Jump to content

Ruchalus

Members
  • Posts

    81
  • Joined

Everything posted by Ruchalus

  1. I do have a notepad but I still think it'd be a nice QoL feature to have that shown on the character select screen.
  2. I often get my character's crew skills jumbled up, maybe it's the case for others? Perhaps allowing us to see a character's current crew skills with levels in the Character Select screen would be a good feature? What do you all think?
  3. Anyone recognize which blaster rifle this is and if any vendors sell it?
  4. This sounds similar to how stats used to work before they clumped up Aim, Cunning, Strength, and Willpower into Mastery.
  5. Disclaimer: I'm a PvP Tank main, my knowledge of PvE DPS may be lacking so if I make some errors please forgive my lack of knowledge in this field. So I've been doing a lot of thinking these past few days and I'm really wondering, what's the point of having Accuracy as a stat anymore? It feels like a tax on your gear so you can meet the stat check requirements to hit bosses in PvE even if their -10% accuracy debuff is on you. Even World of Warcraft removed Accuracy as it was deemed not worth it. Should it be reworked or removed entirely? I'll be going over both options for a bit to explain pros and cons of either scenario. REWORKING ACCURACY So the biggest problem with Accuracy (and in my experience with PvP) is that Weapon Damage (White Damage) gets outshone by Force/Tech damage (Yellow Damage) as the latter doesn't require Accuracy to hit in PvP. Yet for some reason casters that primarily use Yellow Damage need to run 110% accuracy (except for healers) otherwise the Bosses can resist the powers and ignore its effect entirely. So here's my proposal Make Defense Chance effective against Force/Tech Powers If the NPCs can resist our Force and Tech, why can't we do the same? If you go to your stats and hover over Defense Chance, Force and Tech Resistance is included there. It's at 0% for the most part except when I'm a Shadow Tank where it's 2%. That's a 2% chance to resist a Force/Tech power. It would be nice if Defense Chance would give us a chance to ignore Force/Tech powers. It would be like dodging lightning or rocks with your quick reflexes. This would work better vs Single Target Force/Tech abilities but I'm not sure how it could work against AoEs. Though for the sake of balance (especially in PvP), some abilities such as Stuns need to be immune to resists. I can't help but feel some might say outright resisting Force/Tech abilities can be OP, the alternatives still make Force/Tech better than weapon damage. Say that 30% Defense Chance translates to a 30% to reduce incoming damage from Force and Tech attacks, how much is reduced? Maybe DPS gets half damage from resisting while tanks ignore all damage while resisting? Even then it's still more effective than white damage which can still be outright ignored. DPS units have a base 10% chance to dodge attacks so in this scenario but then this would make Melee Force Classes with Saber Ward and Deflection much more slippery, how that would effect balance in this scenario is unknown to me but it's something to keep in mind. Meanwhile Tanks could have a 22-24% Defense Chance (Guardians/Vanguards) or a 30% Defense Chance (Shadows) so they'd have a good innate chance to ignore Force/Tech powers whether it's PvE or PvP. REMOVING ACCURACY In this scenario, Accuracy as a stat is removed entirely. Everyone has a 100% chance to land abilities and instances of Accuracy Debuffs are removed. PvE bosses will always get hit by abilities whether Weapon or Force/Tech damage. This poses a new problem, it makes gearing DPS boring and limited. Everyone will run 40% critical with everything else in Alacrity, so perhaps new DPS Enhancements should be introduced? For example, Enhancements that grant Mastery or Power similar to how we have Mastery/Power crystals. Though since these are about the same boosts, I'm not sure if we even need both options. Either way someone could go Crit + Alacrity for faster attacks or Crit + Mastery for harder hitting attacks. For the solo players out there, how about Presence Enhancements? This would affect DPS so a lot of boss HP numbers or stat cap balancing would need to be worked on. I still think in this scenario Force/Tech should have a chance to be resisted via Defense Chance so Force/Tech doesn't outshine Weapon damage in PvP. Unfortunately this is a multifaceted issue with no easy answer and an underlying issue is how Force/Tech is a more reliable source of damage than Weapon damage in PvP. What do you all think? Should Accuracy be removed or reworked and how would you tackle this issue? Should Defense Chance be allowed to work against Force/Tech to some degree?
