Jump to content

The_Denton

Members
  • Posts

    5
  • Joined

Reputation

10 Good
  1. Just to chime in here with a idea I've been toying with but have been unable to put into words until now - dropped it in the suggestions thread, but might be relevant here in this one too (particularly given the example I used in the thread!) https://www.swtor.com/community/showthread.php?t=1003421
  2. First up, I know the contents of the below post are more cosmetic compared to many of the changes made with 7.0 right now, I wanted to take the time to post some thoughts, see if anyone else had similar ideas and if it would be something for the drawing board later down the line. So essentially the way that Combat Styles works is fine (IMHO) however as these classes were originally designed to be "faction specific" in terms of visuals and descriptions, these feel somewhat inconsistent at times, particularly when it comes to the Tech classes. To pick out a prime example - an Republic Sniper or Operative have the sub classes Virulence and Lethality respectively, which plays identically to the Gunslinger/Scoundrel Dirty Fighting specs. However, the Virulence and Lethality specs are out of place due to their heavy reliance on chemical weapons, which are banned by the Republic despite having some stockpiles of it's own (complete the Republic Hoth Bonus Series - General Ilic Nadab says this in the last conversation you have with him). Dark siders wouldn't care about this restriction, but light siders might. Now, a way to adapt this would be to use PC variants of existing NPC/trash abilities - Tactical Accelerant in place of Corrosive Dart (both are fired from the wrist for minimal added animation, both already add a DOT and relevant visuals), or Incendiary Grenade in place of Corrosive Grenade (again, animations already exist and add DOTs/visuals) etc. This would give the classes a more consistent feel with a Fire themed set of animations for Republic Light siders or Imperial Light siders (who may not want to use the chemical weapons regardless of banned or otherwise). This could provide the basis for a LS/DS tech switch (I'm sure there are other examples, but the above is a good one) in the same way you have the existing LS/DS switch for Force classes going forwards. From a lore stand point, the use of conventional weaponry and explosives (LS) over banned or indiscriminate weapons (DS) in much the same as we have here in the real world.
  3. This is the case for all light/medium/heavy armours - and most notably the Renowned/Exalted legacy gear from Coruscant/DK, which is also class locked as well as proficiency locked. A prime example - a trooper or merc origin can't use or even transmog heavy armour outfits unless he uses Vanguard/PT/Commando/Merc background as one of the two combat styles. I'm sure the same applies to the other classes too. Is this a bug or oversight...? I'm more leaning to the latter, but it would be nice to be able to use class themed outfits without these proficiency locks still being in place now that Combat Styles (for good and bad, whatever way you may swing) is in place.
  4. Something I've noted as I started to play an Trooper Sniper/Operative today - attempting to use the Renowned and Exalted armours (even as transmog) from the vendors on Courscant, you aren't actually able to do so - this is because these armours are not adaptive armours, and are actually classed Heavy armour. As such, when using anything other than a class combo that permits these proficiencies, players are unable to make use of these class armours, and are in fact not able to use Origin themed outfits unless they are true "Adaptive" armours. This raises an interesting point - is there a need for ANY armour to be proficiency locked these days? If Transmog is the ultimate goal/reason for most armour sets once you factor out set bonus, what is the need for listing any set as light/medium/heavy, as these will be adjusted to the class max anyway with the Adaptive Armor proficiency?
  5. I've noted when doing planetary quest lines what quests that are incomplete or otherwise are in your quest log when the daily reset triggers, these missions and all progress made up to that point is effectively lost and removed from the quest log, forcing you to start them over from the quest givers. An good example of this is the planetary bonus series in the original 1-60 game - these all reset at the same time, and as such if you are half way through a quest line when the timer ticks down to 0, the quest line is effectively wiped out and has to be restarted from scratch. This is obviously a huge issue if you have multiple quests in the chain, which may take several hours to complete!
×
×
  • Create New...