It took me a while to get back to this series, but I haven't forgotten about it. So let's not think about the unpleasant RNG loot boxes looming in the near future for a
moment and let's instead take a look at what sort of changes SWTOR's gearing
systems have gone through over the course of the last five years, as I
continue my look back at the way the game has developed, giving old-timers a chance to get nostalgic and showing newcomers how good they have it in some respects. I started this post thinking that
not that many changes have been made related to gear until the recent
drama, but while going through the details I realised that there were
more of them than I thought.
What We Can Wear
The
basics haven't really changed much, if at all. There are five quality
tiers of gear: white, green (uncommon premium), blue (rare prototype) and purple (epic
artifact), with the orange "custom" gear standing apart as the fifth. I
actually remember being confused by this system early on because even
though orange gear is highlighted as modifiable, many purple pieces are
as well. To be honest I don't know to this day why some are one colour
and some another! Also, for some reason the GTN has had a dark purple "legendary" tier since forever but I'm not aware of any such gear actually existing.
There are also still three
armour classes: heavy (for troopers, bounty hunters and
Guardians/Juggernauts), medium (for smugglers, agents and
Sentinels/Marauders) and light (for consulars and inquisitors). Again,
these have actually never been completely intuitive. Yes, the heavily
armoured knight or warrior vs. the lightly armoured Sage/Sorc in the
back makes sense, but I remember as a new player how confused I was by the fact that
Shadows/Assassins also wore light armour and even tanked in it. Surely
they should at least be wearing medium if they choose that kind of fighting style?
The
conversion to free to play and the introduction of the Cartel Market
however soon made Bioware realise that they didn't want players to
struggle with not all characters being able to wear every purchased
outfit, which is why "adaptive" armour was introduced, which can be
equipped by any class and will apply the correct armour value for it
automatically. Over time, this system has become more and more popular,
with certain crafted pieces and endgame drops becoming adaptive too, to
the point where I'm just waiting for them to make all armour adaptive
and be done with it.
Other restrictions that
applied to some of the gear pieces introduced at launch where that they
could only be equipped by a certain class (e.g. "requires: smuggler") or
required a certain alignment. These didn't seem to be a big hit with
anyone though, which is why they are rarely seen anymore these days.
The
concept of bind on equip vs. bind on pickup was also shaken up not long
after launch by the introduction of legacy gear, which could not be
traded to other players but could be moved around freely among different
characters on the same account, even if it had been filled with
modifications that were originally labelled as bind on pickup. This
"legacy gear shuffle" is interesting because Bioware is aware of it and
clearly tolerates it, but seemingly they still disapprove of it somehow
- else why not simply make all drops bind to legacy and spare us the
hassle of constantly having to pull mods out and having to mail gear
back and forth? Maybe they like that it serves as a bit of a money sink.
The Look
I
think the way we look in our gear is probably one of the aspects that
has changed the most, and not because the artists at Bioware do a better
or worse job at coming up with armour sets these days than they did at launch.
Originally
we were just very much at the mercy of randomness when it came to our
looks. I remember that while levelling for the first time as a trooper, I
ran into quite a few solid armour sets - the problem was that one had
blue stripes, another green markings, another yellow highlights, and
somehow you always ended up with different pieces from each set, with
the result making you look like a bit of a clown. The only way to keep a
consistent look was to wear a full set of moddable armour, but those
were quite rare and hard to come by.
The second picture I ever posted on this blog. The colour clash is real, but at the time I was actually praising the game for offering believable and non-sexist gear throughout.
Over time
Bioware eased our pain by adding the "match to chest" option, which at
least reduced the worst of the colour clash (first for player
characters, then for companions), and later there was the introduction
of dyes. (Though some dyes are quite offensive to the eye in their own
right!)
The free-to-play conversion and the
introduction of the Cartel Market were a big deal as cosmetics suddenly
became one of game's main money-makers. Not only could you buy entire
sets of gear from the CM directly, the random loot from the Cartel
crates flooded the market with tons of moddable armour sets - not all
great, but you suddenly had a huge selection, making it much easier to
build a consistent look.
Of course another big
change came comparatively recently, with the introduction of the outfit
designer - and while I wasn't too keen on it at release, I've definitely
come around to appreciating it. The two big changes it brought to the
game was that it reintroduced unmoddable gear into the pool of possible
outfit selections and that it completely decoupled your stats from your
looks, meaning that you could change either as often as you wanted without necessarily
having to worry about adjusting the other.
Basically,
I think that we are in a much better place now when it comes to looking
the way we want. It's quite noticeable even when I run a low-level pug
that almost everyone is usually quite well-dressed and not randomly
mismatched. The only thing I do miss sometimes is a bit of consistency
in the way the classes/factions look. There is no real difference in the
crowds on the Republic and Imperial fleet anymore, and in PvP - at
least at the start of a match - it can be annoyingly distracting when an
opponent manages to successfully throw off your initial target
selection by being dressed in a way that makes them look like a completely different class.
Stats
If
you joined the game before Knights of the Fallen Empire, the biggest
change that comes to mind here is of course the introduction of Mastery,
as for the game's first four years, each base class and its mirror had
their own stat: Aim for troopers and bounty hunters, Cunning for
smugglers and agents, Strength for knights and warriors and Willpower
for consulars and inquisitors. However, this was eventually deemed too
confusing, so that all these stats were rolled into a single one called
Mastery.
