Jump to content

lessandracassidy

Members
  • Posts

    52
  • Joined

Everything posted by lessandracassidy

  1. I was referencing an achievement tied to the Pirate Incursion event. You can bypass one of the Heroics by paying a ransom of 15 million credits to the NPC inside the heroic, instead of fighting anything. There is an achievement for doing it 10 times. That money cannot be shared by players, only the person paying will get credit towards the achievement, so it's 150mil from each player who wants it. Granted, in current economy, 150mil is still insignificant, but it wasn't when the achievement was released. I believe on release it was comparable to the inflation at the time.
  2. The current even running in-game is The Pirate Incursion, and I still see people paying the ransom for one of the heroics to get their achievement. The thing about it is, while an obvious credit sink, it worked, and still works. The problem is that half the game's population is sitting on billions of credits, so these changes feel like... pocket to change to veteran players, and likely worrying to newer problems. It feels like a weird tax. I agree with people who are saying there should be more desirable stuff in game to spend obnoxious amount of credits on. Like, IDK, Dwedtoof is a rare drop on Section X, so make it available for purchase for 1bil (which is how it's normally sold on the GTN anyway). Some of the things that require a grind rather than skill. Not HM/NiM stuff obviously, but some of the items that require pure hours sink. IDK, just throwing out ideas.
  3. I did google and see that there were older posts about this set, and the reason I made a fresher post is because my issue appears to be different from all of the above. The first link you posted is about the cape clipping, which I don't have an issue with. The second and third link is specifically about how the armor set looks normal in game, but is broken in cutscenes/previews. However, my core issue is that it is now broken in-game AS WELL. I wouldn't have minded if it was only cutscenes -- but when I actually roam in-game and do content, I kind of want to see the character model looking as it's intended. There are screenshots out there of this armor set looking very good in-game (this reddit post for example), with the skin being displayed correctly. But now it's broken in-game as well, which is very disappointing to me. Also, as far as I understand, the preview/cutscene bug previously affected both male and female models, whereas now it's working properly for male characters, so I assume some attempts to fix this armor set have been attempted in the past. I do understand your point that some of the visual outfit bugs are not easy, but I do frequently see glitches about armor sets and weapons being addressed and getting a notation in the patch notes. For example, the patch for 7.2 says "G.A.M.E. Pit Boss Headgear is no longer clipping to the character’s face when in Combat Stance - All Female Body Types and Male Body Types 1, 3, and 4." So I figure there is some maintenance around these visual glitches, so it's not completely hopeless to bring attention to this set yet again. For general awareness's sake.
  4. I feel silly posting about an outfit glitch when there are more serious bugs floating around, but on the other hand I'm also hoping that it might be an easy fix, and I did just spent the CC's buying this set and unlocking it in collections before I realized it was bugged, so I'm kind of miffed about that. The set works fine on any male model, but the wrist portion of the chestpiece which is supposed to be bare is lacking textures on any female model. Any species / body type / skin color, it's just a solid black-brown lack of texture. For clarity: Male toon: https://i.imgur.com/3YY8WFp.png Female toon: https://i.imgur.com/8xz2hVB.png Female toon (in-game): https://i.imgur.com/12H8HBO.png To be clear: I have tried this with Covert Wrist Energy / Impulsive Adventurer's Bracers / no bracers. The result is the same, because what breaks is the skin of the characters wearing the chestpiece. Example wearing random bracers: https://i.imgur.com/iAORSqr.png - as you can see, the skin texture remains offblack. I did report it in-game, but decided to also post here for visibility. I took a lot of time picking and choosing what to spend the CCs on this year, and it kind of feels like I've wasted them this time around.
  5. This is indeed a very weird bug, but you don't actually need to use the Odessen Hangar to board your ship. As long as the To Find a Findsman mission is on the "Use your ship to travel to Zakuul" point, you can just enter it from anywhere, from your SH, or using the priority transport, and then go to Zakuul. Doesn't cancel out the bug you're experiencing, but should at least allow you to unlock the rest of your alliance alerts.
