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Changes to Gearing in 7.0 from PTS Feedback


BryantWood

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Hey Community!

 

I want to start this post with a huge thank you to everyone who participated on PTS and gave their input and feedback surrounding the 7.0 gearing system in our feedback thread. We appreciate your passion to make SWTOR the best it can be!. We want to share with you adjustments we’ve made based on your feedback after clarifying some misconceptions.

 

Clarification: Weekly Repeatable Missions

 

Let’s clear up some confusion we’ve seen regarding Weekly Missions in 7.0. We previously announced a change where Weekly Missions will reset their progress when the reset time has been reached. To ensure players are still able to complete their Weekly Missions in a reasonable time we have made 2 additional adjustments to go alongside this first change.

  1. The requirements for key Weekly Missions have been reduced.
  2. Some Weekly Missions can now be completed 3x per week for rewards instead of 1x per week.

As players have noticed, some Weekly Missions on PTS have already been changed so they can be completed 3x.

 

These changes have been applied to the following Missions:

  • Flashpoint Weekly Missions
    • [WEEKLY] Galactic Conflicts
    • [WEEKLY] Veteran Flashpoints

    [*]Operations Weekly Missions (Story mode only)

    • [WEEKLY] The Dread Fortress (Story)
    • [WEEKLY] The Dread Palace (Story)
    • [WEEKLY] The Nature Of Progress (Story)
    • [WEEKLY] Eternity Vault (Story)
    • [WEEKLY] Explosive Conflict (Story)
    • [WEEKLY] Gods From The Machine (Story)
    • [WEEKLY] Karagga's Palace (Story)
    • [WEEKLY] The Ravagers (Story)
    • [WEEKLY] Scum And Villainy (Story)
    • [WEEKLY] Temple of Sacrifice (Story)
    • [WEEKLY] Terror From Beyond (Story)

    [*]Uprising Weekly Missions

    • [WEEKLY] Master Uprisings
    • [WEEKLY] Veteran Uprisings
    • [WEEKLY] Story Uprisings

    [*][WEEKLY] Searching for Allies

    [*]Heroic Weekly Missions

    [*]Daily Area Weekly Missions

    [*]PvP Weekly Missions

    • [WEEKLY] Conspicuous Valor
    • [WEEKLY] The Spoils of War
    • [WEEKLY] Go Berserk!
    • [WEEKLY] Time for Pain!
    • [WEEKLY] Galactic Starfighter

Finally, we've seen concerns that the progress reset could occur when players are on the turn-in step of missions that require interacting with a drop box to complete. These have all been converted to complete automatically so a physical turn-in is no longer required. Please note that any turn-ins that require a conversation or interaction with an NPC will remain as-is.

 

Clarification: Heroic Missions

 

We have seen a misunderstanding that players will no longer have the ability to complete the Heroic Missions they want to run, and wanted to talk about this with you all. Part of the 7.0 gearing design is to encourage players to spread around the galaxy by rewarding only certain activities each week.

 

We want to clarify that with this system, any activities that aren’t being encouraged will still be available, and will still be rewarded. At any time players will be able to access the Heroic Missions terminal on the fleet or travel to a planet’s mission dropbox to access the Heroic Mission of their choice, complete their Heroic, and receive their rewards. What will be changing week by week is which Heroic area gives bonus rewards for completion.

 

 

Adjustments to Gearing

 

After reading through and analyzing your feedback, we will be making the following adjustments which you will see live at 7.0

 

Legendary Missions

 

We will be adjusting the amount of charge gained from PvP activities so that all PvP related activities give 10 charges per match. (Previous values were 4 charge for Unranked matches, 7 charge for Solo Ranked matches, and 10 charge for Group Ranked matches)

 

Role in Need

 

We have slightly increased the rewards for Role in Need to make them more enticing and also encourage players to swap roles:

  • 2 Processed Isotope Stabilizer
  • 50 Tech Fragments
  • 5 Medals of Commendation
  • 5 Aquatic Resource Matrix (up from 3)

 

Galactic Starfighter

 

Rewards for Starfighter weren’t equal to rewards from other modes of PvP so we have increased the rewards from GSF to be closer to PvP rewards.

  • GSF Losses now reward 50 Tech Fragments (up from 0)
  • GSF Wins now have a chance to grant a Legendary Ember (previously no chance)
  • The GSF Weekly Mission will now reward 1000 Tech Fragments (up from 720)
  • The GSF Daily Mission will now reward 150 Tech Fragments (up from 120)

 

PvP Gearing Costs

 

PvP gear upgrades required too high amounts of Medal of Commendation and Aquatic Resource Matrixes so these values have been reduced. We have also increased the amount of Aquatic Resource Matrices (ARMs) rewarded from PvP Weekly Missions.

  • Unranked Weekly Missions now reward 8 ARMs (up from 2)
  • Solo Ranked and GSF Weekly Missions now reward 10 ARMs (up from 3)
  • Group Ranked Weekly Missions now reward 12 ARMs (up from 4)

 

Tech Fragments

 

To compensate for the amount of Tech Fragments players used to receive from Deconstruction, we have increased the amount of Tech Fragments reward from various activities:

  • Conquest:
    • Personal Reward increased to 250 (up from 100)

    [*]Group Finder:

    • Master FP Daily increased to 150
    • Master FP Repeatable increased to 50
    • Veteran FP Daily increased to 125
    • Veteran FP Repeatable increased to 40
    • Story OP Daily increased to 175
    • Story OP Repeatable increased to 60
    • Veteran Uprisings Daily increased to 75
    • Veteran Uprisings Repeatable increased to 75

    [*]Chapters (does not include Chapter IX: The Alliance)

    • Story Chapter completion increased to 10
    • Veteran Chapter completion increased to 20
    • Master Chapter completion increased to 30

    [*]Heroics:

    • Heroic mission Completion now grants 10 Tech Fragments (up from 0)

    [*]Daily Areas:

    • Daily Area mission completion now grants 10 Tech Fragments (up from 0)

 

Obtaining Gear at 320

 

When obtaining gear at Item Rating 320 from Flashpoints and Operations it was possible for players to begin receiving duplicate items before having acquired all pieces at Item Rating 320. We have adjusted these drops so players should no longer receive duplicate gear if any of their equipment slots has a piece of gear below 320.

