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Player Experience with Combat Styles/Weapons Combos Feedback Thread


JackieKo

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Origin Story: Trooper

Combat Style: Mercenary (Arsenal)

Planet: Ord Mantell

In the last class story cutscene with Havoc Squad and the bomb (The Separatists' Stronghold), my character was carrying a rifle instead of two pistols.

 

In the "Hail the Liberators" sidequest, she only drew one pistol in the cutscene with Kellik and Qo'el, but this may just be the standard cutscene pistol that the Trooper always uses.

 

Other than that, I didn't notice any issue with weapons on Ord Mantell.

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For Merc commando, the story plays fine.

 

However, for both a Merc and a Commando:

**I dont like that we are no longer mobile for anything. Pretty much every shot we take or heal we do, we have to stand still. This isnt going to work in OPS where we have to move around a lot.

**There is no 'hold the line' type ability now, meaning I get roots/slowed I cant break in an emergency.

I'm pretty sure there's a passive ability that lets you use a bunch of abilities while moving. I took it with my Gunnery Commando, but I'm not logged into the PTS at the moment, so I can't check the name right now...
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I'm pretty sure there's a passive ability that lets you use a bunch of abilities while moving. I took it with my Gunnery Commando, but I'm not logged into the PTS at the moment, so I can't check the name right now...

 

There is. The thing is, Commando's and Mercs now have to choose between firing on the move and having hold the line OR having overwhelming defensives. You can't pick both anymore, but you absolutely still can have the same amount of mobility as before. Also if you pick the dot spec, you have quite a lot of mobility baseline anyway with all the instant casts.

 

Personally I love that they have to choose between becoming an immobile tanky turret and a less tanky but more mobile bruiser.

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Tried today the PTS to see what Legacy of the Sith is made of.

 

I created a Juggernaut/Sage with the Consular's story. I was really hyped to do this, because I thought that I will be able to choose between two types of animations for the different attacks.

 

Since we play since 2011 absolutely perfect mirrored classes, I feel like it would make sense to be able to have a mix of dark and light abilities if you choose the other faction's version of your combat style. Obviously, you shouldn't get double of the same ability, but to be able to mix and match animations and stuff to show your neutral alignment in the Force would be cool.

For example, for a Jedi Knight who would have a dark side, it would totally make sense to have Force Grip and choke enemies, instead of Stasis Mastery.

 

So, yes, I'm a bit disappointed by this. It's like a double specialisation, but harder to understand and fully get how all the thing works.

 

Also, the "totally new experience with the character creation", well, yes, but only for new players. Not for us who play since 2011 and have finished the eight stories years ago.

 

I keep on playing anyway, because I love this game, but all this hype about Legacy of the Sith just started to decline today :(

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Like the concept, however am wondering and making a suggestion. Currently you have force users get a choice only a Force using style. the same is for tech only choosing tech, There are those, like myself, who would prefer to be a tech base with a force style or force based with a tech style.. Granted it could be a limited ability in the force or untrained ability that pops out from time to time during battles. I mean every force user I would presume help a kind of a tech or other professional career outside of there force ability so they could make a living.

Hmm a force using Bounty hunter or any other combination.

Well its just a thought to ponder. Of to testing, thanks for your time in reading this. Have a great holiday and a Mary Christmas to you all.

Edited by Phkrm
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One issue thus far:

 

Each time I switch between Combat Styles (namely Guardian and Shadow), my action bar completely resets and I have to rebuild it from scratch every time. Would it be possible to have it preserved each time we switch?

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I'm bummed we only have two combat styles. Half the point of this whole new combat styles system is that any tech character can use any tech-based advanced class etc. As it stands, all of my non-stealth characters are getting either Operative or Shadow as their second combat style and there goes all the variety.

 

Honestly, give us 8 combat style slots so that we can play any tech/force class we wish.

 

I disagree with one of the people above me who says tech-base characters should have access to Force-based advanced classes, that would just take too much work to work in cutscenes and I would rather developers focus on something else, like fixing the Alder Lake intel bug.

 

Speaking of which, I cannot provide any cutscene feedback because I am relegated to an integrated GPU on my backup laptop and can only play the game at 15 FPS on potato quality. Can't really test cutscenes effectively until the game starts working on 12th-gen Intel again.

 

Lastly, what's with the Outfitter? I'm unable to apply weapons for some reason.

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I have a jedi knight Sage/sentinelle. I noticed that when i changed to sentinelle and then back to sage, my offhand blade had gone back to inventory. Well, I noticed it when I could not use throw.

Another thing. I started a flashpoint and realised that I wanted the abilities to leap. So, out of combat, decided to switch back to sage. Well, I could not do it unless I went back to my ship, switched to Sage and start the flashpoint again.

