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iakona

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  1. I'm sorry, but this just comes across as completely tone deaf. You're either not hearing or not understanding the player feedback on why this medal system (objective points based on kills) is bad. You're incentivizing players to stop playing tanks and healers in warzones with these changes by significantly limiting their medal potential relative to dps players, and indirectly encouraging toxicity toward anyone who brings a tank or healer to a warzone since they lower the total medal potential for everyone in the warzone. Please stop thanking us for feedback when you don't actually demonstrate any understanding of the feedback we're giving you.
  2. I played 13 matches on Friday with a group consisting of a healer, a ranged dps, and myself as a melee dps. we started out with 2 wins and 3 losses, then got 8 wins in a row. Wins and losses did not have nearly as much impact on medal count as the group composition did. The new medals for kills near objectives VERY STRONGLY incentivizes having no tanks or healers in the warzone. Anytime there were multiple healers and tanks in the warzone, total medal counts were significantly lower. In one match, 7 players on my team spent the entire match fighting over a stalemate at mid, with total medal counts on our winning team of between 2 and 5 medals, while I got 11 medals for just standing and defending a side node the whole match doing almost nothing the whole time and accumulated over 31,000 defender points (medals were only granted up to 15,000 and I was already over the 8 medal cap, so I had no incentive to do anything the entire 2nd half of the match). This was routinely the case throughout several matches, as when multiple healers and tanks battled in mid, both teams got very low medal counts. When teams were composed of nearly all dps, medal counts were MUCH higher. Kills are a very poor metric to use for gaining objective points. This needs to be changed to protection, damage, and healing done near objectives, or else teams will be severely punished if healers and tanks are in queue. Additionally, player toxicity in pvp would likely be greatly reduced if the weekly pvp missions were based on total medals gained rather than wins. As it stands, there is very little incentive to keep participating in a warzone after 8 medals have been earned, and about half of the time, afk players get the same weekly mission reward as players actively trying to win a match. Intentional sandbags are still the #1 worst part of pvp in SWTOR, and these new changes do nothing to fix that problem.
  3. Tested for several hours today, includiing pvp warzones, visiting various planets, and even a couple operations. In open world exploration, I found no bugs aside from the known issue of trees being invisible. On Onderon, performance was roughly the same as I experience on live, with about 120 fps out of combat in the jungle at 4k ultra settings on a 3080ti 12900KS Win10 system. In combat, fps frequently dropped to around 30-60fps, which again is about the same performance as live. The only notable difference from live for me was in Eternity Vault, where the rocks in the Gharj fight (both leading to the boss from the entrance and between floating islands) were completely invisible. Link to VOD here at 4h 47m Additionally, the falling platforms in Soa's room were completely invisible. Same VOD at 5h 3m We also tested the platforms in the Tyrans fight in Dread Palace, but it appeared to be working correctly.
  4. Seems totally fair and reasonable given the cost of acquiring those items
  5. As many others have pointed out, legacy ops have been completely ignored in this system. All operations should be included in progression based on their actual difficulty to complete. For example, completion of Gods or Dxun on master mode should reward significantly better gear than completion of EC or DF. All legacy raid rewards should be rebalanced to grant 330-338 artifact gear based on difficulty. EC Master Mode should grant 330, TFB and SV 332, DF and DP 334, TOS and Rav Veteran 336, Dxun and Gods 338, R4 340, or something similar to this progression. Higher difficulty should grant higher rewards, period, and that's just not at all the case currently. It's literally impossible to find anyone running Gods these days, which is a real shame since that is one of the most fun ops I've played in this game. Incentivize players to play all the content, not just the same mind-numbingly boring EV/KP/DF runs over and over and over. With the new gear system, it'll just be constant R4 runs over and over and over until everyone gets sick of it and stops playing because there's no variety for progression raiding.
  6. Yes, that’s a common issue. Try the directions in this thread: https://www.swtor.com/community/showthread.php?p=10000367
  7. Hazardous Pummeler's Offhand Saber (rating 332) incorrectly has Critical Rating instead of Alacrity like every other offhand.
