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TerraStomper

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Everything posted by TerraStomper

  1. I had this versioning error again today. The updated Launcher switched from the SWTOR servers to the public test server. Switching back, could connect to the servers again.
  2. I am having a bit of a punishing experience regarding 7.0 gearing. I wish there other ways to acquire missing slots of gear that RNG refuses to drop. It has been a slow, punishing grind and I hope to be able to craft missing gear or mods for orange gear someday. At this point my main is about half way through 326, due to two 330 legendary implants. Boots, bracers, gloves, off hand, one relic and ear piece are green 326 conquest gear as they haven't been dropping from bosses or activity reward crates, at least those that weren't empty. Bracers finally dropped last week, green 322, making it a downgrade/side grade to the equipped 326 conquest green. About half of all drops have been implants. 40% have been chest, legs, or main hands, with about 10% being most of the others. Of the 40%, half of those have been chest pieces. Gloves have never dropped. Only one pair of boots and two head pieces have ever dropped. I get a relic once in a while, but almost the only relic type that has ever dropped is Serendipitous Assault, mostly green 320 or 322 with a few blue 320s. The exception is one blue 320 Devastating Vengeance. In OPS and FPs the bosses sometimes drop the same gear slot during the run, like RNG is stuck or something --nearly always a duplicate, downgrade or side grade. A run of a story mode S&V last week resulted in 5 main hands at 320 or 322 and two 320 blue implants. Similarly with hard modes. I've done some Nim, but disappointed by only getting implant downgrades.
  3. The rewards for the Rakghoul event are underwhelming in 7.0. A rep token for each completed mission and a couple of rakghoul canisters for the weekly. If you're lucky a trash mob might drop a level 80 gear currency. Maybe. Or not at all. About the only "benefit" is no level sync and no tertiary stat squish.
  4. I have also seen this happen Republic side. It seems that if the instance owner is different from the group leader, then the bug seems more likely to happen. A way around the bug that has worked when grouping: 1) the group leader enters first, owning the instance 2) the group unlocks the blue gate (doesn't matter who) 3) the group leader clicks on the canister to summon the tentacle 4) the group defeats the tentacle (doesn't matter who) 5) the group leader clicks the canister again after killing the boss If a member player clicks the canister instead, the other players tend to not get credit for the boss kill forcing them reset the mission and try again.
  5. Thank you Chris for the post. A very good read. As with Accuracy and Alacrity, please consider capping Shield, Absorb, and Defense to the player's level percentage. So if a level 80 player has say 50% shield, 40% absorb and 15% defense on Fleet they stay at that percentage regardless of planet. Some of the more difficult World Bosses assume that tanks are end game geared. Level Sync is currently leaving tank characters extremely squishy on some planets such as Voss with Nightmare Pilgrim or Section X Dreadtooth with multiple stacks.
  6. We are all in 330 gear with no effort? Far from it, I think. My average item level is currently 323. The only 330 gear I have are the implants. The RNG monster has been a pain. Gear for some slots frustratingly refuse to drop. Since 7.0 I've never seen drops for bracers, gloves, boots, relics, or off-hands. These slots are occupied by 320 to 326 greens. Before yesterday I would have included main hands and ear pieces, but a 320 blue main hand dropped last night in a vet mode OPS, second boss followed by a 326 Rakatan ear piece upgrade on the third, replacing a 326 green ear piece. The first boss dropped another 320 blue chest piece downgrade. The fourth boss dropped another 326 Rakatan implant downgrade. The Internet went down on the way to the fifth boss. Common drops from bosses and weekly crates have been duplicate or downgrade chest pieces, belts or implants. Until the 7.0.1 patch, weekly crates were sometimes empty.
  7. One thing about Guild Conquest Points is that if a guild has a 15% conquest point bonus, the point goals inflate accordingly, but remain hidden, like so: Small yield: 500,000 points, the guild needs to exceed 575,000 for members to receive their conquest rewards Medium yield: 2,000,000 points, exceed 2,300,0000 Large yield: 5,000,000 points, exceed 5,750,000 If the guild does not exceed the bonus-inflated goal before the Tuesday deadline, then no rewards. I'm not saying this is what happened to the OP, but it could be.
  8. Having fun, yes. But am I having more fun than I did in 6.0, no. Gear mods need to come back. I want to be able to use my CM weapon shells. Companions need more balance attention. Character tertiary stat scaling needs to be removed -- i don't like skill rotation timing being thrown off by whatever content level I am playing.
  9. Some things I've noticed regarding scaling tertiary stats: Tanks are getting one-shot by world bosses and named commanders, particularly on level 28-50 planets. Tanks have better survivability on higher level planets such Mek-Sha as long as their gear is good. Ossus can still be dicey. Stat bonuses from at least one stim, namely Proficient (+accuracy/+crit) bypass planet stat scaling, giving their full stat rating boosts, regardless of planet level. However, these stat ratings are following character level, just like they did in 6.0. Otherwise, tertiary stats are scaling down by planet level, and even further by character level unless gear is improved. Some of the other stims (and adrenals?) may be ignoring planetary stat scaling too, but I haven't tested them. No wonder tanks are squishing. Little defense, little shield, and little absorb, even in good gear.