  6. With the expansions, we got a wide array of companions. Though most of them I don't use and have a few favorites, I imagine this is the case for many people. It would be nice to be able to add a summon ability for companions that we can slap into a quickbar so we can summon different companions for different occasions. The companion window gets annoying to navigate when you unlock all of the companions.
  7. This would make Rank 6 140% increased speed and Rank 7 150%. I'm not sure why this hasn't been done. I'm aware that there's an engine limitation that can put a cap on mount speed however Force Speed can let us add 150% movement speed. If I can use Force Speed for a second after getting on my mount, why not have mounts grant +150% movement speed?
  8. This would be a simple addition that shouldn't be hard to implement. Just add in new skin tones so players could mimic other species such as: Echani and Palliduvan (pale white) Umbaran (Pale White with tinges of blue/purple) Zeltron (Pink, Fuschia, Purple) Kage (Dull Yellow-Green) Pantoran (Dull blue with yellow face markings)
  9. Before I begin I'd like to state that this is a "what if scenario", I already know the odds of this of happening are abysmal. Just let me have my fun. That aside, I won't be including specific numbers for balancing but concepts and ideas for two new combat classes. I'll start out with a tl;dr version with a more in-depth version in spoilers. Anyway let me know what you think of these ideas! I'll be introducing two new combat styles, one Mundane and one Force Sensitive. These are the Martial Artist and Intercessor/Venator. The goal of this is to introduce mundane melee to the game along with an unconventional combat style for Force sensitives not seen very often in media. Martial Artist tl;dr Mundane classes that uses Energy as a resource, can use any melee vibro/electroweapon with the option to go unarmed, has a tank spec and 2 DPS specs (burst and sustained) with each discipline being modeled after Star Wars martial arts including Zama-Shiwo, Teräs Käsi, and Echani. Origin Story would be Trooper, Smuggler, Bounty Hunter, Agent. Zama-Shiwo (Tank) tl;dr Higher skill cap tank with a focus on delaying damage over time similar to Brewmaster Monks from WoW. Or if you play League, it's like the Death's Dance passive on a tank. In terms of theme it's modeled after Chirrut Imwe from Rogue One. Teräs Käsi (Burst DPS) tl;dr Basic burst DPS martial artist, easiest spec to learn and catered to people wanting to melee DPS as a mundane character. Echani (Sustained DPS) tl;dr Highest skill required, unarmed only. Super short cooldowns with weak hitting attacks but can have great DPS if damage on target is maintained. This would have 3+ combos/rotations that allow you to adapt to different scenarios by some combos adding burst, defenses, debuffs, etc. Intercessor/Venator tl;dr Mid Range (20-25m) Force Sensitive class that attacks using Telekinetic lightsaber throws. Utilizes 2 (maybe 3) lightsabers for attacks but only keeps one active with a reverse grip in their main hand. Other lightsaber(s) are used solely when using certain abilities. This is the less developed idea but it's fairly simple and may not need the long spoiler sections like the Martial Arist. Origin story would be Knight, Consular, Warrior, or Inquisitor. Name TBD (Burst DPS) Basic mid range burst spec using telekinetic lightsaber throws. There's not too much to go off of, just throw your lightsabers at a target for burst damage, kite opponents, and maybe some occasional melee attacks? Name TBD (Sustained DPS) The least developed idea, maybe instead of DoTs you have your lightsabers spin around a target for single target damage and other lightsabers spin in a stationary area damaging opponents within over time. Sustained weapon attacks with many AoEs to debuff groups caught within. Artisan/Alchemist (Healer) tl;dr Shield Healer. Proactive healing spec with less total heal numbers than other healers but instead mitigate incoming damage through powerful shields. Anyway sorry the latter idea isn't too expanded upon, but my goal was to think of concepts for 2 new classes. I'll leave balancing to the Devs in the miniscule chance this idea goes through. What would you all think of having these classes in SWTOR?