  8. If you have an Alder Lake processor, it's probably the same issue that the standalone launcher has. Had the same issue on my 12900KS. Had to use the launcher repair tool on the standalone launcher to get PTS to launch at all. No luck with that to get the Steam PTS to launch. Regular live server steam launcher has no issues for me though.
  9. I seriously don’t understand why you STILL refuse to base daily and weekly rewards on individual effort in pvp rather than team performance. You claim to want to eliminate inactive players, yet do nothing to actually incentivize activity. The #1 problem in warzone and GSF pvp is people just coming in and doing nothing, expecting to be carried by the people who know what they’re doing. You already have the tech in place to grant rewards based on total medals earned for the daily and weekly missions in warzones and GSF. Sure it’s not a perfect solution since various medals are easier or harder to earn, but that simple change will do FAR more to minimize sandbaggers in pvp than any of the proposed solutions you devs have come up with in over 10 years of this game. Something like 12 medals for a daily, 60 medals for a weekly would be entirely reasonable and keep pvp fun and interesting for the people who actually enjoy playing it, and would have the additional benefit of encouraging people to actually play objectives to complete their missions faster since objectives give so many medals.
  10. To offer a very simplistic example, imagine an attack that does a base rate of 1000 damage per second, without crits. To calculate the total damage per second of that attack with crits and alacrity and accuracy, it's (1000 + 1000 * crit_chance * crit_multiplier) * accuracy / (1 - alacrity) Now imagine a hypothetical level 55 Carnage Marauder with a base 97% accuracy and 2600 Strength and 1800 crit rating (giving roughly the max crit chance with current end-game gear) for a crit chance around 37.3%. Level 72 gear gives 79 Accuracy/Surge/Alacrity on 10 items, for a total budget of 790 to spread between the 3. 2 items with Accuracy will give you 99.34%, leaving 632 to spend on Surge/Alacrity. If you spend it all on Surge, you get about 1275 DPS for that hypothetical attack. If you spend it all on Alacrity, you get about 1286 DPS. If you split it 5 Alacrity, 3 Surge, and 2 Accuracy, you get 1306 DPS, the optimal amount for this hypothetical scenario. Note that this scenario is purposely stacked to give the maximum possible value to Surge. If that same Marauder had 0 Crit Rating, the optimal balance would be 8 Alacrity, 0 Surge, 2 Accuracy. So yes, in theory, Alacrity is valuable, but it becomes quite a bit more complicated once you try to take into account actual attacks with varying cooldowns, procs, etc.
  11. For Watchman at least, the difference between power and crit is miniscule if you're anywhere in the 0-300 crit rating range with current best-in-slot, fully augmented gear. Around 150 is the sweet spot for maximum possible Watchman DPS. 0 crit rating and 300 crit rating are about equal (assuming a straight crit-for-power swap), but are still only about half a percent away from fully optimized DPS. Once you hit 400 crit, you're about 1% below optimal DPS, and it keeps going downhill from there. The extra crit also adds to Watchman survivability, since your burns will heal you more often, so you have to decide how much healing you want to give up for a tiny bit more DPS. I have minimal experience with Combat or Focus specs, so someone like LagunaD is definitely more qualified to speak on those.
  12. This is false. The ONLY gear stat that affects offhand damage is your offhand hilt damage rating. No other gear stats are used in calculating offhand damage. Power is always more useful than strength, due to lower damage bonus and diminishing returns on crit chance from strength.
  13. I use Inspiration (Bloodthirst) situationally, not just whenever it's available. In sustained damage boss fights, I'll wait until I build up 30 stacks, then activate it, so it gives me a chance to build up Juyo stacks and allows everyone to get their full armor debuffs on the boss. It's generally available again at the end of the fight, for the fights that last at least 6 minutes. In burst damage boss fights, I usually save Inspiration (Bloodthirst) for specific burst phases where it'll be most useful. The only time I can recall regularly using Transcendence (Predation) in ops is on hard mode Kephess when he does his AoE pull. Otherwise I'm always just hitting Zen (Berserk) as soon as it's available.
  14. As far as I know, it's just the standard. I don't really do anything special with the openers or priority list.
  15. As far as I can tell, nearly every top-ranked Marauder is using annihilation spec. I haven't seen any carnage specs in the top 10 for any boss.
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