 

Defeating Bosses

 

The reduction of gear dropping from bosses has left them feeling less exciting when killed. We have adjusted the distribution of currency and gear on bosses to retain some of that excitement.

Defeating a boss in Flashpoints or Operations will now always reward a piece of gear. This gear will be equal item rating to a randomly chosen piece of gear the player has equipped. In addition, the boss may drop bonus currency (Decurion Stabilizers for Flashpoints, Hazardous Catalysts for Operations) when defeated.

 

Gear Drops for Solo Players

 

Players on the Conquest Gear track currently have no way to obtain direct gear drops, which would make gearing alt character more difficult than we intended. To alleviate this issue we have created a new Noble Decurion Distribution Crate. This crate will reward the player 1 piece of Noble Decurion gear, at an equal item random to a randomly chosen piece of equipped gear.

This crate will be rewarded on the Weekly Missions for Heroic and Daily Areas.

 

Story Flashpoint Rewards

 

Story Flashpoint Missions will now offer the player a choice between 3 Medals of Commendation or 3 Decurion Isotope Stabilizers for completion.

Bosses in Story Flashpoints will still drop Decurion Isotope Stabilizers.

 

Gear Stat Adjustments

 

We have made some changes to stats offered by gear in order to give players a better experience and to open up more opportunities to customize your build. For most players, if you continue to follow the named set for your Combat Style you should see better performance for your class.

 

As a reminder, these are the suggested sets for your Combat Style Discipline

  • Targeter’s Gear
    • Marksman
    • Engineering
    • Virulence
    • Concealment
    • Lethality
    • Sharpshooter
    • Saboteur
    • Dirty Fighting
    • Scrapper
    • Ruffian

     

    [*]Mender’s Gear

    • Medicine
    • Sawbones

    [*]Boltblaster’s Gear

    • Pyrotech
    • Advanced Prototype
    • Arsenal
    • Innovative Ordnance
    • Plasmatech
    • Tactics
    • Gunnery
    • Assault Specialist

    [*]Med-Tech’s Gear

    • Bodyguard
    • Combat Medic

    [*]Demolisher’s Gear

    • Shield Tech
    • Shield Specialist

    [*]Force-Lord’s Gear

    • Deception
    • Hatred
    • Lightning
    • Madness
    • Infiltration
    • Serenity
    • Telekinetics
    • Balance

    [*]Force-Healer’s Gear

    • Corruption
    • Seer

    [*]Duelist’s Gear

    • Darkness
    • Kinetic Combat

    [*]Pummeler’s Gear

    • Vengeance
    • Rage
    • Annihilation
    • Carnage
    • Fury
    • Vigilance
    • Focus
    • Watchman
    • Combat
    • Concentration

    [*]Bulwark’s Gear

    • Immortal
    • Defence

 

Advanced Gearing: Customizing Your Build

 

For players who want greater control over their builds, we are varying the distribution of tertiary stats across different gear pieces

 

What does that mean?

 

For example: The head piece from the Targeter’s set will have Accuracy as a stat while the head piece from the Mender’s set will contain Crit as a stat. This allows players to equip pieces of gear from other sets in order to adjust their stats as desired. For these players we have included a table showing which gear slots align with which stats below.

 

  • Targeter’s:
    • Chest - Alacrity
    • Feet - Accuracy
    • Hands - Alacrity
    • Head - Accuracy
    • Legs - Crit

     

    [*]Mender's:

    • Chest - Crit
    • Feet - Alacrity
    • Hands - Alacrity
    • Head - Crit
    • Legs - Alacrity

     

    [*]Boltblaster's:

    • Chest - Accuracy
    • Feet - Alacrity
    • Hands - Crit
    • Head - Alacrity
    • Legs - Accuracy

     

    [*]Med-Tech's:

    • Chest - Alacrity
    • Feet - Crit
    • Hands - Crit
    • Head - Alacrity
    • Legs - Crit

     

    [*]Demolisher's:

    • Chest - Shield
    • Feet - Shield
    • Hands - Shield
    • Head - Absorb
    • Legs - Absorb

     

    [*]Force-Lord's:

    • Chest - Accuracy
    • Feet - Alacrity
    • Hands - Crit
    • Head - Accuracy
    • Legs - Alacrity

     

    [*]Force-Healer's:

    • Chest - Crit
    • Feet - Crit
    • Hands - Alacrity
    • Head - Crit
    • Legs - Alacrity

     

    [*]Duelist's:

    • Chest - Absorb
    • Feet - Absorb
    • Hands - Absorb
    • Head - Shield
    • Legs - Shield

     

    [*]Pummeler's:

    • Chest - Alacrity
    • Feet - Crit
    • Hands - Accuracy
    • Head - Alacrity
    • Legs - Accuracy

     

    [*]Bulwark's:

    • Chest - Absorb
    • Feet - Shield
    • Hands - Shield
    • Head - Shield
    • Legs - Absorb

Waist and Wrist pieces are not listed as those pieces do not contain the relevant stats.

 

Wrapping it up: Thank you!

 

We will continue watching your feedback to identify any improvements to the gearing system. Thank you again to everyone who has tested the 7.0 gearing on the PTS and provided feedback, as well as an early thank you to those who will be playing the Legacy of the Sith expansion when it arrives. We’re excited to bring this expansion to you all, and can’t wait to enjoy it with you!

 

EDIT: PTS will be brought down on January 28th as communicated earlier. There will not be another phase of PTS.