  10. I heard that there was a bug where Stealth Probe accuracy debuffs would stack, was that ever fixed?
  11. They never told me to play them, just that they rose in popularity.
  12. I've been rather inactive since 7.1 and I'm looking to catch up on the state of PvP as I'm a PvP main. There's usually some sort of class being played more than others or some gimmick being exploited, can anyone catch me up to date? So far I've learned from guildees that Engineer Snipers/Saboteur Gunslingers rose in popularity as well as DoT Vanguards/PTs. I've also heard that people are more concerned with number farming and kill count over objectives (though that's always been a problem). Is there anything in particular I should be caught up on with the meta as I'm working back into PvP?
  13. I'll be splitting these up into categories then briefly expanding on my suggestions and why I'd think they'd be good additions. Armor Reforged Investigator's Armor Set Reforged Noble Commander's Armor Set Reforged Destroyer Armor Set Reforged Pathfinder's Armor Set Reforged CZ-13K Guerilla Armor Set Reforged MA-44 Combat Armor Set Reforged Outlaw's Armor Set Reforged X-3 Techmaster Armor Set These armor sets have been removed from the Cartel Market and unable to be reclaimed to an account as each of these had built-in mods. Greedy grubs ruined them for us as they exploited them for infinite credits. Just rerelease them with some new texture work and without the mods built in. There are similar armor sets such as the Grand Inquisitor Armor Set being close to the Investigator's Armor Set, but it's not quite 1:1. It'd be nice to see these classic armor sets return. Weapons Temple Guardian Pike We've had the Temple Guardian Robes for years but never the pike to go along with it. If it could copy the Clone Wars version that'd be perfect since they are weapons that have been used for ages by the Temple Security Force. Have the blades come on one at a time like the Vindicator's Saberstaff, and let the hilt be longer than most saberstaffs. I've made videos about the topic of how big the Temple Guard Pike is, but for the sake of brevity here the pike will be around 3 feet long so maybe around half the length of a Body Type 1 or 2 character. The blades could be a bit shorter than usual due to the long hilt length but I think it would look neat overall as an unconventional saberstaff. You also can't forget the glowy bits like the red activation buttons and cyan windows. Greatsaber Big, chunky saber. Imagine Tau's lightsaber in terms of length but with a slightly thicker blade and a deep hum to it. Shoto Staff This would be Leia's weapon in that old Star Wars fighting game, Masters of Teräs Käsi. It's simply a metal staff with two short lightsaber blades on the ends. I think this could be simple enough to make as SWTOR has done well with Senya's Pike. It'd be nice to finally see this in Star Wars again, it almost made it into the Sequel Trilogies as there was concept art of Rey having a saberstaff like this. This needs to be a thing again! Reverse Grip Offhand Shoto Don't tell me it can't be done, it HAS been done for Valss in the Traitor Among the Chiss Flashpoint. Color Crystals Light Yellow Crystal Amber Crystal These are just personal preferences really. Look up "Amber Lightsaber" and you'll see why this is a fantastic color for a lightsaber. As for light yellow, that would be more along the lines of the Jedi Temple Guard Pikes being a lighter yellow instead of a fully saturated yellow commonly seen in SWTOR. Mounts Rocket Boost as a Mount The Rocket Boost is a great ability to grant us a temporary mount in areas we normally can't have them. Its best feature is that it can adapt to an armor set you're wearing by utilizing a built-in jetpack or something like that. The components are there, it just needs to be made into a mount form instead of a temporary ability as well so we can utilize a mount that naturally works with some outfits (I'm looking at you Mandalorians). Emotes Lightsaber Form Opening Stances Remember when we used to be able to switch between lightsaber forms at a moment's notice? Guardians/Juggernauts depending on their specs, could switch between Shii-Cho and Soresu or Shii-Cho and Shien. Sentinels/Marauders could switch between Shii-Cho and Ataru or Shii-Cho and Juyo. When forms were switched up, the character would use the opening stance of said form when switching. When forms were made as passive abilities, those animations were lost. Why not bring them back as emotes but also include Makashi and Niman as well? The assets for Shii-Cho, Soresu, Ataru, Shien, and Juyo are there somewhere in the databases of the devs, so they'd really need to dig those up then implement two new ones for Makashi and Niman. Unlocks A Third Combat Style I would easily pay maybe something like $40 for the ability to unlock a third combat style. My main has access to Shadow and Guardian, but I would love Sentinel as well so I could replicate each of the 7 lightsaber forms on one character. The combat style page on the character sheet seems to have enough room for a third option to be added, it'd be pretty great if it did! Though the only downside to this is that it may discourage the use of alternate characters. Anyway that's my personal SWTOR Cartel Market Wishlist. What do you think?
