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Preliminary Game Update 3.1 Patch Notes


TaitWatson

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Tait, I know you cnanot take the time to respond to every question but thought I would ask if Heroic Moment is yet going to be fixed? ( with it onyl lasting 60 seconds with all companions unlocked instead of the full 2 minutes).

 

Thanks one way or the other for the ery info!

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1. Why isn't X BUG listed in the preliminary notes? This is a comprehensive list of what is coming in this patch, but in no way reflects what is being worked on or is known. That said, the notes are subject to change as more bug fixes are finalized - the final "bug scrape" happens later in the week, before the notes are finalized.

2. Why was X BUG from the preliminary notes removed? The notes are subject to change, and it probably failed QA and had to be looked at again. This happens from time to time, and those fixes are generally moved to the next patch.

3. Why isn't X BUG fixed in either set of notes? Since we can't get every bug into a patch, every team has to prioritize bugs, and sometimes that means bugs have to be pushed to the other patches. The same team doesn't fix every bug, which is why bug fixes can range in severity. As mentioned before, a lack of fix does not indicate that the bug isn't being actively worked on.

 

 

All I can say, and this is pretty harsh, is this sounds like a bit of an excuse/scapegoat to "please don't be mad, we're trying to fix stuff!".

 

 

I mean come on, how long as companion uniform colours in cutscenes between broken now? Like a year?!

 

Meanwhile issues where the players get an advantage = fix ASAP, in some cases within days at most.

 

Issues where Bioware gets an advantage or isn't affected = uh we'll get around to it. This list affected by this is too long to even begin. There is a lot of stuff broken that doesn't at all seem to have a fix coming ever. Most negatively impact players and we're just meant to do "deal with it", no end in sight.

 

 

 

Stuff like Fleet Quick Travel Terminals outside hangars, at least ONE is broken every single patch. Trooper one has been broken like, every 2nd patch. I think I've got equal time with the nonfunctioning version to a functioning one at this point...

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Very good that Torque 16 man is getting the fire nerfed but Underlurker still desperately needs a nerf. You can get the cross right, hide behind rocks right and kill the adds but the absolute insane amount of damage everything does still just impossible to heal.
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Very good that Torque 16 man is getting the fire nerfed but Underlurker still desperately needs a nerf. You can get the cross right, hide behind rocks right and kill the adds but the absolute insane amount of damage everything does still just impossible to heal.

 

Not sure if serious. :rak_02:

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Tait, this draft mentions the Soresu changes correcting the -20% damage while in that stance to -10% damage.

 

Was the -20% damage (with a -10% tooltip) an issue on the other tanks with their respective stances as well? If so for other tanks and their stances, is it intended to actually be -20% for those tanks, or also just incorrect damage?

 

 

Thanks!

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I tested the Improved Mounting LP on the PTS when it was on a per toon basis. Is it going to stay like this or will it be legacy wide? Or is the details on this not completely ironed out yet?

 

I appreciate you guys trying to be more open. It is a nice change of pace and hope this continues.

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I tested the Improved Mounting LP on the PTS when it was on a per toon basis. Is it going to stay like this or will it be legacy wide? Or is the details on this not completely ironed out yet?

 

I appreciate you guys trying to be more open. It is a nice change of pace and hope this continues.

 

They said on the PTS forums they were changing it to legacy wide instead of per character.

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Hey everyone,

 

One of the things that many people have asked for is a better look into what's coming up. Outside of Bug Report replies and the maintenance messaging synopsis, you don't really get a full picture of what's coming in upcoming patches until the Patch Notes go live the day before. I wanted to change this and give you insight into what you can expect in the next week's patch earlier. This is part of our continued effort to be more communicative of upcoming changes and content. However, we do realize that having information early and then subsequently having it change can cause friction, so if we find that the constant changes to the patches are causing more harm than good due to releasing the information early, we will stop posting preliminary notes. This is an experiment, and we'll see how it goes.

 

There are a lot of stipulations that come with this, however. While we definitely want to get this information out to you, we can also see how this information can cause problems when things that are listed don't make it into the patch (or, on the opposite side of the coin, when the preliminary notes don't list something you expected/wanted to be in the patch). As such, I've compiled some answers to questions that I think may come up, either now or when the final notes are published:

 

1. Why isn't X BUG listed in the preliminary notes? This is a comprehensive list of what is coming in this patch, but in no way reflects what is being worked on or is known. That said, the notes are subject to change as more bug fixes are finalized - the final "bug scrape" happens later in the week, before the notes are finalized.

2. Why was X BUG from the preliminary notes removed? The notes are subject to change, and it probably failed QA and had to be looked at again. This happens from time to time, and those fixes are generally moved to the next patch.

