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LordCamTheGreat

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Everything posted by LordCamTheGreat

  1. NPCs should lose the extra defence chance bonus that they get so that 110% accuracy isn't a requirement at all. Idk about you but I'd prefer 100% accuracy to be base rather than 110% - it just makes things neater. The only issue is in PvP where player characters have a 5% base defence chance. So either that is kept as is and everyone gets a small chance to dodge an attack, or DPS and Tanks gain a 5% accuracy boost baked into their disciplines (just like tank disciplines get a 10% defense bonus with their charge/stance/etc). Tertiary stats desperately need work in 7.0 as they are currently in a bad state that makes characters feel slower and less powerful.
  2. The only reason is to make it so that older content gets played in equal amounts to newer / spammable content. This is great for the people who love playing, say, colicoid wargames and nathema and can't get a group for it, but not for the people struggling to complete heroic missions while respawning interactable objects get sniped by other players or don't have time to babysit new groups through complex mechanics. Nice in theory, but in practice - players don't play content for a reason. Forcing players to play content they don't want to won't make them enjoy it. Spammer station and red reaper are great because of the rewards you got from them for the small time investment. Other flashpoints that are harder offer no benefit, so instead of forcing players to play them, the devs should rework rewards based on the time it takes to complete them.
  3. The Renown system is entirely being removed - they did mention it somewhere, just like the whole dark vs light system is being removed until they rework it (again). That means no more renown levels and no more renown loot crates by playing the game.
  4. Straight up, this new system is terrible imo. It sucks. REALLY sucks. Even when you're playing the content you don't want to play because you're being forced into it via activity finder etc, it's still grindy. We're going from a system which encouraged having alts, encouraged defining your own playstyle, to one that punishes solo players and punishes those who don't want to play the exact content that is available that week. 6.0 - play any content you like. Literally anything. Make progress towards getting better gear and getting tech frags, the one resource needed to get set bonus and tactical gear. 7.0 - you are not allowed to play the majority of the content in the game if it's not in the activity window this week. Sure you could manually find it, but you won't get any one of the 6 or so resources you need to upgrade your gear. What's more, there are now three different reward tracks that all have identical stats - which is stupid and pointlessly confusing especially for new players. Don't play ops? You are not allowed to have the best gear. Why? Who knows. I'm so sick of gatekeeping for character progression. I played through a veteran mode flashpoint solo as I do on live to complete the weekly. Here's what I found - it doesn't count towards the weekly because I did it solo. That's right, solo players don't get rewarded for playing certain content anymore. Further, I got ONE item from two of the bosses. The last boss gave me nothing. One of the items was green "Elite" and the other was a blue "Supreme" - but both have identical stats to what I already have equipped and thus appear worthless to me. Sure I could upgrade them, but then I'd have to crack out an excel spreadsheet to keep track of what equipment I'm upgrading through flashpoints, what equipment I'm upgrading through conquests, which I'm upgrading through operations etc. Also, I got 150 tech frags total from doing the whole thing. I then managed to get an activity finder pop and played through the new flashpoint (which tbf does look pretty cool) and got ONE gear piece. 320 rating, same as what I currently have. I also got a whopping 6 decurion isotope stabilizers from the final boss. I need 135 PER ITEM to upgrade from 320 to 322 iRating gear. The best part? Group finder rewards don't even give you the resources you need to upgrade your flashpoint gear. This feels terrible considering each tactical STILL costs 3k tech frags and further, the new legendary implants which you have to do a long winded mission to unlock require, PER ITEM: 100 medals of commendation, 20 aquatic resource matrix and 6,500 tech frags... I remember the devs saying that legendary implants would be somewhat easy to get. This is straight up not the case as the amount of tech frags you gain by playing content has been drastically reduced. That 100 you get every renown level? GONE. That excess gear you can breakdown into tech frags? GONE. The group finder operation gear box? GONE. Just to unlock the ability to purchase legendary items requires you to complete a large amount of mainly group content per character. Then you need a large sum of materials that are no longer easy to farm. Bye bye easy alt gearing. So, not only is this new system grindier, it's split between 3 needlessly complicated systems with multiple different reward tracks that cap out at different iRatings and require different quantities of the same or different new endgame resources. But hey, at least it's not galactic command right? If you want to grind out things like daily areas for the small amount of aquatic resources you get (because there aren't really any other places to get them), you are limited to only being allowed to do a few of them because the activity finder won't let you otherwise. I manually went to the black hole and saw that you can't even do the weekly when it's not in group finder. Terrible I am not at all looking forward to this new system. Not one bit. I wasn't when it was first announced and having played through it a bit, I'm even less convinced about the new gearing plan. What we gain in reduced RNG, we lose in practically everything else. I don't think I have a single good thing to say about this system. Reducing RNG is nice in theory - but then I look at the fact that without modded gear I literally cannot gain 110% accuracy, which is the minimum requirement to be considered operations ready. I just don't get it. TLDR: Slow and unsatisfying with needlessly grindy and complex upgrade paths especially considering the restrictions on content you are allowed to play. Far too slow and grindy. Multiple new endgame resources + multiple new endgame tracks with no statistical difference = BAD.