Edited by JackieKo
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Clarification: Heroic Missions

 

We have seen a misunderstanding that players will no longer have the ability to complete the Heroic Missions they want to run, and wanted to talk about this with you all. Part of the 7.0 gearing design is to encourage players to spread around the galaxy by rewarding only certain activities each week.

 

We want to clarify that with this system, any activities that aren’t being encouraged will still be available, and will still be rewarded. At any time players will be able to access the Heroic Missions terminal on the fleet or travel to a planet’s mission dropbox to access the Heroic Mission of their choice, complete their Heroic, and receive their rewards. What will be changing week by week is which Heroic area gives bonus rewards for completion.

 

Just want to put a little PSA/asterisk here as observed from the PTS. My hangup with these changes wasn't about heroic missions, it was about daily area weeklies. The bold and outlined bit above is, at least on the current PTS build, not true for that content. If you want to do the Ossus daily area, for example, and it's not highlighted, the weekly and its associated Conquest objective are not present. It's not a matter of less rewards, they're just not there period. Losing the weeklies for these daily areas, and especially the conquest points they offer, makes those daily areas significantly less rewarding. You can still play the daily missions themselves, but I genuinely don't know anybody that runs daily missions on a planet when they've already done the weekly.

 

If this has changed since the PTS, that'd be good to know, but since your post clarifies heroic missions specifically, I'm assuming it's not changing.

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Galactic Starfighter

 

Rewards for Starfighter weren’t equal to rewards from other modes of PvP so we have increased the rewards from GSF to be closer to PvP rewards.

  • GSF Losses now reward 50 Tech Fragments (up from 0)
  • GSF Wins now have a chance to grant a Legendary Ember (previously no chance)
  • The GSF Weekly Mission will now reward 1000 Tech Fragments (up from 720)
  • The GSF Daily Mission will now reward 150 Tech Fragments (up from 120)

 

I know some of us had concerns about this. Thanks for keeping us in mind. The changes to weeklies are appreciated too.

 

Advanced Gearing: Customizing Your Build

 

For players who want greater control over their builds, we are varying the distribution of tertiary stats across different gear pieces

 

This is less encouraging, though. Just let us mod our gear the way we have for forever. There's less than no need to go this route.

Edited by DakhathKilrathi
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Hi Bryant! Thanks for the update.

 

While the buff to Boss Drops is appreciated, please consider giving PvP players Aquatic Resource Matrix rewards so they don't feel forced to grind PvE for upgrades.

 

Also, there's a concern with weapon slots. Since weapons (and legendary implants, but those start at 326) are what distinguish combat styles, the player is heavily enocuraged to stay on the same combat style for optimal gearing until they reach their desired rating (326 for most players), and duplicates for that slot will not yield weapons for most other combat styles. Please make Main Hand and Off Hand gear significantly less costly to upgrade over other slots, so players have more freedom to transfer their gear to alts of other combat styles and make the grind less grindy.

Edited by Eli_Porter
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Two questions/hopes:

 

  • Many Flashpoints have bonus bosses. Could there be/will there be perks to taking them doing given the extra work they require to unlock/encounter?
  • Any chance there could be a timed-run mechanic and reward for defeating every mob in a Flashpoint? A lot of times, players just want to skip as much trash as possible to get through the Flashpoint as fast as possible. I'd like to be rewarded for finding all enemies in every nook and cranny (as fast as possible). :)

 

Looking forward to 7.0

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The reduction of gear dropping from bosses has left them feeling less exciting when killed. We have adjusted the distribution of currency and gear on bosses to retain some of that excitement.

Defeating a boss in Flashpoints or Operations will now always reward a piece of gear. This gear will be equal item rating to a randomly chosen piece of gear the player has equipped. In addition, the boss may drop bonus currency (Decurion Stabilizers for Flashpoints, Hazardous Catalysts for Operations) when defeated.

 

Could you please elaborate on this? If a player has 330 legendary implants slotted, and the "chosen piece of gear" is an Implant, will the drop be 330 or the maximum item rating possible for the content? (i.e 322 in SM Ops)

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Small improvements to the grind aspect, but overall this is exactly the same convulted mess it's been from start and all of the core issues players had were left untouched. So yeah I guess thanks to listening to 5% of the feedback, the most important 95% remains ignored.
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Hey Community!

 

I want to start this post with a huge thank you to everyone who participated on PTS and gave their input and feedback surrounding the 7.0 gearing system in our feedback thread. We appreciate your passion to make SWTOR the best it can be!. We want to share with you adjustments we’ve made based on your feedback after clarifying some misconceptions.

 

Clarification: Weekly Repeatable Missions

 

Let’s clear up some confusion we’ve seen regarding Weekly Missions in 7.0. We previously announced a change where Weekly Missions will reset their progress when the reset time has been reached. To ensure players are still able to complete their Weekly Missions in a reasonable time we have made 2 additional adjustments to go alongside this first change.

  1. The requirements for key Weekly Missions have been reduced.
  2. Some Weekly Missions can now be completed 3x per week for rewards instead of 1x per week.

As players have noticed, some Weekly Missions on PTS have already been changed so they can be completed 3x and with the next PTS this will now be visible directly on the UI.