  14. Sorry I had a late reply as well. Here's the list: SWTOR Voss Interpreter’s Retreat Daily Missions and Achievements Guide SWTOR Rakghoul Resurgence Event Guide and Rewards Catalog SWTOR Section X Daily Missions Guide SWTOR CZ-198 Daily Missions Guide SWTOR PvP Ancient Hypergate Warzone Guide SWTOR PvP Odessen Proving Grounds Warzone Guide SWTOR PvP Novare Coast Warzone Guide SWTOR PvP Voidstar Warzone Guide SWTOR PvP Yavin Ruins Warzone Guide SWTOR PvP Alderaan Civil War Warzone Guide SWTOR PvP Vandin Huttball Guide: Sky Shredder Map SWTOR PvP Quesh Huttball Warzone Guide SWTOR PvP Huttball Guide: Nar Shaddaa Map, The Pit SWTOR PvP Maps Guide and Tips for all Roles SWTOR 7.0 Galactic Starfighter Guide and Best Builds SWTOR 7.0 Darkness Assassin PvP Guide and Best Builds And my personal favorite... SWTOR 7.0 Kinetic Combat Shadow PvP Guide and Best Builds Also, SWTOR PvP For Dummies 5.0 Edition should be removed since Enjin changed from a video game guild site to an NFT site. All of that work is lost but I'm not going to lose sleep over it. I've remade it through numerous guides on Vulkk.
  15. Hey there, I'm Siow from the Satele Shan server. I'd like to point out that since joining the Vulkk contributor team, articles I wrote that were previously under Vulkk's name have been transferred to my name as I was the author for those articles. This includes all the Warzone Guides for the various PvP maps. Could that perhaps be updated? Also I do have a GSF guide on Vulkk. I'm aware that some of the older builds were not optimal but with members of the GSF Discord we managed to iron them out so they're actually good now. I'd appreciate an update if possible!
  16. Give us a Jedi Temple Guard Pike! It's very easy to make the hilt the same length as a standard lightsaber but the hilt would need to be about half the length of the player (having measured it comparing the Temple Guards to Anakin's/Hayden's height, it's 3 feet in length) with shorter blades so it comes out to about the same height as a Body Type 2 Player in overall length when activated. It should have shorter than average blades as that's just how it looks.
  17. With 7.1 out, we all finally got access to prototype and artifact armorings, mods, and enhancements with the new NPCs. This is in no doubt an excellent way to easily gear up alts to 328 or 330 with your choice of specific tertiary stats but one thing about this is bugging me... What happed to the mod and enhancement variants? We had like A mods, AB mods, all kinds of enhancements like critical ones that placed more value into crit or into power or into mastery. With these new mods, it's basically the exact same thing we get via premade gear sets. Am I being nit picky? Most definitely but in the past I've always enjoyed fine tuning my stats to what I wanted them to be with the various mod variants. The only tank mods for sale are B mods which have more endurance and less mastery, but without A mods or AB mods, why even bother calling them Warding Mod 99B? What are your thoughts on the matter? Overall I'm just happy to have custom gear mods again but I'd be even happier with choices.
