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Game Update 7.4.1c coming April 3 ×

supercometl

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  1. Devs really need to address this at some point one way or another. If we were in a "NiM Gods" situation where it was originally not going to happen then yeah, no reason to confirm what was already said. But as of now what they already said isn't clear. Is said content just indefinitely delayed, being worked on, or full on cancelled. Unlike the last time where they timed people out for mentioning a certain boss that was on PTS but was removed, this is content that they haven't de-confirmed yet, so it makes sense people will ask about it, either in a form of excitement for future content or a query on it's status. @CommunityTeam Any clarification would be appreciated on this.
  2. In regards to this section. The main area I think a lot of players take small issue to is around the main "rich tax" of swtor being GTN tax. In recent time though, a lot of items are just not purchasable from the gtn as the credit limit on the gtn is too low, the main player created top items of gold augs fall under this group. Also the credit catch up system is a good example of "lump sum" credit dumps, more repeatable purchases like this would help, but the current amount of passes is probably the max for players to be able to realistically earn everything without major fatigue. Maybe add a credit option on small level of appearance changes, such as hair style, color, cosmetics.
  3. I would not go that far. Outside of Dominique being a buggy mess since 7.1 the instance just requires group responsibility, and technically is clearable, just a pain. IP's damage check got nerfed but people still aren't clearing. But that has more to do with people standing in fire too much, something an HP nerf won't account for. If people can't kill IP they probably aren't killing an apex fight in NiM RN.
  4. So I want to step in just to touch on a few ideas I had for how to better implement the cosmetic shells for future operation rewards. R4 HM has two main sets of achievements, clear achievements and "mastery" achievements. I think a more rewarding way of integrating these armor sets into rewards would get rid of their token requirement but instead have them be locked behind achievement progression, like with the items on the Dantooine and Mek-sha vendors. (Yarvok's gratitude and Honorary bouncer's badge) This way the marks of mastery have an additional draw, and it removes the need to farm a operation that players are already farming to the point of hating it. With R4 in particular I would split it with the SM sets being all tied to completing the operation on SM, The reskin shells of HM armor behind HM boss clears, and the unique style (the one with asymmetrical shoulder pads) behind marks of mastery achievements. With this the player could utilize these style armors without sacrificing gearing, especially with the amount of main and offhands that need to be acquired if you play a tech class, while also having a reason to target the achievements more aggressively. I do like that there are these alternate outfits in principle, they kind of function like the duxn armors did before, giving a reason to push the content even if just for a cosmetic... well save for emergency power which was meta.
  5. The one issue I see with the current IR cap movement is around r4 gear tokens. R4 blue tokens give 330 gear and so you would need at least 4 hm r4 tokens to have gear that is better than standard operation gear, (338 blues > 336 purples I am assuming). R4 gear being token based makes it not IR transferable, when you get a drop equal to your current item rating per slot, like all the other gear is. It will be best to grind for 336 gear during a player's r4 grind. A player's R4 blues will only be worth while at 4/5 tokies compared to how now at 2 tokies it is "worth" changing over (though most players do still delay due to augmentation kits.) This isn't probably going to impact a lot of players, but it does fall in line with devs trying to avoid "playstyles" that are detrimental. Side note, please stop upgrading gear at 340. Gear grinding for the sake of gear grinding is not fun, also adding higher and higher gear power leads to older content being trivialized in difficulty which only lessens the amount of worthwhile content in the game.
  6. I just noticed this as well today. Glad to see it is only a visual bug, but still should be fixed at some point.
  7. Looking at all the tanks the only tank I feel is lacking is jugg. And it is lacking in a singular way. Reflect and Mad dash should not be on the same selection, at least for tank spec. For DPS specs it makes sense, it is like having to choose shroud on a dps spec vs tank having it naturally. I think the best solution would be have jugg tank have reflect naturally but keep mad dash as a choice.
  8. As someone who has the companion, yeah put it on the vendor. I have always been against time machine locked content, *cough* HK-55 mission *cough*. I think that maybe having a one season gap between rewards from a previous season being on the vendor rotation is the max that really should be accepted, especially if the seasons are going to be a more regular occurrence. Just like how in season 1 a lot of us got companions/rewards we missed years ago, make it so people who play current seasons can get the seasons companions they missed. I would also extend this to the other seasons rewards, however I am not sure how to balance this so it wouldn't be more time efficient to just wait until a season ends to get the armor/weapons you want from a season.
