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sthmnky

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Everything posted by sthmnky

  1. Day two update. I reset the mission and came at it for a third time. After retrieving the uniform from Dantooine I traveled to Kessan's landing and QT's to Oribina Cove. From there I drove to the curators entrance and the quest did not update to reflect the need to put on the uniform. This time I went in without it and the quest updated to include the need to equip the uniform...but doing so did not take it off the list and the curator will not talk to me. I have also tried showing gear as outfit but that did not affect the issue. The link provided above does not seem to relate as my weapons slots are showing as they should. Can not progress this quest.
  2. I am experiencing an issue with the "Eyes on the Prize" mission for Lane Vizla not recognizing equipping the provided courier uniform. I am careful to equip the uniform in my gear slots before I enter the curator's instance. I can also see it remove the requirement from the quest once equipped. However, once I cross the threshold into the instance it puts the requirement right back into the list as if it never happened and I can not take the elevator to the next stage. I have reset the quest twice tonight retraced my steps with care only to get the same issue each time. This is also the second character to be effected by this. The first time it happened, I was able to progress by resetting the quest.... but that isn't fixing the issue tonight. it is very inconvenient to have to go back to square one each time when it may or may not fix the issue. I see others on Reddit discussing this problem but I am not seeing it mentioned here. Additional info: unequipping and re-equipping does not take it off the list, nor does a phase reset.
  3. Just got vote kicked from a deathmatch in which I was on a bomber setting up a heal/reload nest and leaving mines around. It was the start of the match. That should count as participation in my book. The person who initiated the kick was in chat advocating that the group fly in to the enemy formation and die just to get the match over quickly. While I see that you can't do this support activity on a bomber any more, the vote kick feature is being abused by people who are just trying to cycle matches as fast as they can....that is it's own form of abusing the system. I have the screenshot of the person calling for suicide deaths to "just get it over with". This is where we are now in the rotating saga of funneling people into content they don't want to do. I feel like systems like Galactic Seasons is not encouraging people to actually engage with things like GSF and pvp but more incentivizing them to just get through it in various ways not intended...and...are a disservice to those actively trying to do the content.
  4. Star Forge also experiencing this issue
  5. Hello everyone, I am looking for a little insight as to why I can no longer reinstall the game. I have downloaded a fresh version of the launcher from the swtor.com and set it to run as admin and launched it as admin. I have also checked to make sure that my antivirus is not blocking it. The error I am receiving is: Failed to contact the alias service Read operation Socket error This problem began when trying to address the empty server list bug that I posted about separately. In trying to troubleshoot that issue I attempted to do a fresh install not once but twice. With other trouble shooting actions taken in between reinstalls. The final one resulting in this new issue. When I launch the Add/remove program app in windows I can see there there is one entry for swtor for 19 gigabytes and when attempting to uninstall that it also throws up the error message: Windows cannot find 'c:\program files (x86)\electronic arts\bioware\star wars - the old repulblic\BitRaider\bin\brwc.exe' I am not sure if this broken file is preventing further reinstalations or how to get rid of it since I can not find it on that file path. I am a sub in good standing and my account works fine on other machines. Does anyone have any insight as to what might be going on?
  6. just updating this thread because I still don't understand why this problem suddenly developed out of nowhere. Continued fix attempts included restarting the comcast modem/router as well as changing ethernet ports just in case. I uninstalled and reinstalled the game. The problem still persists. I sent an email to support who responded with an unhelpful email about how to troubleshoot the launcher. I do not believe the problem is anything to do with the launcher at all. The email did not address my actual problem, and it looked heavily like an automated form letter.
  7. Based off those links I tried deleting the Bitraider file and restarting...no luck. I also have the launcher without the "st" in the corner and so...tried to initiate the launcher repair feature but it is grayed out and not clickable. So far the problem persists.
