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Stariessaber

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    Star Wars
  1. The Galactic Season 6 Objective "Anarchy in Paradise" (in week 2 of the season 6) is showing 15 Underworld Syndicate Plans as a reward instead of 8 Blueprint Fragments. I tried completing this Objective on Darth Malgus and received 15 Underworld Syndicate Plans instead of 8 Blueprint Fragments.
  2. I know the Character interface is a WIP (Work in Progress). However, if does have some issues, especially while levelling your character. With the loadouts tab there is a rename and copy options but no update/save feature. As your current loadout isn’t updating as you progress. This is workable, if you are only using the default ability tree choices, but annoying if are choosing non default ability tree options. To work around this, you need to rename your current loadout for it to update. With the combat style tab, if it could give you some sort of warning when you select a combat style and or disciplines to say this will reset your ability tree and interface would be helpful. A suggestion to help with this is, if you have previously saved a Loadout for that combat style or discipline it will update to the previous used loadout you used for that Combat style and or discipline.
  3. A few things that could use some work on for the class abilities and the ability tree. Firstly, with the Distraction ability at level 31, having a core ability like this at level makes 31 is a bit too high. If /when you encounter something like Strong, Elite and Champion NPCs (who don't have the immune to interrupts buff) for content like story bosses, heroics, flashpoints and even warzones. This should be a core ability from level 1. If this is not feasible then looking at something like level 10 when you really can start doing content like heroics would be more appropriate. Secondly, no Combat revives for DPS (with heals as an off spec). Although was only doing solo content on the PTS. Removing this ability from DPS specs I can see being a huge issue on the live servers, especially in groups with no healers like Veteran Flashpoints. Even in groups with healers doing challenging content like Master Mode Operations, Uprisings, and Flashpoints. As what happens if the healer has gone down no one can revive them in a critical situation which can make or break the fight. Most likely it will end up in a wipe. If you do not wish to return this ability then maybe having the ability to change spec mid fight could be an answer, but would be even more complicated to implement and could have other negative implications. Lastly with the abilities tab, I know this is a WIP (Work in Progress) as a suggestion separating out the passives from the active abilities would be really helpful. One way of doing this is for example is having an Active and Passives tab pop up when once you have selected Operative in the dropdown.
  4. A few things that could use some work on for the class abilities and the ability tree. Firstly, with Thrill of the Hunt, being in a tier with other option is very questionable. Having something like the Allows Unload, Blazing Bolts and Progressive Scan to be activated while moving should really be in a standalone level tier. Since this ability is essential for all specs and in all circumstances PVP, PVE from levelling to end game content. Secondly, with the Disabling Shot ability at level 31, having a core ability like this at level makes 31 is a bit too high. If /when you encounter something like Strong, Elite and Champion NPCs (who don't have the immune to interrupts buff) for content like story bosses, heroics, flashpoints and even warzones. This should be a core ability from level 1. If this is not feasible then looking at something like level 10 when you really can start doing content like heroics would be more appropriate. Thirdly, issues while levelling. During the first 20 levels was basically using the same ability (Missile Blast) over and over while (apart from the occasional Rapid Shots). While the other abilities were either a bit pointless and or underwhelming. Other levelling issue is the ability drops, (Especially around level 23), spacing these out more (except for the core starting out abilities) rather than getting them delivered in one level period would make the game feel more fluid Fourthly no Combat revives for DPS (with heals as an off spec). Although was only doing solo content on the PTS. Removing this ability from DPS specs I can see being a huge issue on the live servers, especially in groups with no healers like Veteran Flashpoints. Even in groups with healers doing challenging content like Master Mode Operations, Uprisings, and Flashpoints. As what happens if the healer has gone down no one can revive them in a critical situation which can make or break the fight. Most likely it will end up in a wipe. If you do not wish to return this ability then maybe having the ability to change spec mid fight could be an answer, but would be even more complicated to implement and could have other negative implications. Lastly with the abilities tab, I know this is a WIP (Work in Progress) as a suggestion separating out the passives from the active abilities would be really helpful. One way of doing this is for example is having an Active and Passives tab pop up when once you have selected Mercenary in the dropdown.
  5. A few things that could use some work on for the class abilities and the ability tree. Firstly, with Force Mobility, being in a tier with other option is very questionable. Having something like Thundering Blast, Innervate and Force Leech may be activated while moving should really be in a standalone level tier. Since this ability is essential for all specs and in all circumstances PVP, PVE from levelling to end game content. Secondly, with the Jolt ability at level 31, having a core ability like this at level makes 31 is a bit too high. If /when you encounter something like Strong, Elite and Champion NPCs (who don't have the immune to interrupts buff) for content like story bosses, heroics, flashpoints and even warzones. This should be a core ability from level 1. If this is not feasible then looking at something like level 10 when you really can start doing content like heroics would be more appropriate. Thirdly, no Combat revives for DPS (with heals as an off spec). Although was only doing solo content on the PTS. Removing this ability from DPS specs I can see being a huge issue on the live servers, especially in groups with no healers like Veteran Flashpoints. Even in groups with healers doing challenging content like Master Mode Operations, Uprisings, and Flashpoints. As what happens if the healer has gone down no one can revive them in a critical situation which can make or break the fight. Most likely it will end up in a wipe. If you do not wish to return this ability then maybe having the ability to change spec mid fight could be an answer, but would be even more complicated to implement and could have other negative implications. Lastly with the abilities tab, I know this is a WIP (Work in Progress) as a suggestion separating out the passives from the active abilities would be really helpful. One way of doing this is for example is having an Active and Passives tab pop up when once you have selected sorcerer in the dropdown.