 

These changes have been applied to the following Missions:

  • Flashpoint Weekly Missions
    • [WEEKLY] Galactic Conflicts
    • [WEEKLY] Veteran Flashpoints

    [*]Operations Weekly Missions (Story mode only)

    • [WEEKLY] The Dread Fortress (Story)
    • [WEEKLY] The Dread Palace (Story)
    • [WEEKLY] The Nature Of Progress (Story)
    • [WEEKLY] Eternity Vault (Story)
    • [WEEKLY] Explosive Conflict (Story)
    • [WEEKLY] Gods From The Machine (Story)
    • [WEEKLY] Karagga's Palace (Story)
    • [WEEKLY] The Ravagers (Story)
    • [WEEKLY] Scum And Villainy (Story)
    • [WEEKLY] Temple of Sacrifice (Story)
    • [WEEKLY] Terror From Beyond (Story)

    [*]Uprising Weekly Missions

    • [WEEKLY] Master Uprisings
    • [WEEKLY] Veteran Uprisings
    • [WEEKLY] Story Uprisings

    [*][WEEKLY] Searching for Allies

    [*]Heroic Weekly Missions

    [*]Daily Area Weekly Missions

    [*]PvP Weekly Missions

    • [WEEKLY] Conspicuous Valor
    • [WEEKLY] The Spoils of War
    • [WEEKLY] Go Berserk!
    • [WEEKLY] Time for Pain!
    • [WEEKLY] Galactic Starfighter

Finally, we've seen concerns that the progress reset could occur when players are on the turn-in step of missions that require interacting with a drop box to complete. These have all been converted to complete automatically so a physical turn-in is no longer required. Please note that any turn-ins that require a conversation or interaction with an NPC will remain as-is.

 

Clarification: Heroic Missions

 

We have seen a misunderstanding that players will no longer have the ability to complete the Heroic Missions they want to run, and wanted to talk about this with you all. Part of the 7.0 gearing design is to encourage players to spread around the galaxy by rewarding only certain activities each week.

 

We want to clarify that with this system, any activities that aren’t being encouraged will still be available, and will still be rewarded. At any time players will be able to access the Heroic Missions terminal on the fleet or travel to a planet’s mission dropbox to access the Heroic Mission of their choice, complete their Heroic, and receive their rewards. What will be changing week by week is which Heroic area gives bonus rewards for completion.

 

 

Adjustments to Gearing

 

After reading through and analyzing your feedback, we will be making the following adjustments which you will see live at 7.0

 

Legendary Missions

 

We will be adjusting the amount of charge gained from PvP activities so that all PvP related activities give 10 charges per match. (Previous values were 4 charge for Unranked matches, 7 charge for Solo Ranked matches, and 10 charge for Group Ranked matches)

 

Role in Need

 

We have slightly increased the rewards for Role in Need to make them more enticing and also encourage players to swap roles:

  • 2 Processed Isotope Stabilizer
  • 50 Tech Fragments
  • 5 Medals of Commendation
  • 5 Aquatic Resource Matrix (up from 3)

 

Galactic Starfighter

 

Rewards for Starfighter weren’t equal to rewards from other modes of PvP so we have increased the rewards from GSF to be closer to PvP rewards.

  • GSF Losses now reward 50 Tech Fragments (up from 0)
  • GSF Wins now have a chance to grant a Legendary Ember (previously no chance)
  • The GSF Weekly Mission will now reward 1000 Tech Fragments (up from 720)
  • The GSF Daily Mission will now reward 150 Tech Fragments (up from 120)

 

PvP Gearing Costs

 

PvP gear upgrades required too high amounts of Medal of Commendation and Aquatic Resource Matrixes so these values have been reduced. We have also increased the amount of Aquatic Resource Matrices (ARMs) rewarded from PvP Weekly Missions.

  • Unranked Weekly Missions now reward 8 ARMs (up from 2)
  • Solo Ranked and GSF Weekly Missions now reward 10 ARMs (up from 3)
  • Group Ranked Weekly Missions now reward 12 ARMs (up from 4)

 

Tech Fragments

 

To compensate for the amount of Tech Fragments players used to receive from Deconstruction, we have increased the amount of Tech Fragments reward from various activities:

  • Conquest:
    • Personal Reward increased to 250 (up from 100)

    [*]Group Finder:

    • Master FP Daily increased to 150
    • Master FP Repeatable increased to 50
    • Veteran FP Daily increased to 125
    • Veteran FP Repeatable increased to 40
    • Story OP Daily increased to 175
    • Story OP Repeatable increased to 60
    • Veteran Uprisings Daily increased to 75
    • Veteran Uprisings Repeatable increased to 75

    [*]Chapters (does not include Chapter IX: The Alliance)

    • Story Chapter completion increased to 10
    • Veteran Chapter completion increased to 20
    • Master Chapter completion increased to 30

    [*]Heroics:

    • Heroic mission Completion now grants 10 Tech Fragments (up from 0)

    [*]Daily Areas:

    • Daily Area mission completion now grants 10 Tech Fragments (up from 0)

 

Obtaining Gear at 320

 

When obtaining gear at Item Rating 320 from Flashpoints and Operations it was possible for players to begin receiving duplicate items before having acquired all pieces at Item Rating 320. We have adjusted these drops so players should no longer receive duplicate gear if any of their equipment slots has a piece of gear below 320.

 

Defeating Bosses

 

The reduction of gear dropping from bosses has left them feeling less exciting when killed. We have adjusted the distribution of currency and gear on bosses to retain some of that excitement.

Defeating a boss in Flashpoints or Operations will now always reward a piece of gear. This gear will be equal item rating to a randomly chosen piece of gear the player has equipped. In addition, the boss may drop bonus currency (Decurion Stabilizers for Flashpoints, Hazardous Catalysts for Operations) when defeated.

 

Gear Drops for Solo Players

 

Players on the Conquest Gear track currently have no way to obtain direct gear drops, which would make gearing alt character more difficult than we intended. To alleviate this issue we have created a new Noble Decurion Distribution Crate. This crate will reward the player 1 piece of Noble Decurion gear, at an equal item random to a randomly chosen piece of equipped gear.

This crate will be rewarded on the Weekly Missions for Heroic and Daily Areas.

 

Story Flashpoint Rewards

 

Story Flashpoint Missions will now offer the player a choice between 3 Medals of Commendation or 3 Decurion Isotope Stabilizers for completion.

Bosses in Story Flashpoints will still drop Decurion Isotope Stabilizers.

