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ETA on Advanced Class change?


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Since AC's are different classes in the eyes of the devs, asking to level one AC and explore the other as well without leveling that other AC is asking to level one class and explore a different class.

I have a feeling that old quote by Daniel Erickson will haunt this thread to the very end. I'll put a link here --> What the Dev's currently consider to be classes in the hope that you can understand where the division is between one games definition of 'class' and 'advanced class' lies.

 

Many people, myself included, are in guilds and yet still pug on at least a semi-regular basis.

 

We all know that "bad behavior" already exists in this game. The point I was making is allowing class changes will increase the number of "bad players". If there are X number of "bad players" and Y number of players choose to change class, with 50% of those players being "bad", we have increased X by up to 50% of Y.

But you are not allowing for the number of 'Bad Players' that could become 'Good Players' because they get to swap to an Advanced Class with mechanics they enjoy playing. Besides which 'X' and 'Y' are unknowable, for all we know 'X' could be fixed, and 'Y' could be lowered to <1% if you take the time to explain things to them.

 

We all know there are ways for those against class changes to "avoid" these "bad players", but why should those

players against class changes be inconvenienced just so that the players who are averse to the effort of leveling that other class can avoid consequences to which they agreed regarding a decision THEY made.

PUGs tend to imply a certain amount of inconvenience. This doesn't increase nor decrease this inconvenience to any significant level. Although it is encouraging to see you think the demand for such an AC function is so high as to have such a dramatic impact.

 

Like you, I do not begrudge anyone the chance to roll need for loot from a boss they helped kill. As you said, their time is worth something also. I do not choose to roll need on those items that are not a direct upgrade for my character, but I will not deny any other party members that option, and I will invite them to roll need against me for an item that would upgrade my character.

It's nice to know we agree on some things, and I didn't directly quote it but thanks for sharing your play style and hours spent, pretty similar to my own :)

Edited by Vhaegrant
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I have a feeling that old quote by Daniel Erickson will haunt this thread to the very end. I'll put a link here --> What the Dev's currently consider to be classes in the hope that you can understand where the division is between one games definition of 'class' and 'advanced class' lies.

 

I am familiar with the holonet page. Those "classes" on that page are the story lines, the base classes. If you click on any of those bas classes, you will see the AC's available. There are even descriptions of the skill trees and the types of roles performed by that AC. That holonet page does not contradict the last statements by the devs that AC's are fundamentally different class designs and are different classes in their eyes. In fact, the holonet page now even includes more concise information pertaining to the different AC's. almost as if they wanted to make it clearer that they are different classes while still maintaining the story line distinctions. Was this their intent when they redesigned the holonet page? I do not know. I do know that the holonet page was redesigned, though.

 

 

But you are not allowing for the number of 'Bad Players' that could become 'Good Players' because they get to swap to an Advanced Class with mechanics they enjoy playing. Besides which 'X' and 'Y' are unknowable, for all we know 'X' could be fixed, and 'Y' could be lowered to <1% if you take the time to explain things to them.

 

Those "bad players" COULD become "good players" if they played the other class, true. The option already exists in game for them to do just that, though. They can level that other class.

 

Allowing those "bad players" to change their class will NOT instantly make them "good players". Leveling that other class will give those players time to learn the new class either solo, or while grouping with people of similar level who are likely learning their own class. Allowing class changes, especially at max level, would be to allow those players to possibly burden the players who are already familiar with their own class with a player who is "learning the ropes" of a new class.

 

 

 

PUGs tend to imply a certain amount of inconvenience. This doesn't increase nor decrease this inconvenience to any significant level. Although it is encouraging to see you think the demand for such an AC function is so high as to have such a dramatic impact.

 

I recognize that with over 500,000 players, if even 20% of those players change class the number of players changing class would be over 100,000, a significant number, even if 20% is a minority. We cannot know what the actual percentage of players who would change class would be, and I hope we never have to find out.

 

It's nice to know we agree on some things, and I didn't directly quote it but thanks for sharing your play style and hours spent, pretty similar to my own :)

 

You're welcome.

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I figure it's possible from a technical standpoint because Advanced Classes don't seem to hook too deeply into the system like Faction, base class, or gender do.

There aren't any storyline or companion changes that would need to be made.

