Jump to content

DarthEndonae

Members
  • Posts

    256
  • Joined

Reputation

25 Excellent

2 Followers

Personal Information

  • Location
    Colorado
  1. Ability tree talents are meant to be optimal when fighting against 1 of the 3 types of enemies in SWTOR. Introduce a set of 3 buttons at the top or bottom of each ability tree that automatically sets all ability tree talents to optimal choices for a given type of enemy: Normal Enemy and AoE - Sets all relevant talents to those that boost AoE and short, but powerful procs that are dependent on kill and enter/exit combat Boss Stance - Sets all relevant talents to those that offer the highest single-target sustained DPS PvP Stance - Sets all relevant talents to those that enhance survivability, control, mobility, and instantaneous burst This is a simplification for players who don't care about the deeper RPG elements and just want to focus on the combat itself. Not all choices map cleanly to a given type of enemy, so those would be omitted from these stance settings. Basically, you're giving players some nice default settings that won't necessarily be optimal, but will be a whole lot better than just picking something at random. You could even introduce an opt-out setting that automatically changes the stance to the most relevant type of enemy in a given type of encounter, so when you go to a planet or FP, you would be set to Normal Enemy and AoE. When you go to a raid, you would be set to Boss. When you enter a WZ or Arena, you would be set to PvP Stance. It would make things easier, but players would still need to know how to use the talents they're given in order to perform optimally, and not all talents are suited to all situations, so some customization would remain necessary.
  2. Can we please get some way to get double the loadout slots? I imagine this isn't a problem for a huge slice of the community, but as someone who plays practically every combat style and discipline, I do not have enough. Each discipline is designed to have 3 builds, 1 for each major type of enemy, so 3 builds per discipline x 3 disciplines x 2 combat styles = 18 unique builds. 20 is a nice, round number and gives additional flexibility, but honestly, I could make do with 15 if space is an issue. There doesn't even need to be a major redesign to the UI; you just gotta add a scroll bar, and it will look fine. Given the solid existing foundation of the ability tree system and clever build design philosophy, there shouldn't be much of a need to ever expand above 20 loadouts unless you decide to do another major combat revamp. It would also be nice if we could have a way to import and export loadouts to alts like we can with keybinds, even if we could have access to files to copy and rename like we can with UI and settings stuff. Realistically, the loadouts system needs another iteration. There is no shortcut to go directly to that tab, and it's seperately annoying to change between loadouts quickly. Tactical items also really need to be converted to an ability tree choice. Few disciplines have more than 3 viable options for all types of combat, and the rest can be treated as a reservoir of additional utilities and smaller balance levers.
  3. Linking strongholds to their "planetary" gen chat reduces the incentive to use and spend Cartel Coins decorating them. I feel chained to the Fleet strongholds on every toon because that's where groups actually form, and where trades are advertised. Gen chat is already worthless on the leveling planets. Copero might as well not have one if it's gonna be linked to a flashpoint instance. Please, link Copero, and ideally all of the other Strongholds to Fleet Gen chat. Better yet, why not greatly improve player interaction by doing a QoL redesign of the existing general chat channels and combine the barely functional ones into the content pillars: Starter + Capital Planet (pre-ship, new player-focused) Planets and Dailies (post-ship, includes all other landing zones daily areas) Story Instances (Chapters, Space Stations) Flashpoints (all FPs into one chat) Operations (all operation instances in one chat) Warzone and Arena (only writable pre and post-match, faction-agnostic) GSF (only writable pre and post-match, faction-agnostic) Strongholds and Ships (all strongholds, player ships, and guild flagships) Fleet (remains as-is) Instead of showing instance number next to each name, show the sub-location, like planet, operation, WZ, etc. People already include the instance number whenever it's relevant, but showing the precise location would be a lot more valuable, and such a thing could easily be a setting to toggle on or off, just like chat timestamps. It would also be helpful to let players /say or /yell to only the specific location to function how gen chats do now.
