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Azreail

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  1. So glad I found this - my sub was on autorenew for three months and failed to renew today. Changed my payment card, no luck at all. Just says it fails and try again later. Been going bonkers trying to figure out what's wrong! Now I know to at least try a shorter sub period to reduce the transaction value and see if that makes a difference. Will be rather sucky if that is it so we have to pay the higher 30 day rolling cost, so maybe I will look into doing it through Steam instead. Edit: Just tried buying a single month sub and can't do that on either card either, one gives me a "this failed, try later", other gives me a "delay in processing due to high volume", so I still can't renew my sub.
  2. Thankfully seems to have resolved itself now, without me doing anything? No reinstall needed (thank goodness!), but I very much appreciate you replying Nee
  3. Yes, new launcher, all fully updated. But thanks for suggesting that, and it does at least solve the mystery of why the patch appeared so huge! Also, I did try logging between characters, and also a full log out and restarting the game in the hope that would prompt it to recognise it was "this" week.
  4. On launcher, not via Steam, game said it needed a 25gb patch today which seemed odd. Log in, and my season objectives are not the same as other people's, or what they are listed on the forums as being for this week. In fact, they are still last week's objectives (e.g. Kill Lair bosses, bous points for monolith). I tried progressing an objective by joining a group for Sparks of War, but did not get credit, even though we killed several extra, everyone else got the objective, and I did not wander off or deviate from the group at any time. I also cannot progress the objectives that are showing up for me (i.e. last week's) - the exception being rep with GAME, and 200k CQ points. So I'm only able to get 2 of the weekly objectives done. In addtion, while my conqust says it is indeed Death Mark week, it also says it ends in 7 days and 11 hours for me (so, ~24 hours after actual conquest reset). Perhaps by this tme tomorrow it will realise what week it actually is and show me the correct season objectives? I've submitted a bug report and CS ticket in game, but I'm raising it here too in case I'm not the only one with this issue.
  5. So, this is an update to my previous post about all the invesit/diplo/th/uwt mats not working, after some further experimentation. They *will* go into the bank but they NOT if you use the "transfer all mats to mats tab" button. For me, using that button does nothing, and click on each stack also does nothing. However, if I open the mats tab and then click stack by stack on each mat individually, that will move the stack to the mats tab. Also, any mats from the mats "bags" you get in chests will still transfer upon opening the bag. So, you CAN end up with these mats in your mats tab, but it is a more convoluted process than for e.g. bio mats. IMO this is not working properly/working as intended and still needs a fix, but there IS a workaround.
  6. Ok, I went through with all the basic (i.e. pure gathering skills) mats, white/green/blue/purple, grade 1-10 and the following don't go into the mats tab: Treasure Hunting: ALL blue and purple mats grades 1-10 (nope, not a single one went into the mats tab) Diplomacy (medical supplies): ALL blue and purple mats grades 1-10 Investigation: ALL blue and purple mats grades 1-10 Underworld Trading: ALL blue and purple underworld metals grades 1-10 ALL blue and purple luxury fabrics grades 1-10 Miscellaneous: All prefab stuff All G10 bonded attachment/assembly components (didn't have all permutations of G1-9 so someone who does please check those too). All the "exotic" crafting mats and random stuff like ice scrabbler liver. I get it with the exotic stuff, and I can rationalise how the BA/AC stuff and the prefab things and while it would be nice to be able to add these, I can see the justification for not doing it. But the TH/UWT/Investi/Diplo mats ought to be in the mats bag. They are crafting mats, and not even any special kind, just not from skills that have gathering nodes (i.e. purely crew skills missions). TLDR: Invesitgation, diplomacy, treasure hunting and underworld trading mats do NOT go in the mats tab, but absolutely should do. Exotics and intermediary crafting mats (those you craft that are then used to craft other things as a secondary craft) don't all go in either. EDIT: MANY OF THESE MATS WILL GO IN, BUT NOT AUTOMATICALLY. See my post on p2 for more details. I still think it needs addressing but it's not as game-breaking as I initially thought.