Interestingly, the concept doesn't
seem to have fully penetrated throughout the player base, as you can
still hear stories of pug raids refusing to give for example items with
"Force Lord" in the name to anyone who's not a Force user, even though
the stats are now useful to everyone and the name is but a relic of
olden times.
The secondary stats at launch were
accuracy for damage dealers; power, critical strike, surge, alacrity
for dps and healers; and defense, shield and absorption for tanks. Not
much has changed about that, though a little: For example surge, which
affected the size of your crits, ceased to exist as a separate stat and
was rolled into critical strike so that single number would now not
just affect your chance to have a crit but also how big it was going to
be. The amount of accuracy required to hit the optimal number has been
changed more than once. Alacrity used to not affect ability cooldowns,
only their cast time. And power used to be treated as equal to the other
secondary stats, which caused people to not want anything that didn't
happen to have power on it - until it was eventually recognised that it
was simply far more important than the other secondary stats so that
every item now has a base amount of power on it and then the other
secondary stats share the rest of the item budget.
Speaking
of things like item budgets, we used to not pay as much attention to
the item rating because there was also another number on display, the
item level - this was changed in patch 2.7 to minimise the confusion
caused by having multiple numbers on the same item. (Fun fact: I initially found this change confusing by itself because I was so used to the much lower item level numbers.)
Another
thing that is worth mentioning under this header are changes to set
bonuses. Up until 3.0 only five pieces carried a set bonus: head, chest,
hands, legs and feet. With the Shadow of Revan expansion, the previously unloved
bracers and belts received a set bonus too, with each set gaining a six-piece
bonus in addition to the existing two- and four-piece bonuses. At
launch, the set bonuses were also tied to the armour shell instead of
the armouring, which was not popular as it completely negated the option
to transfer modifications to a different outfit if you also wanted to
benefit from the set bonus. (I poked fun at how this caused hitting max level to mean transitioning to a ridiculous look in this post.) Set bonuses were moved from shells to armourings in 2.0.
Gear Acquisition
At
launch, gear acquisition worked quite differently from how it does now,
though it still worked through a combination of drops and currency
purchases from vendors. In PvE, you could get set bonus gear both from
hardmode flashpoints and from operations. Nightmare mode was initially a
bit tacked on and didn't have its own gear tier, dropping only more of
the same stuff you already got on hardmode, making it essentially a "for
fun" exercise.
PvP was a bit of a nightmare in
more than one way, not just because level 10s were getting put up
against fully kitted out max-level characters, but because the first
gearing system was pure RNG horror. Not only did you have to reach valor
rank 60 to even be allowed to equip any of the best gear, it came out
of loot boxes at random, making a full set a truly rare sight. This was
removed quite quickly and replaced with the classic commendation system that we all know and love, though there was also more faffing about with getting people geared for PvP by trying to give them free starter PvP gear for a while. This was eventually obsoleted by the introduction of max-level bolster, which also didn't exist until Rise of the Hutt Cartel. After the introduction of ranked PvP, we had ranked
commendations for a while, though those were eventually retired again
too.
The tier sets from flashpoints disappeared
with 2.0, when they became "outdated content" (at the time) and the
loot tables were filled with some higher-level non-set pieces instead to
help you gear up for the new Rise of the Hutt Cartel endgame. After
that the system remained pretty close to what we have today for quite a
while though, with three tiers of commendations buying you non-set bonus
gear from vendors while the different tiers of set gear could only be
obtained from operations, with each step up in difficulty dropping
higher level versions.
Crafting deserves a
mention as something that used to be extremely profitable as you could
reverse engineer high-level item modifications and then craft them for
selling to other players, which was a popular pastime among raiders that
had already got all the gear they needed out of the operations. To some extent you can still do this today, however it seems to be much less of a thing, and Bioware seems to have had a bit of an on-and-off-again relationship with
letting crafters create useful gear, meaning that some tiers could be reverse engineered while others could not. In this respect I actually look forward to what 5.0 will do for crew skills.
Did I forget anything important or was there something you would have talked about in more detail that I glossed over? Share it in the comments! Also, while I do have a couple more ideas for this series, I'm also open for suggestions if there is a topic that you would particularly like me to cover.
Did I forget anything important or was there something you would have talked about in more detail that I glossed over? Share it in the comments! Also, while I do have a couple more ideas for this series, I'm also open for suggestions if there is a topic that you would particularly like me to cover.
Since comms/crystals are going away, do you have any recomended list of vendors to hit up for nice looking items for apperance designer? Particularly any obscure planetary vendors that may have great gear.
ReplyDeleteHm, to be honest I hadn't really thought about those, because I assume they'll stay around to be bought for credits and will probably stay quite cheap since they are intended for lower-level characters. It's the max-level sets that usually go away with expansions.
DeleteThere are times when I really miss the older system of gear for various classes, but that's the old school RPGer in me. I'm of the D&D era when a Magic-User wasn't allowed to wear any armor at all and could only wield a dagger or staff, so class restrictions are normal to me.
ReplyDeleteStill, the lack of stat issues with gear means that I don't have to be a completionist in order to have the right gear for both myself and my companion(s).