 

Actually some of the Storylines assume you are an advanced class you are not. I remember one of the companions of my Operative refere to my ability to oneshot kill people... its a vivid memory because i picked the class especially because i liked the idea of knifing people.

 

And i remember parts of the consular story where my Shadow would constantly use the force to heal people. I suppose thats nice, but it always made me wonder why i couldn't just heal people regularily. If the class would have gotten 1 heal, no matter how ineffective it would be, it actually would make sense. (And year i realize you get one at level 50.. and arguebly the current version of combat technique and harnessed shadows include selfheals)

 

My Sorcerer was sometimes threated like an assassin.... so no i don't see the problem with changing Advanced classes. Its overdue.

 

Matter of fact i think it should be part of the regular respec. You go to the respec guy and he rests your class choice on top of it. I feel like it takes till like level 35ish until the advanced classes developed all their identity and i always disliked reaching that point, having spend to much time into that character, possibly worked on crewskills and all that... and then suddenly realizing that i am not happy with the role my char is playing.

 

I would be opposed to the idea of changing the class. But advanced spec? Why should that bother anyone? If anything you could even try out how you like a certain type of advanced class at high level, before you commit to it. Instead of having to spend weeks going through a painful grind, to get to 50 again, and finding out you actually liked it the other way around, more.

 

I am not the type of guy that likes going through the same content over and over again. And its painful enough to go through the same generic quests, aside from class story missions, i have gone through with 3 other characters already, with barely any change to it. Thats no fun for me.

 

And i would gladly pay in order not to have to go through that a 5th time, just to try out a different version of the char i already played.

 

Allowing those "bad players" to change their class will NOT instantly make them "good players". Leveling that other class will give those players time to learn the new class either solo, or while grouping with people of similar level who are likely learning their own class. Allowing class changes, especially at max level, would be to allow those players to possibly burden the players who are already familiar with their own class with a player who is "learning the ropes" of a new class.

 

And i would never go into a PUG with a freshly swapped AC, but rather go to a level appropriate content and kill some stuff for a while, until i understood the class i am playing.

 

You make it sound like there are no people 'learning the ropes' in the high level areas. Many people level to 50 without ever doing any flash points, or heroics. Many people don't even use interrupts or stuns. And i cannot imagine anyone that spends real money to change an AC, would jump right into content which effects anyone else but themselves, until they familiarized themselves with the class.

 

You can in this game reach max level by being 'pulled' through content by your high level friends. As soon as you have access to your ship, some level 55 friend of yours can farm you through red level heroics all day long, getting you insane exp, without you even having to lift a finger or know how to play the game.

 

These people will always exist, forcing people to 'roll an alt'.. is just stupid.

Edited by Ecaja
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Actually some of the Storylines assume you are an advanced class you are not. I remember one of the companions of my Operative refere to my ability to oneshot kill people... its a vivid memory because i picked the class especially because i liked the idea of knifing people.

 

And i remember parts of the consular story where my Shadow would constantly use the force to heal people. I suppose thats nice, but it always made me wonder why i couldn't just heal people regularily. If the class would have gotten 1 heal, no matter how ineffective it would be, it actually would make sense. (And year i realize you get one at level 50.. and arguebly the current version of combat technique and harnessed shadows include selfheals)

 

My Sorcerer was sometimes threated like an assassin.... so no i don't see the problem with changing Advanced classes. Its overdue.

 

Matter of fact i think it should be part of the regular respec. You go to the respec guy and he rests your class choice on top of it. I feel like it takes till like level 35ish until the advanced classes developed all their identity and i always disliked reaching that point, having spend to much time into that character, possibly worked on crewskills and all that... and then suddenly realizing that i am not happy with the role my char is playing.

 

I would be opposed to the idea of changing the class. But advanced spec? Why should that bother anyone? If anything you could even try out how you like a certain type of advanced class at high level, before you commit to it. Instead of having to spend weeks going through a painful grind, to get to 50 again, and finding out you actually liked it the other way around, more.

 

I am not the type of guy that likes going through the same content over and over again. And its painful enough to go through the same generic quests, aside from class story missions, i have gone through with 3 other characters already, with barely any change to it. Thats no fun for me.

 

And i would gladly pay in order not to have to go through that a 5th time, just to try out a different version of the char i already played.