3. Why isn't X BUG fixed in either set of notes? Since we can't get every bug into a patch, every team has to prioritize bugs, and sometimes that means bugs have to be pushed to the other patches. The same team doesn't fix every bug, which is why bug fixes can range in severity. As mentioned before, a lack of fix does not indicate that the bug isn't being actively worked on.

 

I do want to reiterate that the notes are subject to change. This doesn't mean that stuff will only be removed - things are added the Friday before a patch goes out all the time. Due to the nature of how patches change, though, the preliminary notes won't be updated as things are added/removed - the final notes will reflect the final patch. I know it sounds like I am harping on the notes changing a lot, and that's on purpose. This is the main concern we have about releasing this information early - that it will mislead people into thinking this is in any way a guarantee. It's not. In fact, it will very likely change. I'd say they have about a 98% chance to change.

 

Without further ado, if you accept that these notes are very likely to change, open up the spoiler tag and enjoy!

 

 

 

All content and features listed in the preliminary Patch Notes are not final and are subject to change.

 

Game Update 3.1: Conflict On Rishi

 

Highlights

 

Ranked Warzone Arena Season 4 has begun! Get in there and go berserk! Season 3 leaderboards have been archived.

 

New Legacy Unlock – Improved Mounting! You can now summon any vehicle or creature mount while moving!

 

New Hard Mode Flashpoints! Hard Mode Blood Hunt and Battle of Rishi are now available through Group Finder in the Hard Mode Flashpoint category at level 60.

 

The Gray Secant has returned from its travels! Participate in the Relics of the Gree event from February 24th at 12:00 GMT to March 3rd at 12:00 GMT.

 

General

  • Ship Droids can now equip 1-Handed Blaster Pistols in their Main Hand.
  • Hard Mode Battle of Rishi and Blood Hunt have been added to the Mission “[WEEKLY] Galactic Conflicts.”
  • The following exit points have been added to Guild Flagships:
    • Republic: Yavin 4: Coalition Staging
    • Republic: Rishi: Raider's Cove
    • Republic: Rishi: Blaster's Path Cantina
    • Imperial: Rishi: Blaster's Path Cantina

    [*]Fixed an issue where players were not getting their Utility Points reset when the data had changed, resulting in players not always meeting the criteria for the Utility set up they have.

    [*]The Achievements for killing Commander Mokan now have a proper icon.

    [*]The BH-7X Custom Hunter vehicle now correctly banks into turns.

Cartel Market

  • Corrected the jet pack animation locations on Shae Vizla’s Chestguard.
  • Selecting the “Bright Yellow Eyes” option in Character Creation or the Appearance Designer no longer makes it impossible to make further changes.
  • The Dathomir Shaman’s Hood now appears properly when equipped or previewed.

 

Classes + Combat

 

Jedi Knight

Guardian

General

  • Fixed a bug with Soresu Form that caused abilities’ damage to drop by 20% instead of 10%.

Defense

  • Dust Storm now additionally increases Blade Storm damage by 40%.
  • Pacification now increases Force Sweep damage by 75% (up from 65%) and the critical strike chance of Cyclone Slash and Master Strike by 30% (up from 20% and 0%, respectively).
  • Warding Power now additionally increases Warding Strike damage by 15%.
  • Lunge has been redesigned: While Soresu Form is active, Riposte is off the global cooldown and costs 1 less focus.
  • Warding Call now has a subtle, persisting visual appearance while the effect is active on the Guardian.

 

Sith Warrior

Juggernaut

General

  • Fixed a bug with Soresu Form that caused abilities’ damage to drop by 20% instead of 10%.

Immortal

  • Quake now additionally increases Force Scream damage by 40%.
  • Heavy Handed now increases Smash damage by 75% (up from 65%) and the critical strike chance of Sweeping Slash and Ravage by 30% (up from 20% and 0%, respectively).
  • Consuming Power now additionally increases Aegis Assault damage by 15%.
  • Lash Out has been redesigned: While Soresu Form is active, Retaliation is off the global cooldown and costs 1 less rage

.

 

Jedi Consular

Shadow

Kinetic Combat

  • In addition to its previous effects, Double-bladed Saber Tactics now increases the damage dealt by Force Breach by 75% whenever you successfully shield, parry, or deflect an attack. This effect lasts for 10 seconds and does not stack.
  • Changed the name of “Double-bladed Saber Defense” to “Double-bladed Saber Tactics” to better fit the new additions to the skill.
  • Reduced the damage dealt by Cascading Debris.
  • Force Break now increases the damage dealt by Force Breach by 30% (up from 15%).