 

Gear Stat Adjustments

 

We have made some changes to stats offered by gear in order to give players a better experience and to open up more opportunities to customize your build. For most players, if you continue to follow the named set for your Combat Style you should see better performance for your class.

 

As a reminder, these are the suggested sets for your Combat Style Discipline

  • Targeter’s Gear
    • Marksman
    • Engineering
    • Virulence
    • Concealment
    • Lethality
    • Sharpshooter
    • Saboteur
    • Dirty Fighting
    • Scrapper
    • Ruffian

     

    [*]Mender’s Gear

    • Medicine
    • Sawbones

    [*]Boltblaster’s Gear

    • Pyrotech
    • Advanced Prototype
    • Arsenal
    • Innovative Ordnance
    • Plasmatech
    • Tactics
    • Gunnery
    • Assault Specialist

    [*]Med-Tech’s Gear

    • Bodyguard
    • Combat Medic

    [*]Demolisher’s Gear

    • Shield Tech
    • Shield Specialist

    [*]Force-Lord’s Gear

    • Deception
    • Hatred
    • Lightning
    • Madness
    • Infiltration
    • Serenity
    • Telekinetics
    • Balance

    [*]Force-Healer’s Gear

    • Corruption
    • Seer

    [*]Duelist’s Gear

    • Darkness
    • Kinetic Combat

    [*]Pummeler’s Gear

    • Vengeance
    • Rage
    • Annihilation
    • Carnage
    • Fury
    • Vigilance
    • Focus
    • Watchman
    • Combat
    • Concentration

    [*]Bulwark’s Gear

    • Immortal
    • Defence

 

Advanced Gearing: Customizing Your Build

 

For players who want greater control over their builds, we are varying the distribution of tertiary stats across different gear pieces

 

What does that mean?

 

For example: The head piece from the Targeter’s set will have Accuracy as a stat while the head piece from the Mender’s set will contain Crit as a stat. This allows players to equip pieces of gear from other sets in order to adjust their stats as desired. For these players we have included a table showing which gear slots align with which stats below.

 

  • Targeter’s:
    • Chest - Alacrity
    • Feet - Accuracy
    • Hands - Alacrity
    • Head - Accuracy
    • Legs - Crit

     

    [*]Mender's:

    • Chest - Crit
    • Feet - Alacrity
    • Hands - Alacrity
    • Head - Crit
    • Legs - Alacrity

     

    [*]Boltblaster's:

    • Chest - Accuracy
    • Feet - Alacrity
    • Hands - Crit
    • Head - Alacrity
    • Legs - Accuracy

     

    [*]Med-Tech's:

    • Chest - Alacrity
    • Feet - Crit
    • Hands - Crit
    • Head - Alacrity
    • Legs - Crit

     

    [*]Demolisher's:

    • Chest - Shield
    • Feet - Shield
    • Hands - Shield
    • Head - Absorb
    • Legs - Absorb

     

    [*]Force-Lord's:

    • Chest - Accuracy
    • Feet - Alacrity
    • Hands - Crit
    • Head - Accuracy
    • Legs - Alacrity

     

    [*]Force-Healer's:

    • Chest - Crit
    • Feet - Crit
    • Hands - Alacrity
    • Head - Crit
    • Legs - Alacrity

     

    [*]Duelist's:

    • Chest - Absorb
    • Feet - Absorb
    • Hands - Absorb
    • Head - Shield
    • Legs - Shield

     

    [*]Pummeler's:

    • Chest - Alacrity
    • Feet - Crit
    • Hands - Accuracy
    • Head - Alacrity
    • Legs - Accuracy

     

    [*]Bulwark's:

    • Chest - Absorb
    • Feet - Shield
    • Hands - Shield
    • Head - Shield
    • Legs - Absorb

Waist and Wrist pieces are not listed as those pieces do not contain the relevant stats.

 

Wrapping it up: Thank you!

 

We will continue watching your feedback to identify any improvements to the gearing system. Thank you again to everyone who has tested the 7.0 gearing on the PTS and provided feedback, as well as an early thank you to those who will be playing the Legacy of the Sith expansion when it arrives. We’re excited to bring this expansion to you all, and can’t wait to enjoy it with you!

 

It would seem after all of that feedback you guys still didn’t listen to the most important part about gearing. The part that is going to make people unsubscribe from the game in disgust.

 

DO NOT REMOVE MODDABLE GEAR AND ONLY MAKE IT AVAILABLE FOR OPERATIONS PLAYERS IN 7.1.

Extra static gear to choose from isn’t a fix for not having moddable gear.

 

Also what happens with weapons and you’re recent announcement that weapons won’t be in outfitter for in 7.0?? (And maybe not even in 7.1 if you can’t get it to work). By removing moddable gear, you are basically removing our ability to use our cartel market weapons.

 

You also didn’t listen about resetting the pvp weekly win requirement to finish it before it resets. What happens when the matchmaking puts you on teams of players who dont play to win?? But instead put you on teams of people who only care what their DPS or healing or Protection numbers were all match (scoreboard epreening). They don’t care if they lose and they don’t play the objectives. It’s not our fault we get put on those teams and can’t win enough matches to complete the weeklies in the time frame you are now artificially restricting us to.

And what about solo players? Is it there fault they keep getting put against premade sides that are just there to ROFLSTOMP pugs because the matchmaking system is broken.

It doesn’t matter if you reduce the amount of matches required and make the weekly repeatable if you can’t win those matches. So either get rid of the win requirement or the reset requirement or both.

 

You guys at BioWare haven’t really “listened” to the feedback we’ve given you. You may have read the words, but you’ve not understood the situation or the problems. I don’t know if that’s because you don’t play the game enough or you’re all too arrogant to ask for clarification or you just don’t give a rats what players want from the game WE PAY FOR.