 

So, should we allow the player who doesn't want to level the new alt to just throw money at BW to be able to create a max level character, one with BIS gear and all companions at max affection and all companion unlocks?

 

There is no such thing as ADVANCED SPEC, so you cannot change advanced spec. It is your advanced CLASS, which according to the devs is a different class than the alternate advanced class. That would make changing AC's changing your CLASS.

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I am familiar with the holonet page. Those "classes" on that page are the story lines, the base classes. If you click on any of those bas classes, you will see the AC's available. There are even descriptions of the skill trees and the types of roles performed by that AC. That holonet page does not contradict the last statements by the devs that AC's are fundamentally different class designs and are different classes in their eyes. In fact, the holonet page now even includes more concise information pertaining to the different AC's. almost as if they wanted to make it clearer that they are different classes while still maintaining the story line distinctions. Was this their intent when they redesigned the holonet page? I do not know. I do know that the holonet page was redesigned, though.

Yes but look at the amount of information the Class is given Bounty Hunter compared to the two Advanced classes of Mercenary or Powertech.

It shows how the core experience is centred on the selection of the class (as it contains the story, companions and general feel) compared to a secondary stage of specialisation based on an arbitrary division of abilities and skills as covered by the Advanced Class.

 

I must admit it's been some time since I ventured near the Holonet, didn't the old version give the full spec trees?

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It's worse than that, the first time you swap over to the other AC you'd have to front up the cost of raising the abilities. If you were level 55 that could be a significant cost in and of itself.

One of the primary arguments against allowing AC swapping is that it is an 'easy option' and encourages laziness and yet you are arguing against it because it requires too much effort :eek:

And again, at level 55 the effort required to get a set of gear acceptable to start group content is not so time consuming.

 

 

 

Wow, Intense! Players should be punished for not knowing at level 10 whether they will like an AC at level 46.

 

I just thought about this and I would think that it could likely be even worse than that. If you change your class from a commando to a vanguard, you are no longer a commando and so lose access to all commando skills, in essence you forget them. When you become a vanguard, you must pay to learn all the new skills. If you switch back, you would forget the vanguard skills. I would expect that you would have to pay to learn the commando skills that you forgot when you changed to vanguard.

 

 

This would be in line with a mechanic already in game. If you change your crew skills, your level in the crew skill that you drop would be reset to 0, and you forget all recipes you had learned. If you ever change back to the original crew skill, you must level it again and relearn all those recipes you forgot.

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I would like to point out that in the time this thread alone has existed, almost everyone of those players desiring to change their class could have actually leveled the new class and could already be well into gearing that new character.

 

It depends if the players spend time they could be playing SWTOR here instead. But I only frequent the forums when I can't play the game.

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So, should we allow the player who doesn't want to level the new alt to just throw money at BW to be able to create a max level character, one with BIS gear and all companions at max affection and all companion unlocks?

 

Why not? What's it to you? Jealous, because you didn't have the option? You rather have them waste their time in lowlevels, where they learn NOTHING about operations, instead of spending their time actually learning how their character works at max level?

 

And now please just go ahead and tell me that the use of your abilities and way you play your class isn't wastly different from level 10, 30 or 50... or 55.

 

Taking your level 55 and going to Makeb and beating some solo dailies until you are comfortable with your character is much more useful in learning that character, than leveling up, once more, through all the boring content, huge timesinks and the same boring quests, only to have your level couple abilities change things around anyway.

 

And i can tell you my Sorcerer, Shadow and Operative all play a lot different from the way they played before level 30.. or even 50. Getting Battlereadiness on level 50 changed the way i fought with my Shadow completely. Nothing could prepare me for that. And the importance of Interrupts doesn't even come into play before level 40ish, when strong and elites use more and more windup attacks. Something you don't really see before that point.

 

I don't believe you learn that much from leveling up your character, since you are constantly reaching milestones that completely change the way you approach things.

 

There is no such thing as ADVANCED SPEC, so you cannot change advanced spec.

 

*roll eyes* Jawohl mein Herr, i sall promptly improve my terminology. It shall not happen again.

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Yes but look at the amount of information the Class is given Bounty Hunter compared to the two Advanced classes of Mercenary or Powertech.