  10. Maybe 7.0 gear drops are supposed to work somewhat like 6.0 did? If your ilvl was 270, you would either get more 270 and maybe 272. At iLvl 272 you could get more 270, more 272 and maybe a 274, etc. It wasn't until iLvl 275 that 270 quit dropping. This held true all the way to iLvl 306 where you could get a 302 or 304 downgrade and occasionally a 306 side grade or upgrade if it was best-in-slot. In the meantime, PvE world drops at level 75 would be anywhere from 270 to 286 depending on rarity (green, blue, purple). With 7.0, gear drops for me at 80 have been either nothing (empty crate) or more green 320 with no randomness protection (getting either the same implant, ear, relic, chest, or mainhand.) No world drops at all to compare against except for the rare single tech frag, ARM, or Hyper isotope drop. I'm also finding myself capped on Marks of Accommodation with nothing to spend them on due to insufficient other currencies to +2 bump more than a few pieces a week depending on how hard and what content I play. I can deconstruct useless 320s but the return is tiny (3 tech frags, 3 marks, no jawa scraps.) Attempting to sell them for credits is next. I also find myself disinclined to play my two 80s once currency-capped for the week.
  11. I agree 100% with the OP. Besides making level scaled content harder, down scaling tertiary stats messes with rotation timing, resource recovery, critical/surge rate, shielding rate, and absorb. Some of the world bosses such as Nightmare Pilgrim and 10 stack Dreadtooth are (were?) also tuned assuming players are at end game with 110% accuracy, near 15.4% alacrity, as much crit as they could muster, and 50%-ish shield/absorb as appropriate to their class and role. Can Nightmare Pilgrim still be downed after level scaling on Voss has knocked team members' gear and stats down to the equivalent of level 44 blues, unaugmented? Instead, tertiary stats should follow their rating curve for the player's level. Then, the character plays the same regardless of planet level, according to the gear they've worked to achieve. If it is all scaled down, whats the point of gearing except for at-level content, which for level 80s there isn't very much right now. Game mechanics should not work against having fun.
  12. After taking successfully taking down Lance Squadron on Yavin 4, a yellow circle continues to spawn indefinitely. Until aggro'd with an AOE the yellow circle will wander randomly. Once aggro'd the yellow circle will track toward the player. Once reached, the circle turns red and explodes. And then another yellow circle spawns. Rinse. Repeat.
  13. In my case, I got to 28/100 crafting various cell grafts today under 6.3.2. However, this reset to 0/100 once I switched to a different character. Its been staying at 0/100 ever since, regardless of what I crafted.
  14. Regarding tracking, Weekly PO: Seat of the Empire lists: 0/1 Complete Story Operations in the Seat of the Empire 0/3 Defeat Seat of the Empire Lair Bosses Story mode Dread Palace is not counting as a Story Operation in the Seat of the Empire.
  15. I got the same issue with Weekly PO: Seat of the Empire Operations. I queued as a tank for a random GF. The group got Dread Palace. We finished it. Other missions completed successfully. The Conquest Objective for Story Operations was awarded. However this PO objective did not. Comparing with other guild members, it looks like only Dread Fortress is counting.
  16. I got the same Daily PO: Riishi Daily Missions objective. Objective Title: "Daily PO: Rishi Daily Missions" The objective lists that 4 missions on Section X need to be completed, while the text description says "Complete [DAILY] Missions on Rishi". Completing dailies on Rishi does not advance the objective. Completing dailies on Section X does not advance the objective. I suppose this may be related to the 6.3 Known Issues under `The Daily Priority Objective: “Daily PO: Rishi Daily Missions” is missing from the Outer Rim Event`, whatever an Outer Rim Event is.
  17. Well, at least a level 75 Legendary Amplifier of Power Napping won't be quite as useless as it was before 6.2.1. We'll have to see whether or not rerolling one with Quality Locking on is at all worthwhile though.
  18. The mission Showdown on Iokath is broken (yet again). This is the story mission, not the daily, blocking progress. In my case, when facing the three sentinels, the players spawns in with the walker, but the attack bar is being set with the player's primary attack bar, not that of the walker. A basic attack works, probably because i have the basic attack mapped to the left most tile, but it does all of like 3K damage a sentinel. I die getting one of them to about 75%. Without the stomp attack, the fight cannot be survived.
