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JarenWelen

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  1. I wouldn't even say it's about the hardest content. Even when I'm clearing trash mobs in dailies or FPs, I find it fun to mix in different abilities to keep things varied. If someone else wanted to clear content with the same 4-5 abilities, there was nothing stopping them. As you say, people could always remove abilities they thought were useless. I can honestly say that there's a use for every ability I keep on my toolbars, and very few that I don't keep on there. (Off the top of my head, I can only think of 2 across all specs/classes) I really wanted to like the changes, but I managed around 2-3 hours on PTS before I got bored. That's not what you want for a major expansion, and is why I expect to finally step away after 10+ years when 7.0 hits. I love the idea of increased difficulty, but the way it is being done is just not fun for me. I hope it is for someone else. -J
  2. I continue to be surprised at how quickly people defend poor communication. Nobody is claiming that the team should not have time off, I think the suggestion is that they could have planned and communicated better. It might just be a US thing. In the UK, even if we are off for a few days, we let people know that we are going to be away and when we will be returning. If something "needs" to happen while we are away, we do it before we leave or set a reasonable expectation of when it will be done. E.g. if a message needs to go out, we send it before we go on holiday, schedule it to be released on a certain day, or tell people when they can expect it. Even a simple message written in a few minutes before signing off for Christmas can make such a difference. "Hi all, we're signing off now until xth January. We know that x needs to be done and will do it when we return." I don't really care about the events page being updated late (we got used to that a long time ago), I just think it's a shame that communication and setting expectations still seem to be an afterthought. -J
  3. Based on past experiences, the launch usually is the public testing...
  4. I don't think you will be, you'll just need to meet the alignment requirement if you want to.
  5. I'd say the opposite, they're just being rebranded as Combat Styles. All skills/passives currently on the Base Class (e.g. Force Leap) would have to move to the Advanced Classes. So the Advanced Class is all that matters in terms of gameplay. I wrote this in another thread, re--posting here:
  6. Here's my understanding: Your character has a Base Class and an Advanced Class. Base Class: (e.g. Jedi Knight / Jedi Consular / Bounty Hunter / Agent) This determines your story, your companions, your ship, and other narrative-driven factors about your character. You select this at character creation and this does not change. You have no abilities tied to the Base Class. Advanced Class: (e.g. Juggernaut / Sorceror / Mercenary) This determines your abilities, weapons, disciplines, and other gameplay factors. If you have a Tech-based Base Class, you can switch between any of the Tech-based Advanced Classes. If you have a Force-based Base Class, you can switch between any of the Force-based Advanced Classes (but alignment matters). All of your abilities are tied to the Advanced Class. Example: You create a Bounty Hunter (Operative) - Base Class (Advanced Class). You are now playing the Bounty Hunter story, starting on Hutta. All of your gameplay is as an Operative, using a rifle, Shiv, etc. You respec your Advanced Class. You are now a Bounty Hunter (Mercenary). You are still playing the Bounty Hunter story, but are now using the Mercenary gameplay. You don't get to keep the Operative roll, you won't be mixing Operative shivs and PT flamethrowers, etc. It's just a decoupling of Advanced Classes from Base Classes.
  7. If I understand correctly, we won't have healing Powertechs and Juggs. I'm going to use the format Base Class (Advanced Class). If you have a Bounty Hunter (Powertech) who respecs to a Bounty Hunter (Mercenary) or Bounty Hunter (Operative) to select the healing discipline, they'll cease to be a Powertech. You will still be playing the Bounty Hunter story and using the Bounty Hunter ship/companions, but you're no longer a Powertech. I agree, it's weird. Again, this is just not going to happen – it won't be a mix-and-match. You won't be picking Vengeance as Marauder, you'll need to respec to Juggernaut. From then on, you're playing a Juggernaut with Juggernaut abilities, defensives, animations, etc. It won't matter that you used to be a Marauder. If you then respec to Sorceror, you lose all your Juggernaut abilities and you are now just playing a Sorceror.
  8. Pretty much this, I think some people have hyped this up and are in for a disappointment. It would likely be a huge amount of work to create new animations to use different weapons for each ability. E.g. creating animations for each Mercenary ability for single pistol, rifle, sniper rifle, and assault cannon. Then doing that again for each other Advanced Class. We have asked for that for a long time, and it would still be great to see, but sadly I don't see it happening.If I'm wrong and they have the resources to do that, then fantastic! The stream might have set expectations a little high for what in practice is likely to be 1) allowing Advanced Class respecs and 2) unlocking more Advanced Classes for each Base Class. And, as you say, that could feel a little weird. That said, I won't feel forced to use the feature, and I'm sure it will be a convenience for many people. I know that not everyone enjoys their army of alts as much as I do.