Infiltration

Shadow’s Respite now properly gives a 50% Force Bonus after stealth ends.

Sage

  • Jedi Consular trainers on Balmorra, Taris, Nar Shadda, and Hoth now properly display Sage abilities.

 

Sith Inquisitor

Assassi

Darkness

  • In addition to its previous effects, Lightning Reflexes now increases the damage dealt by Discharge by 75% whenever you successfully shield, parry, or deflect an attack. This effect lasts for 10 seconds and does not stack.
  • Reduced the damage dealt by Depredating Volts.
  • Mounting Darkness now increases the damage dealt by Discharge by 30% (up from 15%).

 

Smuggler

Gunslinger

General

Improved the visual effects for Vital Shot, especially when dual wielding Blaster Pistols.

Scoundrel

Ruffian

  • Fixed a bug that caused Sanguinary Shot to deal damage twice.

 

Imperial Agent

Sniper

Engineering

  • Interrogation Probe no longer flies away while the damaging effect remains on a target. Instead, it now fades out when the effect ends.

 

Flashpoints + Operations

Temple of Sacrifice

  • Players no longer receive “Out of Range” errors when attacking The Underlurker, and the Devastation mechanic now functions more reliably.
  • Malaphar the Savage now allows a grace period before using Frustrated Howl.

The Ravagers

  • The Repair Droids present during the Torque encounter now have more health in Story Mode.
  • The damage of Torque’s Floor Vents have been reduced for 16-Player Story Mode.
  • The Shoots Lasers droids now more accurately target and destroy the Repair Droids deployed during the Torque encounter.

World

  • Players will now get a warning if they pull the Ancient Threat close to its combat reset range while in combat.
  • Ancient Threat’s Force Whisper and Force Silence now have the correct dispel types in the debuff tooltip.
  • All units of the Lance Squadron on Yavin 4 now have boss immunity.

Flashpoints

  • The Demolition Probes during M2-AUX Foreman’s encounter in Hard Mode Depths of Manaan now center the damage radius on the probe instead of the player who triggered the detonation.

 

Items + Economy

  • Self-Perpetuating Power Cells have replaced Synthetic Energy Matrix as a crafting material required to craft Dark Projects.
  • One of the duplicate M1-4X's Defense Gear Lockboxes has been renamed to SCORPIO's Defense Gear Lockbox. The newly named SCORPIO's Defense Gear Lockbox has had its requirement changed to SCORPIO.
  • The icon for the Rishi reputation item "Raider's Cove Saber" now looks more like its description.
  • The following items have had their stats corrected:
    • Devoted Allies Force-lord's Gloves
    • Devoted Allies Force-lord's System
    • Devoted Allies Assault Focus
    • Devoted Allies Force-lord's Vestments
    • Devoted Allies Force-lord's Relay

    [*]Fixed backside cloth stretching issue on Trooper Massassi, Yavin MK-1, Resurrected, and Rishi Maze MK-2 chest armor.

    [*]Fixed hair clipping issues with the Yavin MK-1 helmet.

    [*]The Kurtob Alliance speeder has had its item icon, name, and description fixed, and it now appears correctly in the Stronghold Decorations list.

 

Missions + NPCs

  • The Missions “[WEEKLY] The Ravagers” and “[WEEKLY] Temple of Sacrifice” are now shareable.
  • The GSI Combat Support Droid now correctly exits combat when entering stealth mode during Solo Flashpoints.

 

Warzones

  • Huttball Fire Trap damage is no longer mitigated by damage reduction for level 55+ characters, effectively reducing the number of hits required to kill a player.

 

I know that BioWare took out the Trooper War Hero and Elite War Hero gear for new PvP gear, but I still use the gear on my Trooper and his companions. The bug I'm reporting is that the flaps on the side of the hips tend to stretch out during cut scenes like they were elastic. It's like my Trooper has tail wings on his hips like a jet plane. Comical, but only after the first 10 times. Now, its annoying. This has been a glitch/bug since the launch of SWTOR.

 

So why isn't also being fixed along with the backside cloth stretching issue on Trooper Massassi, Yavin MK-1, Resurrected, and Rishi Maze MK-2 chest armor?

Edited by Koichi
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Fixed backside cloth stretching issue on Trooper Massassi, Yavin MK-1, Resurrected, and Rishi Maze MK-2 chest armor.

 

 

That's nice, any chance for the same with Juggernaut's crotch flap and Guardian's collar?

 

I would love a fix for the Juggernaut gear. It looks so cool, but the cloth stretching in cutscenes makes it look so bad. :sul_frown:

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