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ImNotASWFanboy

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  1. Is that because it's tied to your legacy normally? May well be that it works normally on live but on PTS it may not have your legacy rank etc. to determine if you get multiple class buff passives.
  2. Are you playing one of the six classes they've put new builds out for? So Guardian, Sentinel, Operative, Sniper, Assassin, or Sorcerer? If you're not playing any of those then that may be why you can't see anything.
  3. Similar to everyone else's comments, only place where I could get scaling to work was in story mode flashpoints. I would say from my initial experiences of 3 runs last night that I felt powerful even when scaled down to the appropriate level, but it's a little harder to gauge because the enemies in some of those flashpoints are weaker or less dense than in the veteran / master mode versions. I imagine it will feel broadly the same to how level scaling currently feels on live at level 75. Were there things that you tweaked in this iteration like damage multipliers or anything? I don't have much of a frame of reference currently, from memory I was able to steamroll through story mode flashpoints previously anyway. Maybe I feel slightly more powerful now but that could also be a result of the new passives giving additional burst. I still managed to die once, so I suppose that's a good sign that you can't completely switch off and not pay attention to your health in these modes at level 80. Requires more testing and/or a fix for planets to scale accordingly, but I'm not put off by my initial experiences.
  4. Spinning Kick / Spike is an ability you can choose, alongside Overload and another buff that I don't remember being very appealing. For tank spec it's staying as it currently is, but it is being built into Maul or Leeching Strike, when used from stealth, for DPS specs and also doesn't last quite as long.
  5. Want to second the votes for Force Slow being an optional ability over either of Overload or Overcharge Saber... it's really not got any use outside of PvP. Those slow abilities in general for the other classes feel like they should be options since not all players will have a need for them, meanwhile they're being asked to opt out of abilities that ARE useful in all content. I don't really understand the philosophy in these types of choices, other than if you want to reduce the utility available to classes. But anyway... The changes to Hatred are really nice. I'm having a blast. There's so much burst available. Although at the moment, I've only tested in story mode flashpoints, so I've yet to see whether those choices have a big enough impact in 'endgame' content. For mobbing however, and any kind of solo content, it will be great and probably preferred over Deception because of the huge AoE buff from 2 Death Field charges. I've messed around with Deception and Darkness less, but they also feel okay overall. I would implore you to take on board the feedback mentioned by others in the thread about some of the baseline abilities. There really is no need for PvE players to be stuck with an ability like Force Slow, while simultaneously having to opt in or out of some buffs and defensive abilities that are relevant in all content.
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