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

Was loving the game until this patch. The new ability bar has completely ruined the game for me. I cant see what the hell is going on. Im hoping it will go back to what it was before.
 
Right I've been playing for a few weeks now, level 28 jedi guardian (Tank spec).

Enjoying what I've been doing so far there are just a few niggles that could do with improving:

I would like a heroic teleport/transport system, whereby if you have a group for a heroic instance etc then you can summmon the rest of your group to the area thus saving a treck accross the map.

More customisation, i.e. addons and the ability to map my own abilities to ctrl+number rather than that of my companion (unless i'm missing a trick).

I also find hutt ball a bit irritating but the other battlegrounds seem pretty decent.

Lets see how this game stacks up once I ding 50.
 
Not been online for a few days, could someone elaborate :)


Patch Notes:
Classes and Combat


Combat Ability Responsiveness
Further improved response time for ability activation requests, especially in low-framerate situations.
The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
Instant combat abilities no longer occasionally start their combat animations twice, resulting in jerky behavior on the executing player's client.
The display of the floating text from instant healing abilities is no longer delayed by the animation on the client and now properly reflects the time the effect happens on the server.
Abilities on cooldown are now more easily distinguished from abilities that can be used.

General
If Sprint was active when a player died, it now remains active when the player is revived.

Jedi Knight

Sentinel
Pacify: This ability can no longer be used on Operation Boss enemies.

Watchman
Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.

Sith Warrior

Marauder
Obfuscate: This ability can no longer be used on Operation Boss enemies.

Annihilation
Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
Bleedout: Now correctly modifies critical damage dealt by bleed effects.
Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.

Jedi Consular

General
Unity: Now properly provides damage reduction when used.

Shadow
All Techniques now cost 100 Force.
Force Technique's Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.

Kinetic Combat
Technique Mastery: No longer increases the duration of Force Technique's Breach effect. It now increases the damage dealt by Force Technique.
Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.

Infiltration
Circling Shadows: Now requires the purchase of the Shadow Technique skill. Shadow Technique must be active in order to trigger the Circling Shadows buff. This skill now also triggers from Spinning Strike.

Balance (Shared Tree)
Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique's Breach effect. This effect now triggers more easily but cannot trigger as frequently.
Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.


Sith Inquisitor


Assassin
All Saber Charges now cost 100 Force.
Lightning Charge's Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

Darkness
Charge Mastery: No longer increases the duration of Lightning Charge's Discharge effect. It now increases the damage dealt by Lightning Charge.
Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.

Deception
Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.


Madness (Shared Tree)

Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge's Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
Devour: Now doubles the amount of healing generated by Death Field and Parasitism.


Smuggler


Gunslinger

Sharpshooter
Diversion: This ability can no longer be used on Operation Boss enemies.


Imperial Agent


Sniper

Marksmanship
Diversion: This ability can no longer be used on Operation Boss enemies.


Bounty Hunter


Powertech

Advanced Prototype
Hydraulic Overrides: Visual and sound effects are now easier to recognize.


Trooper


General
Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.

Vanguard

Tactics
Hold the Line: Visual and sound effects are now easier to recognize.



Companion Characters


General
Companion Characters no longer occasionally appear unclothed when summoned.

Companions

Doc
Crazy Talk (mission): Male characters can now complete the conversation related to this mission.



Crew Skills


General
The message "There are no missions defined for the Crew Skill: [Crew Skill Name]" is no longer erroneously displayed.

Crafting Skills

General
Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

Biochem
Energized and Exotech stims and adrenals no longer require Biochem to use.
Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals. However, the tooltips for these items have not been updated and will still display old values.
The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.

Gathering Skills
Harvesting nodes in Ilum no longer spawn in friendly bases.
Slightly lowered the amount of resources gathered from harvested droids and creatures.



Flashpoints and Operations


General
Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.

Flashpoints

The False Emperor
Jindo Krey's ship no longer occasionally enters a state that prevents it from taking damage.

Kaon Under Siege
Infected Mercenaries can no longer permanently stun players.

Operations

Eternity Vault
Soa no longer resets if he uses Mind Trap on the main tank.
Soa now frees all players in mind traps before transitioning to his platform phase. Players will no longer be stuck in mind traps during the platforming sequence as a result.
Players released from Soa's mind trap after he is defeated are now teleported to the appropriate location, allowing them to claim their loot.