  6. I would like to second that. I have done the mission "Iron Beast" about 5 times now. When I did it on Pub Side, the portion of the mission where you rescue the Mandalorians gives you a choice: help the basilisk droids and lose the Mandalorians, or rescue the Mandalorians and lose the droids. There is a very clear path in the conversation which leads to it, and Lane Vizla reacts accordingly. However, every time I did it on Imp Side, the NPCs skip about 75% of the dialogue I saw on Pub Side. The NPCs say that Kur is stripping the weaker droids for parts, that they tried to get to them but couldn't, and that they need to return to Lane. On Pub Side, following that, you make a choice. On Imp Side, the conversation ends, the big war droid enemy appears, and the choice to save the people instead of the droids appears to have been made for you. But upon returning to Lane, her conversation implies that you are responsible for the choice, which leads me to believe that this is a bug. If it matters: I have done it on Imp toons of varying classes: Inquisitor and Bounty Hunter / of varying alliances: Saboteur and Loyalist, and made the same choice leading up to the quest as I did on Pub Side.
  7. I second that. I have been planning to buy extra CCs, hoping to spend them on a bunch of tunings that I'm still missing, and some of the more expensive weapons, and then I could immediately turn around and unlock them all in Collections. I'm also in need of more Server Character Slots. So I was really hoping that the 50% off would be for all items in the Cartel Market, not just the select few categories. I'm happy for people who are interested in those categories, but it's a big miss for me.
  8. The operations' weeklies rotate now, it's been changed a while back. There are only a handful of Ops missions available every given week. You are seeing the correct list. Next week, I believe, it's going to be Eternity Vault, Explosive Conflict and Terror from Beyond, as well as the 2 Lair Bosses and 1 extra Master Mode mission.
  9. Would also like to bring attention to this. And it is not just the mini-map option. It's both Anchored to Mini-map and Anchored to Mouse options: whenever you switch instances / planets / whatever, the Interface defaults to Anchored to Location. And I personally do not like the look of Anchored to Location, it is obstructive, regardless of changes to placement, size or opacity. Switching back and forth between different Interface profiles fixes the issue, but this does get incredibly annoying.
  10. I would also like to confirm/agree. I pulled the boss for a laugh, like I did on Ossus when that was released, thinking I might see the first 3% of the boss. And then I just killed it. It took a second to chew through all 12 mil but I was DPS, my comp was not disabled and was healing, and it was very uneventful. I avoided the red circles, but my companion stood in a few, as well as in the conal, and it didn't look like it took any damage. The boss did "Chomping" (? if I remember correctly) twice, getting me to 10 stacks, and I still took no damage. I assume something is not triggering correctly, because right now it's just a beefy trash mob.
  11. I find it difficult to take at face value some of the boasts happening here. The only guild on my server that flexes how easy SM R4 is, is the sales guild. People with a 100% Ops completion who can 7man NiM content. Everyone else knows the score. People with 80-90% completion have a hard time with the final boss. People with 40-50% wipe without ever succeeding and disband. That's what I observe across my raiding community. These are not stupid people, they are skilled, they do the required DPS, they listen, they pick up mechanics on the fly. The operation is just as difficult on Story Mode as HM. And just as difficult on HM as some NiMs. And, again, my original issue is: some of you say that the SM should be more difficult. That it should be the hardest content in the game. First of all, I, personally, disagree. This is not the only MMO I play, and there are others still where this is just not true. Difficulty is gated by the mode of difficulty. Story should never be difficult, that is why it's story. Which is why this game has Master Mode Flashpoints that are more difficult that Story Mode Ops. That seems perfectly reasonable to me. If you disagree with this understanding, that's fine. Maybe SM Ops content should be more difficult. As some of you have pointed out, right now SM does little to prepare people for HM, and the learning curve between is quite steep. This is a whole different conversation entirely, about the balance of the Ops in the game. My original point, however, is that this operation is tied to a story that was given to people in Alliance Alerts, which they will want to do as part of the story, because it has an interesting KOTOR hook. And it is gated behind difficulty that is on par with HM final bosses. That is my issue. I should not be saying to people who just want to experience story that they need to "git good" and pull 25k on average, in order to do this. Again, I've seen other MMOs, where raids are a part of the main story. Not a side story, like Oricon. MAIN story. You get to that point, you queue for a raid, you hopefully read up on it first or it is explained to you in shorthand in chat. And, what do you know? You clear it. Because it's story mode. Regardless of whether or not SM Ops should be more difficult or not, this change has not yet come to SWTOR. This operation was specifically released in a way that dumped it in the quest log of story people, who currently have no hopes of completing it.
