not cleansing fast enough, taking too much cleave damage, killing one boss while the other was at 60%, playing with 3 melees. If the goal behind level lock is to have the content tuned like after release, it is too easy. I do think there should be some "easier" MM bosses so that VM players can get a foot into MM content without hitting a wall. So if the later MM bosses/ops are tuned harder I guess it's fine that the first MM boss is easy. We wiped for an hour on the tanks, mainly because players killed the shield with AoE or did not deal with Double Destruction correctly. And we can confirm that the mechanics are very punishing when you mess up. So I'd say that the tanks are tuned correctly but they still felt easier than on the live servers. Hammer Station MM felt somewhat challenging; we were all very tired and wiped on the bonus boss and the final boss. But like I wrote above, not everything is overpowered; some abilities deal too much damage while other abilities deal too little damage. So I can't tell if the flashpoint is tuned correctly or not. We noticed the same issue. This type of bug (where highest HP is different from the maximum HP shown in UI) is not new. It also happens when you are in a group and someone travels to a low-level planet. When you are close to them, the UI is correct but if you are too far away or on a different planet, then they'll show up as something like 20k of 180k HP even though they are at full health, but the UI still calculates the percentage based on their level 70 HP. I've had the same thoughts. Even when running older/easier content, it is nice being able to look at a parse and seeing how well you did. With level locking, this is no longer possible since you'd have to know the average DPS values at level 50/55/60/65/70/75, which is too much to remember. However, I don't see a solution that does not get rid of entirely. I guess it is not gamebreaking since you can still compare your DPS to the other players in the group and see if you did better or worse than them, and StarParse should be able to calculate the percentiles correctly as long as everyone is level locked. Finally, we noticed that the debuff tooltips are not refreshing. I.e. if you place your mouse over a debuff, the tooltip is not counting down the time; it stays at whatever duration was left when you opened the tooltip.
  16. Thanks, my raid group will hop onto the PTS later today. However, I'm not sure what to make of the intended difficulties: First of all, operations were always intended to be tuned this way but your post reads like the devs have special plans for Onslaught specifically. Second of all, it doesn't address the following two points, which are IMO the most pressing when it comes to operations balance: What about the gap between difficulties? Since 4.0, the normal leveling content has become so easy that there was been a huge learning curve when entering SM operations, which you "fixed" by nerfing the SM operations until there were barely any mechanics left. We are now left in a situation where new players can complete a complete SM operation but they are overwhelmed by all the VM because they learn none of the mechanics in SM. In addition, the newer VM operations (Rav/ToS/GftM/Mono/Queen) are tuned much more difficult than the older VM operations. Also, most of the veteran players have moved all their raid time outside of raid groups to MM ops, whereas during 2.X/3.X they would PuG VM ops, which allowed new players to be carried through the content and learn from the more experienced players. What about the differences in operations from the same tier? (e.g. EV vs. GftM) Your post makes it sound like they will all be tuned identically but this was never the case in SWTOR, and will never be the case without rebalancing all bosses from scratch. At least pre-3.0, there was not that big of a difference between the easiest operation (EV) and the hardest operation (S&V/DF/DP). But all of the newer ops (Rav/ToS/Mono/GftM) have added in difficulty on top, which means that the difference in difficulty of two VM ops has never been greater. The result is that e.g. EV VM is easier than GftM SM which should not be possible according to your plans for SM/VM/MM. Personally, I don't think all operations from the same difficulty tier should be scaled identically. It is good to have some progression from easier SM ops to harder SM ops, to easier VM ops to harder VM ops, especially because of the increased distance between SM and VM. Unfortunately, this progression is not apparent in the game. If you are a new player and look at Activity Finder, there is only one SM ops. Without asking other players, you won't know if today is an easy or a harder operation. My suggestion would be to add another SM operation to Activity Finder, so that there'll be a rotation between both the easier SM ops (EV/KP/EC/TFB/S&V) and the harder SM ops (DF/DP/Rav/ToS/GftM). I wouldn't worry about thinning the population too much; most players form SM ops on fleet and not through Activity Finder, and having two options might actually increase the amount of operation players. Because right now, everyone is running SM ops when EV is in the rotation but the fleet is awfully quiet when it's GftM. Anyway, that's my feedback for now. I'll test the scaling with my raid group later. It would be great to see some improvements but operation scaling has been getting steadily worse since 3.0 so I don't have high hopes that you are truly committed to improving it.