 

The one thing the whole community has overwhelming said needs to change has been ignored. Nobody likes the idea of static gear. Everyone has told you repeatedly across multiple threads in all forms of social media. DONT TAKE AWAY THE MODDABLE GEAR. So why have you ignored the one thing players have said is a deal breaker and will make a bunch unsubscribe and piss everyone else off. Do you not care what we as PAYING customers want?? Do you not care if we all unsubscribe and you have no jobs??

 

Not that I expect an answer to any of my questions, but it sure would help to understand why you ignore overwhelming player feedback and always double down on bad ideas.

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The different set stats seems like an overly complicated system just to avoid using moddable gear, but it's better than nothing.

 

My question though - can we switch from one piece type to another when we upgrade? For example from a pummeler to a mender's chestpiece if we decide that we like those stats better.

 

I suppose it's hard to see how the gear is if we can't see it before it goes live anyway. I can't imagine that an operative would really need different stats than a knight for dps...

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Interesting. I feel like you made some positive changes and then out of left field you bump it up to 10 types of gear with mixed stats? This seems to add more needless complexity to a system that was supposed to minimize RNG and complexity.

 

I'm happy to see some of these changes, although I would have liked to have seen more areas tweaked for better currency gain or should I say a tastier carrot.

 

Big plus on adding in a way to obtain gear from conquest players at their current item rating. I was a bit worried that they would have to farm a new set from scratch for every character.

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Just want to put a little PSA/asterisk here as observed from the PTS. My hangup with these changes wasn't about heroic missions, it was about daily area weeklies. The bold and outlined bit above is, at least on the current PTS build, not true for that content. If you want to do the Ossus daily area, for example, and it's not highlighted, the weekly and its associated Conquest objective are not present.

 

Working as intended. The weekly mission itself is not content, it's just a reward for completing content/missions.

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How about giving us moddable Main Hands with 7.0 release since the Weapon stamp won't go live with 7.0? All those fancy Cartel Market weapons going to be useless with 7.0 release. Personally none moddable gear to start is a joke anyway, but this is just gonna force people to play with LAME weapons.

Hey Community!

 

I want to start this post with a huge thank you to everyone who participated on PTS and gave their input and feedback surrounding the 7.0 gearing system in our feedback thread. We appreciate your passion to make SWTOR the best it can be!. We want to share with you adjustments we’ve made based on your feedback after clarifying some misconceptions.

 

Clarification: Weekly Repeatable Missions

 

Let’s clear up some confusion we’ve seen regarding Weekly Missions in 7.0. We previously announced a change where Weekly Missions will reset their progress when the reset time has been reached. To ensure players are still able to complete their Weekly Missions in a reasonable time we have made 2 additional adjustments to go alongside this first change.

  1. The requirements for key Weekly Missions have been reduced.
  2. Some Weekly Missions can now be completed 3x per week for rewards instead of 1x per week.

As players have noticed, some Weekly Missions on PTS have already been changed so they can be completed 3x and with the next PTS this will now be visible directly on the UI.

 

These changes have been applied to the following Missions:

  • Flashpoint Weekly Missions
    • [WEEKLY] Galactic Conflicts
    • [WEEKLY] Veteran Flashpoints

    [*]Operations Weekly Missions (Story mode only)

    • [WEEKLY] The Dread Fortress (Story)
    • [WEEKLY] The Dread Palace (Story)
    • [WEEKLY] The Nature Of Progress (Story)
    • [WEEKLY] Eternity Vault (Story)
    • [WEEKLY] Explosive Conflict (Story)
    • [WEEKLY] Gods From The Machine (Story)
    • [WEEKLY] Karagga's Palace (Story)
    • [WEEKLY] The Ravagers (Story)
    • [WEEKLY] Scum And Villainy (Story)
    • [WEEKLY] Temple of Sacrifice (Story)
    • [WEEKLY] Terror From Beyond (Story)

    [*]Uprising Weekly Missions

    • [WEEKLY] Master Uprisings
    • [WEEKLY] Veteran Uprisings
    • [WEEKLY] Story Uprisings

    [*][WEEKLY] Searching for Allies

    [*]Heroic Weekly Missions

    [*]Daily Area Weekly Missions

    [*]PvP Weekly Missions

    • [WEEKLY] Conspicuous Valor
    • [WEEKLY] The Spoils of War
    • [WEEKLY] Go Berserk!
    • [WEEKLY] Time for Pain!
    • [WEEKLY] Galactic Starfighter

Finally, we've seen concerns that the progress reset could occur when players are on the turn-in step of missions that require interacting with a drop box to complete. These have all been converted to complete automatically so a physical turn-in is no longer required. Please note that any turn-ins that require a conversation or interaction with an NPC will remain as-is.

 

Clarification: Heroic Missions

 

We have seen a misunderstanding that players will no longer have the ability to complete the Heroic Missions they want to run, and wanted to talk about this with you all. Part of the 7.0 gearing design is to encourage players to spread around the galaxy by rewarding only certain activities each week.

 

We want to clarify that with this system, any activities that aren’t being encouraged will still be available, and will still be rewarded. At any time players will be able to access the Heroic Missions terminal on the fleet or travel to a planet’s mission dropbox to access the Heroic Mission of their choice, complete their Heroic, and receive their rewards. What will be changing week by week is which Heroic area gives bonus rewards for completion.

 

 

Adjustments to Gearing

 

After reading through and analyzing your feedback, we will be making the following adjustments which you will see live at 7.0

 

Legendary Missions

 

We will be adjusting the amount of charge gained from PvP activities so that all PvP related activities give 10 charges per match. (Previous values were 4 charge for Unranked matches, 7 charge for Solo Ranked matches, and 10 charge for Group Ranked matches)

 

Role in Need

 

We have slightly increased the rewards for Role in Need to make them more enticing and also encourage players to swap roles:

  • 2 Processed Isotope Stabilizer
  • 50 Tech Fragments
  • 5 Medals of Commendation
  • 5 Aquatic Resource Matrix (up from 3)

 

Galactic Starfighter

 

Rewards for Starfighter weren’t equal to rewards from other modes of PvP so we have increased the rewards from GSF to be closer to PvP rewards.