Karagga's Palace
The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall.
Foreman Crusher's Perforating Rend now correctly applies itself to targets caught within the conical attack.
Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
Karagga no longer appears above portions of the walls during the fight.
Karagga's chest no longer spawns after defeating Bonethrasher in Nightmare Mode.



Items


General
Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
Champion bags now always contain 15 Centurion Commendations and 7 Champion Commendations, and the chance to obtain a direct trade item token has been reduced. Battlemaster bags now always contain 15 Champion Commendations.

Vendors
It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.



Legacy


General
The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.



Missions and NPCs


General
Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.
Players can no longer accept missions from mission boards if they have reached the pending mission reward cap.
Resetting a mission that is dependent on completing other missions no longer prevents players from receiving mission credit.

Missions

Imperial
Fifth Time's the Charm: Gholan no longer grants experience when killed.
General Faraire: Khourlet's Elite Guards no longer hide behind a door, preventing progression in this mission.
A Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
The Big Show: Using Force Cloak, dying, or leaving the phase while on the step "Defeat the Screaming Blade Cultists" can no longer cause the necessary NPCs to disappear and prevent mission progress.

Republic
Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.



PvP


Warzones

Huttball
Class abilities that pull a hostile target (like Grapple, Harpoon, and Force Pull) can no longer be used to pull enemies onto the spawn shelf.
Players standing in the spawn area no longer catch the Huttball when it is thrown, and will no longer immediately be killed for having the ball in an illegal position.

World PvP

Ilum
Chests on Ilum now respawn less frequently to reduce potential gains from farming.
Particle Cannons can no longer be permanently disabled.
Implemented safeguards to address a Valor exploit.



Space Combat


General
The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.



UI


General
The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.



Miscellaneous Bug Fixes

Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
Facial animations no longer fail to play correctly in some instances.
During brief teleports, the splash screen does not appear incorrectly over loading screens.
Players will no longer experience limited audio, black portraits, or the inability to initiate conversations when they reconnect after being disconnected.
Fixed a rare crash when updating inventory items when the player loads into the game.
The loading screen no longer appears during "fade to black" sequences.
 
I have a feeling that the game doesn't get enough devs support or any support at all. Official forum is full of game breaking bugs yet there are hardly any responses at all.

Well unless its to close the thread and give some reason like we already have a thread thats remotely similar over here with 29867676 posts in it.
 
Why did they add this global cooldown colouring? it's the same colour as skill cooldowns, pretty dumb :/

I couldn't see the cooldown icons this evening, my screen was full of Tracer Missle smoke. :mad:

I'm either rolling a Bounty Hunter tomorrow, and filling my hot bar with one skill then spam it 24/7 in Hutt Ball, or I'm rolling Republic it's that bad. :p



Sorry, not a good evening. :o
 
Well I racked up 18 days playtime and I feel I have "completed" the game.

It was generally fun for the majority of the game but as you can tell I have ran out of "fun" content to keep myself entertained since I have gotten valor 65 (Highest req for items available)

Maxed out my companions and crafting.

Completed Nightmare Mode on endgame content but only for 8man as we struggle to get 16.

The game is fun but there are so many problems and new bugs coming out that make it a hassle to play.

All my friends have quit and all the new ones I make (30 or so on my friends list) I have literally 3 people online and 1 of them is a guy who I levelled with the whole way.

Rolling an alt is boring as I find myself skipping through the dialogue the second playthrough and it doesnt really appeal to me (Level 34)

PVP was my goal for engame but constantly imbalance, bugs, bad game design it really gets boring fast especially when I find myself logging on just to do the daily but that takes like 5 hours due to imbalance/exploits/lack of friends to play with.

Sadly I have 2month left but struggling to log onto daiys.

For anyone that is wondering about this game, it can be extremely fun in parts and amazing in others while stupid bugs and exploits can be at every turn. Whenever they "fix" something a new thing is broken that should really not have made it into the game or past testing. It feels very sloppy and unpolished yet in others feels amazing, huge let down consiering my original hype but 18days playtime from a game that feels very single player (Coop) is awesome in my eyes. Great value :)
 
Thing is, when so many people leave and they got worried, I half expect some radical and stupid changes. Let's see.... ;p

Edit:

Soo on Niman, I attempted my own guild which turned out a lot of people who would've played a lot, did not.
I joined another and we managed to do everything in NM but disbanded a mere what? two and half weeks later because they all went back to wow.
Remnants of this guild merged with another in attempts to run 16man but, turns out it's more casual than hardcore and people rarely log in.
Was thinking of applying for the last decent guild on the server and last night they disbanded.
I'm tempted to form a group of people I've guilded with and see if they'll decide to stick it out and try again.

