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Crew Skills and Items in Game Update 1.3

STAR WARS: The Old Republic > English > General Discussion
Crew Skills and Items in Game Update 1.3
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CourtneyWoods's Avatar

06.21.2012 , 03:11 PM | #41 This is the last staff post in this thread.  
Quote: Originally Posted by Giolon View Post
What about the Republic Dancer Outfit? It's not on the list, but the Imperial Dancer Outfit is.
Hey Giolon,

Republic Dancer has also been added to the list. Apologies for the oversight!
Courtney Woods | Lead Community Coordinator
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PugX's Avatar

06.21.2012 , 03:21 PM | #42
I'm still really bummed you couldn't figure out a way (perhaps through equipment trade-in) to make Tionese and Columi set bonuses extractable and transferrable.

I am forced to remain in all Rakata except one customizable orange to maintain the 4/5 requirement for the set bonus. I like my set bonus. Many classes don't like their set bonus, so they get to go all orange.

I guess I have to wait until I start obtaining Campaign gear in order to truely customize my look while still maintaining a set bonus.

Blondesolid's Avatar

06.21.2012 , 03:30 PM | #43
No set bonus for the "older" set gear, yet the armoring is still set to its place(helm = helm armoring etc) I Want mah custom pvps belt

ChrisDrag's Avatar

06.21.2012 , 03:37 PM | #44
Yeah why the **** are they doing it to the gear that's harder to get and half the community cant do i have a feeling they are going to Nerf EC when the new raid comes out or maybe even sooner that would make me feel like a failure

Inzuher's Avatar

06.21.2012 , 03:52 PM | #45
I like were this is going!

Now, you just need to add some better colouring option and the item costumization will be great!
Roleplay is alive and well in Swtor and can be found on the Progenitor server.
Anyone interested in engagging in roleplay should check out

drosalion's Avatar

06.21.2012 , 03:57 PM | #46
So 1.2 was supposed to be 'the patch' to allow you to be able to wear what you want and look the way you wanted without sacrificing stats... but very little was augmentable as the number of orange schematics were incredibly limited.

Now 1.3 is supposed to be 'the patch' to do the same due to being able to add augments to any orange gear... except the vast majority of the level 50 playerbase still cant wear what they want without sacrificing stats due to PVE set bonuses for tionese, columi, rakata and PVP set bonuses for battlemaster still not being transferable...

Here's hoping for 1.4 anyone? Maybe 1 year after the game launches we'll finally be able to wear what we want without sacrificing stats!

Seriously how hard is it to make all tionese/columi/rakata/battlemaster pieces of gear bought from now onwards have transferable armorings with set bonuses, then let people trade in their old pieces for the new ones (or hell, even make people have to re-earn them... while not ideal its still 10x better than not being able to wear the armour we actually want to).

As a side note, what good does orange belt/bracers do if all the best armoring mods are slot-restricted and thus cant be placed in belts/bracers?

And as another side note, I'm still incredibly annoyed that theres a ridiculous amount of armour sets in the game that we as players have no access to. (things that have been removed from beta but still exist in files, armour you see NPC's all over the galaxy wear that players cant get, tons of colour combinations and styles that we're restricted to due to the incredibly limited 'match-to-chest-only' option, etc).

Tergalou's Avatar

06.21.2012 , 03:58 PM | #47
I have a question about costs for augmenting if I wish to use the GTN:

Is it 50k to use the table, plus the cost to purchase the augment kit from the GTN, plus the cost to purchase the augment from the GTN?

Or if you use the table and pay 50k do you not need an augment kit?

Giolon's Avatar

06.21.2012 , 03:59 PM | #48
Quote: Originally Posted by CourtneyWoods View Post
Hey Giolon,

Republic Dancer has also been added to the list. Apologies for the oversight!
Great! (thumbsup)
Da'ru Ar'lya - Jedi Seer

-Swag-'s Avatar

06.21.2012 , 04:01 PM | #49

Mod Cost and social sets

* Mod cost needs to be REMOVED COMPLETELY

It is not needed since your pushing the player base to pursue customization with new social sets and another thing that is also coming out in 1.3


Legacy Ability's

* The new perk system with the legacy items already costing WAAAY to much and with the above feature you making your game not fun to play and making it feel like work .

to make legacy work you can keep the cost of the legacy ability to what it is at but add the higher legacy level you have the more it reduces , legacy level 1 , 1% off legacy level 20 , 20% off , legacy level 50 off ,50% off the credit cost so to buy a race and you have a legacy level 50 instead of costing 1.5 million it would only cost you 750 000 still alot of credits but rewarding the player that has put the time in.


* And the last thing that is needed

Field Re-specialization

Since you not implementing dual spec but you are allowing field re-specialization that costs 200k but keeps the respec fee still going . that needs to be removed

These are suggestions that are made to not punish your player, there are already enough credit sinks in this game and you'll be rewarding your players with the higher legacy level to keep playing with the reduce costs please consider these cause i do enjoy playing the game.

Giolon's Avatar

06.21.2012 , 04:05 PM | #50
I have a question about this note about loot drops: "Drops are restricted to the advanced classes present for the loot event."

Does this mean that a piece of gear absolutely will never drop if the Advanced Class that it's designed for is not present? This would make it very difficult to gear up specific companions, or try to obtain moddable gear to wear that doesn't strictly fit your advanced class's profile (e.g. Jedi Sentinels that like to wear moddable Smuggler gear for aesthetic reasons, or in my case, Sages who like the textures on some Shadow equipment better).
Da'ru Ar'lya - Jedi Seer