  19. Trying to give the Devs the benefit of the doubt, I've been testing the new Revitalized Mystic. The I think the best part about the "rebalanced" set is the 2-piece set bonus, +2% mastery rating, and that isn't saying much. The rest isn't doing much of anything noticeable. Am I missing something? The 4 piece bonus grants a 5 force refund when Resurgence/Rejuvenate is renewed before it expires on a target. So at 45 Force to cast, the set bonus grants 5 back, or a 12.5% refund. Useful, but lackluster. Performing no action for 1 GCD would be more effective unless the refresh is needed and Force is already high. The 6 piece bonus grants a 15% chance for Resurgence/Rejuvenate to spontaneously heal a target whenever your non-Resurgence/Rejuvenate heals resolve on the target. This heal appears to be 20% of the heal tick, so it should, on average, increase the Sorc/Sage's heal over time output by about 3% (tick HPS * .20 * .15) with a heal APM around 30. Comparing parses, the set is improving my character's healing output by about 1%, versus a basic Sha'tek set (no set bonuses), but I have yet to find good rotation. The Force management problem is back again, particularly when Innervate/Healing Touch refuses to crit as it frequently does. It looks to me like replacing 4 pieces of Revitalized Mystic with the Amplified Champion set with good Force Harmonization rolls on the shells would be more effective, and to all heal skills, not just the heal over time, the Force management problem not withstanding. Otherwise, with 6.1.1, the sorc/sage specific healing sets do not appear to be very useful to me. Its time to look for a better set.
  20. Those that died were all well outside the circle in the outer ring. Me included in two of the pulls.
  21. The whole debacle around farming trash in operations suggests some possibilities: Running an operation isn't worth enough conquest points Farming the trash within is worth too many conquest points The rewards for killing a boss may no longer be worth the gear or tech fragments they drop.
  22. 16 man. Color deletion phase. A player from Blue is called with Orange. The named player enters along with an Orange player. Both survive. However, two, four, or six players standing outside the circle die to Orange Color Deletion. This would happen whenever the two performed color deletion correctly. This happened three times in three pulls, with different color and player combinations, not just blue and orange. In two of the pulls all four of the purple team members were killed instantly. Bug? Feature? Retaliation from the Gammoreans of Karagga's Palace?
  23. In starting to decorate the new Alderaan Stronghold I noticed several missing copies of decorations from the personal decoration list. For example, Trophies: Vokk from the Esseles, Mentor from Directive 7, Doctor Lorrick from Lost Island, and Lord Goh from Assault on Tython. All Story Mode. All missing. And I mean completely missing, not even a line showing 0/10 available. Master mode trophies appear to be unaffected. These four are still in the game, just gone from the list, even though "Show All" is set with the Category: All. I have all 4 of these up in my Yavin 4 stronghold. Heading over to Yavin 4 and mousing over them, the game identifies them all as Trophy: Annihilator 6K-A2, which is alphabetically, the first trophy. They also don't show up with "Show Unavailable" or "Show Unlocked" selected. Broken!
  24. This fight is quite a bit harder than it was in 5.0. Some tips: Gear matters. Have as much power and alacrity as you can muster. This maximizes stomping speed and power. Being in gear short on power will decrease the chance of success. Be capped on power with 10% or more alacrity. Class matters. Be a tank if possible, but wear DPS or healer gear. A shield doesn't matter. A tank has the highest chance of beating the fight with fewest deaths due to damage resistance. In 306 gear, a 75 tank will have about 84% damage resistance in the walker. A non-tank in light armor will have about 60% damage resistance, medium 65%, and heavy 70% damage resistance. However, a tank in tank gear will be slow and more likely unable to beat the DPS race before the Sentinels respawn. Stomping in the middle seems to be the only strategy that works, but it is difficult to hit all three at once, and when they attack with their AOE the player must move or quickly die to the damage. If all are not killed quickly, the Sentinels do respawn and with full health. Beating the Sentinels with 0, 1 or 2 Deaths The Sentinels hit very hard. With three up, it is very likely the player will die before the third Sentinel goes down. So, given all that, beating the fight will probably go something like this: Stand in the middle, focusing stomps with basic attack filler on one Sentinel. Run out of AOEs when they come. When the first Sentinel dies, switch to another. But, this time consider letting the player character die. The respawn timer has already started on the first Sentinel killed and unless you believe the remaining two can be taken before dying, don't bother. Here, tanks in DPS+Alacrity gear are more likely to succeed before running out of health. Revive by medical probe. Spam the Walker's heal while still stealthed to get health up as much as possible. The fight will resume with the player at about 85% health now facing two fully healed Sentinels. This is way better odds than when facing all three. Stand between the two remaining Sentinels and stomp. Both should go down at about the same time. The first Sentinel may respawn during this time. If so, the player character will likely die again, but now there are two Sentinels down, and only one up. Revive by medial probe again (beware the revive timer) and spam the heal until the fight resumes. Stomp down the remaining Sentinel before the other two respawn.
  25. My ops team has seen this as well in 16 mans. It has affected up to 8 players, usually one to three. Sometimes its always the same player(s) and sometimes its random as to who ends being unrewarded when the boss goes down. Taking a guess, there may be something wrong with personal loot assignment. Some characters get nothing, while others can be showered in gear -- like too much of it. I always get a handful of tech fragments, some credits, and a chance to roll on any group loot that drops, but with personal loot, its been nothing, 2, or upwards of 15 pieces of loot per boss. This makes me think showered players may be assigned loot that should have gone to other team members. Another possibility is if there is a limit as to how much can drop, say if the boss has an 80 slot inventory just like players. If the first 10 players each get 8 pieces of personal loot, that would leave no room for the remaining 6 players to be assigned any. Perhaps it would make more sense if bosses dropped loot crates as personal loot instead?
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