  4. If you have a pop-up window open while perusing the GTN, namely the Claim or Item Purchase pop-up windows, pressing Esc will close you out of the entire GTN instead of just closing the pop-up window. When I press Esc and the Claim or Item Purchase pop-up window is open, I expect it to only close out of the pop-up, not the entire GTN. It's super annoying because then I have to go and re-enter everything and find the item again. On your end, it might just be something that isn't implemented yet, but it breaks design language rules, so it qualifies as a bug in my book. Would also be nice if we could link items to the search box again. P.S. I know there's a lot of controversy around the new GTN, but I just wanna say that I think you guys, especially @JoeStramaglia, are doing a fantastic job, and the new GTN is amazing. While it did take a lot more time than anyone wanted for you guys to implement changes, I'm really impressed that in just a few short months, at least on SS, prices have already come down by an order of magnitude. I think the economy will be in a really good place once costs drop by another 10x (100x deflation total). Thank you for all your hard work and happy holidays!
  5. As of 7.4, the Character Details pop-up in the Gear tab of the Character Sheet window prevents you from equipping or unequipping gear. I'm referring to the one that shows you actual useful stats instead of the trio of damage, survivability, and support. This forces you to close and reopen the pop-up whenever you change a piece of gear, making it a lot more obnoxious to see your actual important percentages and exceptionally frustrating that it had to happen now that we just got a new tier of gear. The expected behavior is that the Details pop-up, which shows your actual stats, does not prevent you from equipping or unequipping gear, as it did prior to 7.4. Would be nice if there was a setting to make those detailed stats appear where the useless trio currently sits.
  6. We should be able to display our guild heraldry on special banner decorations! It would make the guild flagships and SHs look a whole lot more like guild headquarters, to the extent that it might be worth the extra work if there are some technical limitations. To be clear, I think we should have placable Banner decos (both Standing and Hanging versions) that import your current guild heraldry as the texture for the banner itself. It has been shown to be possible to lock decos to be player-only, so perhaps the reverse would be possible and they could be made guild-only? Otherwise, since players can have toons in multiple guilds or be unguilded, there would need to be additional checks. Guilded toons could just use the heraldry of whichever toon is selected as the owner of the individual SH where the deco is placed, and if the toon that owns the SH is unguilded, it could use some other base design, perhaps the one for Asylum if there isn't enough money to fund a new texture. If there are performance issues, perhaps they could be made to only update weekly alongside missions and conquest?
  7. There is a viability issue for Rage Juggernaut / Focus Guardian and Fury Marauder / Concentration Sentinel in many boss fights because Obliterate / Zealous Leap can act as a lethal self-root in many boss fights. I came up with a simple change to make it so that Saber Throw and Dual Saber Throw / Twin Saber Throw can apply the same proc as Obliterate / Zealous Leap. Here are my suggestions in patch note form: Rage Juggernaut / Focus Guardian Dominate / Felling Blow and Battle Cry / Momentum can now also be granted by Saber Throw in addition to Obliterate / Zealous Leap and Force Charge / Force Leap. Fury Marauder / Concentration Sentinel The Dominate / Felling Blow and Battle Cry / Momentum procs can now be granted by Dual Saber Throw / Twin Saber Throw in addition to Obliterate / Zealous Leap and Force Charge / Force Leap. Gravity Manipulation now additionally makes Dual Saber Throw / Twin Saber Throw generate 4 Fury / Centering. This change is meant to have little to no impact on maximum damage output, though it is technically a tiny buff. If you aren't familiar with the issue or want to know more, please keep reading. Full Explanation Rage Juggernaut / Focus Guardian and Fury Marauder / Concentration Sentinel have long suffered from a viability issue in PvE because Obliterate / Zealous Leap is a super important part of the rotation since it gives you an autocrit proc, and has value as a gap closer and root in PvP. However, due to its animation, Obliterate / Zealous Leap also locks you in place for an entire GCD, which can be extremely problematic in boss fights with consequential