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GeorgZoeller

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  • Location
    Austin, TX
  • Occupation
    Principal Lead Combat Designer
  1. That was precisely the point of my post: 900 expertise is worth a lot. The difference of 900 expertise in PvP is a lot more pronounced than additional 200 health from higher endurance on Centurion gear. Recruit is on par, if not better than Centurion gear when it comes to PvP due to the importance of expertise post 1.2. (It replaced Centurion gear). Yes, you're missing out on a bunch of health and PvE stats and a set bonus, but the difference in expertise that affects survivability, healing and damage makes up for it. Tionese, Centurion and Champion are identical to 1.1.5 now (a bug related to the stats on that gear changing was fixed in the last patch).
  2. Hey guys, A few additional notes on this topic, fresh from a meeting with Gabe and the PvP team. (a) Expertise difference between combatants is the single most important factor in time to kill in PvP. Having zero or little expertise on your gear (e.g. pure PvE gear) is the primary reason for people to experience a sped-up time to death in Game Update 1.2. While it was quite viable pre-1.2 to bring your Rakata or Columi gear without any added expertise into PvP, the increased focus on expertise in the PvP track of gear has made it much harder to compete with that equipment compared to even the entry level Recruit set. Consequently, the single most effective step you can take to decrease time to death (i.e. increase time to kill of your opponent) is to gear for increased expertise. Coming from PvE, obtaining at least some pieces of Recruit gear is definitely recommended. We're aware that this fact is not adequately communicated in the game and that the cost of recruit gear is perceived as too prohibitive by some of you. We're in the process of working on a solution for these issues at the moment. TL;DR: Expertise is a lot more valuable than any other stat in PvP. Recruit gear easily beats Columi for PvP. (b) In response to your feedback, we've re-tested all classes to ensure they are falling within our desired DPS targets and found one issue with Demo Round / Heatseeker Missile which was getting increased DPS, not just from other people's stacks but also from an unwanted interaction with other skills. That issue was corrected in the 1.2.0c patch this week. © There has been some level of inflation in the overall DPS budget of the game as result of Legacy benefits and other changes. Over time, these add up and as it stands, we have established that the global burst potential across the game is slightly higher than we are targeting. We will likely take some minor to moderate action about this in the near future by adjustments to the magnitude and duration of offensive relics (longer duration, reduced magnitude, identical power amortized over time). (d) When faced with groups of enemies, stacking debuffs can result a real TTK issue. We are in process of revamping the debuff system in the game to reduce the impact of multi player debuff stacking on TTK.
  3. Hey, There are more than two egg spawns on Alderaan. From what I can gather so far, the community has not found all of them yet.
  4. Only the original drop will have a research chance. Any crafted jerky should have a 'no research available' message.
  5. Please note that switching areas, etc. will reset the timer on the plague's current phase. So if you keep travelling, you ward off the progress of the plague.
  6. Not really true. The magenta crystal was found many weeks after it was put into the game the first time. There's still a few untold secrets in the game too, but those are for you to find, not us to mention
  7. The Tauntaun can already be obtained in-game (and could be obtained on PTS for the last 4 weeks before that), although nobody managed to find it. Some of you actually had ideas that are pretty close to the truth and I've seen at least one comment out there on the internet that indicates the tauntaun was found, but not captured.
  8. This is not faction limited, both factions have access to the crystals and the means of refinement.
  9. Unless an item clearly states 'Research Available', there is no chance for learning anything from it through reverse engineering.
  10. This is in fact something we are working on at the moment.
  11. We have added a number of orange appearance schematics to the system through mission discoveries.
  12. There is no Biochem nerf. You retain the ability to create augmented implants just like before.
  13. Correct, my mistake. The new 16 man World Boss on Voss. Post updated.
  14. A few other notes that escaped the initial post: Augments stay at their current effective level (49) and we are not planning to add a new tier of augments in the near future. Augments also had their stats adjusted/split (as discussed in other threads) to account for their wider availability in the system. The overall effect of the change is a net increase in survival time for players due to increased health from endurance. There are also a large number of changes (and fixes) to creature abilities in 1.2 as well (too many to list individually as single abilities can affects hundreds of creatures), so you may see different results running PvE content after 1.2.
  15. Currently no, but that's something we are looking at for the future. Nothing stops you from moving BM mods into the Champion gear chest in 1.2 and matching color to chest though. You'll also get the ability to augment it in the future (we're aiming for Game Update 1.3) , so definitely hold on to that Champion shell.
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