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  • Posts

    • I hope he returns to become the next primary antagonist, the guy is a badass.
    • Thanks for the info,downloading now!
    • It was actually only mentioned in a forum post, not the patch notes. And none of the patch notes have claimed to fix this. It might be fixed in 7.4.1c, it be fixed in a patch 10 years from now. We don't really know. What is certain though is you can fix this in 5 minutes by following this advice https://forums.swtor.com/topic/931246-eula-bug-fix/?do=findComment&comment=9789027     
    • Wow, this thread is actually still going. Alright then. Let me see if I understand where we're at after 8 pages. OP Claim: The Eternal Championship is unbalanced/overtuned compared to original design Specific Argument #1: The level scaling is off Supporting Evidence #1: Comparative Player v. Boss stats from a thread posted in March of 2022 (patch 7.0) Counterargument: Shoony's listed stats (spoilered above) align with what I usually see, as well. Player health (even before 343 gear) is on-par with a well-geared player of the era. player damage--actual damage, including the power stat, not just the tooltip on your mainhand--is also higher. Now, I'll grant that players have less power than they did in 6.x because we're no longer subjected to the scale-breaking hilarity that was Veterans Edge stacks, but I don't count that as a loss. With regard to boss health scaling, I went back and checked. For the most part, bosses seem to have the same or slightly higher hp in 7.0 than they did in 6.0 (but not nearly as much as they had in their level 70 iterations in the latter half of the 5.x era). Set against the increase in player power, the marginal increase in boss health compared to 4.x is canceled out (even without VE). Specific Argument #2: Companions are weaker Supporting Evidence: Just anecdotes. Counter: Lots of folks say that their comps "feel" weaker, and there was a bug at 7.0 launch, but even when it was being reported most frequently I never encountered the frozen comp issue. Regardless, an issue with comps is not an issue with the championship itself. This argument can be discarded. Specific Argument #3: GCDs & Cast times are different Supporting Evidence: This is just given as its own statement. Response:  I'm not sure which specific cast times OP is concerned about, nor can I say what standard alacrity gearing was in 4.0. A quick skim of ancient youtube looks like a lot of people were running 9-10%, but idk if that was a function of gearing or what. Without a more concrete argument of what specifically OP thinks has changed so drastically and how this change breaks balance, I can't address this further. Specific Argument #4: Pruning/Class Changes mean players are weaker and/or missing critical tools Supporting Evidence: Given as its own statement. Response: Classes have changed, yes. That's how MMOs work. But it's a tradeoff. We've lost some tools and gained others (60% AoE DR, anyone?). If specific examples had been given, I could address this better, but alas... Specific Argument #5: But it's not what the devs intended Supporting Evidence: Previous arguments Response: See previous. Without a direct line to the developers' brains, this argument doesn't stand on its own. I think that's everything.
    • Not sure if this will help anyone or if others already figured it out, but...
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