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Eldrenath

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  1. Also, FTP customers are not customers. If you're not paying, you're not a customer. Any restrictions on what FTP can do are perfectly reasonable.
  2. I mean...everyone agreed the inflation was a massive problems. Months and months and months of complaining about inflation. Then they introduced the first round of changes a couple months ago, and even though they said this was just a first step and there would be more, everyone complained saying the changes were stupid and wouldn't have any impact. So now, they actually implement deeper changes--which the community spent MONTHS begging for--and now they get slammed for doing that too.
  3. Following up on this, another member of my guild created a brand new toon, joined the guild, and was immediately able to access the guild bank.
  4. I just tested the 30 day guild restrictions on summons and repair and it appears to me like this change was either rescinded at the last minute or doesn't work. I tested guild bank access, summons, and repair funds on a toon that is 19 days old and had no issues. I thought it might not have been a retroactive change, so I gquit on another toon, re-joined, and was immediately able to withdraw items from guild bank, summons, and use guild repair funds.
  5. So I've found that you do not get credit for the weekly veteran mode OR master mode flashpoint missions if you filter out ANY of the choices. The only way to advance the mission is to queue GF and leave ALL flashpoints selected. This is particularly infuriating given the fact that the new gearing system encourages you to do the hardest content you can to advance your gear. It's a VERY long grind to gear up, and it's made worse by not being able to filter out certain flashpoints. I'm talking about difficulty vs. time. I'm geared well enough to do many MMFPs, but there is a massive difference in difficulty between, say, Athiss and the final boss in Battle of Rishi. I can definitely handle Athiss, but that final boss in Rishi is massively more challenging. I'd like to be able to filter it out, but I can't if I want to do my weekly. So the only option I have is to drop the group and suffer the penalty if I get one I know I won't be able to handle. I realize that that is rude to my fellow players, but I think it'd be more rude to stay in knowing I likely wouldn't be able to do that fight at my current gear level. It's like they threw the baby out with the bath water. "Well, you were spamming shorter FPs so now if you want to do your weekly you have to accept flashpoints that you know you cannot do". I fully support the idea of limiting the spamming of certain FPs, but this is NOT the way to do it. Because until they fix it, me and my guildies will just drop group and suffer the delay if it's one we know we cannot beat.
  6. This is still happening to me also. About half the time when I open a crate it disappears and gives no loot.
  7. I have to agree with you. I really like 7.0 overall but the drop rate for flashpoint gear upgrade currencies is far to low. I've completed the weekly vet FP 6 times total across two toons and earned enough to upgrade one single piece of gear one time. I agree with slowing down gearing, but this is way too slow. 😕
  8. I've been pretty vocal about the fact that I genuinely like a great deal about 7.0. However, removing the ability to use FPs for leveling because all the current offerings are level 50+ just stinks. Me and my guildmates have had a TON of fun leveling together in FPs, and now we can't do that. Yes, we can form a group and do them manually, but very often we have some folks doing them to level, some doing the level 70+ weeklies. Doing them manually means no group finder rewards, so there is less incentive. If you want to limit people spamming the same FPs, please allow lower level characters to do all the FPs on offer for the week. We've got bolster anyway, so why not? Plus, a lot of these changes in 7.0 hugely improve the new player experience. Now new players can't do FPs until level 50? That is really not great.
  9. Same! There are some definite issues that need to be addressed or improved but I think this is a fantastic start overall that has made the game more fun for me both at max level and during leveling. And I think it will significantly improve the new player experience.
  10. The UI complaints are definitely valid. While I personally don't find the new UI to be tough on the eyes, there are MANY people who clearly do have an issue with that. So I sincerely hope they improve it, especially because many people with vision impairments are saying it's an issue for them. And I absolutely agree that if the inventory UI were improved, they're would be a lot less negativity.
  11. I think it's perfectly fair to ask specifically what those of us who like 7.0 like about it. Here's what I like: 1. Now that I've used to new skill trees, I hate the old ones. They were long and overly complicated, did not require any meaningful choices, and the long line of connected skills did nothing to show the skills' relationships to one another. 2. I thought ability bloat was a real problem. There were too many skills, and too many classes had too many defensive cooldowns which made the game far too easy and boring. 3. While I absolutely have some complaints about the new gearing system, the old one was just facerollingly easy. You could be fully max geared with minimal effort, which made me feel like there was nothing to accomplish. 4. I absolutely love loadouts and think they hugely improve quality of life. I love that I can swap from DPS to heals instantly, all my hotbars are done, and my gear swaps. 5. The game feels much more modern and fresh to me. I felt the old system looked and felt dated and clunky compared to the new ones. 6. I love the new metas attached to existing skills. I love that I can tweak them for different situations or just to serve my own preferred playstyle a small amount. 7. I like that set bonuses are decoupled from armor sets. I can maintain one DPS set across all my DPS toons because they are legacy bound. Same with tank and heal gear. Now I only need to work on implants for an individual character. Now, to be clear: I am not saying there are no problems. I agree with many of the critiques. I think the UI needs some work for sure. I expect bugs in a major update, but the known bug list is longer than is really acceptable. Not having weapons in outfit designer is a huge minus. But overall I am very much enjoying 7.0 and I genuinely believe it makes the games core systems better, admittedly with some tweaking and significant improvements needed.
  12. Ah, well that's a bummer. Maybe you're experiencing the same issue that's on the known issues list? https://www.swtor.com/community/showpost.php?p=10002130&postcount=1 I see that they're doing a hotfix for the issue with hotbars. I hope that solves it for you. That's an entirely valid complaint....re-doing your hotbars is a PAIN. Personally it was working fine for me and I love it so far. I hope the fix today resolves it for you and others.
  13. Have you been saving your loadout after making the hotbar changes? Once I did that all my hotbars stayed exactly as I saved them when switching loadouts.
  14. This take is....just nuts. It's a massive improvement. I have tons of loadout slots. No more re-specing, re-doing hotbars, re-selecting utility points. They got rid of some of the skill bloat and added really neat new modifications to existing skills so you can customize what they do a bit, in many cases optimizing for single target or AoE DPS. "Literally adds nothing" is so far from accurate it simply defies logic. I absolutely love this system, it's such a massive improvement. Heck, even if you don't want a second combat style loadouts are still fantastic for managing your initial combat style. As for the people claiming misinformation...I read what they said it would do, and it's exactly what I was expecting. I'm bewildered by this entire thread.
  15. Absolutely. I literally do most solo stuff without any gear other than weapons just to add any level of challenge.
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