  9. Out of curiosity, does the solo + count for the season's completion? During season 2 I just soloed it when it came up, the only one that I really ever have trouble with is breakdown brawler.
  10. This is honestly my biggest issue with the devs recently. They rarely give specific reasons for changes and actions. Even when they ask for feedback they come back with a vague post about something not meeting their targets. Giving players more information is a good thing. If players know what the targets are they will know when something isn't right. With the CC issue of GS3 it basically revokes what I was seeing as the potential idea the devs might have had around the free Cartel Coins in the game. They moved cartel coins away from a few select individuals who referral spammed on korriban and gave all the subscribers a few thousand every few months on top of your sub. Both systems gave cartel coins to an individual without having to buy packs, but one only benefited a few. Maybe the cartel packs from GS3 will be better for pushing cartel items back onto the GTN (which helps inflation), but the collections price hike is just decreasing the total amount of CC in the game, and that in turn will be a negative for the in game inflation of credits.
  11. Logged into a character after reset. Checked seasons objectives, reads 1/7 despite. No points added from the non-completed weekly. All weeklies still show zero progress. Added information: This was a character the night before that I finished my last weekly on. The initial character I logged in on was the same character I logged out of before weekly reset. Out of the non-completed weeklies from last week the G.A.M.E. "catch cheaters" objective has some progress, but again, was not completed. This weekly tick did not count towards the Season 3 Objective master achievement. I am concerned if this is not addressed it could make the objective master achievement increasingly hard to complete. Update Edit: Upon logging into another toon the counter properly reset to 0/7.
  12. This is honestly a horrible change. Basically every other type of "award" collections unlock has been 10 cc for years now, and even with those they were usually easily grabbable from your mail if you didn't want to spend them. The companion alone is a "required unlock" as there is no other way to have these companions on other toons without using collections. The lowering of Cartel Coins this season was fine at first for me, they were just pushing more lootboxes and we were in theory keeping the same "Value". Not really something any of us wanted, but the average consumer can look at it as fair enough. But now, if we assume you wanted to collections unlock at least one of your loot box gambles the devs are giving you... You are in the negative. Like a lot of the decisions in the past few years, this looks like the devs throwing every "fix" at the same time to a problem no-one who played the game saw as a flaw. The lowering of CC in replacement of lootboxes was a good decision if they wanted to curb the abuse of people playing on multiple servers. That was enough. This change isn't punishing the multi-server players at all, it is only punishing the players who don't play on all 6 servers every season... so basically everyone.
  13. So those operative healer changes... On one hand, kolto burst needed a nerf. On the other, where is the single target? Kolto cloud/nano tech's buff was a huge part of operative's single target ability, It going to 10% isn't itself bad, but it is a flat nerf to single target when we are also getting a nerf to AoE. Operatives have been meta due to kolto burst, the utility is just too large, and I get that. I wouldn't say it was free as positioning was still important, but it was very powerful. But maybe I am missing something here, what about all the single target abilities operative has? Surgical probe doesn't heal. Sorry, it doesn't. It has one use, refreshing probes at a lower cost of energy. In 6.X it at least played into a fairly "fun" playstyle of letting your tank go sub 50% to get the auto crit. Now with the amount of health in health bars it takes multiple GcDs to refill a tank. Infusion is good, one GcD cast, decent healing. It is a better surgical probe. But it has a cooldown on top of a TA cost. Nano tech isn't a great AoE but it gives/gave buffs that made it deserve priority. Now that priority is still there but it isn't helping as much. Kolto waves. Where the heals at? A channel AoE. With 6.x you could argue for the kolto waves tactical which made it hit hard, but with kolto burst mixing with the injection tactical so well, why would I take it? --- I think kolto waves needs a rework, maybe have it tick your probes when it ticks or something. That way it could be used as decent tank upkeep and some DPS maintenance. Like Op IX or something where AoE isn't as big of an issue but still exists. --- Diagnostic scan. Can this tick probes please? Totally not needed, but it would be a fun way to integrate it more into the class besides a basic energy