  6. A few things that could use some work on for the class abilities and the ability tree. Firstly, with Calculated Pursuit, being in a tier with other option is very questionable. Having something like the ability to exit cover and allow snipe and Lethal Shot to be activated while moving should really be in a standalone level tier. Since this ability is essential for all specs and in all circumstances PVP, PVE from levelling to end game content. Secondly, with the Distraction ability at level 31, having a core ability like this at level makes 31 is a bit too high. If /when you encounter something like Strong, Elite and Champion NPCs (who don't have the immune to interrupts buff) for content like story bosses, heroics, flashpoints and even warzones. This should be a core ability from level 1. If this is not feasible then looking at something like level 10 when you really can start doing content like heroics would be more appropriate. Some general comments on the sniper/gunslinger class/combat style. While over the past few years the game has moved from being able to attack on the spot to being very movement intensive. The sniper/gunslinger class/combat style does feel like it is overdue for an overhaul (The Marksmanship/Sharpshooter spec/discipline especially). One of the reasons for suggesting an overhaul is that the core of the class was designed for being a fixed position class/combat style (yes it has had some abilities added to help with movement) but feels very clunky especially for new and casual players. Lastly with the abilities tab, I know this is a WIP (Work in Progress) as a suggestion separating out the passives from the active abilities would be really helpful. One way of doing this is for example is having an Active and Passives tab pop up when once you have selected sniper in the dropdown.
  7. On the PTS, Playing the trooper story on Makeb, but in the Operative, Lethality combat style. Completed the Quest Planetary Surgery which the quest reward is a main hand weapon, but received the Fractured Mender's Blaster Pistol instead of a blaster rifle. Currently my trooper is in Operative Lethality combat style, but my first combat style I chose was Mercenary Arsenal (so may be why I received a blaster pistol, but should of receive a blaster rifle). After completing Makeb have gone to Illum and my trooper is just doing the Illum storyline and encountered another wrong weapon issue. Completed the Quest Armada on my Trooper in Operative Combat style on Illum and received a main hand Blaster pistol called Crystaline Targeter's Blaster Pistol instead of a blaster rifle. Looks like this might not just be a main hand weapon issue. Just completed the quest The Jedi Temple on Illum on the trooper in Operative, Lethality combat style and have a choice of either a Crystaline Targeter's Shotgun or a Crystaline Targeter's Offhand Blaster. Since in an Operative combat style should have had a Vibroknifes as an options for rewards.
  8. Like most people here I have to agree with the delivery of abilities being not great, I created a Trooper with a Mercenary, Arsenal combat style, for the first 20 levels was basically using just missile bast. The abilities later on seem to be coming out in batches, would be better to spread these out more evenly. an example is moving something like disabling shot in the earlier stages would be helpful, especially on boss fights during your class story and for elites when doing heroics. Another issue is the being blocked from doing content meant for you level range like Veteran Flashpoints and solo content (like heroics and solo flashpoints). The blocking for the selected weekly content is really having an effect on slowing leveling and gearing (while leveling) too (as not everyone wants to do all the story, planet and planetary bonus content for every planet) Also, can you please let people share their class buffs with other players
  9. Got to admit I am not a huge fan of this weekly rotating flashpoints. (Also, this is an issue with solo content like heroics and solo flashpoints too). As a suggestion why not: In Activities under Group add some tabs for Weekly bonuses/Galactic Seasons content and another for All content (then do something similar the solo tab) Is very frustrating and feels very unnecessary. Especially when leveling and not to be able to do content that was generally made for your level range or if you want to do content in chronological order. Another suggestion would be why not highlight the bonuses content for the week. While still having access to other content.
  10. Created trooper using a Mercenary combat style, Character has just hit level 16 At the moment using a fresh new legacy on PTS. So far leveling feels ok (am using the boost received from quests) Do see an issue with Rail shot (which you receive at level 15) not being able to be trigger. As the only other abilities you have are: Rapid shots, Missile Blast, Kolto shot. As Rail shot requires the target to be either incapacitated or suffering from periodic damage none of these other alibies are able to do this except missile blast on standard or week targets knocks them to the ground. Which even for this is not triggering. If you could either or adjust it so that knocking the target to the ground counts as an incapacitated or add a passive periodic damage to either Missile blast and or Power shot. Another option could be to remove the trigger. As at the moment the ability is unfortunately useless.