  12. I doubt anyone listens to this anymore, and this is gonna only attract elitist players to disagree with me. But the difficulty of the operation is ridiculous. Please understand, I am saying this as a person who is a NiM raider. And as a person who did clear the fight fully. Having said that, this "SM" is harder than most HMs in your game. 90% of the playerbase have no hopes of completing it. The final burn requires 20k+ dps from everyone, while the overwhelming damage from adds requires HM level of healing. Which can be fine. But then you put it in Group Finder? And you add a Story mission in the companion alerts, expecting people who do 9 to 12k at BEST, to finish it? There is a disconnect here somewhere. I don't mind the fight being difficult, I love mechanically intensive encounters. But don't go and call it storymode then. You just nerfed all SM Ops to be smooth as butter. As it should be, because it is supposed to be casual content. R4 is not. It is not groupfindable. So pick one. Either this is Hardmare content, and it should be treated accordingly, or it should be made much easier, because you want people to be able to use Group Finder to complete it and just do it as part of the story. This feels like you don't know your playerbase, and are catering to 1%ers.
  13. I swear I've seen someone mention this bug before but I cannot find the appropriate thread, so I'm bringing it up again. Two bugs are happening concurrently in many of my HM/NiM prog teams: you'll wipe to an encounter, you'll rez, but you will still show up as dead in the ops frame. It is a bit annoying but tolerable if you're dps'ing and you see it, but if you're on a healer, you cannot heal/cleanse that person, cannot gage their health, cannot see their debuffs. So you have to exit the phase and relog to completely reset the frames. And therein comes the second bug: leaving the op gets you stuck on the loading screen and you have to Alt + F4 to completely reset the game. Some screenshots for clarity: https://i.imgur.com/UVp2f31.jpg https://i.imgur.com/E1a0SOf.jpg https://i.imgur.com/AoHz7GT.jpg Moreover. I have been testing the R-4 Anomaly op on the PTS. This bug persists there. You see people as dead, and you get stuck loading out into Mek-Sha.
  14. I absolutely agree that nothing should be just handed to us. I can't speak to the rest of your post, because those weren't my concerns at all. I'm not planning to pug - as you said - the hardest content in the game. I have dedicated teams of experienced raiders for that. But as to my point about implants, I think your math is correct. Like you, I run plenty of HMs per week, and I definitely get enough Frags. I even think 8k is low-balling it, I believe I'm getting twice as much in a week at least. My worry, however, is that I want to upgrade Implants for more than 1 class. That number, 65k, if it is correct, is just 2 implants for one class. Possibly two if they're shared, like for some DPS classes. But I'm a versatile player who fills many roles in my various teams. At the very least, I need to upgrade 2 types of tanks + 1 melee dps + 1 ranged. And that's if I'm being stringent. Now, as someone has pointed out, and yes, I've seen it on the PTS that the Implants can only go to 334. If that is how it's intended for live, I'm less worried. Frankly, running 326 Implants is perfectly viable now, and not upgrading from 330 to 334 is not gonna make or break my class. Also, the cost will be much cheaper. But if it is intended to go to 340, and I have at least 12 Implants I personally want to have at the top tier? That's 400k Tech Fragments, and that requires a little bit TOO much time spent on my behalf. I like this game, I have quite a bit of time that I can allocate to playing. But I don't believe I have that much time. That's all. ¯\_(ツ)_/¯
  15. I second that. Assuming my Legendary is already at 330, I need to spend 32k+ on ONE Implant to get it to 340. 65k for both. And I personally play many classes. I have 12 Implants at 330 right now, and I know people who have more. To get them all to to 340.... I need a time machine and many years of my life.