triage. Injection. Good heals. Literally your main way to single target. I like that the proposed idea is to have the single target choice play into anticipation of damage, but the main "fun" of injection is pre-casting since it is such a long cast w/o tactical. This makes injection a weird mesh of the other classes bubble mechanics. Not a huge fan of the proposed change, and kolto burst probably will be the default option unless the lingering heal is overpowered. Do we count aggressive treatment? Probably should since locked and loaded won't have the heal option going forward (not that it ever did). An ability that outshines kolto waves by being damage + heal. In all honesty the nerf to kolto burst will probably just have operatives dropping the 5% more backstab/corrosive dart damage for aggressive treatment. Oh and let us not forget a lack of DcDs for operative. While merc gets a reflect that heals, a shield that heals, the super buffed chaff flair that used to be dps only, and a heal to 35/65. There are some fights that if operative gets nerfed enough they will be a liability like the dps operatives. Except concealment has rolls for fights with cheese, and leth still has defensive... Can operatives get some DR on top of shield probe when it collapses or something? Or even just the 6% DR from probes on self. It wasn't really needed with revitalizes in 6.x, but at this point anything is desirable. It shouldn't feel like a requirement to have a tanking adrenal, a recommendation? Sure. I do want to touch on the obvious bias of defending "my class". I used merc as an example not because I want merc nerfed, but rather to show that operative isn't without disadvantages. It is better to buff up other classes before you rip apart the over performing ones, and the fact that they did this a bit with 7.1 was good. I was legit worried that operatives were going to get a "quick fix" and make them completely unusable, but it doesn't appear to be that. Also I haven't played a lot of pvp in 7.x, so anything I say is really just from doing PvE Legacy NiM stuff. I mainly play operative, but I play enough of merc and sage to bring them in when it is needed.
  14. I am sorry, but this just isn't accurate. 5.x and 6.x both had early detractors. However, 6.x launched with duxn so it had at least some content to do and strive towards. It also had two daily areas, though mek-sha was very bare at launch. 5.x had all of kotet which included difficulty modes. 7.x launch so far has been replaying old content with subpar gear. We are still using 6.x augments, medpacks, stims, and adrenals. The only thing that 7.0 added was expansions to all existing characters in the class tree. Something that 6.0 did as well with set bonuses. 7.0 is a worse 6.0 in comparison all around, which isn't something I say as someone who wanted it to be this way. I remember sitting on 6.0's pts and talking to my current raid lead about how it isn't that bad and how gearing will be relatively quick compared to 5.x's galactic command grind. I tried to have that same outlook with 7.0's pts. I looked at the good and hoped the bad wouldn't be there. We have had two glorified "fix" patches since 7.0's launch. Adding in content that was expected based on the devs and the pts. It shouldn't have been unreasonable to assume manaan dailies would be out within a month or so of 7.0's release. It was originally going to be there for launch. It wasn't unreasonable to expect R4 within a timely manner after launch. Most players that care about gearing have been 330 prepped for at least two specs, maybe all three for a while. I don't hate all of 7.0's changes. Heck I like the class changes for almost all of the classes I have messed with. However, acting like the game is "healthy" compared to 6.x is unsubstantiated. Heck compare early 6.0 parses to current 7.0 parses on parsley. While this data wouldn't be useful in determining the total amount of players, it is a good way to see how much the cross section of parsers and NiM raiders who upload their parses are still actively playing the game close to an expansion.
  15. >checks Parsely Council >Operative's best Ehps is 42k So you are talking burst... which isn't sustainable for a full fight... That is like saying AP/Tactics has huge DPS because when they have burst->poweryield-> burst it is huge DPS. And I did check sage/merc and they are at 27k/28k respectively. So still big boi numbers from operative, but operative's short burst being good isn't a new thing. Also the initial premise of the thread was looking at fights total, so you throwing out burst phases when the discussion was on full fights isn't the best. Especially when you are comparing a burst phases to full fight averages. Again, Operative's injection needs to be brought down a bit, sorc's implant needs to be fixed and probably buffed, and merc is doing fine, maybe make the splash heal hit for 0.5k more per person or something. Just in reference to AoE stacked fights, which was the premise the thread started on.
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