  17. On Tulak Hord, the conquest leaderboard is showing up like before the patch and was not fixed. I have the non-streaming launcher. https://i.imgur.com/x8hcZfs.png
  18. There's a bolster terminal on Korriban to get to level 75 but then you are still without legacy. In order to test combat, we need to have all the stats from datacrons, class buffs etc. Please enable PTS Character Copy, this will make testing much easier.
  19. Bump. PTS Character Copy is still disabled and all characters were wiped. Can you please turn it on?
  20. Game Update 5.10.3 added Dantooine as an invadable planet but the related achievement for reaching 1st place during conquest ("Conqueror of Dantooine") is missing from the achievement window. Please add this achievement, and automatically grant it to players that already reached 1st place during this or last week's conquest.
  21. Can confirm. This is a regression; the bug first appeared with patch 5.10.3 but was hotfixed with last week's unscheduled downtime. Now 5.10.3a added the bug back into the game. To clarify: Since earning XP now grants conquest points, everytime a player on the server kills an NPC, the conquest leaderboard updates. All these continuous updates cause the whole game to lag whenever players have the conquest leaderboard open. On my computer, it leads to single-digit FPS but on slower machines it can cause the game to freeze, forcing an Alt+F4.
  22. Thanks! Any word on Underlurker VM and Tyrans MM? Those two bosses also got bugged with 5.10.2.
  23. I'd like to report a regression with the Underlurker boss fight from Temple of Sacrifice. A major mechanic of the boss fight is the debris falling from the ceiling. This debris provides cover from the boss' Rage Storm while also blocking line-of-sight. However, since 5.10.2, it appears that the debris' occlusion boxes are always present, both outside of Rage Storm and even before starting the boss fight. The actual rocks are working as intended though; they stay invisible until Rage Storm when they drop from the ceiling. This manifests in various "invisible walls" throughout the boss fight, including: Players cannot attack the boss or the adds, getting "Target not visible" errors Players cannot heal other players, getting "Target not visible" errors Boss is not leaping to a player after Rage Storm ends if that player is not in LoS Adds not applying the slow debuff if player is not in LoS The boss is still beatable by a skilled group but this is a major bug that should be fixed with the next patch.
  24. An overhaul of the dressing room window was long overdue. The changes are definitely going in the right direction, with a much larger preview window and more UI options. It is great that Tech classes are finally able to preview color crystals. There are a couple bugs as well as some more features I'd like to see. More issues to be added as I discover them. Bugs (in no particular order) Players cannot preview regeneration items, emotes and moods when they are linked in chat. This only affects regeneration items, emotes and moods; other items (armor set, mounts, pets etc.) can be previewed just fine when players link them. The "play" button (to cancel current animation, to toggle running animation, to toggle shooting animation) has no tooltip when players place their mouse over it. Right now, the "play" button has three different behaviors: 1) It cancels the current emote/regeneration animation. 2) It shoots the weapon if the weapon is drawn. 3) It toggles the run animation if no weapon is drawn. However, it is confusing that this button has the same icon for all three behaviors. Please ensure that the icon dynamically changes depending on the current state (cancel icon, shoot icon, run icon). The error message "This item cannot be previewd on your characters gender" has two typos: "previewd" should be "previewed", and "characters" should be "character's". On my Scoundrel (single-handed blaster weapon, no off-hand) the shooting animation is not looping. The character shoots once, then flourishes the blaster, shoots twice more then stops. On other classes (e.g. Gunslinger) the shooting animation is looped. The buttons to zoom in/zoom out only take effect when releasing the mouse button. On the other hand, the buttons to rotate the character continue rotating while the button is pressed. Please ensure that players can continuously zoom while holding the zoom in/zoom out button pressed. It is impossible to rotate the character or move the camera left/right/up/down while a regeneration animation is playing, only zooming in/out or hitting the "Reset Position" button works. However, it is possible to rotate the character before previewing the regeneration item, in which case the character stays locked in that orientation during regeneration, and can be rotated again once the animation finishes. Please ensure that players can rotate the character during the animation. This is especially important