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Jaedelyia

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Everything posted by Jaedelyia

  1. Hoooo, thanks a lot, that would be it. Yes, I did start with PH4-L4NX. Make sense, then. Thanks again. Will complete that quest on coruscant and go back to the Gambler's quest after that, then
  2. Hello there, Met this curious bug while going for another Smuggler's playthrough. After Ord Mantell, I went to the fleet as usual, took the shuttle to Coruscant, and, as a part of "The Gambler" quest, you're supposed to register through the custom with Corso. Problem is: Corso can't be summoned there. He's listed as "unavaible" (just like your crew when you start KOTFE). I can go back to the fleet & summon him without any issue, but as soon as I take the shuttle to coruscant, he disappears. Resetting the quest doesn't help. It might be due toi the fact that I initially had Ph4-L4NX active when I started the quest the first time. But result is the same - I'm kinda stuck and can't progress. Any idea how to solve this? Thanks
  3. Yeah, communication on that regard is downright bad. While I can understand not everything is going to be fixed overnight, there's however no reason for such a poor transparency when it comes to tracking and acknowledgment. There's plenty of bug reported for which nothing is seemingly done and we have no clue whether or not we should still be reporting them because they flew under the radar, or if they are in fact being worked on. I also confirm that, depite this being previously labeled as "fixed", the "Compact sorting" is still messing up your inventory and roughly sort by quality instead of just removing the empty spaces as it should.
  4. Did we ever get a proper acknowledgement out of this ? Because I can't see it listed in the "Known issue topic", yet it still happens. I just finished two flashpoint, and my neuro-key is still at 0/100...
  5. It seems that the "compact" sorting button still isn't performing as it should (ar at least as it used to do before 7.0). The "Quality" sorting seems better, but the compact is still messing everything up. It's supposed to just remove the empty space in your inventory by shifting everything, keeping the same order of items you had, but instead, everything is scrambled.
  6. It's in your setting, in the "keybind" tab. You should have two lines, one for your "crouching in place" cover (shift + f by default, I think? Can't remember) and another line that is your "roll for cover". So it's not an ability in your skill bar, it's a key bind just like your "tab for next target" or your "spacebar to jump" kind of thing.
  7. To be fair, they haven't made any indication at all. I really wish a dev could pop in one of these thread and either say "It's a bug, y'all, please be patient" or "No way, josé, the lack of cover bar is fully intended, we removed it because fk u" But no acknowledgement in a way or the other is no good for anyone.
  8. That one's actually still there, although slightly more hidden. There's a specific keybind for it in your setting Otherwise, yes, it sucks not to have any official words about the missing cover bar feature.
  9. 1) From the top of my head, I'd say that is absolutely incorrect and that there's at least three. You have Suppressive Fire (the spammable AoE), Entrench (one of our last defensive ability still remaining) and Cover Pulse (the knockback). On top of that, there's quite a few incentive to play around popping in and out cover with your passives. Abilities like Snapshot, Ballistic dampener or Calculated Pursuit encourage you to switch from cover/standing up to gain buffs. There's absolutely a need for Cover 2) You could already disable it prior 7.0. Therefore, for you and anyone who didn't like it, removing it entirely change nothing. It doesn't improve your experience, since you probably already were playing with cover bar disabled anyway. So why remove it for people who liked it?
  10. This is my question, too. Did we got an official answer on this ? Just a dev to pop in one of those thread to either say "Sorry folks, working as intended, we removed it because reasons" or "Don't worry, chaps, it's merely a bug, we aknowledge the issue, will be fixed later down the line". @JackieKo (do tags even work on the forums ?), would it be possible just to get a better view on this? I'm not asking for any specifics details or ETA, it's just to know if refraining from playing my Sniper/Gunslinger in hope this will be fixed soon make sense or if it's a lost cause.
  11. Thanks for the rundown, it helps a tons. That said, I feel the need to point out ERT is unlikely to stay a merely a 3% damage boost, since it can stacks up to 8 times, and It seems fairly easy to stack it up. So on longer fight, you'd probably run at a quasi-permanent 24% boost, I guess, which is nothing to scoff at. Or so I presume, I didn't run the parser myself, I barely played my PT since this 7.0 release anyway, and the little I tested, I used Heavy Flamethrower.
  12. It already was optional though. If my memory isn't a blurry mess already, you could already disable the feature in the settings, correct? So why remove it entierely? If it really was only a minority of player that was using it, I would have understand to make it disable by default but still offering you the option to turn in on, but removing it altogether makes very little sense. I wish a dev would step up and clarify once and for all if this removal is intended or if it's a bug. On one hand, I want to say it's a bug, since this 7.0 is bug galore and since removing it doesn't make any sense, but on the other hand, many of the other design decision made for this 7.0 don't make sense either, so...
  13. Point it: Why would they removed a QoL feature that was both working just fine AND already optional ? It makes no sense. Even if you argue that only a minority of people was using it anymore, or arguing that "adapting your playstyle isn't a big deal", why should we defend removing potentially useful feature from the game?
  14. Question for the PT experts out here: Is there any point picking Heavy Flamethrower over Target Rich Environment or Counter-Attack ? Granted, it looks and feel cooler, and reminds me of the old days with the flamethrower and flame engine. But outside out that, is there even a DPS gain ? The total damage is 50% higher than flame burst, but that's channeled over the course of 3 sec instead of being instant, resulting in a slower DPS. Of course, this is an unfair comparison, since Flamethrower is obviously meant to be used when you proc flame engine and can channel it in 1.5 sec instead of 3. That said, even with that reduced channeling time, is it worth losing the benefits of TRE?
