Showing posts with label pts. Show all posts
Showing posts with label pts. Show all posts

15/09/2026

I Was Wrong About Levelling Difficulty

I'm now up to having spent a double-digit number of hours testing the overworld difficulty toggle on the PTS, space-barring my way through various starter experiences over and over while dying quite a lot at times. And it's not just because I want to be a helpful tester - it's because it's been fun.

When the difficulty toggle was first announced, I said this that I "wasn't that invested into the idea personally [because] I don't think the current difficulty is terrible". Who cares if nothing on the starter planets can really hurt you? More difficult content absolutely still exists in SWTOR, you just have to advance some way into the game before discovering it.

After actually playing through the starter and capital planets on veteran and master difficulty however, I've changed my mind about that. Not that challenging content still exists - obviously it does - but the experience reminded me of something that had been lost and that I'd honestly kind of forgotten about.

In SWTOR's first year, I often compared its gameplay to World of Warcraft's Burning Crusade era. In this post for example, I described the game as offering a combination of Dragon Age style storytelling with a multiplayer option and more enjoyable combat. In this one, I noted how much I enjoyed medpacs actually feeling useful when levelling up, something that had already been lost in WoW at the time. I'd genuinely forgotten that this was ever a selling point for me. (Which is amusing because that post was titled "Things You Didn't Know You Missed".)

The reason I fell as hard for SWTOR as I did back in 2012 wasn't just because of its story - it was the whole package, and that included engaging gameplay throughout the levelling journey. I've gotten so used to just speedrunning alts through each planet, only stopping at class story instances and nowhere else, that I'd forgotten what it used to be like to not do that.

The slower levelling via the veteran or master mode toggle just changes things so dramatically. You pick up side quests because you actually need more XP instead of being massively overlevelled almost from the start. As a side effect of that, you poke your head into every little corner of the map and take in so much more of your environment. You kill so many more mobs, and because they actually hurt, you pay attention to what type of mob you're fighting and which one should go down first. Your surroundings are no longer just a minor obstacle on your way to the next cut scene; they are engaging in their own right.

To me at least, this also works to actually enhance the storytelling. Take Korriban as an example - it's supposed to be a dog-eat-dog environment that is harsh and deadly, but you don't really feel that when everything is a breeze and you're in and out within an hour. That soldier at the entrance to the Tomb of Ajunta Pall just looks like a massive wuss, complaining about k'lor'slugs when they don't seem to do anything to you and die as soon as you so much as sneeze at them. Turn the difficulty up to master, struggle to not get overwhelmed by the damn critters yourself on your very first quest, and suddenly he's much more relatable.

The same concept applies on the other starter planets: Hutta is so much more unpleasant when it hurts. You can tell that Ord Mantell is a warzone when fighting your way through a village actually takes some effort. The flesh raiders on Tython are a much more credible threat when they also threaten you.

I get that this isn't for everyone, and I'm not pretending that I myself would've enjoyed levelling every single one of my alts this way over the course of the last ten years. When I'm just looking to level another [insert origin story here] to see a different romance option, I don't necessarily need to linger too much along the way. However, at this point it has been so long since I last had to do more than the bare minimum while levelling up that being reminded of the fact that it doesn't have to be that way has been really refreshing.

I'm pretty sure that once Masters of the Force goes live, I'll be making liberal use of the difficulty toggle even outside of ventures. Sure, there'll be situations where story difficulty will remain my choice as well, especially if I want to get something done particularly quickly. However, I think I'll be happy to slow down just as often, and it'll be fun to actually have the option to do so.

04/09/2026

Adventures on the PTS, Part Whatever

I continue to log into the public test server almost every day. I've never been this engaged with testing anything in SWTOR before; it's quite strange.

First there's the new ops boss. I won't spoil anything about the theme or detailed mechanics, don't worry, but I do want to talk a bit about the experience of testing itself. Back when I tried XR-53 on the PTS, I went in with a group where at least a few people already knew what to expect, we killed it after a relatively small number of tries, and then we got an achievement at the end. It wasn't that dissimilar to trying a boss on the live servers for the first time.

This time around, things have been very different. I mentioned in a previous post that the ops entrance is right at the Odessen spawn-in point, which I assume is not going to be how it's going to work when the operation is finalised. When you go through the portal, you get teleported right into a room with the boss - no trash, nothing. Additionally, there's a droid called M4R-TN (Martin, like the ops dev - get it?) who not only offers repairs, but also has a number of consoles next to him that allow you to tweak things about the boss fight, such as in- or decreasing its health and damage output - a true test environment.