positional requirements to the extent that it eliminates these disciplines' viability in a lot of fights. Just about any fight where deadly circles can appear underneath you and detonate quickly can spell the end for a Rage/Focus/Fury/Concentration player. Combined with the rigidity of the rotations and short cooldown, players have to risk their lives or give up a bunch of DPS quite often, just to maintain their rotation. Ranged DPS have a similar challenge, but they have numerous mitigations in place so that they only lose a small amount of DPS if they have to interrupt a cast to move. Often, they only have to interrupt weaker abilities, have ways to make some of those fillers usable while moving, or have enough survivability to finish their cast and then leave. Being at range also means they have less issues to deal with in certain fights, though it makes a major difference even if you can be at 10m instead of 3m. To remedy this issue, I recommend that Saber Throw and Dual Saber Throw / Twin Saber Throw grant the Dominate / Felling Blow and Battle Cry / Momentum procs just as Obliterate / Zealous Leap and Force Charge / Force Leap currently do. Deliberately, Saber Throw and Dual Saber Throw / Twin Saber Throw do not interact with Overpower / Zyphyrian Slash or Rout / Nimble Slashes, which are the discipline passives that make most of your rotational abilities lower the cooldowns of Obliterate / Zealous Leap, Raging Burst / Focused Burst, Smash / Force Sweep, and Enrage / Combat Focus. The 30m saber throws are meant to be alternatives to Obliterate / Zealous Leap. If they were to receive a cooldown reduction like Obliterate / Zealous Leap, it would defeat the purpose of making them usable occasionally instead of every rotation cycle. This function of having the 30m saber throws as an occasional alternative is further reinforced by the fact that they are inferior to Obliterate / Zealous Leap in other ways. They don't benefit from the dedicated level 39 ability tree buff; they don't deal as much single-target damage; and players can't make sufficient use of the other discipline-specific benefits. The Dispatcher implant will remain obviously inferior for Fury Marauders / Concentration Sentinels while only providing a minor boost to AoE damage output. At the same time, the Rage / Focus generated by Saber Throw can't really be utilized by Rage Juggernauts / Focus Guardians. I also recommend increasing the base cooldown of Dual Saber Throw / Twin Saber Throw by 5s and then applying a 5s cooldown to the now invisible Force Vigor / Force Health discipline passive for Carnage Marauder / Combat Sentinel to desynchronize its cooldown for Fury / Concentration. Currently, Dual Saber Throw / Twin Saber Throw shares the same cooldown as Force Crush / Force Exhaustion, enabling it to be used every other cycle. Applying this change would fix the minor problem without introducing new ones for the other discipline.
  8. I imagine you made the requirement 4 ops because they're so ridiculously easy right now. Definitely reduce the number of ops required for the objective, but consider rebalancing SM such that you at least need some semblance of the standard composition to clear one. Fights with adds like Bestia and Draxus aren't even fun because everything dies before you can even get your heavy hitters off and you end up spending most of the fight waiting for phase transitions. Everything but bosses 4-6 in Dxun and Gods feels way too easy now, all the way up to NiM. The tuning you had at the end of 6.0 was pretty perfect. The boss damage and HP or whatever you did a few updates ago to make them easier was essential back when the max iRating was lower, but now that raiders have 340 gear, those same raids are trivial. Please don't forget to rebalance shields broken with damage either if you decide to do rebalancing too. The fact that SM is so ridiculously easy and can be cleared so quickly also ruins the Tech Frag reward balance. It should not be more lucrative for NiM raiders to run SM raids over and over and over and over again because they can be cleared in less than 20 mins. HM and NiM need to offer enough Tech Frags to be worthwhile if you can do them (like 10k frags for doing the weekly). Look to 4.0 Unassembled Components for good balance there. Finally, PLEASE consider putting GOTM HM and NiM in the same boat as R4 with respect to gearing. Gods NiM progression is just flat-out not doable without 340 gear. It's kind of insulting that you get 336 gear for beating those bosses. You don't have to spend a lot of time agonizing over it, just have each boss in HM drop a blue token for everyone and for NiM, throw in a couple of random purple tokens.
