21/08/2026

Testing the Open World Difficulty Toggle on the PTS

Yesterday Eric Musco did a let's play stream to talk more about the new overland difficulty toggle coming with 8.0. I wasn't able to watch it live, but I did watch the recording today. Most of it is him just doing laps on Hutta and answering questions from the chat, but it did make me keen to log into the updated PTS to see the new open world difficulty toggle for myself. (Though one interesting reveal that came up during the stream was that after almost fifteen years, they'll finally raise the legacy level cap from 50 to 60 - just after I hid the legacy experience bar from my UI since I'd maxed it out on all servers, hah.)

Anyway, since we were asked to provide feedback on how the difficulty feels on the first two planets in this round, I rolled up a new Commando and jumped straight into the master difficulty setting. To recap, the difficulty toggle increases your damage taken and decreases your experience gains and your healing received. It doesn't affect your damage output, item or credit rewards, or the health of mobs around you.

I did the first few quests and it was certainly noticeable that I remained at level one for much longer than I usually would, but mob difficulty didn't seem too bad at first. Sure, they did more damage to me than normal (which is a very low bar to clear on the starter planets) but I can't say I felt particularly in danger.

However, as I moved from quest to quest and my experience bar barely moved, I noticed the levels of the mobs around me quickly getting ahead of me, which is something that hadn't happened to me in a very long time, and their damage also became more noticeable. In Taloran Village I suffered my first death when a stray Hammer Shot pulled a second group at the same time as I accidentally body-pulled an extra silver mob on top of that. On normal story difficulty that wouldn't have been a problem, but here I died. Different, for sure.

As an aside, the way I'm questing on the PTS is the complete inverse of how I usually level in the live game. Usually, I watch all the cut scenes - even though I've seen them all before - because I want to immerse myself in the RP aspect of it all and am always hoping to encounter the occasional piece of dialogue that I either haven't heard before or at the very least haven't encountered in so long that it's as good as new to me. The combat in-between is not terrible, but relatively mindless, as everything just gets swept away with little effort.

On the PTS, I space-bar through everything because I don't want to spend time on the RP aspect, I don't want to get too invested in characters that will just get wiped anyway, and I'm paying more attention to the gameplay because that's the focus of the testing.

That said, something funny happened as I continued to work my way through all the Ord Mantell missions (both the class storyline and all the side quests): I actually got really into the gameplay. While I had virtually no buttons to press (back in the day I approached something close to a full action bar by the end of the first planet, while I basically had to blast my way through the entirety of Ord Mantell with nothing but Explosive Round this time), the increased difficulty and reduced XP really transformed the experience.

Because XP gains were so stingy that I was falling behind even while doing every single optional mission including all the bonuses, I started to feel a genuine hunger for XP like I haven't felt in this game for over a decade. I kept looking for more dynamic encounters to do just so I could go up one more level. I longed to level up and gain a new ability (even if that last one didn't really end up being fulfilled in any meaningful way during this particular adventure). I actually put med packs on my bar and got excited about gear upgrades

While the moment-to-moment button pressing was not challenging or complex at this level, everything hitting so much harder meant that I had to take care when moving around so I wouldn't accidentally over-pull, and when dealing with multi-mob groups, it was vital to quickly focus down the easy targets to reduce the amount of incoming damage. It reminded me a bit of WoW Classic to be honest.

My test trooper recovering some health after nearly dying to a random trash back... again.

And then I got to the Separatist volcano base. I remembered that place being quite threatening back in the day, and the trooper class mission in there was possibly the most difficult quest I ever encountered while levelling (I actually talked about it in this post from February 2012.)

Needless to say, I was very curious to see what the experience was going to be like on this new master difficulty, and it did not disappoint. Me at level 7 vs. groups of three mobs each - all level 9-10 and several of them including a strong mob as well - was an absolute disaster. The first time I would've died, the game bugged out and suddenly teleported me back to Fort Garnik, but I travelled right back into the volcano to get back into the fray. 