  7. I've seen comments about the set bonuses disappearing so went to check it out. Gear that is transferred seems to be hit and miss, but if you go to Ossus on PTS and look at the 252 gear, every piece has a tooltip under the set bonus list: "Requires level 50-74" i.e. the set bonus is not present if you are 75. I get that you are trying to discourage people from mix and matching the current set bonuses with the new set bonuses, but this is ridiculous. Are we all meant to just accept our set bonuses being removed at 75? We might as well just have only three sets of 258 then (one tank set, one healer set, one dps set, maybe 2 more if you use specs with the alacrity bonuses). This is not cool at all Bioware. You should be allowing us to at least get the full utility of our existing gear to tide us over during what looks to be a massive grind to improve it. Instead you are making it not just potentially underpowered, but not even useful for set bonus, thereby forcing us to grind as our current 258 is totally obsolete. Not happy at all about this. There is no precedent for completely negating previous set bonuses with an expansion (yes, there's been plenty of times where new and old bonuses can't stack, but not to withdraw it completely). Please tell me this isn't going live, and it's just your way of tryingto force people to test the new gear on pts?
  8. I'm sure I'm not the only one to post a thread about this but hey ho... Hopped on last night to try some fps with two friends and found the attempts at level sync (or whatever BW are calling this version) to be very, very broken. Not necessarily just the actual mechanics of the level sync, but the levels mobs are adjusted to is *extremely* poorly thought out. FP: Red Reaper Vet Composition: Jug tank, Oper heal, Sorc dps, leve 50 Shae dps (no one else on pts at the time) Situation: Players scaled to 44. The first pack contains a 47, a 58, a 60 and there's some 65s kicking around the room. Results: Wiped on the first pack several times because the mobs were inappropriate levels! Every single hit on the 58/60/65s is a miss - either a resist or a dodge. It is impossible to damage them. The tank couldn't hold any aggro even with constant taunts. Healer could pull aggro though (even guarded) and death ensued. Resing at the start pulled us right back into combat and the tank had aissues being able to exit the instance. Gave up after three tries with very quick deaths. Conclusion: Really, really dumb choice to have mobs in an fp that are over the level difference to the point where you cannot hit them. FP: Red Reaper Master Composition: as before Situation: Players scaled to 70. Most mobs scaled to 70. Results: Couple of packs of trash were tricky due to volume of numbers and damage output. Healing numbers on trash feel low. Bosses were ridiculously easy (example - first boss had 85k health, tank had 140k). Completed without feeling like a challenge at all. Conclusion: Bosses too easy, trash about right. Operation: Karragga's Palace sm Composition: as before, minus Shae (so yes, three man) Situation: Players scaled to 50, mobs mostly 50 Results: Couple of trash packs gave us minor issues (e.g. pack with two kintan handlers who can cc, so 2/3 players cc'd at once). Bosses no problems, although we did hit enrage at <10% on Karragga, but no one died. Conclusion: Far too easy for even a semi-experienced group to underman. If we're not even hitting the enrage on most bosses with a single dps, this is far too easy, even with BWs stated aim of making sm ops more accessible to people. Overall summary Very, very broken. Vet RR was infinitely harder than MM RR, which feels like a really bad idea. Vet RR mobs were far too high level, so every attack was a miss/dodge/resist. Being able to 3 man KP SM without a single death on a boss also feels far too easy, even for an sm.
  9. Limited amount of play time on pts to fully explore the balance and all the optons for set bonuses. However, there is one thing that is definitely driving me nuts; The little clock hand that ticks around as you are gaining stacks of Rabid Furor is visually distracting. No problem with it gaining stacks gradually but why does it need a little constant animation until you get to 4 (which takes a while). Personally, I find it annoying and less helpful than just the stack notation in the bottom right.
  10. Yes, the changes (increase in total, the removal of some objectives, and the continuance of some being once per legacy) feel like it will significantly harder to cap alts through normal play.
  11. Given that the sales were meant to have started yesterday, it would be really nice to get an update to this outlining when each sale is happening, please.
  12. Still no news on this, 8 months later? Disappointing.
  13. Any chance this is getting fixed with the 5.9.3 update next week?
  14. Already a thread in the bug report forum. Please go post there as well to show in multiple places how terrible this idea was and how we want it back.
  15. Yeah, seen a couple of guildies mentioning htis. I'm not happy about it - there' s been enough messing around with conquests recently that've made it rather unappealing and difficult to do on multiple characters each week, and now one of the few incentives to doing this even once on alts has gone too. If this was an intentional stealth nerf, shame on you for not having the guts to put it in the patch notes! I'd like to believe it's unintentional though... Please reinstate this.
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