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  1. Ignore. Accidently posted here instead of in bug reports
  2. As title says, 7.0.2 patch notes are not available in the steam launcher. Launcher shows current version is 7.0.1 instead of 7.0.2. Work around is to view the patch notes on the website.
  3. As title says, 7.0.2 patch notes are not available in the steam launcher. Launcher shows current version is 7.0.1 instead of 7.0.2. Work around is to view the patch notes on the website.
  4. On odessen instance 1 republic side I see the weekly operations for this week are SnV, DF, and DP. This matches what is in group finder for the week. On odessen instance 2 republic side I see the weekly operations for this week are Gods, TFB, Nature of Progress (NiM only), Ravagers, and KP. Same bug exists on imperial side with SnV, DF, and DP in instance one and the other operations in instance 2. Groupfinder shows SnV, DF, and DP in both instances, but the operation terminal is different depending on what instance you are in.
  5. Having seen this thread after having soloed all the chapters on story, veteran, and master mode in 6.3, I decided to give this mission a try again in 7.0. I honestly don't know what you guys are talking about or why this "bug" was acknowledged. Its roughly the same difficulty as it was before in 6.3. Its never been an "easy" fight. The droids have always been kind of overwhelming. I parsed it and doing 8.1k dps (which id consider to be low) and taking 3.1k dtps I was able to do it on infiltration assassin and vette was able to heal me through it using my deflection once and no other defensive abilities. I don't deny players are having issues. Like I said its always been a hard fight. If you find yourself struggling, throw vette on passive mode and run as fast as you can out of the building and into the building across the street and hide behind the wall (make sure to turn vette back on active as the enemies get closer). The droids will come to you in waves instead of from many directions and also be grouped up making them very easy to AoE down. The time it takes for the next wave of droids to get to you should be plenty of time for vette to heal you back up. This is the strategy I used to solo it on master mode and appears like it would still work. Edit: attempted vet mode and the scaling does seem off here. Using the method described above I'm getting killed in about 5 seconds in vet mode taking ~20k dtps. Still found story mode very doable though so maybe slight tweaking is necessary.
  6. What happened to the key bind for the activity window? it used to be ctrl+g and now its gone. No way to rebind it. Super annoying to have to click when i've been used to the keybind for so long. What the heck is going on with weekly missions in the solo tab of the activities window? It only shows a handful of planets and daily areas and seems to change depending on what planet you are standing on. When I'm on fleet I don't see the CZ weekly, but if I teleport to Odessen I do. Also planetary weeklies seem to be available multiple times a week. I did the voss weekly mission obtained from the activities window solo tab last night (tuesday night after reset) and I was able to pick up the voss weekly mission again today as well as other weekly missions I know I already did this week. Edit: I just did the pub side Alderaan Heroic weekly minutes before making this post and I just picked it up a second time from the solo tab of the activities window. Edit2: I am currently standing on Voss. For Planetary Missions I see Heroic Missions for Alderaan, Balmorra, Corellia, Nar Shaddaa, the daily area for iokath, and the bounty contract week event. I then travel to fleet and I see heroic missions for Belsavis, Hoth, Taris, Voss, the daily area for ossus, and the bounty contract week event. An entirely different list other then bounty week. Its like theres one list when you are scaled down and a different list when you are actually at 80. Heroic weeklies look like they may be infinitely repeatable despite having the weekly label. So far it appears daily area weeklies can only be done once a week.
  7. creating 2 loadouts of the same class and spec seems to break things. moving abilities around in quick bars, primarily swapping 2 or more abilities will make changes in all loadouts of the same class and spec.
  8. I'm annoyed by this as well. Currently need to make sure to create a new loadout first and swap to it so your current loadout is not affected. At least a confirmation saying "are you sure you want to overwrite your current loadout" would be useful
  9. I found a simpler way to break it. Step 1. create 2 loadouts with the same class and spec Step 2. activate the second loadout Step 3. rearrange the abilities so they still occupy the same slots but in a different order Step 4. swap to loadout 1 Step 5. observe loadout 1 has also been modified Its as if the game says "oh you already have a sage ability in this slot, so we are just going to ignore what this loadout file says should be there and leave what the previous loadout had"