  9. In short: no. Trooper is your Base Class which determines factors such as your story, ship, and companions. If you select the Commando Advanced Class, you'll be using the Commando weapons, abilities and disciplines. There won't be an option to choose Marksmanship as a Trooper-Commando. If you want to play Marksmanship, you'll have to respec your Advanced Class to Sniper, so that you become a Trooper-Sniper. You will still be following the Trooper story, but your gameplay is the Sniper. You won't have access to a Commando's defensive cooldowns or abilities, there's not mixing and matching. For all intents and purposes, you're playing as a Sniper with the Trooper story.
  10. A lot of people have commented that they can't wait to see Operatives with assault cannons, Powertechs with rifles, Guardians shooting lightning, etc. Realistically that's not going to happen. From what I can tell, we're going to have a split between the Base Class (Jedi Knight, Bounty Hunter, Imperial Agent, etc.) which determines your character's story, and the Advanced Class which determines the gameplay. Example: Imperial Agent Commando – a character following the Imperial Agent storyline, but with all of the abilities and disciplines of the Commando Advanced Class. You won't be rolling around with an assault cannon and stabbing people in an Operative/Commando hybrid – there's not a mix-and-match. Agent is for the story, Commando is for the gameplay. Note that the devs commented on having a Trooper dual-welding (Rex), or a Bounty Hunter using a rifle (Din) – there is a clear distinction between the Bounty Hunter as a Base Class and the Mercenary/PT Advanced Classes. That means that your Bounty Hunter (Base) could be a Vanguard (Advanced) – sure you can use a rifle, but it would mean using the VG animations. So a Jedi Knight using lightning – yes, we'll see that with Jedi Knight using the Sorceror combat style. But a Guardian using lightning mixed in with their other abilities – I strongly doubt it. This is just opening up the possibility to respec between multiple Advanced Classes. That's not a bad thing, but I do worry that some people are getting their hopes up a bit much. Of course, I'm happy to be wrong. Perhaps there will be more flexibility with weapon cosmetics, but with the amount of animation that would be needed to re-work all AC's abilities to play with each type of weapon, I would be very surprised.
  11. Remember that you can track the POs, which will show your progress on the objectives. In this case, you would have been able to see that the progress did not advance after the first daily and save yourself doing the others. Tracking is really helpful for seeing "under the hood" of some objectives. E.g. yesterday I had the Outer Rim Heroics PO, which stated that I needed to do heroics on Belsavis. When I tracked it, I could see that Tatooine and Rishi (I think?) heroics were also valid. I did one Tatooine heroic, saw that the progress had advanced, and that gave me some confidence that Tatooine heroics would count - they did, and it was an easy day. Of course, that doesn't excuse the poor quality control that has gone into producing these POs, but it goes some way to saving ourselves some wasted time. -J
  12. The chest is Cunning Statesman: https://torf.mmo-fashion.com/cunning-statesman/ Hands/legs/boots are from other sets that I recognise but couldn't name off the top of my head. (To help you search next time: I found a similar armour set, saw it was categorised as "Robes", and searched by Robes: https://torf.mmo-fashion.com/category/database/appearance-database/by-slot/chest/robes/page/2/ ) -J
  13. I appreciate that the rationale behind Jaleit Nall is to make subscriber rewards available for those who missed out on them. However, it is disappointing to see how little incentive to participate is offered to subscribers who have supported the game for a long period of time and already earned these rewards.
  14. I appreciate that there are good intentions here. And yes, communication from the dev team is unfortunately so rare that it does carry significant meaning when it happens. So, "communication means a lot; we will communicate less so that gold posts are more meaningful" is a bizarre take on the problem. "Communication means a lot; we will endeavour to communicate more frequently" is the response that we have been hoping to see acted upon for a long, long, long time. Gold posts do not need to always be important updates about the game, or even carry a huge amount of meaning. They do not need to say what is being worked on, address concerns, or make sweeping declarations about the state of the game. They can simply show that members of the SWTOR team are present, listening, and are part of this community, and inject a small amount of transparency that we sorely need. Again, I appreciate that this was a well-intentioned move, but I do think it is the wrong one. All the best, -J
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