  8. Hello Everyone, After a period of letting the game sit idle, I returned and attempted to reconnect from the server screen. My intent was to log back into Star Forge server. When I hit the Select button from the server screen the client closed requiring me to restart from the launcher. Everything started up normally however, the server list is empty. Prior to this I had played the game normally in the morning from about 9am to 11am Pacific time, left for appointments and left the game idle. I returned in the afternoon to find the problem as I described it above. The launcher works normally, I get the LotS splash screen that lasts slightly longer then normal, and then the empty server screen. There is no error message to indicate why the server list is empty. Pressing select prompts you to select a server from the empty list. This is the first time I have encountered this bug. My details: Processor: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz 3.50 GHz (64-bit system w/Window 10 home) Graphics Card: Nvidia GeForce GTX 1660 Ti Sub Status. Subbed continuously for at least a couple of years with no change in status. What I have tried: 1) Updated windows and checked graphics card drivers to ensure they were up to date. 2) Made sure both game and launcher were running as administrator. 3) After research...made sure both game and launcher are running in the same compatability mode. (Windows XP service pack 3) 4) After further research....Checked to confirm that antivirus and firewall were not blocking game .exe or launcher. 5) Several pc restarts. 6) Checked to make sure other online games run fine. (They do) 7) Wookiee Tantrum *edit* …I failed to mention an important detail. I play SWTOR with my husband in the same room, on separate PCs that are connected by Ethernet cable to the same Comcast provided router. My pc is the only one to encounter the issue, his is plays as normal.
  9. Problem was fixed. I did not complete class quest and level 10. Once I made it to the fleet, everything was there. My apologies for being over dramatic, but with so many foundational changes I was prepped for the worst.
  10. I began an Operative and played until the class quest took me to the fleet. This was at level 12 without using any xp buffs. The pacing of level grants feels fine. What does NOT feel right is the granting of abilities within that window(lvl 1-12). During all of Hutta I only had three basic abilities...rifle shot, knife attack, and grenade. Stealth was granted at about level nine, at which time the trainer became unusable with a system message claiming I was not a disciple of that class. At level five I was granted rewards for at least two quests that were not usable until level seven. This is not a big deal since leveling moves fast at this stage. However, it would be better if all quest rewards were usable when you get them. the overall experience was not terrible, but some fine-tuning is required.
  11. So I logged in to the pts to test lvl 1 characters as requested and had a little look around the new interface. While I know that legacy social perks were being removed, it actually looks like it's all completely gone. For those of us who have spent a lot of credits on rocket boots, field droids, and hk/treek unlocks, this is really disheartening. Does anyone have any information on these abilities? Did they move? Will they be given back at some point or are they just gone? if so, that was a very uncool move and rather sours any good changes that come with this expansion.
  12. I play both DPS and tank Jedi Guardian on live and have been very concerned about the feedback I have been seeing online. Therefore, I felt like I needed to see for myself what was and was not different in this iteration of the combat streamline changes. Per the forum instructions, I created a Jedi guardian, selected package B, and kitted her out as well as I could like my tank on live. Here is where my concerns began. But first...the questions: Does this feel like a Jedi Guardian? Please explain why or why not. In terms of offensive abilities, everything I have on live was present, and felt as if it functioned identically to my live character. However, notably missing were many utility abilities that I use often. Even taking my character to Onderon and killing the mobs there made the loss of those skills instantly apparent. And here I refer to an interrupt. Who would consider this an ability to prune on any character let alone a tank? Is there anything that feels missing or out of place in the combat rotation? Slash is still there and I never use it, not even as a filler. However, Resolute(CC break), Blade Blitz(movement cd), and Force Kick(interrupt) were all missing. I use those three abilities often on both tank and DPS and do not feel they should be role dependent. Their absence was immediately noticed when taking on trash mobs when I could not interrupt the healers. I do not understand the logic of removing these abilities. What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies? From what I gathered from my one evening of play against Onderons open world mobs, my Defense Guardian took little damage and was able to hold the attention of anything encounterd. Not having tried her out of more difficult content, I can not offer an opinion on whether she was tanking as expected. There is a reason for this explained in the closing below. How are you enjoying or not enjoying this class? Everything felt as if it worked the same as on the live server and was enjoyable as a tank with the exception of the alarming loss of important utility abilities that extended fights and made them more frustrating. I could see their absence being game-breaking in most group content. In closing: The gear set I selected from the supplied vendor was Lord of Pain. This should be a tank focused set. However, it came with no tank armoring, mods, or enhancements inside. Instead, it was filled with DPS gear. I was specced as a tank in as much as you allowed us to with the preset ability paths...but pulling other types of gear yielded the same result. With a Bulwark ear, 2 Bastian implants, and two tank relics, off I went anyway to Onderon. My opinion is that it is very difficult to gauge tank gameplay without the stats that contribute to its class mechanics. As such, this felt like a very flawed test. Perhaps the fact that we could not access and choose a discipline the normal way resulted in the system recognizing the correct gear to fill the sets with? Either way, I am not enjoying this iteration of 7.0 combat streamlining and also see it not being well received on the live servers( I.E. angry mob with torches and pitchforks). I am cautiously looking forward to the next testing phase in the hopes that the missing abilities get reinstated and we learn more about what this system will look like in its fullness.