  10. I am playing the Sith Warrior story using the Jedi Sage and Jedi Guardian combat styles. I have 2 loadouts for the Telekinetic Jedi sage with the following setups Loadout 1 - Sage Single Target - Item Rating 38 (my actual item rating is 318 so this is also broken) 27 - power of the force 35 - cloud mind 43 - incoming turbulence 47 - defensive blast 60 - telekinetic defense 68 - valorous spirit 73 - phase walk 78 - mind ward Quickbars: (q1s1 = quickbar 1, slot 1. q3s5 = quickbar 3, slot 5. etc) q1s1 - mental alacrity q1s2 - telekinetic burst q1s3 - project q1s4 - telekinetic throw q1s5 - turbulence q1s6 - restoration s1s9 - benevolence q1s12 - force of will q2s1 - weaken mind q2s2 - power of the force q2s4 - telekinetic gust q2s5 - mind crush q2s6 - force potency q2s9 - force stun q2s11 - meditation q2s12 - mind snap q3s1 - rejuvenate q3s2 - cloud mind q3s3 - force mend q3s4 - imbued force armor q3s5 - force wave q3s6 - force barrier q3s7 - phase walk q3s8 - rescue q3s9 - force quake q3s10 - force speed q5s1 - vindicate used slots: q1s1,2,3,4,5,6,9,12, q2s1,2,3,4,5,6,9,11,12, q3s1,2,3,4,5,6,7,8,9,10, q5s1 Loadout 2 - Sage Multi Target - Item Rating 38 (also should be 318) 27 - dormant tremors 35 - cloud mind 43 - incoming turbulence 47 - defensive blast 60 - telekenitic defense 68 - valorous spirit 73 - phase walk 78 - mind ward Quickbars: (q1s1 = quickbar 1, slot 1. q3s5 = quickbar 3, slot 5. etc) q1s1 - mental alacrity q1s2 - telekinetic burst q1s3 - project q1s4 - telekinetic throw q1s5 - turbulence q1s6 - restoration s1s9 - benevolence q1s12 - force of will q2s1 - weaken mind q2s2 - telekinetic wave q2s4 - telekinetic gust q2s5 - mind crush q2s6 - force potency q2s9 - force stun q2s11 - meditation q2s12 - mind snap q3s1 - rejuvenate q3s2 - cloud mind q3s3 - force mend q3s4 - imbued force armor q3s5 - force wave q3s6 - force barrier q3s7 - phase walk q3s8 - rescue q3s9 - force quake q3s10 - force speed q5s1 - vindicate used slots: q1s1,2,3,4,5,6,9,12, q2s1,2,3,4,5,6,9,11,12, q3s1,2,3,4,5,6,7,8,9,10, q5s1 Using either of these 2 loadouts, I can then create a 3rd loadout that is a duplicate. I activate this 3rd loadout and then swap to Jedi Guardian combat style. Abilties are filled in randomly which is fine because i haven't organized them previously. I can then swap between the guardian loadout and either of the sage loadouts without issue. With the guardian loadout activated, if I change the guardian loadout back to the sage combat style, it load abilities in as follows for this 3rd loadout: q1s1 - Saber Strike q1s2 - project q1s3 - force potency q1s4 - weaken mind q1s5 - force speed q1s6 - force of will q1s7 - force mend q1s8 - benevolence q1s9 - telekinetic throw q1s10 - mental alacrity q1s11 - mind crush q1s12 - meditation q2s1 - force quake q2s2 - vindicate q2s3 - rescue q2s4 - rejuvenate q2s5 - force wave q2s6 - telekinetic burst q2s7 - force barrier q2s8 - imbued force armor q2s9 - restoration q2s10 - telekinetic gust q2s11 - telekinetic wave q2s12 - turbulence q3s1 - cloud mind q3s2 - phase walk The problem now occurs if I swap from this 3rd loadout that went sage -> guardian -> sage and swap to either of my actual sage loadouts described previously. So I swap from loadout 3 back to loadout 1 and what happens? 1. Anything that was previously vacant in loadout 1 is still vacant (correct behavior) 2. Anything that was vacant in loadout 3 but populated in loadout 1 is populated with the correct ability (correct behavior) 3. Anything that was populated in BOTH loadout 1 AND loadout 3 is using the ability defined in loadout 3. (Wrong behavior) - For example: Loadout 3 q1s1 had Saber Strke. Loadout 1 q1s1 had mental alacrity. But when i swap from loadout 3 to loadout 1, Saber Strike is in q1s1 and not mental alacrity. It is expected that the ability assigned to loadout 1 q1s1 will remain the same regardless of other loadouts.
  11. Problem: When in a Story Mode operation, Tenuous Force/Communication Breakdown (the raid wide debuff after an in-combat revival is used) should have a 30 second cooldown. If your guild has the Vitality Set Bonus active, the debuff instead has no timer and can only be removed by death. Meaning every operation group member must die to clear the debuff if they want to be able to do a second in-combat revival at any other point during the operation. Expected: When a in-combat revival is used in a Story Mode operation, Tenuous Force/Communication Breakdown should have a 30 second cooldown regardless of what guild perks are active. How to reproduce: 1. Gain the Vitality Set Bonus from guild perks. 2. Enter a story mode operation. 3. Have someone die. 4. Use an in-combat revival skill on the dead person. Note that if the Vitality Set Bonus is removed from the guild, the cooldown on Tenuous Force/Communication Breakdown functions as intended. There appears to be a conflict between the reduce cooldown time in operations and the reduced cooldown time provided by Tenuous Force.
  12. It's been 319 days since the release of 6.0 and the Jedi Guardian "Battlefield Command" ability has still not been fixed. "Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds." However this is not the case. In fact, if the player uses the Battlefield Command perk, Force Leap often takes longer to cool down, making this perk actually a really terrible DEBUFF that breaks the class. This is a very important ability for jedi guardians and its insane that it has not been fixed after nearly a year and what must be thousands of bug reports. I have not seen a staff member provide an update on this bug or even acknowledge it exists since April. Please provide us with an update and get this bug fixed!
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