  5. There is. The thing is, Commando's and Mercs now have to choose between firing on the move and having hold the line OR having overwhelming defensives. You can't pick both anymore, but you absolutely still can have the same amount of mobility as before. Also if you pick the dot spec, you have quite a lot of mobility baseline anyway with all the instant casts. Personally I love that they have to choose between becoming an immobile tanky turret and a less tanky but more mobile bruiser.
  6. Finished chapter 3 as a Bounty Hunter alternating between Vanguard and Operative combat styles - both using a blaster rifle. There's no point listing out specific cutscenes because not a single cutscene used the blaster rifle. Every single cinematic that involved a weapon used the exact same "Story Pistol" that every other tech based class uses in cinematics on live. As for the general experience levelling I'll link to it here but put it in the Levelling Experience Feedback thread:
  7. Finished Chapter 3 on my Bounty Hunter because I'm stubborn like that I guess. Alternated time spent between all DPS specs for Vanguard and Operative. All PvP was done on a Tactics Vanguard. I stopped doing most quests and was actually a few levels below my planet missions. Ended Act 3 at level 49. This meant that combat was actually somewhat challenging. (Total time including writing article length feedback - 20 hours) In general: Levels 1-22 - feels like I'm playing my base class all over again back when we used to start without advanced classes so there's no point talking about how a discipline performs before level 23 Level 23 - finally start feeling like I'm using an advanced class - albeit an advanced class 13 levels behind in terms of passives and abilities The lack of mobility on both Operatives and Vanguards before getting their opt in and baseline mobility is very noticeable in PvE and PvP. Not as much in PvE, but enough to be annoyed at having to slowly jog towards distant targets. The lack of rotational abilities and discipline passives sub 43 makes combat feel stale and unimaginative. The somewhat random feeling of when and where abilities and passives are granted combined with clumping of ability and passive grants leaves an empty feeling when levelling. I could go for 4 levels at a time just thinking "woo another level...now how long until I actually get something for my achievement?" Now for some overall thoughts as I was switching between Concealment and Lethality Operative and Tactics and Plasmatech Vanguard throughout levelling: TACTICS Level 24-42 - frankly awful experience - especially since Flak Shell appears to be missing which would be very handy for AoE. Combat is slow and monotonous. Not having mobility baseline SUCKS. Level 43+ - now that I have access to the level 43 passive "Tactical Accelerator" combat DRASTICALLY improved. This single passive is fundamental to the entire spec and without it, combat is rough. In the space of one level, combat went from - very very boring and cell burst is used once in a blue moon when I'm not exploiting its buggyness (more about that below) - to, nice! I feel like a Tactics Vanguard now! PLASMATECH Levels 24-38 - This is supposed to be a dot spec, yet I don't have a dot active ability. Basically just a different version of tactics with the same comments about slow combat and poor mobility. Level 39+ - Much nicer now that I have a dot. Hitting level 43 in particular seems to be the point that Vanguard/Powertech combat styles hit their stride. Getting the level 43 incendiary round morphs also helped a lot. (I'm only talking about Det Packs and Heated Bolt here - the other is garbage imo) . CONCEALMENT Level 24+ - honestly concealment has been mostly fine to play throughout. You just get more and more burst. I especially liked having Relentless Blades (Laceration costs no energy) as it meant I could use it as both a filler and energy regen tool while I don't have access to any of the other 3 discipline abilities. LETHALITY Level 24-38 - Kind of a joke compared to Concealment. Not having access to both dots means your single target damage is worse than concealment. AoE is marginally better but eh. Level 39+ - finally getting access to both dots combined with the passives Corrosive Return and Fatality makes this a really usable spec in heroic missions where the sustain advantage over Concealment becomes noticeable. It still struggles in AoE at this point because the corrosive grenade morphs are still unchanged. Regenning 2 energy on hit with corrosive grenade is meh - I'd prefer it to regen 1 energy per tick. Dealing around 10 more initial hit damage at level 50 is worthless (even with the slight damage reduction per target hit) Pacing of new abilities and passives In general the pace of ability grants is frustrating