It shows how the core experience is centred on the selection of the class (as it contains the story, companions and general feel) compared to a secondary stage of specialisation based on an arbitrary division of abilities and skills as covered by the Advanced Class.

 

I must admit it's been some time since I ventured near the Holonet, didn't the old version give the full spec trees?

 

Not that I recall. I do not think the earlier version gave as much information and if it did, it did not do so as concisely and clearly.

 

Also note that nowhere on that page do they give any indication that a single character would have access to both advanced classes. I admit that they do not give any indication that a single character would not have access to both advanced classes, though.

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I just thought about this and I would think that it could likely be even worse than that. If you change your class from a commando to a vanguard, you are no longer a commando and so lose access to all commando skills, in essence you forget them. When you become a vanguard, you must pay to learn all the new skills. If you switch back, you would forget the vanguard skills. I would expect that you would have to pay to learn the commando skills that you forgot when you changed to vanguard.

 

 

This would be in line with a mechanic already in game. If you change your crew skills, your level in the crew skill that you drop would be reset to 0, and you forget all recipes you had learned. If you ever change back to the original crew skill, you must level it again and relearn all those recipes you forgot.

 

Unlikely. While I can't comment on the behind the scenes memory allocations to skills it is likely that both advanced class share the same template and use the same variable names for the abilities. You would need to have a mechanism in place for activating those abilities when you switch. This does not imply the need to delete the information on how far you had progressed rank wise in those abilities you are deselecting. But, I can't comment on the specifics as I'm not party to the exact programming aspects.

What I do know is there is a vast difference between the relatively small number of abilities available within the AC selection and the vast amount of information needing to be stored as you expand your crafting list. Just for one green schematic there are three blues and fifteen purples. Mod and consumable schematics are a little more forgiving with just a single blue and purple.It would be unrealistic to have the memory set aside for each and everyone of these combinations across all of the crafting skills.

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It depends if the players spend time they could be playing SWTOR here instead. But I only frequent the forums when I can't play the game.

 

This thread was created may 27, 2013. That is over 5 months ago. I think that in over 5 months, many of those players wanting to change their class COULD have leveled that new class and be well into gearing it, by now.

 

If a player chooses to take time they could be spending playing the game and leveling that new class, that is their choice.

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Unlikely. While I can't comment on the behind the scenes memory allocations to skills it is likely that both advanced class share the same template and use the same variable names for the abilities. You would need to have a mechanism in place for activating those abilities when you switch. This does not imply the need to delete the information on how far you had progressed rank wise in those abilities you are deselecting. But, I can't comment on the specifics as I'm not party to the exact programming aspects.

What I do know is there is a vast difference between the relatively small number of abilities available within the AC selection and the vast amount of information needing to be stored as you expand your crafting list. Just for one green schematic there are three blues and fifteen purples. Mod and consumable schematics are a little more forgiving with just a single blue and purple.It would be unrealistic to have the memory set aside for each and everyone of these combinations across all of the crafting skills.

 

I was not referring to a technical hurdle, but a conceptual possibility. It is unlikely that a character who can remember such demanding subjects as healing injuries would forget how to sew to pieces of cloth together. How likely is it that a trooper or bounty hunter who spend the vast majority of time around guns would "forget" how to assemble one from parts?

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This thread was created may 27, 2013. That is over 5 months ago. I think that in over 5 months, many of those players wanting to change their class COULD have leveled that new class and be well into gearing it, by now.

 

If a player chooses to take time they could be spending playing the game and leveling that new class, that is their choice.

 

Or they could have just left the game because they don't want to engage in the timesink that is levelling to have both ACs of the same class available to them. Again, pure speculation on what other players may do with their time and not really relevant to the discussion on whether AC is a good idea or not.

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I was not referring to a technical hurdle, but a conceptual possibility. It is unlikely that a character who can remember such demanding subjects as healing injuries would forget how to sew to pieces of cloth together. How likely is it that a trooper or bounty hunter who spend the vast majority of time around guns would "forget" how to assemble one from parts?

 

But it is very much the technical hurdle that limits such an implementation.

 

The recipe book that a character could develop for a craft skill has the potential to take up a lot of information. Keeping this in memory takes up resources. Now that character may pursue a second crafting skill and build up an equally impressive set of schematics before choosing to change again. If they choose to switch to a third crafting skill they now have two large crafting recipe books taking up memory for no reason.