with item's like "Fearsome Rage" which completely block the view unless players know to rotate the character beforehand. Note that the "Music Therapy Probe" is an exception to this rule; players can rotate and move their character while previewing this item. Graphical bug with "Music Therapy Probe": The disco ball is not showing up correctly, and player character is not dancing during the animation. Companions that are unlocked via an item can be previewed by previewing that item. However, this only works for companions that appear in collections. Please ensure that this also works for non-collection items, like "Illicit Holocommunicator" which unlocks Paxton Rall. It is impossible to link items from the preview window in chat. Please ensure that hitting Shift and left-clicking on items from the preview window will link those items in the chat window. On my Scoundrel, it is impossible to unequip my main hand weapon in the preview window. When I right-click on it, it is automatically copied into the offhand slot. Please ensure that it is possible to unequip the main hand. For example, you can make it so that left-click will place the main hand into the offhand slot. Alternatively, you can add drag & drop so players can drag the main hand into the offhand slot. When a player previews his currently equipped main hand weapon on his companion and then switches to the character tab, the weapon is no longer highlighted. If the player then switches back to the companion tab, the weapon is reset to the companion's default main hand weapon. Please ensure that the selection stays active when switching between tabs. Similarly, if previewing an armor item on a companion that the character currently has equipped, switching to the character panel will then remove this item from the preview. Please ensure that the item stays highlighted and is not removed. Same goes vice versa (if previewing on the character an item worn by the companion, and then switching to the companion tab). On my Scoundrel, right-clicking on my main hand weapon will not only preview that weapon on my offhand, it will also preview the weapon on my companion's main hand. When previewing a weapon, players can only see the default color crystal that is included with the weapon. They have to separately click to preview the color crystal. This is especially frustrating when inspecting weapons from other players because it is impossible to bring up the modify window from where players could preview the color crystal. Please ensure that when previewing a weapon, the currently installed color crystal is automatically copied into the color crystal slot below the weapon. The same goes for tunings. When previewing a companion customization of a companion that can only wear weapons, no armor (e.g. M1-4X Customization 1), the preview window does not show the companion's weapon, only the customization. On companions that can be fully customized, players can see their full armor set including weapon. (If players have a companion unlocked, it shows their current gear, otherwise it shows the companion's default gear) The companion tab from the preview window is missing a slot for dyes even though dyes can be previewed on companions. Please ensure that the same dye slot from the character tab is also present on the companion tab. In the companion tab, the armor slots should be hidden if the companion cannot wear armor. Right now, they stay empty. Similarly, if the companion cannot use a weapon, the weapon slots should be hidden. When players preview some armor and then preview a companion customization, the state of the preview window is reset. It now only shows the companion customization and with the companion's default items. Please ensure that previewing a companion customization will not remove any items that players were previously previewing. When previewing a pet, hitting the "Reset Position" button will rotate the pet by 180°. Please ensure that hitting the button does not change the pet's orientation relative to the character. When previewing armors or weapons on companions that cannot wear them, players get the error message "You cannot preview equipable items on this character" and "You cannot preview weapons on this character". This is confusing because the error refers to companions, not characters. (Characters can wear items and weapons just fine). Please update the error message so it says "companion" instead of "character". Also, in addition to showing the error message, please automatically switch to the character tab and show the respective item on the character if it cannot be shown on the companion. The camera should automatically zoom out when previewing a large mount to ensure it is fully visible. Regressions It is no longer possible to switch between companions. Instead, players can only preview the currently active companion. (However, by previewing a companion customization or unlock, players can preview that