I managed to down a few pulls near the phase entrance by quickly nuking a single mob and then running out before his two buddies could kill me, but further in I would usually die before being able to flee, so that it became a slow zerg of kill one, die, revive, kill another, die, revive, kill the last one of the pack. I could've tried to go out and gain some more XP before trying again I suppose, but I was too stubborn for that - and I did succeed in the end. It was so satisfying! Mr Commando told me that I was weird for being so delighted by dying over and over again, but it was genuinely fun to me.

I did manage to complete the rest of the base without dying after that, though some fights were very close affairs (as in, me finishing with something like 10 HP left). Once I got my companion, I also went back to do the heroics, which were also very doable, though I had to take some care here too. However, the champion mob for the Savrip dynamic encounter just flattened me and Jorgan in a blink.

I finished the planet at only level 9, and I'm actually weirdly excited to dive back in and do the Esseles and go to Coruscant. It's funny because there's a part of me that is telling me I shouldn't get too into this because it's only the PTS and I don't want to burn myself out before it all goes live, but all I can say is that the difficulty toggle made for a really fun, nostalgic experience for me. I wouldn't want to be required to level every single character like that I suppose, but nobody has to.

The point is that outside of ventures, you can toggle the difficulty up and down at any given moment as it pleases you. I keep seeing people get confused by that and ask questions like "but doesn't that mean you can cheese the difficulty by doing x, y and z" but the point is that there is no special reward for this. The reward is that it's more fun. The ventures are somewhat different, and in those you won't be able to turn the difficulty down once you've committed to it. But outside of that, there is no cheese - there is only choosing what's fun for you.

15/08/2026

8.0 Is Called "Masters of the Force"

I was just thinking the other day that it's a bit odd that the devs have given us this much information about 8.0 at this point, but we still don't know the expansion's name. Traditionally, the name would be among the first things you'd want to tell people. When Knights of the Eternal Throne was first announced, we in fact had nothing but a name and a splash screen at first.

And then Broadsword posted a news article this Thursday that summarised everything they'd revealed about the expansion so far while also finally telling us its name: Masters of the Force. There's also a dedicated landing page for it.

I'm not sure how much to read into this name, because to be honest, SWTOR expansion names have traditionally not been super informative in regards to what that expansion's story is about. Like, who are the Knights of the Fallen Empire in KotFE? So I'm not going to spend too much time speculating just who the Masters of the Force are - but let's just say, with where Legacy Reborn ended, it makes sense that who can master the Force is going to be a central question in upcoming story content.

They did also add that the (launch?) storyline is going to be called "Galaxy in Chaos", which, again, also makes sense. Plus it's official confirmation that there will be a new bunch of story content in 8.0. It's funny because for all the things I was unsure of in regards to 8.0 early on, the fact that we'll be getting a continuation of the current storyline is the one thing that was never in question for me. The devs just weren't talking about it this early on because of spoilers. But apparently there were some people on the forums who thought that because the new story hadn't been explicitly mentioned yet, it wasn't going to happen. Huh!

Anyway, it's really nice to be able to put a name to the new "era" now instead of just always calling it 8.0. I happily went back and added the new tag to all my previous posts about the subject.

The one thing I'm currently not so sure about is the acronym, because "Mot(he)F", to me, sounds like someone cutting themselves off before yelling out a swear, but I expect that may just be one of those first impressions that won't stick. I don't think many players remember how we used to call Knights of the Fallen Empire "the coffee expansion" or how people used to cringe about the fact that "KotET" in German describes someone having a bowel movement.

(Oh, and on a related note, Broadsword also released a mini pet code you can redeem until the end of the year for an ugly little gladiopodling pet: GETRDY4MOTF - you're welcome!)

10/08/2026

Ranking Legacy of the Sith's Major NPCs

I said that I'd have more to say about Legacy of the Sith now that its story has finally wrapped up. One of the things I wanted to go into in more detail were the characters, because without a doubt, LotS has been the most character-driven storyline SWTOR has ever had.