  • GSF Losses now reward 50 Tech Fragments (up from 0)
  • GSF Wins now have a chance to grant a Legendary Ember (previously no chance)
  • The GSF Weekly Mission will now reward 1000 Tech Fragments (up from 720)
  • The GSF Daily Mission will now reward 150 Tech Fragments (up from 120)

 

PvP Gearing Costs

 

PvP gear upgrades required too high amounts of Medal of Commendation and Aquatic Resource Matrixes so these values have been reduced. We have also increased the amount of Aquatic Resource Matrices (ARMs) rewarded from PvP Weekly Missions.

  • Unranked Weekly Missions now reward 8 ARMs (up from 2)
  • Solo Ranked and GSF Weekly Missions now reward 10 ARMs (up from 3)
  • Group Ranked Weekly Missions now reward 12 ARMs (up from 4)

 

Tech Fragments

 

To compensate for the amount of Tech Fragments players used to receive from Deconstruction, we have increased the amount of Tech Fragments reward from various activities:

  • Conquest:
    • Personal Reward increased to 250 (up from 100)

    [*]Group Finder:

    • Master FP Daily increased to 150
    • Master FP Repeatable increased to 50
    • Veteran FP Daily increased to 125
    • Veteran FP Repeatable increased to 40
    • Story OP Daily increased to 175
    • Story OP Repeatable increased to 60
    • Veteran Uprisings Daily increased to 75
    • Veteran Uprisings Repeatable increased to 75

    [*]Chapters (does not include Chapter IX: The Alliance)

    • Story Chapter completion increased to 10
    • Veteran Chapter completion increased to 20
    • Master Chapter completion increased to 30

    [*]Heroics:

    • Heroic mission Completion now grants 10 Tech Fragments (up from 0)

    [*]Daily Areas:

    • Daily Area mission completion now grants 10 Tech Fragments (up from 0)

 

Obtaining Gear at 320

 

When obtaining gear at Item Rating 320 from Flashpoints and Operations it was possible for players to begin receiving duplicate items before having acquired all pieces at Item Rating 320. We have adjusted these drops so players should no longer receive duplicate gear if any of their equipment slots has a piece of gear below 320.

 

Defeating Bosses

 

The reduction of gear dropping from bosses has left them feeling less exciting when killed. We have adjusted the distribution of currency and gear on bosses to retain some of that excitement.

Defeating a boss in Flashpoints or Operations will now always reward a piece of gear. This gear will be equal item rating to a randomly chosen piece of gear the player has equipped. In addition, the boss may drop bonus currency (Decurion Stabilizers for Flashpoints, Hazardous Catalysts for Operations) when defeated.

 

Gear Drops for Solo Players

 

Players on the Conquest Gear track currently have no way to obtain direct gear drops, which would make gearing alt character more difficult than we intended. To alleviate this issue we have created a new Noble Decurion Distribution Crate. This crate will reward the player 1 piece of Noble Decurion gear, at an equal item random to a randomly chosen piece of equipped gear.

This crate will be rewarded on the Weekly Missions for Heroic and Daily Areas.

 

Story Flashpoint Rewards

 

Story Flashpoint Missions will now offer the player a choice between 3 Medals of Commendation or 3 Decurion Isotope Stabilizers for completion.

Bosses in Story Flashpoints will still drop Decurion Isotope Stabilizers.

 

Gear Stat Adjustments

 

We have made some changes to stats offered by gear in order to give players a better experience and to open up more opportunities to customize your build. For most players, if you continue to follow the named set for your Combat Style you should see better performance for your class.

 

As a reminder, these are the suggested sets for your Combat Style Discipline

  • Targeter’s Gear
    • Marksman
    • Engineering
    • Virulence
    • Concealment
    • Lethality
    • Sharpshooter
    • Saboteur
    • Dirty Fighting
    • Scrapper
    • Ruffian

     

    [*]Mender’s Gear

    • Medicine
    • Sawbones

    [*]Boltblaster’s Gear

    • Pyrotech
    • Advanced Prototype
    • Arsenal
    • Innovative Ordnance
    • Plasmatech
    • Tactics
    • Gunnery
    • Assault Specialist

    [*]Med-Tech’s Gear

    • Bodyguard
    • Combat Medic

    [*]Demolisher’s Gear

    • Shield Tech
    • Shield Specialist

    [*]Force-Lord’s Gear

    • Deception
    • Hatred
    • Lightning
    • Madness
    • Infiltration
    • Serenity
    • Telekinetics
    • Balance

    [*]Force-Healer’s Gear

    • Corruption
    • Seer

    [*]Duelist’s Gear

    • Darkness
    • Kinetic Combat

    [*]Pummeler’s Gear

    • Vengeance
    • Rage
    • Annihilation
    • Carnage
    • Fury
    • Vigilance
    • Focus
    • Watchman
    • Combat
    • Concentration

    [*]Bulwark’s Gear

    • Immortal
    • Defence

 

Advanced Gearing: Customizing Your Build

 

For players who want greater control over their builds, we are varying the distribution of tertiary stats across different gear pieces

 

What does that mean?

 

For example: The head piece from the Targeter’s set will have Accuracy as a stat while the head piece from the Mender’s set will contain Crit as a stat. This allows players to equip pieces of gear from other sets in order to adjust their stats as desired. For these players we have included a table showing which gear slots align with which stats below.

