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VerpineVSN

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  1. Related guildie here, I have a NVIDIA GeForce RTX 3070 and the above problem has persisted through now multiple logouts. It is hard to see the semi translucent boardwalk texture in images alone but I included a few anyway. Additionally there is a missing granny texture in the Rishi Stronghold; there are three that I found (probably the same object) and I have some pictures showing their locations as well. Boardwalk Texture Edge of Boardwalk (Note that the texture translucency continues onto the metal edging) First Two Missing Grannies Third Missing Granny I saw the same issues in the other locations with Crystal_Mind as well, but the images of the texture issue are on the main spawning deck in the Rishi Stronghold. The missing grannies are located along the beach, the first two are visible from the spawn deck, and the third is by the rappel down point from the cliffside loft overlooking the beach. If I find more areas I'll add them later. If a video demonstrating the texture issue would help visualize it, I can get that as well.
  2. I think the issue here is that those two turrets aren't supposed to be attacked, and they have a stealth detect. Stealth detect often detects players beyond the usual 10ish meter detection range. If you just drop down the trap door without being in stealth you should be fine. If you want to argue its dumb for the turrets to be basically unkillable, or for stealth detect to work like that, fine, but this sort of thing does show up pretty often in the game.
  3. Operations are a lot of fun, but can have lots of mechanics making them hard to get into if you don't have someone to help explain the basic mechanics. Most groups on fleet (at least on my server in my experience) will be willing to give an at least brief explanation if you ask for one (sometimes they can be jerks about it, but things won't go better in those sorts of groups if you DON'T say you are new, I promise you). Finding a guild that is open to new players getting into operations would be ideal. Definitely best to start with a story mode first, ideally having a basic grasp of your characters class/role. Easiest Hard/Veteran modes would be Eternity Vault or Karagga's Palace, and both are formed on fleet fairly often, although again, story first would be ideal as there are a few more mechanics and they do much more damage in higher difficulties, best to have at least a basic idea of the layout first. Good luck on finding something!
  4. Just wanted to add in that the new server forums requires a password of between 8 and 16 characters, and otherwise will not allow you to log into the forums. I had to change my password (which is annoying, but I'm not exactly screeching in rage about it) in order to post here but was still able to login to the main part of the website and the game. Not sure WHY this is a thing, but in case anyone else is having difficulties, you may also need to change your password to fit the character limit.
  5. Yes, if you use the regular boosts, it autocompletes the older story. Also, characters you have leveled to a certain point but haven't completed their story can do the same thing by skipping to KOTFE (some other skips after as well, but that's the first one). If you make a character and use a Masters Datacron (cartel market in-game item) you can level that character from 1-70 instantly and won't skip story, however it costs a lot of cartel coins. That is the other level skipping option, otherwise you have to make a character from level 1 and level them through the story.
  6. So far from some testing it does appear to be restricted to Operations (and presumably PVP warzones, haven't actually testing that). Weak adds (Tauntuans at the start of EV for example) do not take any aoe damage from any ability, and it doesn't appear that the abilities are even being completed in the case of some like chain lightning. The cooldown goes out but the cast doesn't appear, neither does damage or any applicable debuffs. Dot Spreads are also not working on them. Notably, certain abilities with an aoe component CAN affect them. For example, PT tank Shatter Slug. It does no damage, even to the primary target, but it WILL stun the weak primary target for the normal duration. Gold adds (the turrets) were targetable and would take damage. Their energy nodes at the base however, would not take damage from aoe attacks, and could only be single targeted. There was also a gcd delay on the action affecting the turret itself.
  7. Overall I have been really enjoying the changes to the logs and what Starparse and Parsely can do with them, its been really useful for figuring out where we are as a group as well as being a fun competition between DPS. Can it be used to be toxic? Of course it can, that's bad. I will say that I do a lot of pug operations, and I have yet to see someone kicked this expansion in story mode for... almost anything. I've had DPS pretending to be tanks, not knowing fights, and the group has sometimes struggled, but DRAGGED everyone through it, and I've had lots of really low DPS. In Story mode ops (or veteran flashpoints) it REALLY doesn't matter much, and I wouldn't call people out on anything like that. In Hard mode ops (and Master Flashpoints to a degree as well) things like high damage from enemies and enrage mechanics CAN absolutely prevent a group from advancing unless the other healer/DPS EXTREMELY overcompensate for the low DPS/HPS. Its frustrating too, being in a HM EV, being the tank, doing 7.5k DPS as a tank... and seeing a DPS do 4.4k Its frustrating seeing people that farm Nefra for gear STILL do poor DPS even in full 330 gear. I don't like to attack people in the game, I don't like drama; but if the rest of the group can't make up for such wide disparities it really just showcases what the problem is. There are also ways of telling people that without being a toxic ******, that is still entirely on the players, and if someone is a like that and uses parse logs to be like that, then they suck, but it is NOT the parsing that is the problem. People were like this before, now its just a lot easier to see where the problem is.
