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JLazarillo

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Everything posted by JLazarillo

  1. Here's a weird one that came to me: Shadow for Knight, not because of anything in terms of the story beats or such, but because of Kira Carsen. It's always been just downright weird to me why someone who's already training under one of the freaking Jedi Council gets p(ada)wned off on some newbie who's only really reliable for being an ace fighter. But it might make sense if the Knight PC has a similar fighting style. You're not around to train Kira in how to Jedi properly, you're basically her combat tutor. And so using a combat style that matches hers therefore makes that element makes way more sense.
  2. Out of curiousity, does Flying Fists change the animation for the attacks it buffs? It seems like it'd be kind of...strange looking.
  3. The issue is that, as others have noted, you need other currencies, often in much higher relative values, anyway. Given that, and given the bulk of Medals come in from doing Conquest on many characters anyway, I don't see where the harm would be in increasing the cap a fair amount.
  4. Doing objectives last week and this week, I'm at 17.5. I still need to do 1-2 more FPs this week and there's the daily and subscriber bonuses still to come, so I expect I'll hit 20 before the week is done.
  5. Well, given the patch notes mentioned Smugglers getting Torchy as a reward again properly, I never figured Inquisitors would now be missing out on getting Kallig's saber. But such is what it seems. I just got through chapter 1 of my Inquisitor's story, and the reward window with the saber never came up. I petitioned it as well, but figured it was worth reporting the bug.
  6. Remove respawn times so there's no need to compete.
  7. No, see, there was one exception, and that's what I was curious about. A pre-7.0 Jedi/Sith character that has at least one level of the opposite alignment (i.e., a Dark I+ Jedi or a Light I+ Sith) also is given the option to switch their primary style, too, but only to the opposite-alignment versions (so Shadows could become Assassins and vice-versa, but couldn't become Sorcs). The option comes up in the mission to pick the second style, before the options for the second style are given, but only if the character in question meets the requirements. With that in mind, I wanted if it applied to characters newly made in 7.0, too. For RP/story/stylistic reasons, I wanted to make a Shadow Knight, and then wait to do the pick-a-second-style mission until later, and switch it to an Assassin spec (and then pick the second combat style). Unfortunately, I tested it myself right quick (it's pretty quick and easy to hit Dark I on a newbie Knight if you know what options to hit), and sadly, the option did not appear when I opened the mission. So either it's for pre-7.0 characters only, or the requirements for switching are now greater (possibly getting all the way to Dark V as ThanderSnB suggested) which I'm sadly not liable to test any time soon. Seems I'll have to plan some other way. But thanks to both of y'all for trying to help!
  8. Does anyone know side-swapping a primary combat style only work for established characters? Or does it apply to new ones instead? Basically, if I make a new Shadow and then wait until I hit Dark I to pick a second combat style, can I change it to Assassin? Or was that just a perk for pre-existing characters?
  9. I did manage to find one that mostly works: the Inquisitor's Renowned Sash from the Legacy Vendor on DK. Requires current Combat Style to be set to Sorcerer or Assassin to use it, but since it was for an "assassin" outfit in the first place, that wasn't too much of an issue. Also, it has some bright purple spots, but that's fixable with a dye/color unification.
  10. Just curious on this. Trying to put together a new "assassin" costume for my Warrior's second Combat Style, and for the chestpiece, I'm using the Dark Marauder set. Problem is, it clips with most belts that aren't from the same set, and I'm not totally sold on using said belt if I can help it. Anyone know if there are any other belts that work okay with that chestpiece?
  11. After you hand it in, you get items in your inventory that will increase the rep (this keeps you from preventing it from increasing too fast and potentially locking yourself out of GS objectives later...or I think that's the idea, at least).
  12. For the final Jedi Knight mission on Alderaan, after defeating Lord Nefarid, there's sealed a door on the east side of the room where he spawns that's supposed to open when he dies, granting access to the mission's final objective. However, after trying it twice this evening, both times, after Nefarid dies, the animation of it opening plays, and the little forcefield in front of the door that indicates you can't pass yet goes away, but behind the door that opens is...another door, effectively blocking off the area. As far as I can tell, this is just a broken sequence somehow, but I don't think there's any way to jury-rig a fix on the player end, so it'd be nice to see a fix, or there are gonna be a lot of stuck new Knights getting built in the next few days... EDIT: Ah, okay, there was one idea I hadn't tried, and that was re-logging while still at the same objective point in the mission. That worked. Still might be nice if the mission worked properly, but a workaround was found!
  13. Just to expand to this maybe, I've found that creating a NEW loadout, saving the current one, activating it, and THEN changing style, seems to maintain everything saved properly no matter how many times I change or re-log or what have you. Might be I'm doing something "right" might be it's just bugged for certain combos or the like and I've been lucky so far?