  9. An Explosive Return currently just makes it so you deal ~25k AoE damage when you return to Phase Walk. You probably don't even know it exists because it's about as garbage as you can get for a tactical. I think this tactical could be improved to the point of being viable simply by adding the effects of the now-removed Shifting Silhouette / Ethereal Entity utility that previously had the following effect: Using Phase Walk to return to your marked position grants Shifting Silhouette / Ethereal Entity, keeping you from being pulled or leapt to, making you immune to interrupts and ability activation pushback, and increasing your defense and resist chance by 30% for 10s. In addition, the cooldown of Phase Walk is reduced by 15s. Just adding that effect on its own would probably make me willing to take it in PvP for both DPS disciplines, especially Madness. However, I think there is more room for min-maxing where it would be better in PvP, but still not the best option for PvE. You could make the explosion knock enemies back, and up the base damage to something in the range of 50-75k. The longer cast would prevent it from being a single-target sustained DPS increase in PvE and offer important counterplay in PvP so you can't catch people by surprise by just plopping it down and immediately detonating it on a capture point.
  10. I want to be crystal clear up front that I think this is a bug, not a complaint about getting maps I dislike too often. Voidstar easily accounts for over half of my Warzone matches with Ancient Hypergate or some form of Huttball (though not Queshball) making a considerable majority of the remainder. Here are perceived estimates of my experience doing Warzones since 7.2: Voidstar: ~50% (at least) Huttball: ~20% (only Regular and Vandin, never Quesh) Ancient Hypergate: ~20% Other: 10% (includes Novare, Yavin, Alderaan, Odessen) My sample size isn't gigantic, only 27 matches, but I think it's enough to say my experience is unlikely to just be bad luck.
  11. I'm glad that medals are harder to obtain and not as guaranteed since it seems to be incentivizing players to try harder and actually play objectives. However, I agree that it's harder to get medals when your team is losing, even if you're playing well because it's hard to do objectives on your own. 60k in a single hit is absolutely doable for burst specs and I like that it reinforces proper gearing by making it a little bit difficult to obtain. That said, it isn't guaranteed for DoT specs. Maybe increase it to 65k and add another medal that rewards you for DoT spreading to at least 4 people with a single ability or something so that both burst and DoT specs have a unique medal.
  12. Did the dailies + heroics again, but this time with the relics from the relic hunt missions, managed to do them in just under an hour, and with Madness instead of Arsenal, both in the same gear.
  13. More feedback: I am concerned about the overall length, particularly because some double-backing is required and going through the tunnels is rather arduous, so if you do them in the wrong order, you're gonna waste a lot of time unless you bring a stealther. Heroic missions seem to incentivize going east to west while solo dailies incentivize west to east, both need to have the same flow so you don't have to double back, restructure objectives Wholesale delete the mainframe + 2 security card steps of weak links, the mission is long enough just with collecting the 3 tags deep in heroic tunnels and going to a high location. The fact that you have to go back to a specific one and then kill 2 more sets of trash once you access the console is just disrespectful to the player. Too much backtracking. The macrobinoculars part of strong links is one of my most favorite objectives in a while, but it needs to be done after the excavation site, not before and it would be nice if the antennae were a bit easier to see, maybe if they were taller Valga Jenn, the H4 mando has too much HP. It's boring to fight him after adds are dead. The jump pad at the bottom of the pump room in the Water Treatment plant (where the H4 is) doesn't work Jump pad into Water Treatment Plant is WAAAAY more efficient, swap location of data analysis console for what's in the works and the mouse droid mission so flow is reversed and jump pad only helps if you forget. Additional notes I really don't like that those relics aren't granted to your whole legacy. At least link it to obtaining the datacron or something. I've gone through the dailies on several toons and I think come up with the optimal path that has very little backtracking. Turning in Weakest Link continues to be the most ridiculous part by far. I stand behind deleting that mainframe + 2 security card section It took me about 30 mins to do just the solo dailies and 2 hours to do both the heroics and solo dailies using a path that minimizes backtracking, but doesn't have relics. Unfortunately, that means no one is gonna bother with this gorgeous new content you've worked so hard on because it takes literally twice as long as something like CZ and you don't even get a weekly out of it!