  11. Played imperial side on a lightening Sorcerer, with a Deception Assassin, Bodyguard Mercenary and companion. Due to some issues with companions brought in another player who was another Deception Assassin How do you feel about the boss balance? 1st Boss encounter felt OK, 2nd Boss encounter: encountered an issue with companion, after taking down the target they were focused on for (tank/dps stance companion (range or melee companions)) they would disengage and launch towards the wall boss. Even in tank stance after using grapple on mobs, once first target was taken down, they would ignore the other trash they grappled and leap straight on the boss). This also issue also happened with companions on healer stance with the healer companion jumping to the boss, which also caused an issue of being out of range of you and the group if you were on at the processor cores at the opposite end of the wall the boss was on. (Note wanted to mention this as could be a serious issue for Story/solo mode). Trash in this fight also felt very imbalanced, some felt like they belonged in Story/solo mode as went down fairly quickly, while others of the same type of trash could take several hits before going down. Mechanics for the fight did feel like there were more meant for Master Mode content. So lessening the spawn of the some AOE bombs/rockets would be helpful along with some koltos being closer to the processor cores. As a full DPS group on Veteran mode would struggle on this fight, especially for new players. Also once the fight was over you still stayed in combat once the boss was defeated. Of note during the fight when you were on the wall on the right-hand side of the boss, standing near the processor cores, the titles of the trash would disappear, and at times become unable to be targeted. Not sure if this area counts as a boss fight but the area with the 3 champion droids, koltos and reactivating of droids seemed ok. 3rd/ Final Boss encounter: for ranged seemed fine, melee players in the group had issues with the boss jumping into the Bosses AOE and were not able to attack or limited in abilities to attack the boss. How do you feel about the trash balance? Outside the boss encounters felt fine, on the second boss encounter trash felt like there were very imbalanced. Some of them being easier to kill then others when they were of the same type and quality. Are you experiencing any functionality issues? If so, please explain in detail. After the first boss encounter and on the way to the second did encounter a section where walking through a passage way the droids that spawned after they were defeated, they would then respawn. So you had to run out of the area to a section with another trash mob take those and the trash following you down to stop this cycle. Another issue was the broken stone path to the final boss, the trash kept respawning after you killed them especially if one of the party members was a bit behind or had died and was making their way back up. Once the trash was killed you were kept in combat so couldn’t replenish you own health. Also the trash if pushed off the edge at times didn’t die. Are there any friction points that hinder your progress? Second boss encounter needs some work, as whipped a few times. Also had issues with companions, as mentioned in boss encounters balance. That and the trash mobs respawning as previously mentioned can hinder your progress. Also with the broken stone path if you pushed the trash off the edge sometimes they didn't die. Are the objectives clear and easily understandable? Mostly this is ok. The parts going from the arrival area to the first and second boss feel like you are running around in circles an example of this is like finding the sections with the walls to click on to open the door to the second boss. Was also easy to miss the 3 Champion droid encounter, with having to find all the artifacts to click on especially with the final one being after the area in which the encounter takes place. How does the pacing of combat feel? Second boss encounter was the main issue here, trash in the fight was unbalanced, mechanics felt more like were meant for master mode. That and melee players in the group had issues with the boss jumping into the Bosses AOE and were not able to attack or limited in abilities to attack the boss. Please give us details on your experience with the stone stair segment where you need to traverse a tight path with enemies and other area dangers. With the stone stair segment, (note: as it is PTS I do acknowledge that then content and context maybe missing. Once in live game the story may address this issue) giving an honest opinion this part felt like it was just added in just to drag out the time spent in the flashpoint. Other issues with this section are: Not being able to get out of combat in this section was annoying, especially to replenish your health. The AOE seemed a bit excessive and over powered and the trash felt a bit pointless. For some general advice/opinion for this section: Would have been better to of had arrive at this area, use grapple, once on the other side, go into a cutscene with a zooming out of the mountain to show the scale of the task ahead. At the ending of the cutscene you arrive at the last spot to grapple to, jump over to the final grapple point and make you way to the next section.
  12. Yeah having the same issue. Was on Darth Malgus when it crashed. If you can't log back into game try and exit game, give it a minute or two and then should be able to get back on to Star Forge and or Satele Shan. But yeah still can't log on to any of the EU servers and having the issue of The Leviathan and now Tulak Hord being greyed out.
  13. I do have a question for people who have previously obtained an additional quickbar, will they also receive this additional qucikbar? So for example Preferred currently have four, then have purchased an additional one so now have 5, will this addition mean they will have six. Also what will happen with existing purchases medical probes and quick travel passes after once these changes are implemented?
  14. Not sure if this has already been asked, but with the inclusion of Amplifiers and tactical items what type of effect will this also have on content like GSF and space missions etc?
  15. Since there is a focus on legacy gearing, is there any though on having things like legacy Earpieces, implants and relics. These (earpieces and implants) have been available in the past like the companion legacy items that was available for Shadow of Revan expansion. You also can get some legacy relics (lower rated ones) through the Rakghoul event vendors. As apart from tanks all classes are using the serendipitous assault and focused retribution, it would make scene to include these. Another option could be the have crafted legacy relics or maybe even craft shell relics. You could add crystals, armor, mods and enhancements. Then have a extra slot for a set bonus that you can craft an item for or purchase it from an end game gear vendor But I do understand you want to pace out the gearing process of the game.
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