 

The abilities associated with an Advanced Class are very much known, for the Bounty Hunter class 18 abilities are shared, the Mercenary has 19 unique abilities, the Powertech has 15 unique abilities. A total of 52 abilities that need to be tracked.

 

What you should be arguing for under this context is the ability to have more than one crafting skill at a time.

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We, as players in any MMO, select a class that we want to experience and play it to the end. If we want to experience a different class, we roll up a different toon. AC is the exact same. There is a world of difference between the Sage and the Shadow. Switching them is no trivial thing. It's like a pro wrestler suddenly wanting to be a surgeon. It's rediculous.

 

I vote "No"

 

Just 'cause I'm tired of all the stupid, not just you specifically Glowrod, but:

 

Why would changing from Balance (Shadow) to Balance (Sage) be "like a pro wrestler suddenly wanting to be a surgeon", but changing from Balance (Sage) to Seer (Sage) not be?

 

Also, to everybody: the devs originally envisioned Specs to be "semi-permanent", as changing was non-trivial (you had to visit a vendor, so not possible during PVP or an FP/OP) AND cost a progressively larger amount of Credits each time you did it in the same week. Now it's free to Subscribers and can be done almost anywhere at any time (down recently from anywhere at any time).

 

Personally, I'd like to see AC respecs allowed/free between levels 11-20 (or so), so that players can experiment a bit without having to reroll, but that at some point, have to commit.

 

I also wish the devs would reconsider how easy respeccing trees is -- I find it offensive when people ask me to switch from dps to heals and just assume I'd know what to do if I did (55 Conc OP main).

Edited by eartharioch
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But it is very much the technical hurdle that limits such an implementation.

 

The recipe book that a character could develop for a craft skill has the potential to take up a lot of information. Keeping this in memory takes up resources. Now that character may pursue a second crafting skill and build up an equally impressive set of schematics before choosing to change again. If they choose to switch to a third crafting skill they now have two large crafting recipe books taking up memory for no reason.

 

The abilities associated with an Advanced Class are very much known, for the Bounty Hunter class 18 abilities are shared, the Mercenary has 19 unique abilities, the Powertech has 15 unique abilities. A total of 52 abilities that need to be tracked.

 

What you should be arguing for under this context is the ability to have more than one crafting skill at a time.

 

I'm not arguing for anything, but if I were, I would argue that if you change your class, you should have to figure in the cost of learning the skills for that class as part of the cost on top of any overt costs. If you change your class "back" you would have to relearn all the skills for that class.

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Just 'cause I'm tired of all the stupid, not just you specifically Glowrod, but:

 

Why would changing from Balance (Shadow) to Balance (Sage) be "like a pro wrestler suddenly wanting to be a surgeon", but changing from Balance (Sage) to Seer (Sage) not be?

 

Also, to everybody: the devs originally envisioned Specs to be "semi-permanent", as changing was non-trivial (you had to visit a vendor, so not possible during PVP or an FP/OP) AND cost a progressively larger amount of Credits each time you did it in the same week. Now it's free to Subscribers and can be done almost anywhere at any time (down recently from anywhere at any time).

 

Personally, I'd like to see AC respecs allowed/free between levels 11-20 (or so), so that players can experiment a bit without having to reroll, but that at some point, have to commit.

 

I also wish the devs would reconsider how easy respeccing trees is -- I find it offensive when people ask me to switch from dps to heals and just assume I'd know what to do if I did (55 Conc OP main).

 

 

Sorcerers are ranged and assassins are melee, even if both are balance specced. That is a huge difference.

 

There already is a time when you have to commit to an AC. That time is at the time you choose your AC.

 

If I understand you correctly, you would not know how to heal on your OP, even though you have had access to the healing spells during the leveling process and almost certainly have experience using those healing spells. Why should we believe that going from a sniper, who has never even had a heal skill, to an operative will only "take less than an hour or so to learn"?

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Or they could have just left the game because they don't want to engage in the timesink that is levelling to have both ACs of the same class available to them. Again, pure speculation on what other players may do with their time and not really relevant to the discussion on whether AC is a good idea or not.