I decided I'd like to rank the story's major characters from best to worse in terms of how much character development they got and how much I personally enjoyed both watching and interacting with them. Note that this will contain spoilers for various events that occurred throughout Legacy of the Sith.

1. Rass Ordo

The top spot on my list goes to young Mandalorian Rass Ordo without a doubt. I liked him when he was first introduced in Spirit of Vengeance, and he's only continued to develop from there. I may be biased here because he's the only one of the characters on this list with whom I've pursued a romance so far, but I do think his character development has been apparent even in the non-romantic scenes. He was pretty carefree and cheerful when he was introduced to us, and over time we got to witness him first becoming annoyed with the shenanigans of the Hidden Chain and then seriously disenchanted after Shae Vizla's betrayal. At the same time this only strengthened his bond to our character as someone standing for loyalty and stability, and I can't wait to see him again in 8.0.

2. Darth Nul

She may be dead and/or insane, but Darth Nul has in some ways been the unexpected star of this expansion. It's called "Legacy of the Sith" after all and nobody else seems to have left a bigger legacy for us to deal with than her. Obviously she doesn't actually do (much of) anything herself, but the arc of our characters first learning of her existence and then slowly finding out more and more about her until finally confronting her crazed spirit in the mind trap is very satisfying. It looks like we're not done discovering more of her strange projects and inventions either.

3. Shae Vizla

If we look at the Mandalorian side of this expansion's storytelling, it's largely been driven by Shae Vizla's slow descent into... not insanity, but obsession with beating Heta Kol and doing so personally (which, to be fair, is a very Mandalorian thing to do). It's very well written, from her at first very understandable desire to sort out this beef one-on-one on Ruhnuk, to her increased annoyance with the matter of Heta after the latter gets away yet again, to Shae going off like a lone wolf to confront Heta for a third time, eventually dropping out of contact and making everyone's lives worse in the process. It's a classic tragedy as we watch her make several bad (but understandable) decisions after another, which eventually cumulate in her death - even if she does manage to take Heta with her.

4. Darth Malgus 

For being this expansion's original poster boy, Darth Malgus kind of had surprisingly little to do. He gets captured right at the start, then spends several patches brooding in prison not saying much. After he's broken out by Shae, we get a few cool cut scenes of him smashing Hidden Chain soldiers during the hunt for Heta and her machine, but he doesn't really get to shine until the Legacy Reborn update. Honestly, purely based on how much he actually does in Legacy of the Sith, I probably would have to rank him lower if I'm being honest, he just manages to be so cool in everything he does that he still manages to be pretty fun to watch even when it's not that impactful.

5. Darth Jadus 

How long have people been asking for this guy to return in some fashion? And we finally got it! He's still as cunning and infuriatingly smooth-talking as ever and the interactions we've had with him so far have been great. The reason I can't rank him any higher is that he doesn't show up until pretty late in the game and is obviously being set up to clash with us again at a later point, presumably in 8.0 or after.

6. Jekiah Ordo

I never thought that this character, originally introduced to us as basically Shae's P.A., would grow on me as much as he has, but his decision to stand by the Alliance Commander after Shae goes rogue really endeared him to me (which was not a given). He always exudes a calm air of authority but doesn't hesitate to get sharp when he thinks people are stepping out of line (mostly his little brother, hah) while also displaying a softer side with those he cares about. I'm very curious to see where his journey will take him in 8.0 and after.

7. Arn Peralun

Arn already underwent quite a journey in Onslaught, from becoming Tau's new Padawan to slowly coming into his own. In Legacy of the Sith we meet him after he's officially become a knight, and throughout most of the expansion he remains a Republic player's recurring buddy, helping you out on the occasional adventure and always having your back in negotiations with Republic leadership. He remains a solid character that is only "held back" by the fact that he never really has the spotlight, even if he saves your life at the end of Master's Engima. I'd like to romance him on a character one of these days as I suspect that might reveal some more interesting details about him.