and random. Some levels you get 2, Operative gains 6 at one point. Most levels you get nothing. No passives, no actives, no discipline things. I really dislike that some are grouped and some passives are granted completely out of place. If I have a passive at level 1 that does literally nothing for me - why bother giving it to me? For a new player it's just meaningless stuff to read through. For a veteran player it's a reminder of what could have been. PvP I did manage to complete my PvP weekly of 4 wins as a Tactics Vanguard and the experience was as bad as I thought it would be. Without access to mobility tools as a melee class, gunslingers were running rings around me with immobilisation, slow and stun abilities. The one saving grace was the fact that Tactics seems incredibly buggy for two reasons: The "Kill Zone" Cell Burst morph that damages 3 additional nearby targets counts the primary target as a nearby target. This means it does an extra instance of damage and allowed me to essentially double my cell burst damage in PvP and PvE by misusing the ability and using it at 1 or 2 stacks for free extra damage. The Balmorran Advanced Weaponry ability's passive is supposed to build energy lodes if you are crit while it is active. Instead in PvP it was appearing to grant energy lodes for much longer after it had ended. This allowed me to hit some 4 or 5 max stack cell bursts in a row on a poor unsuspecting PvPer. Lastly, lowbie PvP feels incredibly unbalanced. I was dealing 60%+ damage than players even just 10 levels below me due to a lack of abilities and discipline passives. I would not recommend any new player try PvP before hitting max rank because of this. Concluding thoughts The more I play, the more I genuinely do think the game could do with 10-20 less levels in it. We're already seeing mass (sometimes unnecessary) pruning to create a new baseline. Why not reset levels and stat numbers too? Honestly what is the point in reducing the number of stuns and dcds if we're going to do less damage anyway in 7.0 at max level, while still having around 100k more hp? That results in the time to kill staying pretty similar. This was extremely noticeable in PvP when I could barely finish off a commando who was just running away spamming instant cast heals. They didn't even have adrenaline rush or anything yet, they just had bucket-loads of HP to burn vs my 6.0 damage numbers. Ability and passive grants could do with being spread out in a way that makes more sense. If a class only starts feeling like there is a flow to the abilities at level 43 - that's a bad thing. That means you spend over half your levels and potentially over half the 1-50 story experience with a combat style that just doesn't work. I understand that having "checkpoints" is a good thing as it provides a tangible feeling of advancement in your discipline, but when these checkpoints are spread out to an extent that the levelling process is a crawl, change is needed. At this point I feel like I'm reiterating the same thing over and over, but it really does need to be said. Hopefully with the delay (and I am so glad the team made this decision), change can be made. My faith is dwindling, but I still have hope the team can turn things around for the better. The team seems to have ambitious plans for the next few years and it's important that there is a solid foundation to build upon.
  8. Honestly there are too many sentimental moments for me to count. This was my first MMO game and the one I always return to, no matter how many breaks I take. It really has been with me all throughout my formative years. Some of my favourite moments involve playing through class stories for the first time - my main character is still the same Sorcerer I played back when f2p launched! The twists and turns in stories, opportunities for romance and adventure, it's all there. I recently made a new Consular for the purpose of getting my last of two achievements on steam, but as the story went on I grew to love the character in a way I'd never imagined going into it. They're a healer and a diplomat, a lover and a fighter for what is right. Getting to experience the universe of star wars to such an in depth level has been so satisfying and roleplaying as all manner of characters and genders has given me a safe place to retreat to and live another life. Guilds are also full of sentimental moments - half of the name I now use for practically everything online came from a character I became known by in a guild. Though it might be a tad cliché, SWTOR is also all about the friends you make along the way. At its heart, SWTOR is a living, breathing community with everything that brings. Here's to 10 years of memories and joy in an otherwise trying time. With a bit of luck, we'll soon be looking at the 20th anniversary!