  16. The dev team has been very understanding of people's issues with the new UI changes, so I'm hoping this also won't fall on deaf ears. I *cannot* be the only person having issues with the new look of the Achievements, namely the fact that they are all the same color now. I don't know why this change was made, but I strongly hope this can be reverted. Previously, all the "completed" categories of the achievements would be highlighted green, so it was really easy to track at a glance where you still needed to put in the work. Now, everything is the same color and blends in, and you have to sift through all the actual percentages to figure out if you're missing something in a category or not. While not the end of the world, it is certainly a downgrade. Can we hope for a change?
  17. I am pleasantly surprised there is a thread about this. I thought nobody cared about how poorly balanced EC is now. I concur heartily with the points raised above. I tend to complete EC on every toon I run through KOTFE/KOTET, because I always clear out all of my Alliance Alerts. I have all the Deathless Champion, Sprint Champion, Eternal Champion achievements from back in the day. And while I cannot claim that in 6.0 I always managed to repeat Spring Champion on every toon, seeing as I'm not proficient with *every* class, I still definitely cleared it every time as Deathless in under 20 minutes. Right now, I have full 330 augmented gear, a level 50 comp, a burst class, and I continuously fail Round 7. I suppose if I tried enough times, I would eventually get through it, but I didn't bother, I just switched to a group mode, and asked a guildie for help. As it is, I run out of DCDs, and the companion cannot keep up with healing me, because companions are currently inferior. And I'm a Hardmare raider, too. Like, congratulations to the person who managed to clear it fine, I guess I'm a sandbag, whatever, but this shouldn't be this hard. There is a [sOLO] and [sOLO+] (still broken by the way) for this for a reason. Yes, it requires you to understand the mechanics, and understand your own class, but it shouldn't be brutal in BiS gear. Plus, it's one of the objectives for Galactic Seasons during some weeks, so presumable it's implied to be an obtainable objective to even casual players. Which currently it's not.
  18. So the main issue that I'm having is that if I only want to use one outfit on the toon, I either have to unlock another outfit slot and recreate it piece by piece, or I have to manually restamp my weapon every time, because if I'm switching from a Marauder to a Shadow, for example, the weapon cannot be displayed, as it doesn't match my Combat Style, but if I stamp the correct weapon into the new style chosen, it overrides my previous choice. Easy solution would be: recreate the outfit that you're wearing, so two outfits look identical but are wearing different weapons. Well, here's the rub. Years ago, when the change went out from 4.0 to 5.0, a bunch of my chest pieces sitting in my personal cargo hold lost the dyes they were stamped with. No, I did not stamp them in the outfit, I always stamp the chest piece itself. And ever since 5.0 they look like they were never dyed. And it was expensive dye, it was Black/Black, White/White, etc. I'm not buying it a kazillion more times to restamp what was lost, so I cannot recreate those outfits. I only have the one slot, which means I have to restamp it back and forth over and over again with different weapons if I want to switch. The other issue is. Switching Combat Styles un-unifies the color on my outfit. I cannot say what causes it. I have two different outfits set for two different combat styles. The weapons change correctly, the outfits change correctly, but every time the outfit requires me to manually unify it again.
  19. Oh, without a doubt, my guildmates are equally very friendly and generous people, and they have done so as well, and I appreciate it every time. But I do feel bad asking them to burn their toons, especially if we're talking HM raids, where the reward is 65 Hazardous Catalysts, which we still sorely need this early into the new expansion. And that doesn't fix the issue with pugging. That was mostly the issue I was imagining here. I join random Fleet groups for Ops frequently. Sometimes I play at odd hours when I can't get any of my guildmates or discord friends to join, and we resort to the Allies chat (Star Forge) or whatever it's called on Satele Shan, I forget, the general channel for fill-ins. And people are just... no longer willing to fill. And while being considerate and helpful to your fellow players, be they guildies or strangers, is of course commendable. There shouldn't be this issue to begin with. SWTOR may stumble sometimes in its changes, but I feel like the devs always do as much as possible to promote group content, and this has been a detrimental change, because filling in for an operation mid-way if it's on the WEEKLY terminal has become selfless charity with no reward. And a game shouldn't work like that.
