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EricMusco's Avatar

08.13.2019 , 01:10 PM | #1 Click here to go to the next staff post in this thread. Next  
Hey everyone!

PTS will be going live shortly with the next build. As noted, Bounty Hunter has been added along with the 4pc bonuses being added to the other class sets. The other thing that is now available for testing is that the level sync we previously discussed has now been added across all group content, not just EV and KP:
  • All Operations
  • All Flashpoints
  • Also, look for new balance on planets that had level sync applied to them for solo content
Please feel free to play any of the above and let us know your thoughts. Is it too hard, or too easy? Please be specific and let us know what you were playing in your feedback. As a reminder, the PTS Achievements (which track rewards) do not matter yet in this phase. We will really push you towards group finder content when Phase 2 begins.

Eric Musco | Community Manager
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BenKatarn's Avatar

08.13.2019 , 01:17 PM | #2
Quote: Originally Posted by EricMusco View Post

Also, look for new balance on planets that had level sync applied to them for solo content
Can you maybe give some examples of what this affects? Like, dare we hope you guys finally did something about the final bosses of Sith Warrior and Sith Inquisitor being dumped down to level 12 because they are on Korriban?
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EricMusco's Avatar

08.13.2019 , 04:00 PM | #3 Click here to go to the next staff post in this thread. Next  
Hey folks,

There is currently a bug on PTS where if you have certain group content selected, you will be unable to queue at all in group finder. Ex: If you have any Flashpoint selected other than Hammer Station it won't let you queue.

We are working on a fix for that now and will try to push a new build on PTS tomorrow or Thursday.

Eric Musco | Community Manager
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ottffsse's Avatar

08.13.2019 , 05:21 PM | #4
hm/vet dread fortress was per my feeling about as easy or even easier by about 10-25% per my feeling than story mode on live, maybe our group of veteran raiders wrecked it but it is still ridiculously under-tuned.

-master/power relics don't do anything since be are on cap of mastery/power when going in and scaled down, will this be looked at/fixed? thanks!

-defense augments scale funny it appears in these scale down ops too and you can boost defense to inordinate levels that way
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ThrawnFanatic's Avatar

08.13.2019 , 09:44 PM | #5
Are loot drops disabled currently so the new system can be added? I've run a dozen heroics to test them out, and noticed the Alliance crates are gone, the Renown rewards are wacky as expected, but also the NPCs drop nothing at all.

srtaskyywalker's Avatar

08.14.2019 , 12:56 AM | #6
I got a pug group within guild/friends (full of Master Mode raiders) and we decided to do some raids to test the Reverse Bolster on Dread Palace and Gods from the Machine (both on Master Mode).
Our conclusion from our raid is that with current balance, Master Mode raids are on the level of Story Mode raids currently on live server (considering the 258 gear aswell). I'll go into details for each one of the raids we tried. I have Starparse screenshots (with our DPS and heal numbers), the combat log uploaded and videos recorded.
So on Dread Palace MM, our composition was:
Tanks: both Assassin
DPS: Merc IO, Merc Arsenal, Sorc Madness, Mara Fury
Heal: Sorc and Op

On Bestia, we 7 manned the first phase since we had a DPS away, where they only came back when Bestia came down and we were super ahead on the dps. As double monsters tank, I didn't take damage, didn't even had to use defensives for most of the hard hits as they weren't doing a lot of damage, healers kept saying they had nothing to heal (they were literally standing in the yellow puddles and outhealing the damage from it). It really felt like a story mode fight. With a similar group of people, we also pulled Bestia on the first PTS build, where the raid was scaled up to 75 and we felt a lot more challenging, where we had to play perfect or near-perfect for us to clear it, actually doing our best possible.

Video from current PTS build:
Combat Log:
Video from the first PTS build:

For Tyrans, we managed to defeat him in less than 3 minutes (which a regular kill on MM currently is over 5 minutes). We didn't even take away 50% of the platforms, the boss wasn't hurting at all, the DPS and Healers were standing in Infernos since they weren't even doing enough damage. Again felt like Story Mode.

Combat Log:

On Calphayus, we had people going to the wrong side and our Arsenal Merc was able to solo the orbs on the right side second portal, there were no checks on anything, everything was dying super fast.