  9. I don't entirely know whether I should post this here or in the Operative feedback section as some of it is to do with the Operative, but the levelling experience will be relevant to other combat styles too. Origin story and combat style: Bounty Hunter + Operative I'm going to be focusing much more on general feedback while levelling a new character as my character pulls out the Story Pistol for any actual execution scenes anyway even though I have a rifle. I made a set of notes on the side while playing giving my thoughts at points where certain abilities and passives are granted + the relevance of gearing and levelling speed etc. Character creation: I only had one real issue when making a character - when I first clicked on a combat style the weapons didn't show. Clicking on a different combat style and then back to the previous one loaded the weapons. Everything else was fine. I preferred the old character creation without the biased red or blue lighting and proper full body zooms. Level 1-17 (Hutta) experience overall: With 6 abilities granted and 3 nearly useless passives, the early (1-10) levelling experience isn't that bad. This is mostly down to the fact that quick shot was added back in and you get thermal grenade pretty quickly. For some extremely strange reason you start with a) a passive that does literally nothing, b) a passive that affects one of your abilities and c) gain tactical advantage fairly early - which does absolutely nothing until level 19 when you finally get your first ability that uses it. Gear granted is relevant and the hutta battler gear actually looks pretty nice. Heroics were soloable without a companion, however the heroic crate gear aesthetic was sadly tailored towards the combat style and not the origin story. Thankfully outfitter exists to help with this. Experience gains feel the same if not higher than on live where I have access to the major xp boost but also my bonus xp set gear, guild boosts etc. In depth level 1-17 experience: Black Talon Level 17-18 Solo Flashpoint experience: Dromund Kaas Level 18-23: Finally got my first healing ability and my first ability that uses a tactical advantage. Entering Dromund Kaas it feels like I've forgotten to go pick up my advanced class because all I have as combat abilities are the 5 base abilities I used to get as an imperial agent when I started playing in 2.0 (+ noxious knives). These first 20 levels could be condensed into 10 - which makes perfect sense considering that's how it works on live. Story gear given was relevant and tied to my origin story. Heroic gear aesthetics were still tied to the origin style that was traditionally associated with operative (i.e. imperial agent). Level 18-23 experience in depth (oh dear): As someone who loves level cap increases, we could do with 10 levels or more being removed from the game with the amount of abilities and things that have been removed due to pruning. Then, increase the amount of XP that each level requires by say 20% (exact % would be tested). What does this do? It means that players would consistently get something - a new ability or passive - at most every couple levels, but would also have a slightly longer period between levels and so wouldn't be randomly bombarded with the 8 new things operatives get at level 23. Is it cool being able to play a bounty hunter with a different combat style? Yes. Does the pace of ability grants need work? Yes. It can be fixed and I really do think it's time to do a level crunch so that levels can be consistently staggered such that something is gained at a consistent rate (even the ABC tree has seemingly random rates varying from the early 22 level gap, 8 level gap, 4 level gap etc). If levelling is still too quick, just increase the amount needed to level up. Lastly, the default operative discipline should be Concealment. Lethality is terrible for levelling.
  10. Don't care about titles and PvP matches will be impossible to do so unless there are big changes to ability grants while levelling and the sheer number of useless ABC passives, I guess there's no point doing more testing.
  11. Unfortunately if the rewards aren't something really really good I'll probably just stop testing because I have much better things to be doing when constructive feedback is majoratively met with silence.
  12. Completing the PvP weekly mission is going to be practically impossible I imagine. Also yeah that's a lot of story content to get through if we need to complete every expansion.
  13. I don't think I've ever seen planned times for when the PTS will be back up. It varies between early in the day where I live to about midnight. There are also rarely if ever full detailed patch notes. We might be told a few things, but we won't know for instance whether a certain ABC morph has been properly balanced since the last phase.
  14. Tried out level sync with the latest PTS phase soloing heroics on Voss and I still feel weaker in 320 gear than I do on live with maxed out 306 gear. Tertiary stat scaling is still utterly broken which is an even bigger issue now that the vast majority of players won't be allowed to mod their endgame gear. You can't even reach 110% accuracy with the 318 or 320 gear that's available on PTS, crit is 10-20% lower than on live and alacrity has similar issues. It would be great if we could get some comments on what is happening with tertiary stats and why they have been altered in this way as right now it feels really really bad.