  20. Agreed a 100% for all the reasons listed above. I understand that this new system is to preclude us from farming the last boss via lockouts. The original poster's suggestion seems like a great one though: spread the mats out, make them a guaranteed drop from boss kills, so that people who join mid-way are still getting *something* out of it. Because it's been over a month, and I've had people drop from group for a variety of reasons, as mentioned above: something urgent came up, a DC, a power outage, an emergency. And nobody wants to come in and fill in because they will be locked out with no rewards. It has made finding fills incredibly challenging, because for a person coming mid-way it's just a waste of time and a waste of a character, particularly for Hard Modes, where lockouts do not reset daily. This has been a very detrimental change, because it makes running Operations less of a community effort, people aren't predisposed to be simply charitable, especially in an out-of-guild PuG group. Please consider making some sort of a change.
  21. I would like to add an important update! I hope whoever needs it sees it. Some instance do show the correct heroics / operations / planetaries. This is Instance 8 of Imperial Fleet / Star Forge, showing last week's Ops: https://i.imgur.com/T3pgo6Z.jpg This is Instance 2 of Imperial Fleet / Star Forge, showing the CORRECT Ops: https://i.imgur.com/VD16AKs.jpg While being on Instance 2, my Dailies/Heroics updated to show Alderaan / Balmorra / Corellia / Nar Shaddaa, and my dailies included CZ, Makeb, Iokath. Same with the Republic Fleet. I don't know if it will help the dev team or if they will even see it, but hopefully some players might see this and use this workaround in the meantime. Just switch instances. I don't know if Fleet 2 is somehow magically in the Alternate Reality or what.
  22. To expand on this a little bit: The Group Finder queue is the only thing that changed. The Ops are now SnV / ToS / Dxun. The FPs are also different from last week. The Ops terminal still offers last week's missions: EV / EC / TFB / lair bosses. The planetary heroics are the same as last week: Alderaan / Coruscant / DK / Taris / Tatooine. Daily areas also match last week and have not updated to CZ-198 and Iokath and whatever else was supposed to be on the list.
  23. Korriban Incursion progresses neither Galactic Seasons (0 points granted towards progress) nor [WEEKLY] Veteran Flashpoint (still at 0/3 upon completion).
  24. Good time of day. I have played Watchman/Annihilation as my main class since 3.0, so I’ve been looking forward to seeing what changes are coming to my favorite class with 7.0. I’m a Hardmare raider and exclusively do PVE content with the class. These are definitely Transcendence and Force Camouflage, and to a lesser extent Guarded by the Force. Level 15 The passives for Force Melt look interesting, but Onderon is not a good place to test them. Without the ability to enter some endgame content, wearing endgame gear, or a proper dummy parse, it’s just hard to gage the effects, because Onderon doesn’t even have enemies that survive that long to see how the class performs in a long fight. On paper, Juyo Melt seems like it has the least benefits. It provides a burst of 6 GCDs to the discipline’s opening, but will likely not affect a whole Ops boss fight, even with the boost to Force Melt. The other two passives, Critical Melt and Melting Center, both look interesting. --- Level 20 You asked which abilities make the Sentinel unique to the players. For me, it’s definitely Transcendence and Force Camouflage. Transcendence is currently not on PTS (not that I’ve found, at least,) and it’s a little unclear from the abilities write-up if it’s now a choice or a default ability gain. If it is a choice, IMO, it absolutely shouldn’t be. It has to be a default ability. It is a staple of playing a Sentinel/Marauder. The upside for me is that you no longer need to choose a utility to make Transcendence into a root-breaks and that it is automatic. The downside, and this is one the Big Things for me with 7.0, is that for the longest time we could choose the Masterful Tier utility, Ardor/Relentless, to make Transcendence/Predation not consume Centering/Fury and instead be an ability with a 30 second cooldown. It is, in my eyes, vital, that this option remains. Without it, this effective kills Transcendence as a raid-wide utility because for the optimal Watchman/Anni play you always use your