*****Official Star Wars: The Old Republic Thread*****

Okay; want to join the Dark Immortals and so went to add the names mentioned on page one:

Toxine
Corsair
Baeyne
Creed
English

For all it returned "[Name] does not exist".

You guys are on the Niman server right?
 
Okay; want to join the Dark Immortals and so went to add the names mentioned on page one:

Toxine
Corsair
Baeyne
Creed
English

For all it returned "[Name] does not exist".

You guys are on the Niman server right?

If someone is offline the game says they don't exist.
Its bloody stupid really, you can't add people that are offline.
 
Patch 1.1.1 now up on the test server http://www.swtor.com/community/showthread.php?t=212341

Patch notes:
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Star Wars: The Old Republic - 1.1.1 Patch Notes​
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Note: The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.


Classes and Combat

General
  • Fixed a bug that could cause the Global Cooldown to appear as if it has been cancelled when it is actually still in effect, resulting in a feeling of unresponsiveness to input.
  • Corrected an issue that could cause an ability icon to appear usable but be unresponsive to clicks or keypresses for several seconds.
  • Players revived by other players, including by in-combat revival abilities, now revive with 25% of maximum health.


Jedi Knight

Guardian
  • Freezing Force: Now correctly lasts 9 seconds (up from 6 seconds).
Jedi Consular

Sage
  • Mental Alacrity: Now correctly costs no Force to activate.
  • Salvation: No longer heals targets twice on application. It now correctly heals all affected targets once when applied.
Smuggler

Scoundrel
  • Flechette Round: Now provides 30% armor penetration while active.
  • K.O.: This ability now knocks the target down for 1.5 seconds.
  • Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
Imperial Agent

Operative
  • Acid Blade: Now provides 30% armor penetration while active.
  • Jarring Strike: This ability now knocks the target down for 1.5 seconds.
  • Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
Bounty Hunter

Mercenary
  • Sweeping Blasters can now be made free with Thermal Sensor Override.

Powertech
  • Oil Slick now correctly costs no heat to activate.
Flashpoints and Operations


Flashpoints

Directive 7
  • Bulwark’s Area of Effect cone abilities now properly fire in the direction Bulwark is facing.
  • Some of Bulwark’s abilities were incorrectly susceptible to interruption. Bulwark is now immune to interrupts.

The False Emperor
  • Fixed a conversation that could cause the cinematic with Arkis Wode to function incorrectly.

The Foundry
  • Fixed an issue that could prevent the final fight in this Flashpoint from beginning after the cinematic.
  • The final boss can no longer become stuck in an invulnerable state; there was still a small window where this could occur.

The Red Reaper
  • Lord Kherus now grants less experience.
  • Some of Lord Kherus’s abilities have had their damage values adjusted to be more in line with the level of the Flashpoint.
  • Players now enter into melee range with Lord Kherus in order to stop him from throwing crates.
Operations

Eternity Vault
  • Players no longer randomly die in this Operation after being in Gharj’s lava.

Karagga’s Palace
  • Foreman Crusher’s enrage now includes a movement speed increase, allowing him to catch players who attempt to run.
  • Fixed an issue that prevented the Materials Disposal Unit’s main control station from becoming useable again after the Operation Group is defeated by the G4
  • B3 Heavy Fabricator on 16
  • man Hard Mode.
  • Fixed an issue that prevented the G4
  • B3 Heavy Fabricator from deploying the correct number of Proximity Pulse Mines and Security Stun Drones during combat.
  • Karagga no longer snaps up above portions of the walls during combat.
Bug Fixes

General
  • Fixed an issue that prevented some players in Operations Groups from receiving credit for the missions “[WEEKLY] Deadly Operations,” “[WEEKLY] Galactic Operations,” and “Journey to the Belsavis Depths.” The entire Operations Group now receives credit when the objective is completed.
Items

Bug Fixes
  • Comparative tooltips for researched items no longer have their stats reversed.
Missions and NPCs

Missions

Imperial
  • Number One with a Bullet: Corrected an issue that prevented Bounty Hunters from leaving The Founder.
  • The Eagle’s Nest: The Assassin’s Fortress mission is now correctly a prerequisite for this mission.
  • The Mandalorian Killer: Thendys Noori no longer continues to heal Kellian Jarro after she has surrendered.

