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Fleudermaus

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  1. After killing a few hundred Black Sun on Coruscant with Fen Zeil equipped today, I can say that as of 08:34 PST on 23 Jan, 2024; this is not fixed.
  2. I have been slowly filling in previous seasons' reputation lines as I was unable to complete them during the time that the seasons were "active". Up until today this was never a problem as the drops were still available as long as the corresponding companion was equipped. Now, post 7.4 Update, this is no longer the case. Please correct this ASAP I'm certain that I'm not the only player that would like to complete these reputation lines. Thank you.
  3. Scoundrels and Vixens / Lethal Meatbags 18+ Only, Casual PvE, Social, Supportive, RP/(ERP), LGBT+ Inclusive, Daily Heroics + more Server Star Forge Language English Faction Republic & Imperial Timezone PST,MST,CST,EST,GMT-9 / Most active time We are most active between 5PM ~ 10PM Pacific Time, 7 days a week Interests Flashpoints Conquest Roleplay Social/hanging out Leveling Crafting Datacron Hunting World Bosses Dailies Heroics Achievements Active Members 8+, 1-5 during prime time Guild Level 137 Republic / 50 Imperial Guild Description Both our Republic and Imperial fleets are designed to provide a saucy look at the gritty underworld life in a galactic war, a long, long time ago in a galaxy far, far away. We provide Fleet Ships / Guild Homes with maxed XP and Reputation bonuses and rotating buffs from the fleet ships. We run Heroics and Flashpoints daily for those that want to run them with full PVE content and crafting support available. All 18+ are welcome here: all ability levels and play-styles, (solo or social), disabled, veteran, LGBT, role-players and free to play players. Perks for active members. Guild Requirements 1: We are a casual play PVE guild for adult (18+) players of all ability levels and play-styles. 2: We demand nothing of you other than you play and enjoy the game. 3: We remove inactive players after 180 days. (There are exceptions made for RL contingencies). 4: Let's leave reality in the airlock and enjoy time in a complete fantasy How to Join To join us: 1. You can send a message to fleudermaus on Discord 2. You can email fleudermaus@gmail.com 3. You can use the /who Scoundrels and Vixens to find a member on Republic side or /who Lethal Meatbags to find a member on Imperial side that can answer questions and help you join. Conquest We run Heroics and Flashpoints to fill the minor conquests weekly as we build our guild flagships. Flagship: Serenity 5/15 Rooms unlocked Serenity is the hub of our fleet and provides the max XP and Reputation boost of 15% each + rotating buffs. The Red Light Lounge is available to all members for socializing or roleplay. Flagship: Maleficient 0/15 Rooms unlocked We have maxed Experience and Reputation bonuses unlocked and are working to finish opening all the available buffs. Contact Info Discord Contact fleudermaus Discord Server Link https://discord.gg/r882HHr Ingame contact Republic side character name Tetyana Beniko@Fleudermaus / Imperial side character name Junostarr@Fleudermaus Find Guild Ingame If you are subscribed, type /who Scoundrels and Vixens Republic / /who Lethal Meatbags Imperial
  4. OK so I made a new Consular Sage for the test but upon arriving on Fleet I cannot find any Gear for Consular: There are gear NPCs for Knight and Warrior, Guardian and Juggernaut, Sentinel and Marauder but nothing for Consular. This seems a pretty glaring oversight? Or are we supposed to test the Sage from 0?
  5. 306 mods/gear are not worth the time, effort or cost of crafting. You can get 306 items simply by running flashpoints and upgrading with drops as you go. Tech fragments may also be used on fleet to fill in any gaps for 306 gear you have. All that said, the game will be changing VERY significantly in December so I wouldn't bother sinking too much into a gear build now since many current armors with set buffs will be garbage when 6.0.2 is released. All classes will be forced to make skill choices that make the current 306 gold armors obsolete.
  6. The stronghold decoration ships (Defender Corvette, XS Light freighter etc) are exactly that: decorations. You can place them on the starship layout pads but you cannot enter them. It would be convenient for RP purposes if they had the same interiors as their functional animated versions do but I don't foresee that happening.
  7. With the removal of defensive skills and the already diminished offense of Sorcs - You should simply rename the class "Flashy target that can't really hurt you ... much"
  8. I'm not a super hardcore player but I have played this game for over 8 years and I have some thoughts on the coming changes in 7.0 as I experienced them on the PTS today. Let me first answer the slate of questions posed by JackieKo. 1. It "sort of" feels like I'm playing a Jedi Guardian; it looks like a Guardian but it also feels like I'm playing end game content on a level 50 character with the gaps in abilities. If it goes live in the current iteration I won't be playing a Guardian (if I remain in SWTOR - and that is now a question). 2. The limitation of choices for skills narrows the build to a cookie cutter (meta) solution for really only 2 paths so it's a bit like putting an automobile on rails - yes you have a steering wheel but it doesn't really serve any purpose. I almost never use Blade Blitz on Live but I do use Enure and Sabre Reflect extensively. My long-developed play-style will be ended by 7.0 3. While I was able to take on and defeat the groups of mobs in the missions, it required more time and more cycles of skills that don't seem to do what they used to do. (same icons but ... not really same skills?) I did not feel like I was playing a level 75 character - and certainly not a level 80 character. For defensive solo PVE play it's probably "passable" but if you're trying to play DPS/Off-tank in Master mode or even some Vet mode Operations of Flashpoints, this set up is going to die, a LOT. Cool-downs will become a friction point if you go forward with this plan; fewer skills that don't quite do what was previously available will require much much shorter cool-downs on the skills (particularly the few DEFENSIVE skills) that remain. 4. I have to say I did not enjoy the test play. It felt like "Guardian lite". My test character could neither deal the damage of my level 75 live server Guardian nor take damage as well as my level 75 live server Guardian. In fact I would not feel comfortable running my test server Guardian in a Vet mode flashpoint queue on the live server. I have to hope that this gets very significantly re-worked or reversed entirely before going live. 5. I have to give a word of caution about table-flipping your game to "stream-line" it for prospective players that don't want to read what skills do or take the time to experiment and find out what works. CRYPTIC Games did this exact same game re-work to "streamline" and "reduce confusion" in their top 2 games Star Trek Online and Neverwinter. Both games bled off a very significant percentage of their player-base and have not recovered 2 years later. They went from averaging 7500 Steam players online in prime time to 2700 after "streamlining improvements". The venture you are here engaged in is perilous at best and I think you should consider the track record of other large games that have "streamlined" long-established skill trees. SWTOR as it exists right now on the LIVE servers is one of the best balanced multiplayer games online; changing it now after a decade of small and relatively small adjustments in such a radical way will almost certainly be destabilizing and cause the kind of class imbalances typically seen in brand new games. Now let's talk a little bit about what these changes do to crafting and specifically, armor and weapon modifications.: No-one has really touched on this yet that I've read so far, but the changes you're making will directly impact modifications for armor and weapons. It will also make some of the built-in buffs on extant Gold tier reward armors obsolete as they will boost skills no longer available to certain class builds. Players that have built up their characters with Gold tier armors with level 306 gear mods and augments will find that their gear needs re-worked to function with the skill changes on their character or that their gear set is now worthless and they need a new set of gear entirely. (For Example: some armors for Guardians boost Blade Blitz but if you pick Enure or Sabre Reflect - that armor buff is now garbage). I hope these changes are much more refined before release but my experience with other games that have streamlined their skill trees has not been good. I know it's mute to point this out now, but why make what must be a very expensive fix for a problem that doesn't exist? This solution will cause issues that you don't currently have.
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