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Aikura

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  1. Well said. I’m fully behind Willpower boosting saber damage for these classes. Sages’/Sorcs’ saber attacks will never really compete with their force abilities, so those only focused on playing a class to its maximum utility will not re-add these abilities to their quickbars. But the proposed change is not for them, and that’s not what it’s about. It’s about reclaiming a little bit of immersion and Jedi/Sith awesomeness for these classes, RPing, inching closer to lore, and using that damn glowstick for SOMETHING even if it’s just to finish off the occasional mob.
  2. This is particularly frustrating for me as I want to be able to fight without my companion. Because dialogue cutscenes cancel 'dismiss', the only way to get rid of your companion for any length of time is to send them on long gathering missions. Now that doesn't work either. Looking forward to a fix.
  3. I also deliberately waited, as I was pretty sure there would be bugs. As I'm in no rush at all to move, I'm still feeling like that was the smart thing to do. I think I'll wait a little beyond 2.2.1 too...
  4. Yes. More easily, I'd venture, than the forum community can resist devolving into paranoid hysteria without even a trigger.
  5. I feel for you. Sadly, there is sometimes a real failure of imagination when it comes to strategy and tactics in this game, emanating in particular from the “X or you’re doing it wrong” crowd. Some of those people might really know their stuff, but I’m not sure that makes it any less of a failure. Other times, they may not, but are still stuck in their ways. There can be a tendency to just want to run the FP and get the loot at the end, and it makes people averse to experimentation, or entertaining the idea that there might be alternative approaches. Now, if you are going your own way and the group is really carrying you, and they are trying to politely explain that you are doing something stupid, that’s a different story. I’m like you and I’m willing to usually go along with an assertive player rather than force a tired argument, even if their tactics seem whacky. But I also always try to be conscious of the fact that they may also know something I don’t. So yeah, in PUGs I have sometimes been told what to do in various roles, sometimes even before the start line, and sometimes by players who didn’t really know as much as they thought they knew. It was kind of obvious/annoying/patronising at times, but I recognise also that it’s probably better to be on the same page before you start.
  6. Lots to be excited about! BUT why no update or mention of (insert trivial, irrelevant non-issue that, despite my posting about it every other day and it being addressed by the devs elsewhere, I simply couldn't pass up the opportunity to post it again here)?
  7. Many of the responses against the OP’s statement that xp gain is excessive come from players with whole platoons already at the level cap, with comments like “How can you stand doing only those quests for the 5th time?” Well, what about the first four times? What about players who are experiencing the core content for the first time? What about players with different playstyles who aren’t merely set on levelling every class to the cap and then sitting around on fleet? /hyperbole Don’t get me wrong, to each her own, and if your playstyle requires you to race to the end game before you can “start playing”, then more power to you. As branmakmuffin said, everyone is different. But it is a curiosity to me, even kind of backwards, that the game should be engineered to that end. I believe the xp gain is excessive. To those who cannot grasp why this is a problem, being overlevelled degrades the game experience by: a) diminishing the level of challenge; and b) diminishing the sense of reward. I’ve seen quite a few of these threads now, and a host of helpful suggestions varying from “just do the gray quests, what are you complaining about” to “just equip low-level gear/dismiss you companion/deliberately play badly, what are you complaining about”. While those suggestions may achieve the end of being able to experience the content and still (technically) have a challenging game, it’s counter-intuitive to what makes playing a game fun. It actually takes the basics of gaming and flips them on their heads: typically, you spend time, effort and thought on improving your character to keep pace with the difficulty curve of the game. This tickles the reward centres in the brain and may be interpreted as ‘fun’. You’re instead asking us to spend time, effort and thought on handicapping our characters so that the difficulty curve keeps pace with us. See why it seems backwards? TL;DR: The game should be balanced so that players are always creatively seeking an edge to progress faster, rather than having to dream up ways to handicap their characters to progress slower and keep pace with the difficulty curve. Best suggestion I’ve seen: Give xp consumables a major boost for those who want to play that way, and ditch the double xp weekends and other imposed bonuses.
  8. I'm pretty sure there is an option B.
  9. Gault lacks something critical that Zenith has in spades: motivation. My credits are on Zenith to take this one out.
  10. At least being able to vendor trash them for paltry credits would be okay. Deleting them feels so wasteful, but I'm already always overlevelled!
  11. Yes, something to solve the naming issue would be great.
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