  13. Thank you for the thoughtful reply. I often am the tank in this and as such always interrupt full auto. That mechanic is clear enough. But knowing what was building the stacks was a mystery. Also having to re explain it to each new group mate was a chore. I will focus in on the roots in future runs. thank you.
  14. Does anyone know...or has anyone reliably reproduced what makes Gorga Brak gain "Stand and Fight" Stacks in Spirit of Vengeance hard mode? I have done this FP several times since its release, with a good healer and various group configurations. Each time, the only thing that got us through, was throwing ourselves at the boss over and over until he eventually does not build stacks enough to wipe the group. I've read the Vulk guide, scoured Reddit, and tried every suggestion imaginable to try and reliably reproduce what builds those stacks...all to no avail. No one seems to know for sure. after getting my own complete 25-time achievement, I swore to never go back into that thing again. Yet today, a guildmate needed help and I was appalled to discover that nothing had changed and nothing new has been discovered. In the Vulk guide, commenters noted that the ability description for the bosses Energized Grapple ability states that if it is dispelled, a stack of Stand and Fight is applied. But what counts as a dispel?..traditional cc breaks don't cause stacks in most instances. This led some to think that perhaps it was something automatically triggering from certain secondary effects automatically applied from player abilities (or utilities) that could be dispelling the grapple without the players awareness. Or...even that some channeled player abilities being cast during the bosses channel of Full Auto may also be to blame. So many theories....no conclusions. Confused yet?...so am I and everyone I have ever run this Flashpoint with. If this is functioning as intended, then I am asking if anyone knows what the correct mechanics are meant to be. If it is NOT working as intended...how has this not been addressed after all this time? I can understand if no one really knows what's broken...but can we at least acknowledge that it is? Dev response would be appreciated.
  15. To answer that thought...Yes, dye modules would be consumed when applied to a universal dye kit. My intention with this system was to create a way to allow us greater flexibility in character customization, without taking away from crafters, needing any form of deep systems reengineering, or negatively impacting CM sales. But thanks for the feedback, I appreciate the conversation around this.
  16. What you have said is true. And I don't have a perfect solution to address this. You COULD acquire two dye kits, one with black in the primary and another with black in the secondary...and in this way make a black/black dye module obsolete. However....could making the dye system feel not so onerous encourage more people to buy dyes off the CM Could this make the purchase they do make more valuable to them? they feel their purchase is more lasting? For example, I am NOT going to buy a dye module for each character each time I regear. BUT...I might be encouraged to repurchase if I know I do not have to do it again on that particular character at a later date. It lends more perceived value to each purchase. This means that I should have stated in my original post that each purchased dye module would only be remembered for the character that purchased it. If I buy the Honored General Dye Module on my Mercenary, those colors will always be available for him when applied to the universal dye kit. However, I would have to repurchase the Honored General Dye Module for any alts I want to use that dye on. That gives us more flexibility as players and (in my opinion) offers minimal impact on CM sales. If I get to keep a color palette on a character I might even be in favor of a small increase in the cost of each CM dye module as compensation.
