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Lowarro

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Everything posted by Lowarro

  1. Thanks that was it, I bought the bundle. Although that is up to 150 cc in hidden cost for that bundle.
  2. I just got my monthly cartel coins for subscribing, except instead of the usual 600 it is only 525. Did this happen to anyone else? Any announcements about the change?
  3. Note the the remnant armor sets that have been added to collections are still sellable at junk vendors, including the infinite free copies you can claim via collections. Not a problem on PTS where you are given free credits a million at a time, but needs to be fixed before it hits live.
  4. Does this mean that even if you do all 10, you can still end up with less points than someone who only did 7 if you start with the lower point weeklies?
  5. I really enjoyed the newest story mission. I would love the ability to replay the mission more than the once per character currently available. Replayability has been available in the chapters since the KotXX expansions, and structuring of the story mission is very much in line with those chapters. Hopefully it would be an easy to implement change.
  6. During the Soa fight in EV a common way to limit damage on the platform transitions is to force leap/charge/etc. to the next platform. Since 6.2 I have been consistently getting no-move force leaps during this phase. All 5 times I tried it the ability went on cooldown, the target took damage, but my character didn't move. I was on my guardian but a friend on running on his vanguard reported the same issue.
  7. While if it is possible to make this a PvP only change, I'd agree that is the way to go, I don't think people realize how little guard does in PvE. Beside the strong damage transfer mechanic that is PvP only, guard has only 2 affects: a small threat reduction and a tiny damage reduction on the guarded player. The threat reduction is the useful piece here. Guarding the top DPS can help the tank hold aggro. Therefore if a DwT is among the top DPS, they should be guarded anyway not guarding someone else. Also a healer should almost never be guarded for the purpose of threat reduction. Healers pulling threat is due to their abilities applying threat to all enemies, not the amount of threat they are generating, so a guard wouldn't fix that issue. The damage reduction provided by guard is negligible. Currently it is only available for a maximum of half the group (guarded players can't guard someone else). In addition the players receiving a vast majority of the incoming damage (the tanks) don't want to be guarded due to the threat reduction. Guard is an ability that is used in PvE usually because it is there and it is a set it and forget about it ability. I'd wage if guard were bugged and not working in PvE, it likely wouldn't even be noticed in more than 99% of encounters, at least not until studying parses after the fact. However since there a few fights where the guard might make it a little easier, it would be better if the proposed change could be PvP only. My point is only that it wouldn't be nearly as big a deal as some people are making it out to be if that turns out to be unfeasible.
  8. Then shouldn't it be PDT instead of PST?
  9. This concerns me. Removing the Tech Fragments and Conquest Materials from the rewards below 70 punishes those who run conquest on alts. Tech fragments are legacy wide in in heavy demand for end game gear. Conquest materials (also legacy wide) are already very rare, in high demand for crafting and have no other source. I fear this change will have the opposite of the desired affect: It will discourage people from playing and going for conquest on characters 70 and below.
  10. I think this may be the issue here. Set bonuses are divided by general, base class, and advanced class. They are listed this way in the patch notes, and I suspect in the loot tables as well. As such the loot drops of set pieces would NOT take loot discipline into account except when filling in the mods. Tacticals are divided by general, advanced class and discipline, so I'm guessing the same issue isn't happening with tacticals. Edit: A couple of examples from this thread: I'm guessing this isn't so much a bug as a design oversight. While there are set bonuses that seem to be obviously for healing or for tanking, the set bonus shells don't seem to be divided by discipline, therefore people expecting DPS gear are getting set bonuses for healing or tanking and vice versa. Also should note that I'm not sure how much this should change, as there are set bonuses that while intended for DPS are better choices for tanks than the tank set bonuses according to theorycrafters.
  11. Thank you. I am trying to prepare based on this. For a very alt friendly expansion this is definitely one very alt-unfriendly change. I am running through my currencies as best I can to replace the set bonus shells I either sold or acquired on a character that can't use them. I doubt even half my characters will be able to keep their set bonus if this is indeed the case. It would also be nice to get dev confirmation on how this change will work.