 

  • Targeter’s:
    • Chest - Alacrity
    • Feet - Accuracy
    • Hands - Alacrity
    • Head - Accuracy
    • Legs - Crit

     

    [*]Mender's:

    • Chest - Crit
    • Feet - Alacrity
    • Hands - Alacrity
    • Head - Crit
    • Legs - Alacrity

     

    [*]Boltblaster's:

    • Chest - Accuracy
    • Feet - Alacrity
    • Hands - Crit
    • Head - Alacrity
    • Legs - Accuracy

     

    [*]Med-Tech's:

    • Chest - Alacrity
    • Feet - Crit
    • Hands - Crit
    • Head - Alacrity
    • Legs - Crit

     

    [*]Demolisher's:

    • Chest - Shield
    • Feet - Shield
    • Hands - Shield
    • Head - Absorb
    • Legs - Absorb

     

    [*]Force-Lord's:

    • Chest - Accuracy
    • Feet - Alacrity
    • Hands - Crit
    • Head - Accuracy
    • Legs - Alacrity

     

    [*]Force-Healer's:

    • Chest - Crit
    • Feet - Crit
    • Hands - Alacrity
    • Head - Crit
    • Legs - Alacrity

     

    [*]Duelist's:

    • Chest - Absorb
    • Feet - Absorb
    • Hands - Absorb
    • Head - Shield
    • Legs - Shield

     

    [*]Pummeler's:

    • Chest - Alacrity
    • Feet - Crit
    • Hands - Accuracy
    • Head - Alacrity
    • Legs - Accuracy

     

    [*]Bulwark's:

    • Chest - Absorb
    • Feet - Shield
    • Hands - Shield
    • Head - Shield
    • Legs - Absorb

Waist and Wrist pieces are not listed as those pieces do not contain the relevant stats.

 

Wrapping it up: Thank you!

 

We will continue watching your feedback to identify any improvements to the gearing system. Thank you again to everyone who has tested the 7.0 gearing on the PTS and provided feedback, as well as an early thank you to those who will be playing the Legacy of the Sith expansion when it arrives. We’re excited to bring this expansion to you all, and can’t wait to enjoy it with you!

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The different set stats seems like an overly complicated system just to avoid using moddable gear, but it's better than nothing.

 

My question though - can we switch from one piece type to another when we upgrade? For example from a pummeler to a mender's chestpiece if we decide that we like those stats better.

 

I suppose it's hard to see how the gear is if we can't see it before it goes live anyway. I can't imagine that an operative would really need different stats than a knight for dps...

 

100% guarantee you won’t be able to do that.

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How about giving us moddable Main Hands with 7.0 release since the Weapon stamp won't go live with 7.0? All those fancy Cartel Market weapons going to be useless with 7.0 release. Personally none moddable gear to start is a joke anyway, but this is just gonna force people to play with LAME weapons.

 

Or unsubscribe till they fix it so ALL gear is moddable again.

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Working as intended. The weekly mission itself is not content, it's just a reward for completing content/missions.

 

I'm fully aware this is working as intended, I'm criticizing that intention. As for it not being "content", frankly, I don't care. However you make the distinction, losing the rewards tied to the weeklies (both in Conquest and otherwise) is my issue, whether or not the weekly itself is "content". They could have made a separate weekly mission as a wrapper that would be what shows up in the activity finder while leaving the original weekly missions alone (to be picked up on their respective planet's terminal or via the Conquest window), but they chose to make this system that cuts out rewards for this content if it's not highlighted that week, and that's what I take issue with.

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Or unsubscribe till they fix it so ALL gear is moddable again.

 

If I unsubscribed every time I didn't like an aspect of the game, I'd never be around to play, and thankfully there's more to this game than just gearing. I hate the graphics on Tython. Unsubcribe! I hate that I don't have SSRs in original class stories. Unsubscribe!

 

Not happening. Still plenty of things to like about this game.

Edited by xordevoreaux
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100% guarantee you won’t be able to do that.

 

So the question is - will a piece give more accuracy/alacrity/crit when it's upgraded or not?

 

Because going for an accuracy piece to keep 110% accuracy at 320 then realizing at 330 that you don't need it anymore and have to upgrade a crit piece from scratch again would be... annoying, to be polite.

 

I mean, the whole thing is better than the static gear of the PTS but seems like a band-aid solution compared to just giving us mods...

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So the question is - will a piece give more accuracy/alacrity/crit when it's upgraded or not?

 

Because going for an accuracy piece to keep 110% accuracy at 320 then realizing at 330 that you don't need it anymore and have to upgrade a crit piece from scratch again would be... annoying, to be polite..

It would not be from scratch. More than once he mentioned ways to side-grade gear based on random items equal to the i-rating of gear you already have. You wouldn't be starting from zero.

Edited by xordevoreaux
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If your goal is to make thing suck less than you had previously planned, then I guess you are on the right track. Of course, I would prefer that you make them fun and rewarding. The changes that you are making to gearing and conquest are by design disappointing. The fact that yow only want to reward players for doing what you want them to do instead of for doing what they want to do is disappointing. Your inability to even get the expansion ready to launch is disappointing.

 

Trying to be less disappointing instead of being good and exciting is obviously what you are shooting for, but even that is disappointing.

 

Congratulations on your ability to both under promise, and to under deliver on that promise.

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If I unsubscribed every time I didn't like an aspect of the game, I'd never be around to play, and thankfully there's more to this game than just gearing. I hate the graphics on Tython. Unsubcribe! I hate that I don't have SSRs in original class stories. Unsubscribe!

 

Not happening. Still plenty of things to like about this game.

 

Everyone has a breaking point, you just haven’t reached yours yet

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So the question is - will a piece give more accuracy/alacrity/crit when it's upgraded or not?

 

Because going for an accuracy piece to keep 110% accuracy at 320 then realizing at 330 that you don't need it anymore and have to upgrade a crit piece from scratch again would be... annoying, to be polite.

 

I mean, the whole thing is better than the static gear of the PTS but seems like a band-aid solution compared to just giving us mods...

 

The whole gearing system will be a s**t show and now they are making it overly complicated again because they don’t want to back down on the static gear idea. They’d rather double down on it and make it complicated than just admit it’s a dumb idea and make all gear moddable again.

Edited by TrixxieTriss
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