  17. As the title suggests, the system by which we purchase and install dye modules in preset combinations has never been a great system and, as such, could benefit from a few minor changes that would make it a more robust and versatile. As it stands, a player must purchase a dye kit in preset combinations...and I'm just going to say it....sometimes those combinations are atrocious. As an example, If I want a particular yellow...do I really have to have it with purple, green, or some variation of baby-poo brown? There must be a better way! Therefore, I am suggesting a single universal dye module to be crafted by artificers that would contain all the dye colors currently obtainable by the artifice crafting trainer. This craftable device would replace the currently crafted dye schematics, combining them into a single item that allows for the separate application of colors. To describe basic functionally, this item would be installed in existing dye slots. When placed in the slot, it would open a window with two tabs, one for the primary slot and another for secondary. Within each tab would be a grid layout of each selectable color for that slot. For example, instead of having a purple/pink dye and a white/green dye, opening the primary tab would present the option to apply purple or white with a button to apply the selection. Opening the secondary would present pink or green from which to select and apply. Both primary and secondary can be set once per application after this, another module would be required to change either slots color. However, I also suggest that these modules would allow a player to collect colors via the purchase of additional, currently available, dye modules. Those collected colors would be remembered in future repurchased universal dye kits. This would require a slot within the universal kit that would allow you to add colors from a Cartel Market or reputation dye module to the pallet of permanently available colors. So If I had an Honorable General dye module in my current chest piece...and buy a new chest and universal module, I could reapply one or both of the colors from the Honorable General set...as a part of a larger pallet of collected colors. How is this any better than making Dye modules unlockable in collections?.... The primary advantage is in unhooking the many awful color combinations from each other and allowing them to be used in more creative and aesthetically pleasing ways while also not impacting the crafting revenue of artificers or Cartel Market dye purchases. Players would still need to purchase specific dye modules from the Cartel Market or reputation vendors in order to have access to those colors in a universal module kit. While this may seem like a lot of work to implement to some, I feel like I would be a worthwhile improvement to a system that is currently very clunky, inflexible, and sometimes downright ugly. If nothing else from this suggestion strikes one as worthwhile, separating the paired color combinations would go a long way to improving the system.
  18. As someone who has wanted this for a long time, I support this suggestion in spirit. However, I acknowledge that, in the version that the OP suggested, it would require a great deal of backend work to implement. This would make this a nonstarter. However...would it be easier to have a slightly dialed back version of this? Would it be easier to implement if we simply open up all blaster classes to all non-force users and all lightsabers/techblades to all force users? It's not as broad as the OP originally proposed, and would still require some certification adjustments, but would allow for greater character customization overall.
  19. Indeed you are correct...and I have built many atmosphere areas stocked with companions for that "lived-in" feel. However, there are only so many of them you can place. In larger homes, you have to resort to some creative deco stacking to make it work. And to reply to your example of an empty house...someone who is inclined to do such a thing can already do that with basic chairs. No one decorates for a conquest bonus anymore, so item counts are unimportant to anyone but people who like to complete stuff(like me). My intention was to provide a way to accomplish this without resorting to filling it up with decos you don't want and sacrificing style. But thanks for your input.
  20. As the title suggests, I am proposing a new type of deco that renders invisible in any mode except when laying down decorations. To explain... In attempting to decorate the Manaan Stronghold, I am struggling to fill the last 150 items needed without making the house look like an episode of Hoarders. This has been a common problem in all the strongholds I have decorated up until now, but Manaan really made it apparent. As of now, I am nesting decos inside of other decos and doing the best I can to disguise the clutter that ruins the sleek aesthetic of many Strongholds. And while I know that we no longer need to have our strongholds at 100%, I still like to complete them for the sense of fun and satisfaction it affords. So in lieu of retooling stronghold layouts....why not a new deco type? It would need to be one that fits on most hook types and surfaces, that doesn't show up in any mode other than when the stronghold owner is in edit mode, and is there solely to contribute to item count. This single deco would need the functionality of being able to be placed on floor, wall, and ceiling hooks....and on all small, medium, and narrow hook sizes in order to maximize its effectiveness. In order for the stronghold owner to find and add/remove these decos, they would have an appearance only in edit mode. This appearance could be anything from a floor level ball of gold light, a column of gold similar to a flooring hook, or simply a box. Additionally, I foresee Stronghold owners needing a LOT of these items and therefore think that it should be sold on a common vendor for credits...as apposed to a pack item or tied to a reputation. With this option, we can show off the decorations we want our visitors to see while preserving the look and feel we intend. Thank you for your consideration.
  21. I do not main an operative healer and I am by no means a theory crafter...but I do use my Op heals a lot as a secondary healer. That said, I am very disappointed with the lack of set bonuses designed to enhance healing. Small buffs to healing from using an area attack...or shielding group mates with probe use is absolutely insufficient in my opinion. I will admit, some of the tacticals do look nice and afford some handy abilities, but they do not make up for the utter lack of healer focused set bonuses on armor. It's enough to make me want to never play the class if this is what they will receive in 6.0. Edit: The above was a first blush response. after loading up gear and taking the op heal for a light test drive, I think I understand a little more what was trying to be accomplished. Many of the best bonuses to healing are actually on the Tactical items....making Kolto Infusion cast while moving, making Kolto Injection instacast on every third consecutive Surgical Probe, etc. In this manner, I see the intent to implement the "play your way vision" and create a more customizable gear layout. However....in our current set, we have three bonuses that directly affect healing output. In this test phase, the most relevant armor set is the Tacticians, which grants the ability to gain and extra tactical advantage and a 1% bonus to healing for having a tactical advantage. To me, this is just a "meh" bonus as I don't have any problems maintaining Tactical advantage stacks with our current gear set. The tacticians set combined with a tactical that provides ONE bonus that affects healing output (in one form or another) feels like we are actually losing some of the Op healers current effectiveness. In my opinion, an armor set bonus that directly grants a bonus to healing cooldowns or critical chances would be more desirable.