  14. As per title. Up 'til now, it's been Ctrl+E by default, but that's now the Stronghold Edit bind. Skimming through the options, it doesn't look like there's a way to open activities with a single button, you have to pull it from the drop down menu any/every time?
  15. Just out of curiosity, can anyone confirm whether there will still be a way to triple-stack Upper Hand in 7.0? I know I saw a Legendary implant on PTS that gave that benefit at one point, but the only document I see now does not list anything with that bonus anymore. Was it removed? Still there and the online documentation is incomplete? Removed as a set bonus and now baseline? Anyone know?
  16. Several of the Scoundrel implants are missing descriptions, so it's hard to say. I do like the no-energy-Upper-Hand-refunded-Bushwack bonus. I notice that there's a semi-equivalent one for Tactician that gives the old school damage boost with Upper Hand, but none that do the increased max stacks of Upper Hand (again, assuming that isn't one with a missing description). Some clarification on that front might be nice.
  17. So, at a glance: Maybe I'm missing something, but is there not a Fleet transport droid at the Scoundrel starting point. Not essential, but right now I have to run around the open world leveling up before I can get to fleet, so a droid would be helpful. Holy schneikes, no passives until level 23!? Like, that's not a huge problem for my characters that are already at max level, but making new characters is kinda gonna be annoying that way, doubly so for Ruffians, when... ...I do not understand why the first passive the set gets is the one that lets Bushwack spread Vital Shot, when we don't get Bushwack until the late 30s. It's this way on live, too, which has never made much sense. On the other hand, looking at the trainers (which work again), Dirty Kick is available both to train normally, and as an ability that can be taken in the tree. Is the option at level 35 supposed to be give Dirty Kick effectively a second charge, or are the trainers not working properly? Nice to have Quick Shot back. It's a big deal for healers and a nice quickie move for the DPS specs to on more straightforward content. The one big beef I had during the Operative test phase was that there appears to be no cleanse on Disappearing Act anymore, like there is on Live. Given that Assassins still have the ability to take this as a passive (granted, against some extremely stiff competition), is there any chance of Scoundrels getting it back, too? Beyond that, not much to say as things look pretty consistent with live, outside those points. I look forward to playing with some of these new Legendaries and seeing what they mean to the class.
  18. Look at it this way: it'll also help solve the inflation problems by introducing a credit sink for people who want to mix and match weapons with different outfits at different times?
  19. Heroic resets: Eep, well there goes my habit of spread Heroics across two days. Probably fair, though. Conquest credit reduction: I'm not sure how much difference that'll make, but it's worth a shot. Shared tagging: Sounds great. Heck, I don't see much reason to faction-lock it either, but hey, it's a nice start! Vanish changes: You had me scared there until you mentioned it's Flashpoints and Ops only. Seems fair. We'll see how it plays out. Outfit weapons: And here comes my one question: how does this interact with combat styles that use different weapons. If I, say, have a Juggernaut and Assassin Combat Style on a character, can I stamp both a single saber and a dualsaber on the same outfit? Or will I default to the equipped weapon if I use it with an "invalid" outfit?
  20. Eh, if you want to lead the faction, go play Master of Orion. That's what folks like Acina and Saresh (or whoever replaced Saresh...forget their name) do. The PC is really barely even the "leader" of the Alliance in practice (heck, at present in the game, the potential exists that the PC is secretly fighting against the Alliance). If anything, the best scenario would be to knock our characters back down a few pegs to better tell an ongoing story about them again, like they were up through SoR. But that'd be very difficult to do from a gameplay stanpoint, given how many mechanical systems are based around "the Alliance".
  21. Perhaps he can has some control over which voice he uses, and picks and chooses to suit his vanity? You mentioned Ziost, where some of his pawns do speak in Vitiate's voice, after all. And clearly, the point mostly is that he doesn't want to sound like "Tenebrae" (Granted, who would? It's hard enough to take him seriously, moreso when he sounds like the dog from the Jetsons).
  22. So I haven't commented on the last few rounds of this, but now I'm getting a little worried/curious: are characters visuals...squished for anyone else? My character's portrait and the one in the target bar, the display in the preview window, they're all really skinny and not showing up properly. Is this something to do with a setting I missed on PTS that didn't copy from live? Is it part of the new visual changes (there are some other font and window updates I've noticed) that's known currently to be bugged? Or is this something that's happening to just me?
  23. This is a good question. I noticed similarly on my Juggernaut that I couldn't find the auto skill that supposedly was going to all that auto-refreshed various "opening" skills when you exited combat. If the intent is therefore to have the mirror classes no longer truly mirror each other, that changes a lot of assumptions I've been looking at these updates with.
  24. I get redirected to a "Page Not Found" alert in German, for some reason.
  25. I did it a week or three back and it's definitely easier, though still feels like if I could just play my actual character I'd actually perform better. Same with the other Walker segments. They're still boring and tedious, but less so, at least.
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