  15. Does the current combat rotation make this experience feel like you are playing a Shadow? Why or why not? Low level takes longer to get going - it feels like a low level shadow on live in that it lacks any defenses or mobility (which is a bad thing). High level rotations actually feel better than on live for the damage specs - both can get some fun ability resets going on and buffed force regen. However, this opens up room for potentially more interesting abilities for serenity as you do spam double strike just a bit too much and it does feel repetitive especially with the lower alacrity that's available with the currently unbalanced tertiary stats. Serenity could still do with some changes to its ability morphs (once again, death ray equivalent doesn't really add anything and is just worse than the other two morphs for e.g.) As you’re beginning from level 1, do you feel you have enough abilities that keep gameplay interesting? Starting with 3 abilities at level 1 is nice and you quickly get access to force breach which is a cornerstone ability for all specs. Your first aoe ability could do with coming a level or two earlier but it comes quick enough at level 7. You do not get force speed fast enough and as such are left running around as a melee class for far too long. Also, for some strange reason you seem to only get taunt at level 23 despite Guardians getting it much much earlier. This all but prevents shadows from being tanks in any form of content until at least level 23. You also don't have any defensives at all for practically half the base game, which is mitigated in open world content by healer companions but leaves them very week in group content. I really miss having spinning kick and would rather have a buffed version of it than force sun. Are you able to defeat enemies at a reasonable rate? I had no issue dealing with enemies at a low level (which is to be expected). Do all your abilities feel like they’re working together? High level yes, low level could do with a host of abilities being granted far sooner than they are as right now, the disciplines feel pretty much the same up til level 23 which is 13 levels higher than it is on live. Same issue with commando, some abilities are 10-20 levels too high like your one single baseline defensive and any form of mobility. Infiltration feels really fun, serenity could do with a couple changes. I like force cloak purging hostile effects, but resilience is still absolutely mandatory and removes any choice
  16. Does the current combat rotation make this experience feel like you are playing a Commando? Why or why not? High level yes, low level no because it feels like most of the abilities have been shifted up 10-20 levels leaving a big gap between level 4 and 23 when progression actually starts with the new skill tree. As you’re beginning from level 1, do you feel you have enough abilities that keep gameplay interesting? Gameplay revolves around pressing explosive round, hammer shot, explosive round, hammer shot, explosive round, hammer shot and that's literally it. It sounds boring and it is boring. Full auto, high impact bolt and hail of bolts all need to be given before level 10. If that happens I think it'll be a lot more fun. Secondly, group content will be impossible on any role but dps because of these changes. Commandos have one healing ability between levels 4-23 and it's Med Shot - the lowest healing energy management filler ability. This should be swapped with Medical Probe imo. Are you able to defeat enemies at a reasonable rate? Despite having access to a companion I didn't use them in testing. I was able to complete the Nal Hutta heroic missions (was playing a bounty hunter commando) solo without too much trouble, though again, having high impact bolt, full auto and hail of bolts would have made it much more enjoyable. Do all your abilities feel like they’re working together? No because there isn't any semblance of a rotation in the first 20 levels. You just press two buttons over and over. Max level feels more or less the same as live. Personally I'd like to get far more abilities between level 1-23 to compensate for the fact that you don't progress your discipline until level 23. This means that you can't rely on key discipline abilities or passives at low levels while also not having access to most abilities. I did try playing a Juggernaut and the experience was far far better as I had access to substantially more abilities by the time I hit level 10. Commando just has 3 single target damage abilities and a very low powered instant heal. Level 10 used to be a really fun level because you gained access to your first discipline ability and truly started progressing your character. Now it's meaningless and you have to wait another 13 levels to actually start playing your discipline.
  17. I found an issue where swapping loadouts sometimes doesn't correctly change the selected discipline and ability tree which means you can't make changes without accidentally swapping disciplines and overwriting the current loadout. It would be nice if there was a specific button you had to click to "save" the loadout to prevent issues where you accidentally swap to a different discipline and have to redo your skill tree from scratch.
  18. The point about giving the devs a chance to rest and recharge is especially important considering how badly crunch has affected some other games over the past few years. 2021 has been a year, we could all use a break. Glad to see we're still getting the life day event and some double xp to fill the gap. Also excited to finally try out loadouts on the PTS, I know a lot of players have been looking forward to that feature in particular.
  19. I for one am actually really happy to see a delay even if it was announced a little late. Take all the time you need to make sure the launch is as smooth as possible. Glad to know that everyone's feedback was so helpful and hopefully that will become evident soon enough. Also thanks to Swtorista for the Q&A list, covers pretty much all the major topics I can think of.