If you wanted to, you could dial down the boss's health to next to nothing and one-shot it. But what for? There's no achievement at this stage, or loot. It's up to you, the player, to decide how easy or hard you want the fight to be, purely for the sake of fun, and that's surprisingly difficult.

I'm guessing like most people, we initially tried to simply do the boss fight as presented, without tweaking anything. We also went in blind, because it's fun to discover things by ourselves. And that did work decently enough for story mode.

Veteran mode was a different matter though - so much damage! So much going on! Pure chaos. Trying to figure things out by yourself is fun for a while, but only until it isn't anymore. I've got to confess here that I've also learned over time that my ops team and I aren't actually very good at figuring out boss mechanics by ourselves. We have a tendency to completely misunderstand what's going on at times, and then coming up with ideas based on those misunderstandings that only make things worse. Myself, I just get completely overwhelmed at some point.

It made me realise that for how much I love operations in SWTOR, I'm a bit like the cliché of a WoW Classic raider - good at a 20-year-old fight that I've had opportunity to practice for literal years, but better not present me with anything new or even remotely difficult - as I'll just freeze up, even if I was actively asking for something new before. It's not entirely the same situation, but there are definitely parallels. I like the familiar, and SWTOR has given me plenty of opportunity to get used to things.

The other week I did multiple runs of Terror from Beyond, and it occurred to me that Operator IX on veteran mode is actually a pretty complex and hard to explain fight, what with everything that goes on with the colour mechanics. It doesn't seem so bad to me now after years of repetition, but the first people to figure out the encounter probably also had to spend quite a bit of time wiping, reading tooltips and experimenting in order to figure out exactly what to do at each stage and in what order. I've tried to take comfort in that thought at times when the new boss felt impossibly overwhelming to me - reminding myself that it won't seem half as bad once I've had time to properly understand and digest what's actually happening at each stage.

So after initially just dialling down the boss's damage a lot so we wouldn't die quite so quickly and had more time to actually figure out key mechanics, we did slowly get a grip on those.. but things were still messy and would quickly fall apart entirely. When I happened to come across a video from someone whose team had killed the boss on the PTS only the other day, I watched it, and it immediately taught us some things to improve.

This meant that the other night we finally realised that we'd hit a point where we understood what we were supposed to do; we just didn't have the numbers to execute it. We'd already reduced the default damage by half, but now we also had to reduce the boss's health, because we were hitting what's effectively the soft enrage with the boss still close to half health. (Mr Commando used to call that point "the 50% mechanic" - see my earlier point about us misunderstanding what's happening sometimes.)

On the next attempt we reduced the boss's health massively and he died with ease. So now the last exercise is going to be to dial the numbers up and down a bit more to see how much more we can take, but then I think we'll be done testing this particular fight for now. We've learned the mechanics and will be prepared in that regard. But if it goes live with the current default health and damage numbers, we won't kill it for a long time regardless.

The person who posted the kill video with the boss set to default values said the tuning felt good to them. In the video I could see that they were doing almost double my team's healing and about a third more damage. I mean, good for them, they are clearly good at the game - I just wish they were aware that what they are bringing to the table is not what the average group that attempts a veteran mode is going to have. I'm desperately hoping that the data we've provided by wiping over and over again is at least sending a signal in that regard, but I do still worry that it won't be enough. I suspect that not many who find the boss too hard in its current state will go through the process of wiping for hours to understand what's going on and fine-tune the numbers; most will probably just give up. And then the data set will just consist of the most elite NiM raiders killing it with ease, suggesting that everything is fine and dandy. I don't know. I can only keep trying.

The other thing that I've been spending time on is levelling lowbies with the new difficulty toggle set to veteran or master. I'll probably have another post about that in me at some point, but it's just so weirdly compelling to me. Since I'm playing so much and generating Conquest points, I've also set our PTS guild to invade a planet every week. Since there's no competition, we win every time. I know it's only temporary and doesn't mean anything, but I enjoy seeing "TSS PTS" being the conquerors of an increasing number of planets...

The "current conquerors" window on the PTS, showing TSS PTS owning Ilum, the Manaan Invasion Zone, Mek-Sha and Quesh. The other visible slots are empty.

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.

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. 

27/11/2024

My Experience with the New Lair Boss on the PTS

I wrote at the start of this month that I wasn't sure whether I wanted to try the new lair boss on the PTS or not. Wanting to earn the associated special titles was a point in favour, but my general preference for "going in blind" and being surprised once the content hits the live servers was also a strong argument against it.