  8. Even if they made companions 10 times as good as they are now, it wouldn't help a one shot. The one shot is from him powering the core with the four panels. Click on those to destroy them, no one shot, he becomes targetable again.
  9. Not directly no, but it was overtuned a bit when I did it the other day. I did around 22k ehps just keeping the group alive, and they were avoiding almost all of the damage they could. Umbara is obviously worse though, the almost one shot aoe stun cannon that targets whoever it feels like is a bit much.
  10. I think a lot of people were very reliant on just how much better 306 gear and veteren's edge stacks made them in terms of ability to take/deal/heal damage. I've noticed so far this expansion that a LOT of DPS have very low numbers and in more difficult content, where even being full 330 with gold augs doesn't get to the percentage of overgeared the 306 gear was, the ability to use your abilities more effectively and do things efficiently is becoming much more important. Reminds me of the good old days honestly, Hard Mode ops actually have DPS checks again, I love it. I will say that a lot of the Master Mode Flashpoints don't seem balanced from what I've done, some are ridiculously easy, and some have pretty steep checks that require the group to be pretty solid. Mostly, I think they are fine, there are just a few bosses that I feel are overtuned for Flashpoints right now (the final boss of Rishi and Umbara for example).
  11. Just need to aoe heal on your way down, make sure people aren't bolting off on their own without the healers. If you are really struggling, people with leaps can leap to the pylons on the way down from the platform above them and take no damage. If you have assassins with reaper's rush they can get down without taking almost any damage by phantom striding from platform to platform, and killing them. Also, anyone with offheals can use them as well when they can, but it really is mostly up to the healers to just heal the fall damage. Its definitely very doable, I usually do it as a solo healer without any problems. I did have one group that simply could not get down shortly after the expansion started, I was assassin tanking, took almost no damage by reapers rushing my way down, and the entire group except for me and an operative DPS that was self healing themself died about 3 platforms from the end. The healers were doing very little healing though, I don't know if they understood their classes at all, neither were using key abilities, and their actions per minute were VERY low, about 15 per minute between two healers. I don't know fi that was the case for your group, but it may just be a matter of using the healing abilities more functionally; using aoe on multiple targets instead of single targets, using abilities that can be used on the move while moving from platform to platform, and aoe healing the group as they kill the pylons on the way down, with the whole group stacked up.
  12. Hi, I recently did a playthrough of Ruins of Nul Master Mode (I left a bug report in-game as well but wanted to add it here too). We were fighting the Apex Ranphyx, and during the 50% knockback he does, we were all knocked back and took damage, however immediately after registering the damage from the knockback, I was then killed in a one shot from fall damage. Another member of the group was relatively nearby, and did not take the fall damage, but I was pushed back further away towards the entrance of the boss's room. Apex Ranphyx boss 0 Fall damage Star Forge Just before 5:00 PM EST Premade group that entered via groupfinder No video, but I do have the combat log if that would help, let me know and I can make a link or email it.
  13. Several classes have audio linked to abilities or procs, ranging from laughs and chuckles to yells and screams. Vengeance Juggernaut has a chuckle when you use Shatter to proc Ravage, and Vigilance Guardian has a yell when you use Plasma Brand to proc Blade Dance for example. I'm pretty sure vanguard also has a yell noise when they proc high impact bolt, but I don't think commando or mercenary have any, or at least not any I know offhand. Quite a few classes have this to some degree, marauder and sentinel, operative and scoundrel. I like most of them with the exception of the Fury Marauder sound from using Furious Strike, it sounds like vomiting to me.
  14. Definitely not a fan of the removal of Rail Shot/High Impact bolt from Merc and 'Mando healers, is there any reason for this? That is a pretty significant loss for damage done by healers when doing dailies or trying to beat enrage on bosses, and I genuinely have no idea why it needs to be removed. I'm concerned that this is another step towards removing damage from healing classes, which with how easy story mode is right now, gives me less to do when healing in them. I LIKE being able to heal effectively and efficiently, doing damage when healing isn't needed, and this is a big heat to my ability to that and... why?
  15. SM ops gear only goes up to 322, even the crate does not give any gear greater than 322. I recommend doing Eternity Vault or Karagga's Palace in Hard mode, you will get Columi drops there that can be upgraded to 326. Alternatively, veteran flashpoints go up to 324, and master mode flashpoints also go up to 326. Other than that the options are PVP gear (also 326) or the conquest gear (also 326). SM ops, after you get to 322, are mostly good for gathering the mats relatively easily that you use to upgrade the Columi gear from HM
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