8. Major Anri

Originally introduced in Jedi Under Siege, Major Anri is another character that has already undergone a bit of a journey. She's largely the Imperial equivalent to Arn in her role in the story, but at least my impression is that she hasn't had as much of a chance to grow throughout LotS, possibly because as a soldier she's more directly limited by the chain of command, though she does still speak up for you quite boldly at times. There are also hints towards the end of Legacy of the Sith that she's growing somewhat disenchanted with Sith leadership, but it's not yet clear to me whether that's going to go anywhere. Like with Arn, I expect that romancing her might reveal some more.

9. Sa'har Kateen

Sa'har is in some ways Legacy of the Sith's biggest disappointment to me. She was in the expansion's cinematic trailer, and from the get-go we kept getting little cut scenes in game showing what she was up to even when our characters had no involvement with that at the time. I kept thinking that surely this was building up to something big, but in the end it never really did. The biggest interactions we have with her are at the end of Chains in the Dark when she turns against Tyrus, and all throughout Desperate Defiance, but then she seemingly dies, just to immediately get "revived" again one patch later, and in the end nothing much even comes of that in relation to our character as she and Ri'kan just run away on Khar Shian. She does have some character development throughout, but she never stops focusing on Ri'kan, no matter how badly he treats her, and it just gets a bit tiresome to be honest. Mostly I just don't get why she got so much focus throughout the whole expansion when her role in the major events was ultimately relatively small. I expect we'll see her again in 8.0 - maybe something more interesting will happen then.

10. Heta Kol

Heta started as an intriguing new villain in Spirit of Vengeance, but I feel like ultimately that intrigue never really paid off. She's initially shown to be forceful and charismatic, which perhaps goes some way towards explaining how she's managed to rally several otherwise very different clans to her cause. But then... it just never really goes anywhere. In Galactic Threads, Jekiah comments that Heta has morale problems, but we never see her dealing with that. The way we saw her acting towards her underlings, I honestly thought that maybe at some point, internal conflict or betrayal would become a problem for the Hidden Chain, but it never really did (not counting Sa'har, who always remained a bit of an outsider). We never really get any more detail on why Heta does anything she does, other than that she hates what Shae has done with the Mandalorians - yet at the same time, she never seems as obsessed with Shae as Shae is with her. I just feel like her portrayal never entirely came together, meaning I was always chasing after her somewhat half-heartedly myself. She was just someone who was causing trouble for me for reasons that were not personal (to my character) but also not fully known, which just wasn't very satisfying.

 

11. Ri'kan Kateen

All I'll say is, I really hope they have something planned for Ri'kan in the next expansion still, because otherwise - what a waste of time this guy was. He's even more one-note than Sa'har, but unlike Sa'har, we barely even interact with him other than the one confrontation at the end of Ruhnuk and the big fight at the end of Desperate Defiance. Why have we spent as much time as we have on watching cut scenes with him? I thought maybe something would come from the Ordo brothers having personal beef with him over the death of their sister as explained at the end of Ruhnuk, but that never came up again.

Do you agree with my ranking? Are there any characters you feel should have been on the list that I left out? I went back and forth about including Darths Krovos and Rivix for example but ultimately decided that we didn't quite see enough of them throughout the expansion as a whole for me to include them here.

06/08/2026

A Dev Speaks - Great News for Fans of Operations

On Wednesday my ops team went on the PTS to try out the first boss of the new operation there. I won't go into too much detail because I don't want to spoil anyone here, plus it was obviously only the first version of the fight, so things are still going to be subject to change. In a nutshell, we had a fun time puzzling out what to do as a group of friends, but for a story mode, that first iteration felt very overtuned - just too much going on and too much damage.

I posted my feedback on the PTS forum and read what other people had to say about their impressions so far. Swtorista seemed to have a similar experience to mine, and added that she was not sure what the devs' intent for story mode even was, in terms of how difficult they actually want it to be nowadays. I have strong opinions on that myself, and wrote a whole post a few years ago about how the SWTOR devs have failed to hit the mark on story mode ops difficulty again and again, but it's true that they haven't even officially commented on the subject in over a decade as far as I'm aware.