In the end an opportunity arose for me to join Swtorista's Team Disco today to have a go at the boss and I decided to take it. (I guess I have Galaxiya to thank for being unable to make it, meaning I could take her spot. Thanks, Galaxiya!) I was glad I did, too, for three reasons:

  1. We did get the boss down on both difficulties, earning me the associated titles on the live game.
  2. I now know what to expect and have a better idea how to tackle the fight with my guildies once it goes live.
  3. It was honestly just good fun, too! The fight had clearly come a long way from that first iteration of the PTS where people couldn't even tell what was supposed to be going on most of the time.

Primarily, I was relieved to find that story mode seemed to be at an appropriate difficulty for a story mode, which is to say: easy enough that an inexperienced pick-up group should be able to do it. Several members of our group (including me) had never done the fight before and nobody gave any explanations pre-pull either, but it worked out fine anyway. All the mechanics do fairly low damage, so you can learn as you go and it takes quite a bit of messing up for anyone to take enough damage to die.

If I had to pick anything to criticise here it's that the fight still felt like it took pretty long for a story mode with a group that had quite solid dps output, but that may just have been subjective, and I didn't actually time it. Plus we went in with the standard group setup of two tanks, two healers and four dps - on story mode you could easily swap out a tank and a healer for two more damage dealers to speed things up a bit.

Veteran mode was another pleasant surprise after all the unpleasantness that was my experience with R-4 Anomaly, in the sense that it actually felt like what I'd call a "proper" vet mode, not something bordering on NiM, just trying to please the top 1%. As a healer, there was enough damage going out to give me something to do, but it wasn't so high that I couldn't also throw a few damage abilities into the mix at various points. There was stuff on the floor to dodge, adds and different boss mechanics to watch out for, but at no point did the number of things going on feel overwhelming.

We got the encounter down on what I think was only our third try, though I wouldn't read too much into that as a sign of it being too easy, as several people had worked on it before and could tell the rest of us what to do. The biggest challenge was actually the hard enrage, which kicks in at around the ten minute mark, and was what killed us on our penultimate attempt. We hit it again on the actual kill but managed to get the boss down just before it had the chance to kill us.

I checked to see what feedback others had given on the official forum thread, and winced at several comments along the lines of "I went in with my NiM team, using only one tank and healer, and we thought it was too easy". I just hope the devs don't use that as an excuse to do any last-minute upward-tuning before releasing the patch, because I don't agree that the fight was too easy at all. A vet mode ops boss isn't supposed to be something that's hard for NiM raiders! I did think that some of the suggestions that were given for how to make things harder might actually make for a good master mode version of the encounter later on, if Broadsword ever decides to add that.

However, vet mode struck me as fine as it is. If anything, the fight still seemed quite long and the dps check pretty tight for a group of raiders that aren't at the extreme cutting edge, but I'll assume for now that with more experience and better understanding of the mechanics, groups will be able to improve their damage output and general performance over time, to the point where the enrage timer won't feel quite so challenging anymore.

In general I was pretty happy with everything I saw, and assuming what we experienced is going to be close enough to what will go live in a couple of weeks, I'm actually looking forward to tackling the new boss on the live servers. It will be nice to work on farming materials and schematics for the new augments in a story mode that should be accessible enough to actually do on my guild's social nights, and a vet mode that will pose a bit of a challenge for my regular ops team without making it feel like we're just bashing our heads against a wall.

Shintar getting the "XR-53 Veteran" achievement on the 7.6 PTS

23/11/2024

Character Modernisation Panic on the PTS

I mentioned in my post about the 7.6 livestream that the devs revealed that they're also working on updating NPCs and player characters with new textures, shaders and more. They emphasised that they were aware of how important it was that your character still felt like your character afterwards, and the examples they showed in their previews looked very good.

I didn't expect them to also push this update onto the PTS immediately afterwards, but they did... and I found out about it because there was much wailing and gnashing of teeth about it. Well, actually, the first time I heard about it was when Intisar showed me a before and after screenshot of his main and commented that his Jedi suddenly looked old enough to be her own mother, which just made me laugh. However, as I heard more reports and saw a couple of honestly kind of appalling-looking screenshots, I got curious - something was clearly wrong here.

So I updated the PTS myself to have a look and... honestly, at first I didn't get what the fuss was about, as both my Republic and Imperial main (who are a body type four cyborg/human respectively) pretty much looked fine to me. But then I loaded up some alts and yeah, I could see that things looked rough. Doing my own before and after shots for my Chiss agent and Mirialan smuggler, they both appeared to have aged about twenty years each.