  12. That's assuming it will move to the shell the armoring is in. It is possible the set bonus will move to the shell the armoring came in (I think it was that way on PTS). If that's the case you may want to spend some of your command tokens, UC, & MDC's on replacing any shells that you may have vendored when moving the set bonus to a legacy set. That is why I would like to know exactly how the set bonus is moving to a shell, and if it is moving to the shell it came in if that shell will be made legacy bound.
  13. Can we have more detail on this. For example most my set bonuses I've pulled the armoring and moved it to a legacy shell. After the update will the bonus be on the legacy shell armoring piece or on the (now empty) shell it came in? If it is moving to the (now empty in my example) shell it came in, has the shell been converted to legacy bound? While I dislike the retroactive portion of this change, I can work with it, but need the above information: a majority of the set bonus pieces I have, I had long ago sold the shell they came in. I need to know if I need to buy replacements to keep my set bonus, and if I need to buy multiple copies on multiple characters to not loose my set bonus for 70-74.
  14. You need to race back out to get the bonus (whole thing is supposed to be an Indiana Jones feel to it).
  15. Are there updated Warrior set bonuses at 4 and 6 pc you can release? Especially considering that the Juggernaut specific set bonuses are only a quarter of whats available to Juggernauts.
  16. My request for a pull isn't as a second gap closer (though since the other tanks have a a charge and a pull, there is nothing OP about having 2 gap closers). A pull is more for group utility than closing gaps. Pull a patrol away from a nearby group so not to aggro all of them together, or pull a ranged add to the group to be AoE'ed down with everything else. The extra aggro on the pull ability is nice too. I do notice I have to work a little harder on my guardians for initial aggro than I do when I have a pull available on my other tanks. I do like your idea of possibly tying a pull to choke/stasis. I'd be willing to give up my 2nd stun for a pull.
  17. Guardian is my favorite tank in game, but is missing a basic tool that the other tanks have: A high threat force pull/grapple move. I'd love to see that added in some form.
  18. I know John is glitched / reserved. I had it at launch, lost it in the first server merges and tried to get it back when spaces were introduced even lost access to the name I had in between as it was too close to John. Even tried a ticket or 2. Be very careful if you find a seller and test the name yourself. Otherwise you may end up both losing out on that name.
  19. I disagree with the suggestion for guild stronghold key restrictions. The guild stronghold key upgrading interface is a little clunky to force guilds to upgrade everyone to at least silver to enjoy the functionality of the stronghold. I think members of the guild can be trusted not to "disrupt any guild event". If they can't be then a guild kick or review of invite polices may be needed. I don't like the idea of giving spectators stealth detection. The possibilities for exploiting and griefing the stealther are to great. I'd be okay with it, I guess, if it was restricted to silver key and above as you suggest, but if that is not possible I'd rather have no spectators get stealth detection then all of them.
  20. I like the changes to add the bridge to the beach spawn point and the ability to change spawn points (I found 4: beach, cove, main deck, sky deck). I also liked the cutscene return to beach, fixed speeder bike on the sky deck and elevator to the awning on the sky deck. However the view from the awning helped me notice a floating platform piece: https://imgur.com/a/pEIVbSF I'm a little disappointed the pvp toggle didn't make the PTS, but am glad to here it will make the final patch. One new concern I have regarding the spawn point system is whether or not visitors without keys can use them (hopefully not but haven't had a chance to test this yet.)
  21. Very concerned about this, as none of the changes in this list are in the "Final Build Notes." One of the listed items (The ability for players to completely turn off PvP in their Rishi SH.) is my biggest concern for the Rishi stronghold. I'm hoping these were just left of the build notes and not left off the build.
  22. I noticed this too, but I believe this is more a result of reputations not being copied to PTS, than any bug or change of functionality. Therefore it shouldn't be anything that would cause a problem when the patch goes live.
  23. A lot of great changes here. I hope one of the other changes before live is a way to turn off the PvP features in the Rishi stronghold. This will fix the biggest issues several non-PvP-er stronghold enthusiasts have with this stronghold.
  24. I copied 3 characters and ended up with 6 on PTS, 2 of each. Could be the same thing.
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