Zen/Berserk on cooldown to maximize your DPS. Transcendence HAS to be available without Centering through some means or others, or it will no longer get used in raids. --- Level 30 These passives all seem very situational. The Trauma effect has recently been useful when pulling HM Apex to diminish his healing when the lights are on. If this continues to be a relevant mechanic, maybe something similar in the new upcoming Op, it’s very good to have this passive in your pocket, since Cauterize / Rupture is a rotational ability, while Leg / Crippling Slash is not. --- Level 35 The Zen / Berserk window for Watchman / Anni has always been an interesting buff. It used to be that we timed it around the use for our DoTs for better performance. Currently, the consensus is that in 6.0 we use it on cooldown to maximize DPS. Building Centering while Zen is active is a nice passive that increases our DPS potential, provided we will still use Zen on CD, but looking at the rest of the changes, it seems to me like we might not. Maxing out Focus is practically worthless for Watchman, because out of all 3 Marauder specs it’s the one that has the least amount of energy management problems and is the easiest to recover from a mistake. An auto-crit however is a nice change and will likely require us to delay Zen to proc Merciless Slash or Force Melt if the previous passives prove worthwhile. As with Level 15 choices, we just won't know until we can properly test these against endgame and/or dummy parse. Once again, the wording is unclear if Force Clarity is a choice or a default ability gain. I find it curious that some of the abilities that we used to have at early levels are being reshuffled into later levels, while this ability that we currently gain at Level 73 is now available at Level 35. --- Level 50 I’m a little surprised that these abilities have been moved so far up the levelling pole. Currently, you can gain Adamant and Defensive Roll as early as Level 11, and with Defensive Roll specifically it means less survivability for you while levelling, doing FPs etc. until you hit Level 50. I do not love that Defensive Roll vs. Intercessor is now a choice. On a personal level, I use both these utilities on live servers currently, one for defense and one for mobility. One, as I already said, is available at Level 11 at the earliest while the other one becomes available at Level 59. Having to make a choice between taking less damage or extra maneuverability seems like apples and oranges. It doesn’t feel like a fair choice, these are very different utilities. --- Level 70 I do not mind that Blade Blitz / Guarded by the Force is a choice now. It seems indicative of the larger overhaul happening with 7.0, and if we will need less defensive abilities, then so be it. We don’t know much about “loadouts” and how they will be implemented, but being able to switch between speccing into either one of these abilities between fights seems like an okay compromise to me. Now, once again, it is unclear if Force Camouflage is a choice or a default ability gain. It should not be a choice. It is a staple ability for the Sentinel. Moreover, unless taunting is being significantly rebalanced for 7.0., all classed need a threat drop, and Force Camouflage is integral for that. --- Level 80 I just want to say that it’s too bad that the game still can’t find a good use for the Contemplation utility. In 5.0. days we used to take it, pre-build stacks of Centering, then quickly respect into a different loadout of utilities and start the fight. (Watchman to a lesser degree than other specs.) In 6.0. abandoning your utilities removes your pre-built stacks, so no one uses it at all anymore. And it looks like it still won’t get used, because if it’s a choice between this and Stoic, people will always go for damage reduction.
  25. During the previous 3 weeks, the only times my guild got Commendations was when I was online during reset. This week, I tried to test the hypothesis that it may be a workaround. The weekly reset happened just a few seconds before the servers were shut down for maintenance, and my guild did receive the commendations in that split moment, so my guess would be that yes, it is a temporary workaround for us running low on Comms whilst they fix the issue. I have also received a reply in-game that this is a known bug that will get fixed, but no ETA on whether or not it will be fixed in 6.3 or in some other vague nebulous future update.
×
×
  • Create New...