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  • Posts

    • Apologies if this has already been brought up but there seems to be a bug with the light side devotee armour. I don't have any dyes on mine but there's this weird darkness applied to it. This doesn't seem to happen if I'm wearing any other outfits.                  
    • Wouldn't an Arcann cybernetic hand be good?  I hate my current cybernetic hand (512 I think).  I want something slim enough to use with the Revered Master Robes, but I want something with actual fingers on it.  I want one forearm.  Preferably the left hand!
    • It's like I was talking about in my "More Tan Dyes" request topic.   Why is there no Chrome/Chrome dye?  Or Metallic Gold/Metallic Gold?  In my opinion, a double dye would be far more useful than a half and half.
    • After playing through the introductory mission, did you have a good understanding of how to progress the venture? Yes i did. Was anything confusing or unclear about how to repair your Basilisk Prototype? Not at all. Was the Venture UI (in the Legacy Panel) clear and easy to understand? Were there any parts of it you had difficulty using? First, yes. Second, no. What did you think of the Basilisk Prototype Companion itself? Is it something you would enjoy unlocking and using? Why or why not? Bessi's alright, it's a little painful to be gibbed of all abilities and be tasked to run heroics as a bonus. A comp with one ability to run a higher end heroic with isn't fun. Did you encounter any issues that prevented you from progressing the Venture? Please describe them in detail. Aside from not having access to Rhunuk dailies for a few hours, no. Did you encounter any other bugs or issues during your testing? No What are your overall impressions of the Venture System and of the Basilisk Prototype Companion? The goal of "Using x spec abilities" needs a SERIOUS rethink. As it stands, you need to use the first ability 25 times (simple, if a little annoying with the heal being used only at 80% health or under), the second ability ONLY 50 times and the third ability ONLY 100 times. The third ability of 2/3 specs has the longest cooldowns. DPS especially since it's only used when an enemy is at a certain % of health. My idea to remedy this is to make sure that ALL abilities count towards those objectives. Saves people having to do the third DPS move 100 times and have it be a slow and agonizing grind if the other two can also count towards that 100.  I discovered this rather glaring issue while trying to get the tank spec from level 2 to 3. The charge no longer counted towards ability use, only the single taunt. So instead of BOTH counting up towards 50, it was a slow march around waiting for the single taunt to go off cooldown.
    • I recently switched from mere (arsenal spec) and I dont know if a 14.2k for the 6mil dummy is bad. I saw parsley showing a bit over 30k. 
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