companion). The main issue that in order to switch to a different companion, players need to close the preview window, summon that companion and open the preview window again. This causes the preview window to forget its state, i.e. the items have reset and players will need to once again click on any items that their were previously previewing. Please add a drop down menu so we can preview any of our companions without having to close the preview window. Alternatively, if the preview window is open and players are summoning a different companion, have the preview window automatically switch to that companion. This way, players can preview another companion without having to close the preview window which should preserve the state. Also, in the Companions & Contacts window, please add an option to preview a companion when right-clicking on it. (Right now, the context menu only has options to select the role and to summon/dismiss the companion) When previewing small decorations, the zoom is buggy: At first, the camera is zoomed in but when you zoom out even a little bit, the decoration is now very small and when trying to zoom back in, you can never reach the original zoom level. Instead, you have to preview a different decoration and then go back to the original decoration so it is large again. Feature requests When previewing regeneration items and emotes, there should be a cast bar so players know how long the animation is playing. Alternatively, add a new slot to the items which has the last used emote or regeneration item. That way, players can restart the animation whenever they want by clicking on it. Also, instead of a cast bar, you could put an animation on the icon, similar to when an ability is on cooldown, but in this case to show the duration of the animation. After previewing a mood (facial expression), it is impossible to reset the mood outside of closing the preview window. Since the mood is a constant effect and not a temporary animation like emotes, it must also be shown under items so that players can right-click on it or hit "Reset items" to get rid of it. The preview window only shows the armor set from a player's currently active outfit. Players who want to preview another outfit will have to close the preview window, activate another outfit and then reopen the preview window, which loses all state. Please add a drop down menu to switch to a different outfit. Alternatively, automatically have the preview window switch to a different outfit if a player activates that outfit in his character screen. That way, players don't have to close and reopen the preview window. Please add drag & drop so that players can move items from the inventory into the preview window without having to hit Ctrl and left-click. That way, they have more control over previewing weapons, color crystals and tunings, especially when they want to have different items in main and offhand. It is only possible to preview dyes for the whole armor set, not for individual pieces. Please ensure that each armor piece has its own dye slot. Also, please add drag & drop so that players can drag a dye onto a specific item in the preview window to dye it. It is impossible to preview items from a player's own outfit in the character screen (or another player's outfit in the inspect window). When pressing Ctrl and left-clicking, nothing happens. Please ensure that the item can be previewed. Similarly, it should be possible to post those items in chat. On the character screen, there are two options to toggle dark side corruption and to toggle dynamic mount colors. Please add these options to the preview window as well. Many items cannot be previewed, e.g. portable vendors or trainers, the Party Bomb, Banners, Crate-O-Matic etc. It would be great if those items can get a preview button as well.
  25. I'll echo the others that this is too little to call it a Game Update. The Celebration cantina tour cannot come soon enough, but even then we'll have to wait another 3-4 months until 6.0 releases... Personally, I don't care too much about guild heraldry. On the one hand, it can't be too prominent. If you force it onto players' armor set and mount, that would cause a whole lot of drama because everyone has a different favorite color. (I will never understand why some guilds enforce a certain armor/dye set for their members). On the other hand, if it is relegated to the guild window, guild inspect and the conquest pop-up (which everyone complains about), it is a nice gimmick at most, and probably not even worth the RoI. Some decorations or a flair with the guild banner like Adric_the_Red described would be a nice compromise. I'll make sure to check it out on PTS and give feedback. I don't care even a little bit about a revamped preview window. That is worth a small note in the patch notes but should not be a major selling point of a Game Update. Please don't tell me we are in maintenance mode already.
×
×
  • Create New...