Republic
  • Death Spiral: Fixed an issue that prevented Jedi Knights who completed the Commander Rayfel encounter from using the shuttle back to Belsavis Orbital Station.
PvP

Warzones
  • Fixed an issue that could prevent players from receiving mission rewards for completing Warzones.
Space Combat

General
  • Added two daily mission commendations to the high
  • level space dailies Operation Ascendant Pride (Imperial) and Operation New Eclipse (Republic).
UI

General
  • Attempting to loot an item in a group when the Master Looter is off
  • planet now generates an error message.

Bug Fixes
  • The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.
Miscellaneous Bug Fixes

  • Special items related to different editions of the game have been re
  • sent if they were deleted by the mail system prior to being claimed.

Finally a nerf to Operatives :)
 
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Anyone else finding their companion bugging out way more often lately? it's really doing my head in :( constantly getting stuck/not following or deciding by himself to stop assisting, odd. :(
 
I can't be the only one that doesn't really think they need nerfing. Sure 1on1 they're awesome, but after that?

I'm guessing you have never had them use stealth to get behind you, stun you and take away 3/4 of your health before you can do anything... Just hope Bioware nerf them correctly so they aren't too underpowered..
 
Anyone else finding their companion bugging out way more often lately? it's really doing my head in :( constantly getting stuck/not following or deciding by himself to stop assisting, odd. :(

Recently? I had that problem randomly since release. More annoying when. My companion would randomly aggro additional mobs.
 
I can't be the only one that doesn't really think they need nerfing. Sure 1on1 they're awesome, but after that?

Yes, 1v1 is exactly the reason they are being nerfed.

It's not even funny the way they play in pvp. Stealth up to you, jump out of stealth and stun you, backstab you about 3 times before you can even break and respond.

If you manage to break out and counter stun or knock them back after that, you have about 1/3 or 1/4 of your health left. Now you can try killing the full health operative.

If you're slow or a noob, you stay stunned til you're dead.

That isn't cool considering the time, exposure and risk required by any other class to attack and kill another player.

Because of their stealth and in fact escape stealth ability they can pick and choose at very little risk to themselves.


The damage itself isn't really the problem, it's the damage AND the ability to attack anyone at will AND escape to do it again no matter how many players were there.

If my Commando gets the drop on a low armour and unshielded character I can unload in about 4 seconds enough damage for them to be considered walking dead unless they get major help.

The flip side of that is you can see me coming a mile off, a cannon toting trooper is not very subtle about things. You have a fair chance at least to shield yourself.

An operative jumping you? They can follow behind your team til they find someone unshielded and literally kill them among the team before much help can occur.
 
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I'm guessing you have never had them use stealth to get behind you, stun you and take away 3/4 of your health before you can do anything... Just hope Bioware nerf them correctly so they aren't too underpowered..

Plenty of times, but I also know how to beat them 1 on 1. Obviously its easier for some classes than it is for others.
 
Unbreakable Will, Force Cloak, Maul, Electrocute for starters.

And if you start balancing gameplay around 1on1, how do you then balance it for group pvp? You can't.
 
Unbreakable Will, Force Cloak, Maul, Electrocute for starters.

And if you start balancing gameplay around 1on1, how do you then balance it for group pvp? You can't.

People always whine about 1v1 balance and miss the key issue, which you mentioned, which is overall battle balance. Every class contributes in some way but people just go waaaaaaah I got killed NERF HIM!!! and it quickly becomes a horribly unbalanced game with dev's wasting time on 1v1 balance every patch day rather than sorting real issues.

Newsflash you are not supposed to dominate every class! Certain classes will feel the same against your class and next up you will be the one getting nerfed when it's not needed.
 
Unbreakable Will, Force Cloak, Maul, Electrocute for starters.

And if you start balancing gameplay around 1on1, how do you then balance it for group pvp? You can't.

I suppose it's different for a class which can counter-stealth out of it.

Anyone who can't has rather limited choices as a low hp vs a full hp char and survival after a stealth attack like that relies on someone else helping while they need no help at all to kill you.


Operative/Scoundrel is an opportunistic 1v1 class but it's excessively good at solo killing targets. I can't think of any other class abilities which let you so completely trash a target of choice.

If it's been decided they can kill a target too quickly like that then I'm not going to shed any tears for them as I consider their stun killing fairly unreasonable (from the POV of a class with no escape abilites at all).

Working together in pairs or even jumping on players occupied by other fighting, operatives are unstoppable, if you want to see amazing group pvp with operatives, thats it and still will be even with a 20% nerf to hidden strike.

Newsflash you are not supposed to dominate every class!

Isn't that the reason they got nerfed? Because 1v1 they WERE dominating any class. Quite probably down to the way they are able to and tend to attack players as and when they're not expecting it.
 
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