  18. Hi Devs if you're reading. I need your help to learn mechanics of GSF that aren't explicitly written in the game in enough detail as it should be. At the moment I have 3 things I'm confused about, an option of a primary weapon that affects Accuracy Tracking Penalty, Sensor Focus Range, and Base Stat Bonuses for Ships. First off, Tracking Accuracy on certain weapons say something like "-0.50% per degree, less 5.00%" which is the case for the Burst Laser Cannon. What does it mean by "Less 5%"? Does this mean the tracking penalty doesn't go over 5% lost accuracy total, is this the base amount of accuracy lost at all times? Please explain and maybe reword this. Next is the Sensor Focus Range. As I understand it, this increases the sensor range of a small cone in the direction you're facing outside of your primary sphere shaped sensor range, but what is the angle degrees of the cone? 15°? 45°? 180°? Last we have stat bonuses for the ships. I've been comparing ships but it seems like that with the same builds, Strike Fighters have a +15% primary weapon range increase, scouts have a base 10% evasion chance, bombers have a base 10% damage reduction, then it seems like gunships have a base 38% increased range on secondary weapons. For example, Proton Torpedo has a range of 10,000m on non-gunships while a gunship can have a 13,800m range on Proton Torpedoes. What are the base stat bonuses for each class of ship? Oh and while I'm here I noticed a bug with the "Improved Kill Zone" passive gained from your Crew options. It says it adds 2 degrees to your firing arc but when applied to a weapon, the detailed tooltip says it adds 4 degrees. Help me Devs, you're my only hope.
  19. So I was running some tests and I noticed how if a target such as a Shadow uses Resilience to negate the damage of Cell Burst/Energy Burst, the Vanguard/Powertech will get a refund on all their Energy Loads allowing them to use Cell Burst/Energy Burst again. I've been looking through all the passives in the ability tree and ability window and NOTHING mentioned anything about Vanguards/Powertechs receiving a free refund on Energy Lodes if someone resists their burst. I feel like that it should be treated like any other empowered ability in that the resources get used up otherwise what's the point of using something meant to negate Force/Tech damage if they just get the ability to do it again for free?
  20. I'd like to see Lightsaber Form stance emotes. Back when we could change our active form, our characters would do a little animation when changing stances. Since those became passives, there is no way to see these again. I'd love to have these brought back as emotes and use said poses with your currently equipped lightsaber. Get one of each Shii-Cho (Recycle the old Shii-Cho animation) Makashi (use what Count Dooku before he fights, the salute and twirl) Soresu (what you use for Deflection/Saber Ward but without the flash) Ataru (recycle the old Ataru Animation) Shien (recycle the old Shien animation) Niman (use one of the Shadow's Technique animations) Juyo (recycle the old Juyo animation)
  21. So one thing I've never understood is that NPCs can Resist Force/Tech attacks, which is why DPS OPs runner PCs go for 110% accuracy so none of their abilities miss. Why not have this apply to PCs as well? Everyone always talks about how HP should be the main tank stat but that just feels really boring. Like if it's single target, you flat out Resist it or if its an AoE, you have an x% chance of reducing the damage by half with x being your Defense Chance. I think overall I'm just a bit salty that my Defense Chance got nuked from orbit with the most recent expansion, going from 38% to 30% (I'm a Shadow Tank). Granted that was BiS gear and we don't have 336 yet, but it still seems to soft cap around 31% for Shadows. I personally loved Defense Chance as it was useful vs Snipers, Juggernauts, Marauders, BH Rail Guns, other white sources of damage. That and every dodge meant Resilience CD got lowered. Do you guys think Defense Chance should be changed to offer some form of protection against Force/Tech's Yellow Damage?
  22. So you know how when you use your Rocket Boost, you get little jets from your feet or even your armor? What if we had that as a mount that way for those of us that have armor with built-in jetpacks, we can just use that for a mount so it doesn't break the aesthetic of our outfit?
  23. Yeah that's my bad, I should have phrased that better. I mean the Outfitter Presets we design for aesthetic purposes.
  24. That and allow us to swap around loadouts, like allowing us to move Loadout 9 to the first spot making it Loadout 1.
×
×
  • Create New...