  20. That new operation does give me some real dead space type vibes. I love star wars horror and the concept art for R4 looks incredible.
  21. Since I've been fairly cynical about a lot of the upcoming changes and negativity often clouds positive thoughts, I thought I'd make a list of things off the top of my head that I am excited about in 7.0 with a bit of my reasoning for why I like it. 1) Shared tagging. This is absolutely one of the best things coming in 7.0 in my opinion. Imagine you're doing the Gree heroic pylon quest and a full same faction group attacked the pylon defender, now you can just fire a few shots in and not have to wait for it to respawn! Amazing. I've wanted this since I first played SWTOR. 2) New story. Story is the main draw of SWTOR (alongside it's combat for me) and we are finally going to see what Malgus is really up to. (Also Anri romance maybe teased?!? I can dream at least) 3) Level cap increase. Some people hate it but I love continuous character progression as it gives you a form of feedback for your time spent playing the character. 4) Weapon outfitter. This has been a feature many of us have wanted since outfitter came out and it's finally happening 5) 2 combat styles on one character. While the final results of ability pruning are yet to be seen as I'm sure live will have some differences, I do like the idea of being able to swap between two combat styles on one character. It reduces the need for alts but doesn't eliminate them and opens up more opportunities for future new combat styles etc. It's a good foundation for the future. 6) UI improvements and technical improvements throughout 2022. It's no secret that SWTOR is an old game by today's standards and any sort of visual update will help it keep chugging along. Personally I'm more interested in optimization (think improving FPS in 16 person ops groups and sorc spam) than maximum graphical fidelity. 7) Ability morphs. Tacticals were a fun addition to the game, and ability morphs in the ABC tree add onto this. I do still really hope that all four discipline abilities get morphs rather than the two that we had on the PTS. 8) Combat rebalancing and group content scaling. We've had a fairly stagnant meta and few proper balance patches, so having a partial reset and pruning classes could help open room for more frequent balancing. 9) Less RNG in gearing. 6.0 had the best gearing that SWTOR has ever had imo, but it wasn't perfect. Getting a plethora of random mods and gear from content is fun at first, but it gets tedious having to keep cleaning out your inventory at a certain point. Reducing the amount of RNG also reduces the barrier for entry for those who are newer to endgame gearing. 10) Social system rework - getting points for group content instead of conversations is really nice as a lot of group content doesn't have conversations at all despite being "social" activities. Moving the system into players' legacies is also a nice quality of life update if I'm understanding it correctly. And that's my list of things that I'm looking forward to in 7.0! If there's anything you're also particularly looking forward to, whether it be something I mentioned or something I didn't, add it below alongside why you like it. I'm not looking to debate anyone's choices in this thread as there will always be things that some players like and others don't - and that's fine
  22. Literally the only reasonable thing I can think of is that they're trying to get more people to sub because you need to be subbed to play operations. Meanwhile we've had what, two new operations in 5 years? I also hope that this becomes another failed gearing experiment and we go to a mix of" less RNG" that we're getting with 7.0 and the "play your way" we have had in 6.0.
  23. Which is why the devs should stop posting important information on third party platforms when they've made it clear that they don't want to use official third party platforms. It's just asking for trouble. Chris was even the one saying that they don't want to have a discord server and then goes and says things on discord that he should be saying on the forums so we can use the dev tracker. It's getting really frustrating how poorly managed this launch is and it's not even out yet.
  24. The amount of RNG in 6.0 was bad. Having dozens of differently labelled mods and RNG based amplifiers was annoying, but fixable. Being able to play anything you want and still get full set bonuses and best in slot gear was amazing. Casual players could enjoy powering up their characters and if they suddenly decided to play operations, they weren't gatekept by bad gear and could use the over levelled gear to get a head-start. All 7.0 needed to do was remove some of the RNG and add more set bonuses/legendary items + tacticals. Instead, they're rerolling the global gear system and shifting their philosophy once again towards a niche part of the community. I'm not looking forward to it.
  25. Well, did you not watch the latest SWTOR livestream? They teased a new full CGI trailer in it. If you didn't watch it, , timestamped to the newly teased cinematic. We don't have a clear answer on that just like most things that are coming (unless more things are cancelled due to technical reasons). My current assumption is that switching combat styles will apply whatever your last applied loadout is - along with the gear, outfit, ABC choices etc that are saved with a loadout. That being said, we didn't even get to see loadouts on the PTS when we were told we would, so who knows.
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