The inventory... I use Compact to make sure that the things i want to keep stay on top. That way, new gear, rewards and trash come below. But the inventory keeps resorting stuff with no visible order. I would understand if i used "quality" or "quantity", but not with compact.

 

Yes I am a newbie. (And for thise who use "noob" as an insult to show ithers that they know, I want to remind them that I was birn before them and played Atari before they could say a word). But. Besides the interface, do we have to test something else? I mean i transfered a level 75 and I have nothing new except a flashpoint Ruins if Nul. That ine us nit fit for solo even un story mode.

 

Finally. Can EA and other Devs take into account that many, like me, prefer to play solo and that after 8 stories and one or two extensions are not enough to have fun? And we do not want to go to groups or ops or guilds for the reason related to the previous paragraph. Been playing for ine year. But flashpoints, common stories for all classes become boring very early and it is only the perspective of the next extension 7.0 that is keeping me playing.

 

Thank you for your patience and the wonderful and gigantic work you have done.

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I'm bummed we only have two combat styles. Half the point of this whole new combat styles system is that any tech character can use any tech-based advanced class etc. As it stands, all of my non-stealth characters are getting either Operative or Shadow as their second combat style and there goes all the variety.

 

Honestly, give us 8 combat style slots so that we can play any tech/force class we wish.

 

I disagree with one of the people above me who says tech-base characters should have access to Force-based advanced classes, that would just take too much work to work in cutscenes and I would rather developers focus on something else, like fixing the Alder Lake intel bug.

 

Speaking of which, I cannot provide any cutscene feedback because I am relegated to an integrated GPU on my backup laptop and can only play the game at 15 FPS on potato quality. Can't really test cutscenes effectively until the game starts working on 12th-gen Intel again.

 

Lastly, what's with the Outfitter? I'm unable to apply weapons for some reason.

 

Making all your characters take Operative or Shadow, is really on you. You don't have to make sure all classes take the stealth class.

 

However, you at least can change it up with Scoundrel instead of Operative.

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Overall it's refreshing idea with the combat styles. However, one bug I encountered is that sometimes the game won't let me switch between loadouts in the open world. Maybe there is an internal cool down period but can't switch back and forth consistently.

 

Also, when switching between loadouts, the gear from the previous spec seem to randomly placed in the inventory. It would be best if the gear is placed in the first available free spaces instead of in random inventory spaces.

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One issue thus far:

 

Each time I switch between Combat Styles (namely Guardian and Shadow), my action bar completely resets and I have to rebuild it from scratch every time. Would it be possible to have it preserved each time we switch?

That's the point of loadouts. Don't swap using the combat style screen, create a new loadout, swap to it, swap your combat style, set up your bars, now use loadouts to swap (and deal with the bugs in the loadout system). Loadouts auto save with any changes, so if you swap using the combat styles window it will overwrite that loadout that is active.

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So bug I found and not sure how it works, or actually why it doesn't work.

 

So I transfered my Sith Madness Inquisitor over to PTS. Took the Juggie second combat style. Began to work on my loadouts in the fleet Cantina.

 

First it wouldn't let me switch between combat styles. So I logged out and logged back in.

 

That fixed it. Switched to Juggie, and then it wouldn't let me switch my skill trees in Juggie. *Sigh*

 

Log back out, log back in, still doesn't work. Logged back out, logged back in, this time it worked.

 

Switched back to my first loadout, and it had switched me back to Lightning. Okay, so go to switch back to Madness, of course I can't switch skill trees again.

 

It's really hard to test this stuff out, when you can't switch between skill trees, load outs, and classes on a whim, even in a Cantina just to set up your loadouts.

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A Change in the Force mission is bugged for me as well. I click launch, get ported to the meditative dream thing but dialogue won't happen, nobody is home. I can exit the map via cliccky near minimap and reset the mission. Resetting it won't help. Edited by Stradlin
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I am unable to switch to the dark side mirror style on my Jedi Sage (Knight Story). There is no npc and no cutscene triggered when I load into the meditation phase. Also my Knight cutscenes are almost all broken when I use my assassin combat style with no weapon being drawn
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Being able to switch utilities on the fly between matches is really great. While it took some getting used to for me, quickly changeing some of the passives for a pvp match, switching out an ability for a flashpoint was quick and without a hassle.

There should however be an indicator when you can change and when not. Someone might try changing something in the ability tree during a fight, without realizing that it doesn't apply.

 

Switching Combat styles was a bit more complicated. Switching between Sorcerer and Assassin had a habit of letting the stealth ability dissappear, which I had to then get back from the ability panel.