  15. I liked it, it was a nice feature. My cover bar was pretty much a copycat of my regular bar, with just one or two ability switched, including the cover ability itself. Meaning as soon as I enter cover with a keybind, I can press that exact same keybind again to immediately start my rotation. It frees one slot and one button since you never need to press the cover key again while you're already crouching. If you want to go out of cover, you just move a bit. I really, really hope it's merely a bug and not a feature pruned. Because (1) it was optional, stop removing perfectly fine feature from your game, and (2) muscle memory is a hell of thing, and re-learning that I shouldn't press the cover key a second time to start the rotation is going to be unpleasant for my brain.
  16. Not sure if it's a bug or if the feature was willingly removed for some obscure reason but the Cover Bar went missing. Going into cover with a sniper doesn't make the hotkey bar switch automatically anymore. This was a nice QoL feature so ut being bugged or removed is a massive pain.
  17. Same, what the hell is this change ? It was a very convienient option, and had cover stuff binded at the same spot as the cover ability. Is it another case of Bioware taking options away from the player or is it just a bug?
  18. I absolutely agree. The complete lack of feedback (next to none visuals but even more importantly the total lack of sound) is staggering. I tried the Payday ability hoping for something else, but it's the same.
  19. I agree with OP. So far, of what we were able to see, I'm definitely not thrilled by the pruning. Despite the claim it would allow for "more customization", I mainly see a net loss in our toolbelt, making the various class less viable to adapt in diverse situation. And sometime we lose some abilities that made the flavor of the class. But for Powertech, (and I'm mostly speaking about the Shield tech here), I doubt Bioware could do much harm, even if they tried. Along the years, the class got gutted several time already. It got streamlined to the point our already quite easy rotation became a snoozefest. And instead we're somehow supposed to care about Translocated, which unlock at level 42 as a supposed staple of our discipline path (although barely anyone use it). In addition to that the visually ever-awesome abilities such as Flamethrower or Death From Above were replaced by their ugly little cousins Firestorm and the even uglier Deadly Onslaught (although from a mobility point of view, both these change were obviously good). On top of that, in term of group content, the powertech maybe became slightly less desirable than other tank, indeed, and are maybe a touch more reliant on gear. So quite frankly, I would consider powertech in a rather weak spot currently. So please, by all mean, Prune translocate, if that somehow allow you to tweak our rotation slightly and make it more exciting, I'm all for it.
  20. Can you tell us if this is intended and if that is meant to be the only solution to fix it, or if by tomorrow a simple patch/rollback/whatever faster than downloading a massive amount data will be able to fix it? Because my with the poor bandwidth I have, I really don't want to spend all night redownloading everything if by tomorrow we have a simple fix for it. Thanks
  21. That's the worst. Since PT Shield Tech became so dull and unfuny to play, I tried to switch to Pyro, but damn they are awful.
  22. /signed. Also, why you're at it, bring back Death From Above to PT, please. At least, replace the Deadly onslaught weird animation with the "classic", ever awesome DfA animation.
  23. I simply can't stomach to play my PT anymore. I'm not going overly dramatic, but it's very sad, as it was my long time favorite, the one that I did all the content I could with.I came back after a break at the end of KotFE and most of the changes feels horribly wrong. Worse, nearly every change makes me think: WHY? Like, seriously, WHY? For instance, Why did Death From Above had to change? No offense to the people who did the new ability animation, but it doesn't look half as good as the DFA animation (it was the coolest animation we had, btw.) Why stripping down abilities instead of reworking the less useful one? I can somewhat understand the reasonning behind the reduced range, even it quite frankly look and feel stupid as hell, but some other change are just completely unnecessary and just drive me away from playing my PT ever again. And don't start me about weird nerf such as Oil Slick. Like "yeah, that already not-so-stellar feat was just to good folk, so we nerfed him to the point of irrelevance. Enjoy your 15% accuracy reduction in a world where everyone and their dog have >110% accuracy anyway".
  24. I have to agree with Optimus, here. If an active skill is useless, either rework it (or design encounter when it can prove useful/situational), but trashing it is not always the good solution. Trashing stuff is fine when you have tons of useless skill that clutters your hotbars, but it's not the case here. Powertech Shield Tech is brainless rotation with very few active skills. It's also one of the least interesting discipline to play solo/for the story, cause plenty of skill are made either for PVP or grouping with other humans. Which is fine in a MMO, but since SWTOR focus a lot on story / solo content, it's a bit lame. Abilities like Translocate are useless if you don't play in group, and that's another skill that goes down the drain and that thin your rotation. "But, just change your discipline, then, and take Pyrotech or whatever" Well, considering my character have tank gear and everything have been optimized for shield tech, that's not really a solution. You cannoit really tell the players "don't play the class or discipline you want, play another instead". I know tank are often a bit tedious to play solo in mmo (cause the usually super low damage output and the fight dragging forever), but that doesn't excuse the boring rotation. My shield tech is/was my main cause it was fun to play in group. Now that I want to hop back for the story, it's a pain to play cause a big part of the content is clearly aimed toward solo player. Which, again, could be fine if the gameplay was fun, engaging and challenging. Also, Deadly Onslaught looks ridiculous. I'm now a hunchback that pop a huge rocket-launching fridge out of nowhere from his back and the animation is clipping a lot with many armor. Mercenaries are the cool boys that get to conserve the awesome animations of Death From Above. Unfair, and unnecessary change.
  25. I support this idea. I don't even ask for tons of customizable hooks, I just ask for a small crew we can chose to replace the old one. Let me put blizz back or put Yuun in the place Torian was occupying.
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