 

If they chose to leave the game, that was their choice. My point still stands. if someone were not too lazy to actually earn that new class and decided to level it, instead of asking to have it handed to them, they could likely have done so within the 5+ months that this thread has existed.

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Sorcerers are ranged and assassins are melee, even if both are balance specced. That is a huge difference.

 

I didn't say it wasn't. I am saying that DPS to Heals is *also* a huge difference.

 

There already is a time when you have to commit to an AC. That time is at the time you choose your AC.

 

Yes, and this thread is a discussion about changing that, or at least has been since the OP. Please try to keep up.

 

If I understand you correctly, you would not know how to heal on your OP, even though you have had access to the healing spells during the leveling process and almost certainly have experience using those healing spells. Why should we believe that going from a sniper, who has never even had a heal skill, to an operative will only "take less than an hour or so to learn"?

 

1) You are correct, playing 55 levels as a DPS OP has taught me next to nothing about how to be a Healing OP. I have a couple of abilities (but not the HoT people want an OP healer for, since that requires 11 points into Medicine) on my quickbar, and I use them very infrequently. I'm pretty sure most Healers would be offended if you told them anybody could replace them just by swapping a few key binds and practicing for an hour.

 

2) I have no clue where you get the "less than one hour" statement from, it wasn't anything that I said.

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this thread is like groundhog day. Actually, its more like the jawa word association game people play in general chat.

9 hours straight of people logging in mid game, and repeating each other thinking they are clever.

Its like a terrible trainwreck i cant look away from.

 

Since people get to arbitrarily deciding that because they want something it should be in game, allow me to start my list.

 

-I should be able to go to a robot, feed him the materials for things and get whatever i want made without schematics or the tradeskill ever leveled up.

-The medical droids should be giving me all my stims, repairs, and medpacks for free.

-all force users should get +luck rolls attributed to saves and rolls when fighting against people who cant use the force.

-all speeder models/titles/armor models/ and cartel coin toys should be free to subscribers

-ftp players get their own server! yay!

-hardcore players get their own server! yay!

-i should be able to slice whatever computer holds credit information and transfer unlimited credits to my account

-ummm........

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1) You are correct, playing 55 levels as a DPS OP has taught me next to nothing about how to be a Healing OP. I have a couple of abilities (but not the HoT people want an OP healer for, since that requires 11 points into Medicine) on my quickbar, and I use them very infrequently. I'm pretty sure most Healers would be offended if you told them anybody could replace them just by swapping a few key binds and practicing for an hour.

 

2) I have no clue where you get the "less than one hour" statement from, it wasn't anything that I said.

 

It was not anything you said. It is, however, a stance apparently held by quite a few of those favoring class changes.

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this thread is like groundhog day. Actually, its more like the jawa word association game people play in general chat.

9 hours straight of people logging in mid game, and repeating each other thinking they are clever.

Its like a terrible trainwreck i cant look away from.

 

Since people get to arbitrarily deciding that because they want something it should be in game, allow me to start my list.

 

-I should be able to go to a robot, feed him the materials for things and get whatever i want made without schematics or the tradeskill ever leveled up.

-The medical droids should be giving me all my stims, repairs, and medpacks for free.

-all force users should get +luck rolls attributed to saves and rolls when fighting against people who cant use the force.

-all speeder models/titles/armor models/ and cartel coin toys should be free to subscribers

-ftp players get their own server! yay!

-hardcore players get their own server! yay!

-i should be able to slice whatever computer holds credit information and transfer unlimited credits to my account

-ummm........

 

Why should you even need to feed the robot the mats or why should you not be able to produce multiple copies if you feed it the mats for one?

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It was not anything you said. It is, however, a stance apparently held by quite a few of those favoring class changes.

 

Ok, but going forward, please not that it is note *my* stance :)

 

In general, I oppose making ACs switchable, just as I oppose all of the changes making changing Spec point allocations cheaper and easier. BW has started to roll some of that back (in PVP), I'd love to see them roll it back from Flashpoints and Ops as well...I think being able to freely reallocate your Spec points during an FP or OP simultaneously reduces the challenge for experienced players and increases the challenge for newer players, which creates an artificial barrier to entry.

 

To the extent that it's done at low levels, and as a method of allowing players to explore the two different aspects of their class before committing, I support some changing of ACs.

Edited by eartharioch
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