 

Loadouts:

Currently you have to create a loadout first, the select combat style gear and utilities and then save/copy it.

If you want to switch Just click activate.

There should be a feature where loadouts cannot be changed unless you click save/copy. If you accidentally change your combat style without creating a new loadout you end up destroying your previous loadout. Otherwise it is a really great feature.

 

Haven't tested cutscenes yet.

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I created a Jedi Sage doing the Jedi Knight storyline. According to the info if a light side character goes dark enough he can use dark side abilities. My problem is that my Jedi is Dark Side level 5 but I haven't learned any Dark Side abilities and this is one of the main things I was looking forward about the new Legacy of Sith expansion.
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That's the point of loadouts. Don't swap using the combat style screen, create a new loadout, swap to it, swap your combat style, set up your bars, now use loadouts to swap (and deal with the bugs in the loadout system). Loadouts auto save with any changes, so if you swap using the combat styles window it will overwrite that loadout that is active.

It should not overwrite current loadout. If I change something by mistake I will not be able to restore it by loading current loadout

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It looks like any item you have keybound will stay in that quickslot when you change combat styles, which means you lose anything that you had keybound to that same button.

 

Example - On my Operative/Sniper, I have the C key bound to Stealth on the Operative, and Medpac on my Sniper. When I change from Operative to Sniper, the Medpac replaces stealth as expected. When I change back from Sniper, the medpac stays bound to C and I have to manually move it to add stealth back.

 

This is fairly easy to workaround, just use slots for items that are common across your Combat Styles. But it's still annoying.

 

My Operative/Sniper was transferred from Live as a level 75 Sniper. One other bug I've noticed is every single time she goes into a new instance, her keybinds are set back to default and I have to load them again. This does *not* happen with my Sorc/Assassin.

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It's cool having a second combat style and having the option to swap to the other side of the Force's styles.

However, the Ability Tree right now is a mess. I can't tell which abilities I have to choose and which ones are automatically granted to me.

 

I have a character who can use 2 abilities from the same row of 3, but not the 3 of that row. However, there is no visual indicator for that. Moreover, I have 2 sages on the PTS and I have tried to set the same abilities for them... it was impossible: the abilities that I could choose from in a row for a character were different for the other. (i.e. level 35 abilities for Balance Sage, one sage could choose Cloud Mind AND Destructive Wave and the other character could only choose Cloud Mind OR Destructive Wave).

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First sorry for my bad english, I am a native german and my last english lesson is decates ahaed. ;)

 

I don't find a thread to talk about the new UI, so I write my two cents here. Please move, if I'm in the wrong place.

 

And now I have to say, that I didn't like the appearance of the new inventory. It looks "cold" and "simple". It give me the feeling, I'm in the area of the "first order" because it looks like the "I-Trooper". The old UI looks more like the old republic, than the new one. Also I don't like the new "8 slots in a row".

 

I have to say that I like the new character creation menu. It was the time to renew it, it looks much better and in this case the new look fits perfect for me. The all over menu is something I have to familiarize with. It's new, I cant say I like it more or less. But I didn't like the look of the new inventory, especially the 8 slots per row!

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Hello

 

I made a new level 1 character, boosted them to 80 n the fleet, then flew back to Tython.

 

Once there I could not switch between my three disciplines. I was sad. A friend suggested it was because I did not have the legacy unlock to change specs on the fly. So I bought it. I still could not switch between them. So then I decided to try a rest area in the Tython cantina. I still could not switch. Then I pressed CTRL+U+U and then it let me switch. A new player would not know to do that and it just seems permanently "broken".

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We would like a key focus to be the player experience with playstyles that were not possible pre-7.0. Please give us feedback on your experience with various Combat Style combinations including using weapons that you could not equip previously.

 

  • Please leave feedback on any inconsistencies you are experiencing such as if something is not displaying correctly or not consistently.
  • While watching cinematics, are your weapons displayed properly?
  • If not, please list the Combat Style you are using along with the weapon(s) if you have equipped, and the scene in which you are seeing this issue.
  • Feel free to give general feedback on the overall experience with these combinations.

 

Thank you!

 

I find the loadouts are still a little confusing, I played this morning and was trying to swap between Watchman and Hatred, and it worked fine. All my gear, utility points, and abilities were correct. Then I tried to create one for Concentration and even though I went through the same process, my Concentration loadout saved over the Watchman loadout, now I no longer have a Watchman loadout. Maybe that's just me not understanding the way to create new ones, but we should be able to delete loadouts, and we currently can't. Also, the abilities don't save to their correct spots some of the time, I have to reload loadouts several times in order to get the abilities in the right locations.

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