  22. There are many on this thread with amazing ideas and a much greater technical understanding of the class. That said, as one who uses Op/Scoundrel heals as a secondary healer my main issue with the class is entirely tied to Kolto Probes/Slow Release Medpacks. My greatest wish for an item to alter that mechanic would be to greatly lengthen the time they are up on the target. Ideally, I would like the time to be comparable to Commando/Merc's Kolto Shell/Trauma Probe. Again, only in time on target, not healing strength or stack sizes. As it exists now, I do not enjoy trying to keep two probes up on anyone other than the tanks. Turning my attention to a dps means reapplying those probes on the tank, taking time that might be the difference between life and death. A tactical item or set bonus that mitigates that would be well worth it.
  23. @SteveTheCynic Thanks for the feedback. This list wasn't meant to be technical or detailed. Just musings on fixes for things that bug me on an average day of play. However, to address your feedback. 1) Yes, its Qyzen specifically that I don't want, not the doing of the mission itself. Anything that removes/hides it from the queue would be welcome because I am never going to do this. I know that for other players, there will be other alerts that they are never going to do...like Pierce/M1-4X for people who hate to pvp. 5) An awesome idea that hits at the exact spirit of what I was clumsily trying to suggest. 11) By rarity I was referring more to items available for direct purchase through the Cartel Market...not necessarily pack drops. I personally don't see the point in removing things from the CM unless they are a holiday or seasonal item. 12) No problem. I'm sure it's a question of personal taste. I began this game at launch with entirely original characters. Fast forward several years later and those same characters have had any number of appearance iterations including an all Cathar phase. Currently, I am maintaining interest in the game by making my characters themed after characters from all the trilogies. you can actually do quite a lot and some characters adapt better then others. Phasma is just a missing possibility in that line. You can also do Comic heroes, He-Man characters, Transformers...I've seen people make some inventive stuff.
  24. Hello everyone, Given that the Dev team has been soliciting player opinions regarding gearing and set bonuses, I thought it might be a good time to refresh my quality of life wish list in the hopes that others will contribute their own items as well as the hope that these may be read by someone who could possibly implement a few of these items. That said, lets jump in... 1) A way to reject companion alerts without engaging the conversation/mission. I am NEVER going to do Qyzen's mission and I am sick and tired of seeing this alert(and others) cluttering up my companion window. A "skip" button on the alert itself would be awesome. 2) Better companion positioning system. Would you like it if your companion would stay within melee range of you while in combat, all the while continuing to fight/heal?...or....would you like to plant them in a particular safe spot? I know I would. Having to set them on passive to move them is a giant pain and does not work well in movement heavy situations. 3) Enabling Quick travel from Starports.... I mean its not like that building is a hub of TRANSPORT or anything right? I do not understand this restriction. 4)I Cosmetic weapons. While I know this likely presents some technical challenges and significant work...it would be awesome for my ranged characters to appear as if they have any pistol/rifle/sniper rifle that fits that character. The same goes for Jedi classes and being able to select the saber or melee weapon of your choice. Making this an appearance only weapon slot would hopefully bypass the issues that would arise from changing actual weapon certifications and the nightmare that would unleash. I don't want Mercs with sabers, or Jedi animating saber moves while holding a rifle.....So uncivilized... 5) A purchasable legacy perk that opens all planetary maps . Are you tired of having to rediscover areas on planetary maps on all of your alts?...me too. This unlock would require a modest legacy level requirement...and... that at least one character having already opened the map on any particular eligible world. This unlock would be legacy wide. 6)Chapter skips. Star Trek online offers this and it's wonderful. Is there a story chapter you loathe?....just hit the skip button to advance to the next. This would also work for characters who have not previously completed said chapter. It also needs to be said that skipping would also skip all rewards from that chapter but not necessarily unlocks...like companions that join the story and appear in later chapters. 