So imagine my utter astonishment when someone highlighted to me that there was a dev response to Swtorista's question and other things on the PTS forums today. You can read the post for yourself here if you want, but be aware that it contains a lot of detail about the mechanics of the first boss of the operation.

That said, I think there were some exciting spoiler-free revelations in that post, which I really wanted to shout about so that more people would hear about them.

First off, the least important one but still interesting to me:

In the first few days of testing, there were roughly 1,800 attempts on [the new boss] across Story and Veteran Mode, with 104 kills.

Who says nobody in this game cares about operations anymore? Considering that I'd expect only a tiny fraction of the player base to bother with downloading the PTS, never mind putting a group together to actually test group content on it, those numbers were delightful to see.

But the real kicker came towards the end of the post and had nothing to do with the new operation in specific:

If my name [Martin Smith] sounds familiar, it may be because I was part of the original launch team and worked on Operations until I left BioWare in 2016. Broadsword brought me back to focus on Operations content.

There've been times over the last few years when I've had conversations with people in which doubt was raised whether SWTOR even had a dev dedicated to operations anymore, or whether the one ops they put out once in a blue moon was just someone's side project. So to not only have it confirmed that there is indeed a dedicated ops designer now, but to also hear that he's an OG whom Broadsword specifically brought back to work on operations again was crazy exciting to hear. I don't know if that'll mean that we'll get more operations at a faster pace in the future (relatively to the once every three years or so which we've been on for more than a decade now) but for the first time in a long time I feel at least a bit of hope in that regard. Martin (the dev) continues:

My goal is to make the best Operations content I can, but to do that I need your feedback. I want to know what you want from future Operations, and what you would most like to see fixed or changed in existing Operations.

I am working on improving the process of making new content and building better tools to help design, build, and balance Operations more effectively.

Again, this is just so amazing to hear. My #1 thing to fix about existing operations would still be to nerf Dominique on story mode. Recursive blast just requires too much coordination, and the freaking monstrosities that spawn in at the end to root and stun you - thereby preventing you from doing the mechanic correctly even if you're trying - also need to go in my opinion.

I've got to admit, I'm now wondering whether he already spent some time looking at the old ops before starting work on this new content. (I don't know how long he's been (back) at Broadsword.) The reason I'm wondering is that my guildies and I noticed new voice lines in existing operations recently - not newly recorded, obviously, but stuff that was already there but just wasn't playing for some reason. Scyva suddenly has more things to say about Izax now in Gods from the Machine! And tonight my guildies and I did Dread Palace on the PTS for a laugh (currently not tuned for level 85 yet) and in the Council fight at the end, there was suddenly an extra voice line at the start of the phase with the two ghosts - trust me, I've spent so much time in there over the past couple of years, me and a guildie could immediately tell that this line hadn't been there before. It just seemed like such a random thing to suddenly fix years later... but maybe an ops designer who was reviewing old fights and noticed a bug not triggering a voice line might do such a thing? *insert meaningful eyebrow wiggle here*

Truth is, I have no idea whether those things are related, but it's hard not to see them as signs. For years now I've had to tell guildies that operations obviously weren't a priority for the SWTOR dev team anymore and that everyone needed to check their expectations on that front. Without wanting anyone to get overhyped, this is the first time I feel like endgame group content might have a real future in the game again after all.

03/08/2026

Goofing Off on the PTS

Immediately after Thursday's dev stream, the 8.0 PTS went up, and I've actually been hyped to play on it. I didn't used to be someone who cared about public testing, but I've done more and more of it over the last two expansions and have become a bit of a convert to be honest. SWTOR is just not that big of an MMO anymore, and every little contribution to make it better helps. The success of XR-53 in particular has really helped to motivate me, because that fight felt so much better tuned than any other operations boss Broadsword released in almost a decade. I couldn't help but feel like the more extensive PTS testing really helped - not anything I personally did, mind you, but just having a broader selection of players trying out the fight and providing data and feedback.