As far as I can see, there's only 1 guild actively recruiting on the forums and on republic, they want a guardian tank, I used to be a guardian tank, I have all the gear, but I switched to DPS because tanking in pvp was so gimped, never any healers, I've been in a full ops group for pvp (24 players) and sat there at 10% hp until I got out of combat and had to heal myself :(
There's also the immortals but, not to fault them but aren't there too many to get a recurring raid spot/do they raid often?

I'm not interested in 2 raids a week, or limiting myself to HM (I always strive for top tier gameplay) but in a decade I have yet to find "that" guild who will jump from MMO to MMO and spank all content, you're very lucky if you do find one. On top of my previous gripes I need to find a guild quick before I cancel. They have to PVP often too.



I don't know if it's MMO vets, I stuck to anarchy online for 6 years non stop and played on and off from then, I can still jump in and play more than a month.
WoW I played for years as well.
SWTOR? We've barely pushed over a month and everyone around me is quitting, dropping out, bored, done it all, everything was too quick and easy.

Maybe it's me, it probably is, fatigued of the genre, but I still want to play but it requires finding at least 7 other people who want to play as much as I do, and almost impossible task.
I dislike it when people say "lol get some friends then and do stuff" it's simply not something you can do at the snap of your fingers.
 
Last edited:
Cancelling my subscription before Feb 21st. Got to 50, end game is quite boring and its all too buggy. No one is ever online and it just seems less social than I'd hope for in an MMO.

Not saying I didn't enjoy my time but my sentiment is in line with Lighters - although I haven't played as much as him.

Might come back in time if things become amazing, but that will take some time I think.
 
so far enjoy it but stop playing mass effect 3 comes out and go back again later one !

Proof that education in this country is doing an amazing job.

Anyway, I had massive hopes for this game being a Star Wars fan and ex SWG gamer etc etc, my only enjoyment comes now from logging on for an hour or so everynight and doing pvp with a small group of friends.

There is no reason to PVE after doing all normal and hardmodes I have seen and done it all. There is no reason to craft as crafted items are worth nothing and credits are worth even less and world PvP aka Illum is just broken and pointless as republic these days.

They really missed a trick with orange items, it was a really great idea. But then they forced all max level players into either the PvE or PvP sets and orange items going to waste.
 
Have the bounty hunters got hit with the Nerf stick yet?

Doing PVP last night with friends and as somone pointed out, the top 5 people in the damage were all bounty hunters :S

Stupid that somone can hit me 3 times and get me to 20%, no other class ive seen can it it :(

Apart from that its still enjoyable for me, only 46 and waiting on friends who are still leveling. Should do the 8man's when we'r all 50 and just created a new guild who have only around 20 members but 13 on most nights.
 
Last edited:
Have the bounty hunters got hit with the Nerf stick yet?

Doing PVP last night with friends and as somone pointed out, the top 5 people in the damage were all bounty hunters :S

Stupid that somone can hit me 3 times and get me to 20%, no other class ive seen can it it :(

Apart from that its still enjoyable for me, only 46 and waiting on friends who are still leveling. Should do the 8man's when we'r all 50 and just created a new guild who have only around 20 members but 13 on most nights.

Bioware should just remove every class apart from the Sage/Sorc from the game, they already take up 80% of the population and it's easy to see why ;) .
 
Have the bounty hunters got hit with the Nerf stick yet?

Doing PVP last night with friends and as somone pointed out, the top 5 people in the damage were all bounty hunters :S

Stupid that somone can hit me 3 times and get me to 20%, no other class ive seen can it it :(

Apart from that its still enjoyable for me, only 46 and waiting on friends who are still leveling. Should do the 8man's when we'r all 50 and just created a new guild who have only around 20 members but 13 on most nights.

My Gunslinger (level 29) can take someone out in 4 moves pretty much!! It's all about positioning with them and can be LoS'd - otherwise they are animals, much like snipers!
 
Back
Top Bottom