7) Cosmetic settings tied to outfit slots. If you cosplay characters in game, it would be awesome to be able to represent different versions of that character without having to spend CC's each time you need a new hairdo. Therefore, it would be awesome if a select number of cosmetic features could be bound to an outfit slot. features such as skin tone, tattoos, hair, complexion, and others that would allow you to show a change in age...or have one character have both a Vader-esque look and Kylo-ish in another tab. The initial purchase and binding can be done with CC's...but any switching between outfit tabs would remain as it currently is...free. 8) Shareable waypoints. I know we can all see the purple dots on the map, but wouldn't it be great to just give people a rendezvous waypoint visible to the whole group? I thing this would be all kinds of useful. 9) Conquest objective synchronization. If conquest is Dread War...BOTH Dread Fortress and Palace should be in Group Finder rotation for that week. As of now, this is not always the case. There are many other examples I could list. However, this mistiming of rotating group based content is terrible and I don't know how it has been allowed to go on for so long. This also included other rotating missions such as the Timed Weekly on Ossus. How is it that the Timed Weekly for Flashpoints requires you to do four HMFPs but the weekly only requires three? Synchronize! 10) Gifting Comps in Stacks. I am so tired of Kaliyo telling me how well I know her. Can't I just give her a stack of a hundred weapons and be done with it?! 11) Let all Cartel Market items be available...all the time. SWTOR is not the Disney Vault...you are not creating more demand or any semblance of rarity. I think you would sell MORE items if they would all be available for purchase when we actually have the CC's. 12) Metallic Dye kits. Metallic textures already exist in game. For example, the entire Triumvirute line. While I know it may be complicated to apply a chrome, copper, gold, or metallic colored texture to an item to which it wasn't designed with...I still believe they would be as popular and expensive as Black/black dyes. Plus who wouldn't want to make a Phasma outfit? 13)More info available in the Legacy Family Tree. it would be nice to see character combat and command levels, conquest points earned, or amounts of various currencies each character has by simply mousing over their portrait in the family tree window. Alternately, as drop down box on the portrait can be used to select the type of information you would want displayed. Then I would not have to log into each of my alts to see who is close to having enough Masterwork Crystals to purchase a piece of gear...or who I can rob money from for overpriced GTN items. 14) Ops transport ability. This ability would be added to the weekly mission for most Ops and would function identically to the travel ability that is currently attached to heroic missions. This would make it much easier to get a group to the the entrances of DF/DP or anywhere on the Ziost Shadow without the inevitable..."Will there be a summon?" from each new group mate. This is all for now...more will be added as they come up. But please feel free to chime in, or to add your wish list to the thread!
  25. Having posted one of these ideas in the past, I am creating this thread as a place to add further ideas that would improve quality of life and not be too difficulty to implement. That said...two things I would really love to see currently: 1) Cosmetic Changes Tied to Outfit Tabs Certain appearance options tied to outfit tabs to create more character customization options for characters. For instance, if you (in game) cosplay an established cannon character and want to have different versions...like Princess Leia in here classic cinnamon bun look vs Leia in here Hoth outfit. Or...an old Obi Wan vs a young Obi Wan. I have both of these types of characters and would love to be able to switch hair and complexion to match outfits without having to use CC's every time. Therefore....I would be willing to make a one time payment through Outfit Designer to set a handful of cosmetic traits to an outfit tab. Like....Hair style, hair color, complexion, jewelry, beards and facial hair, scars, and species specific items like headbands and masks. By setting these traits to a tab via a one time cc or credit cost, you could then switch back and forth as often as you like. All other traits would not make sense to change with with an outfit, so they would retain the current system for modifying those attributes. 2) A Better Companion Positioning Ability As the title reads, a more efficient ability, that can be in my toolbar, that bring an active companion to the players location. I don't know how often I have been in boss fights only to notice my companion too far away to heal or standing in boss mechanics. Currently, you can re-position a companion by setting them to passive...which requires them to finish any active ability before moving and also means they do not heal or attack until taken off of passive. In short, the current system is really awkward and could be streamlined. I propose a simple ability that will cause the companion to move to the players location without interrupting the healing or attacking they are engaged in. This ability would have an icon that could be loaded into the player toolbar and thus be more easily accessible....especially in fights that require constant movement.
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