In this first iteration of the PTS, there isn't much to test yet - primarily it's just the first boss of the upcoming new operation. Accordingly, the way it's set up, you're expected to just create a level one character, take the "Odessen Transport Service" just outside your starter phase* to be transported to Odessen, and then use a terminal there to get auto-levelled to 85, at which point you can grab some gear from nearby vendors, and the entrance to the operation is right there as well. (In fact, it's so close to the edge of the platform that if you run at it without being in an ops group, you have just a brief second of seeing the "you need to be in an ops group to enter" notification before falling to your death, which I thought was a hilarious troll.)

A bunch of newly created characters standing around the level-up terminal on Odessen on the PTS

I haven't tried the new boss yet, but I'm planning to check it out this week - with a full guild group no less. This is the first time I've managed to get buy-in for going on the PTS from my whole ops team, which is another reason I'm excited.

However, until then, being an unnaturally boosted level 85 character is... a bit restrictive. You have no legacy, no ship and no companions. You don't have access to any of your unlocks from the regular servers, including species and hairdos. Not to mention that you look like a bit of a dork running around in the same not great-looking default armour set as everyone else.

Cartel Coin purchases are disabled on the PTS (for good reason), but unfortunately that includes several pop-ups that merely include a CC buyout option, such as the one to increase your inventory space or unlock additional outfit slots. Not much one can do about that, unfortunately, but at least some of the other restrictions can be worked around.

If, like me, you're someone who has earned loads of loyalty rewards and the like over the years, you might be able to grab a companion and/or a better outfit from your mailbox. I don't recommend trying to empty your mail entirely, due to the aforementioned bag space limitations, but if you can pick out just a couple of useful items, it's quite handy. 

Otherwise you can travel to the fleet and see the adaptive armour vendor in the supplies section for an alternative outfit. The selection there isn't amazing, but at least you'll be able to cheaply grab a coherent look that matches your origin story. The only way to get a companion outside your mailbox is to actually play through the class story on your starter planet. I'm not usually someone who ever space-bars through conversations, but I speed-ran my Sage through Tython for once and it was actually pretty quick.

Completing the starter planet will also unlock your legacy, and if you then make it through Coruscant on top of that, you can get your ship too. A quicker, alternative way to unlocking your legacy and ship, as well as the option for a second combat style - but no companions - is to start Knights of the Fallen Empire from the chapters menu. You don't actually have to play through it, just accept all the various prompts that ask if you're sure that you want to skip ahead and boom, there's your legacy and ship.

Why go through all this hassle for a test character? They'll probably be wiped/reset at some point anyway, right? Well, why not? Breaking out of the default constraints of the test environment is a different kind of gameplay challenge, and I bet I'll feel better testing the boss later this week when I actually get to wear an outfit I like! It also allows for additional exploration which incidentally might reveal more about features that aren't officially ready for testing yet.

For example ventures/difficulty modes are not yet ready for testing, but after completing my Tython story (on the standard difficulty, because nothing else is available), I found a surprise "challenge reward" box in my inventory which contained a "Regenerating Freeze Bombs" unlock that I was unable to use yet but which is probably an unintended preview of the kind of stuff that will be coming with the ventures. I also saw someone mention on the forums that they saw a Z axis in their stronghold options? Be still, my heart!

Oh yeah, all strongholds are free to open and expand on the PTS as well, unless they require special tokens. So go nuts and grab that free teleport as well while you're out there.

Now let's see what we can get up to next week when our PTS guild's ability to do Conquest unlocks... 

* If you're a newborn Jedi on Tython and can't find the teleport, it's right next to the first taxi droid on the raised platform where you first land. For some reason the probe droid really blends into the background there and is easy to overlook - I ran right past it at first, and talked to at least three other people that evening who had the same problem. When I made a trooper for comparison, it was much more obvious to find the droid there, as it was waiting right outside the crashed walker.