Combat Log:

Raptus was killed before the 2nd set of challenges and the damage going out was minimal

Combat Log:

Dread Council was the same case as the rest of Dread Palace, no damage going out, dps checks non-existent

Combat Log:

One of our healers was also streaming and he highlighted our raid. His video you can find here:

There's definitely something off with the tuning, the bolster is too powerful and the bosses need some buff as we didn't feel any challenge when attempting Dread Palace on this build. During the first build, when the raid was level 75, that was a challenging content where we had to be really smart with defensives and push dps as much as possible or we would be behind and wipe, requiring a lot of group effort (we had only warriors and inquisitors back then but was still possible). I feel like we are pulling way more dps than it's supposed to be due the way scaling was done.

Now for Master Mode Gods From The Machine (Tyth only)
Tanks: double Assassin
DPS: Merc IO, Merc Arsenal, Sorc Lightning, Mara Fury
Heal: Sorc and Op
We did 12 pulls total on Tyth and a kill. First thing we noticed is that Tyth got some extra HP (from around 9mil he went to over 10mil). Everything is hurting a lot more (Rage Overload, Lances, Tyth attacks) if compared to the live servers, but the bolster is actually giving us a lot more damage since we are pulling way higher numbers during the encounter on PTS than we can do on live with the same classes in 258. We were pushing the boss to the 65% wave of 8 more or less 2 waves earlier than we usually do on live. We could possibly still 3 dps it and be fine as everything was dying so fast and boss hp was going down extremely fast.
The bolster seems to be a bit off aswell, the Healers have the same hp as they have in full 258 gear (140k), while the DPS got the hp from 248 gear with purple augments (129k) and Tanks got around 150k

Video from PTS:
Video from the healer:
Parse from the kill:
Combat Log from the kill:
An extra log from my co-tank:

Conclusion: the current scaling is making encounters way too easy for Master Mode level (as they feel more like Story/Veteran than anything else). #BuffTheContent

Note: I feel like the Merc 4 pieces set bonus is not working at all, we tested while trying to parse on dummy and had no effect.
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EricMusco's Avatar

08.14.2019 , 08:13 AM | #7 This is the last staff post in this thread.  
Quote: Originally Posted by ThrawnFanatic View Post
Are loot drops disabled currently so the new system can be added? I've run a dozen heroics to test them out, and noticed the Alliance crates are gone, the Renown rewards are wacky as expected, but also the NPCs drop nothing at all.
Correct, loot drops are not implemented yet. That will be the main focus of Phase 2 and beyond.

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LD_Little_Dragon's Avatar

08.14.2019 , 03:45 PM | #8
Are all flashpoints supposed to be level synced now?

If so then there are some serious bugs with the system.

Specifically: Red Reaper veteran mode (level synced to 44). The bosses were scaled fine, and felt about the same difficulty as they are currently in live, but the add levels were all over the place. The adds were a mix of levels 43 all the way up to level 69.
Stealthy heals, stealthy dps, stealthy tank.

Darthanimus's Avatar

08.14.2019 , 08:59 PM | #9
Played hammer station mm 8/15/2019 felt slightly harder, first boss stacks definitely deal more damage. Last boss AoE felt like it hit harder too.

I would think that in highest rated gear it would have been easier than it was. May be too difficult for players in average gear and under.
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Huskernutz's Avatar

08.15.2019 , 09:02 AM | #10
Following up Jay's post about Dread Palace Nightmare mode on the current build with a few more specifics as to why the operations feel so easy.

The two major things that came up during my testing of the operation content on the current build was the lack of significant health pools on the bosses as well as the dps far exceeding that which we could have reasonably pulled during that content. below are two links which I have hypothesized are the reason behind the content being so easy, specifically in nightmare mode.

The first link shows the current health pools of the bosses in DP NiM on the build versus the original health on release during nightmare power. The second, of which I find more concerning, shows the expected mastery and power that DPS should have with the current scaling of 180 iRating or Dread Forged gear versus what we actually have while inside DP NiM.
What I've concluded from this is that across the board in all operation instances that are scaled we have roughly 50% more mastery than we should have which is contributing significantly to our dps being higher than expected. Alongside that a number of bosses have far too little Health compared to their original release tuning to handle the increased dps, this combined with the numerous amounts of class changes as well as the crit and alacrity changes during 3.0 means that on average if this content is to remain challenging for players the boss fights must at a minimum have more HP than they had with their original tuning.
As of now I have not fully confirmed this hypothesis for EC, SnV, and TFB, however, based on what DF and DP felt like I would suspect similar results in those instances. If I find anything to the contrary I will make a followup post.
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