  14. I did the relic hunt missions and datacron. I'm sure a good chunk of the playerbase will enjoy them, but I am not part of that population. THEY'RE SO LONG! As for the relics themselves, I like the fact that they're passives and prefer that to the temporary abilities we got on Manaan. The Repulsor Pulse thing in particular is an interesting idea on paper, though in practice, it feels more like an inconvenient obstacle was included that only gets alleviated after you do HOURS of scavenger hunting. The relics don't seem to always apply their effects either and I really don't like that they fall off after death. There are a lot of places where you really don't want to QT on this planet so you can get locked out of them. 2 hours is also a little short too. They should persist through defeat and be infinite duration where you can just right-click them off. Other notes: Please put the daily mission board in the same room as the Relics and Reputation Vendor. It's pointless to have to go to 2 different locations to get started. Please make the daily/weekly structure match the amazing QoL improvements to dailies you made with 7.0, as in 6 solo dailies are only required for weekly, and weekly is repeatable twice. I highly recommend making heroics count x2 towards progress or give them a separate weekly. Datacrons need to be revamped to provide (tiny) percentage bonuses rather than flat stat boosts so they scale properly as we level up and get higher iRating gear. +10 Mastery is effectively nothing when our stat pool is over 16,000. Back at launch, Datacrons were a lot more consequential. I think Reputation requirements for should only be requirements to purchase them from the vendor, but everything you purchase should be unbound and consumable so players who have ground the reputation can earn credits selling items on the GTN for profit while others get a source of cosmetics without having to grind for a price that's defined by market forces.
  15. Plague Master / Teachings of Rajivari is a level 27 ability tree buff that has the following effect: Shock / Project finishes off all your directly applied periodic effects and deals their remaining damage. In addition, the cooldown on Shock / Project is increased by 12s. The ability tree buff does not work correctly with one of the DoTs, Demolish / Vanquish in 2 ways: Demolish / Vanquish deals Kinetic damage, but Shock converts it to Internal damage, resulting in as much as a 35% damage increase to the periodic portion of the ability in PvE since Internal damage ignores the damage reduction provided by armor while Kinetic damage does not. The DoT charges tracking on Demolish / Vanquish specifies 6 charges since it lasts 6s baseline and ticks once per second, but the Lingering Nightmares / Mind Warp discipline passive that's now part of Lightning Burns / Rippling Force extends the duration of Demolish / Vanquish by 3s without increasing the number of charges for Plague Master / Teachings of Rajivari tracking, so Shock / Project can only ever deal up to 6 ticks worth of Demolish damage instead of 9 (really 5 and 8 with GCD being a thing), resulting in Demolish / Vanquish dealing at least 37.5% less damage. After the 6th tick, charges are at 0 for the remaining 3 ticks. Both of these bugs can mostly cancel each other out when Shock / Project is only used immediately after applying Demolish / Vanquish since it's only a damage loss of 2.5%, but the longer it goes on, the greater the damage loss becomes and if you use Shock / Project when there are only 3s (ticks) or less left of Demolish / Vanquish, Shock / Project will just remove the DoT without dealing any damage since the charge tracking is already at 0 for those ticks. In summary, Plague Master / Teachings of Rajivari should not convert the damage type of Demolish / Vanquish and Lingering Nightmares / Mind Warp needs to increase the charge count for Demolish / Vanquish to 9 from 6 in addition to extending the duration. Also, the wording "directly applied" suggests that it doesn't work on targets that have their DoTs via DoT spread, but it does work any target that is affected by your DoTs, so that phrase is just misleading.
×
×
  • Create New...