Open Forum: Game Update 1.3

With Game Update 1.3: Allies now on live servers, we want to hear what the community thinks of it. Was it everything you hoped it would be? What do you think of the new augment system? Have you tried Ranked Warzones? If so, what are your impressions? What are your thoughts on the Group Finder? Is there anything changed or added to the patch that you want BioWare to improve? Keep the opinions constructive and do not flame your peers. We will moderate accordingly. 

Next week’s podcast will feature a few of the comments as well as a discussion around the area that received the most remarks.

Comments

  • #7 Lyeken

    good tip, i normally just w8 if it is a sage healer 2 bubble me or commando 2 put his health given at damage thing then i leap, although doing Flashpoints I sometimes let the dps kill a little group because by the time i've taunted them or taken aggro its dead.

  • #1 theunwarshed

    the augment system just adds more carrot on the stick, increases the disparity between pvp player have's and have not's, costs a fortune to remain competitive = more grind, and escalates power creep. 

    the group finder, minus a dual spec feature and being same server is too incomplete for my tastes.  it just barely scratches the surface of the problems this game has with getting people to play together. 

    i can't comment on ranked war zones as most of my friends/guildies have stopped actively playing the game and i haven't been able to test the system. 

    as previously posted about, i don't favor the dps nerfs to tank classes in this patch.  they were excessive and quite frankly unneeded.  they needed to address balance issues with the tankasins self-healing/mitigation and some minor threat generation (especially aoe) with some classes, as well as some survivability disparity between the different tanks, but that was the extent of the changes that needed to be made. 

    they didn't really fix any of the survivability issues regarding Mercs/Commandos with this patch (which were certainly more pressing than resource management imo), in fact, they nerfed some self healing/survivability. 

    i like the changes to social gear "adaptive armor"; however, it is again an incomplete feature w/o a more comprehensive list of gear and durability scaling. 

    the legacy perks again feel flat to me (although not as bad as the initial launch of the feature).  nothing really makes me jump for joy. 

     

    Last edited by theunwarshed 6/29/2012 6:18:32 PM
  • #9 BrodieSolo

    On your point of armour durability scaling, this was in the Dev Tracker Highlights;

    aluisi
    When I modded it out and put it all on yes the armor rating went up but the durability stayed the same as if it was light gear so 80/80 all my medium armor is 100/100. So yes this is a fun change but as a hard core raider it comes with a cost that makes it not worth it. It comes with more repair bills more frequently.
    Adaptive armor doesn't change durability because we're updating all armor to use the same durability values around 1.4.
    Last edited by BrodieSolo 6/30/2012 4:31:42 AM
  • #13 notorious98

    On your point about dual spec, there is a dual spec.  Kinda.  Field respec is basically the same as dual spec.  If you don't know your talent tree by heart by now, I don't know what to tell you.  The lack of an Outfitter type tool would be the only thing I would like to see when it comes to that.  Other than that, it takes me less than a minute to respec.

    I do agree with the grind, but those who were proactive didn't need to spend a fortune to remain competitive.  Personally, I had enough mats for 14 augment kits (more than enough for my gear).  I'm sure there were others with even more than that.  But, to be honest, most MMORPGs are about grinds.

  • #14 theunwarshed

    i believe there is a long cd associated with the legacy field respec, yes?  also, you have to spend credits up front for the perk and every time you respec.  can you queue up for both specs?  can you queue up prior to burning the field respec?  it's just not a true dual spec option, nor is it really feasible to go thru all that every time you want to use the group finder. 

  • #15 balgoth

    Field respec is not dual-spec.  Field respec is on the same scaling cost as the skill mentor.  A real dual-spec option is to buy it once then never pay to switch between specs.  Paying up to 600k per flashpoint to have the flexibility to queue as multiple roles and not fail at one of them isn't worth it.  (Yes, my respec cost is 600k, never let your ops leader talk you into healing once, you'll be the goto for life)

  • #16 Suzina

    600k?  How are you paying above the maximum respec cost for each respec?  Do you mean 600k per week because you're respec'ing multiple times per day for 7 consecutive days?  The cap is 99800 credits after over 5 times.  The respec cost resets weekly to zero.  

  • #18 notorious98

    Quote from theunwarshed »

    i believe there is a long cd associated with the legacy field respec, yes?  also, you have to spend credits up front for the perk and every time you respec.  can you queue up for both specs?  can you queue up prior to burning the field respec?  it's just not a true dual spec option, nor is it really feasible to go thru all that every time you want to use the group finder. 

    Not at all, you can use it as many times as you want whenever you want.  The amount of credits to respec is neglible.  And, yes, you can queue up for dps/tank or dps/heals. 

  • #19 notorious98

    Quote from balgoth »

    Field respec is not dual-spec.  Field respec is on the same scaling cost as the skill mentor.  A real dual-spec option is to buy it once then never pay to switch between specs.  Paying up to 600k per flashpoint to have the flexibility to queue as multiple roles and not fail at one of them isn't worth it.  (Yes, my respec cost is 600k, never let your ops leader talk you into healing once, you'll be the goto for life)

    What planet are you paying that kind of money to respec?  I respec my Op between heals and dps regularly and have never spent those kinds of credits.  You must respec every 4 hours.

  • #22 theunwarshed

    thanks for clearing that stuff up.  it's not as bad an option as i thought, however, it's still not optimal. 

    the amount of credit sinks in this game is wearing thin on me, personally.  i understand the need for them, but it's forcing me to run dailies, spending a lot of time doing an activity which i loathe.  imo, dailies are the most uncreative outlet a dev can put into a game in order to make up for content issues.  TOR forces a player (like me) to partake of an activity that i loathe (thus making the game unfun for me) in order to be able to do the things that i like to do.  i'm sorry, but this is too close to work/a job and i already have one of those.  this is my PLAYTIME and i expect a triple A game to have multiple (equal) avenues towards the same goal. 

    i like to pvp.  i'll do it for hours.  TOR should have equal rewards for the same amount of time i invest in the game-whatever the activity i'm participating in. 

     

     

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