I figured that obviously couldn't be right, considering that it went completely against what had been said and shown on the livestream, so I was still more amused than worried. I posted some feedback on the PTS forums, but in what I thought was a kind of playful tone - you might want to review some settings on these, guys! I also took further heart from seeing posts like this one from someone who has some knowledge about 3D models and textures and showed that a lot of the issues people were seeing could indeed feasibly just be caused by one slider basically being set to the wrong number.

However, the SWTOR community loves a good freak-out and I still saw many posts that weren't just pointing out that something was wrong, but whose authors were seriously upset, threatening to unsubscribe forever over this, and so on and so forth. As someone who's 41 in real life, I was honestly a bit offended by some of the comments that claimed that the changes made their characters look 70 years old. Have you ever seen a 70-year-old in real life, kiddo?! I'll admit that some of the memes people came up with were amusing, but all in all I found the whole thing a bit tiring, considering that it seemed so obvious to me that it was simply a bug on the PTS, which exists specifically so people can find bugs before go-live.

Fortunately the latest PTS update has improved things and the worst of the panic seems to have subsided... though I'm still seeing some criticisms in the new PTS feedback thread, the most poignant of which to me was the one pointing out that the new faces look a lot worse on low graphics settings than the old faces, which I agree is definitely something that should be looked into.

I also had a kind of strange experience when checking out the new update myself, as I basically logged into the PTS, clicked through my characters on the character selection screen one by one and thought "yep, these all look great". However, after I took a few more screenshots for comparison purposes, I lined them up next to the "buggy" faces and they... actually didn't look all that different? As in, there are still some pretty noticeable differences compared to the old faces, and I can still see more wrinkles than I'd necessarily like to on my idealised video game heroines, but at the same time - it didn't bother me at all while in game, only when staring intensely at the close-up shots, which is not something I would usually do while playing.

Bugged PTS vs. updated PTS

Live vs. updated PTS

Bugged PTS vs. updated PTS

Live vs. updated PTS

My conclusion for now is that I'll be fine and will be happy with my characters getting updated, but I also feel like I have no clue how the majority of players will react to these changes. As mentioned, there are still plenty of complaints being raised in the feedback thread, some of which I can kind of see, but others just make me feel like Pam from The Office, going "They're the same picture" (meaning I honestly don't see what all the fuss is about).

And maybe that makes you think that my eyesight is lacking and obviously everyone will still hate this update, to which I'd respond: Will they though? Because I've also spoken to people who saw that very first, bugged update and genuinely thought it was fine too, going "sure, my character looks a bit older than before, but so what". My hunch is that most players will probably be fine, because even if you do notice differences between old and new that you don't like in the direct comparison shots, I reckon most players don't actually spend that much time staring intently at their character's nostrils in everyday play if you get what I mean. I don't think the differences will be as noticeable when you're actually playing the game normally and not glaring at your character like they're about to have their police mugshot taken.

All in all, I guess this goes to prove once again that player character updates in MMOs are a tricky thing. I remember when I briefly resubbed to World of Warcraft in late 2013 after having been away from the game for more than a year, the low-resolution old character models that I'd always liked before suddenly appalled me, as I'd gotten too used to SWTOR's much better-looking avatars. When WoW then updated its models in 2014, I logged in once just to check out my characters' new looks, and while I thought Blizzard did a decent job with the upgrades overall, I also noted at the time that many characters looked older and angrier than before, and ten years later I'm still not over what they did to female tauren. So this kind of thing is always a bit of a gamble, but remembering my own reaction to WoW's old character models in 2013, it's probably also a necessary one if the game is supposed to continue attracting new players.

If you have any doubts about this update yourself, I can only recommend downloading the PTS, copying over some of your characters, and giving feedback in the relevant forum thread. If you've already seen your characters' updated looks, how do you feel about them?

04/11/2024

Impressions from the 7.6 PTS

A combination of PTS incentives and curiosity about the new dynamic encounter system got me to spend some time on the public test server this past week.

My aging PC doesn't have enough disk space to support having two versions of SWTOR installed nowadays, so I had to put the PTS on my laptop, but that actually worked out quite well this time around as I was travelling last week and had the laptop with me for evening entertainment anyway.

Only two planets have dynamic encounters on the PTS right now: Hoth and Tatooine. It's currently not clear whether that's all 7.6 will launch with or whether these planets were picked for focused testing and we'll be surprised with some more content once the patch goes live. There were some indicators on the PTS galaxy map hinting at dynamic events on other planets like Alderaan and Belsavis, but with no actual content available there so far.

One thing I originally wondered after seeing the sneak peek trailer was whether dynamic encounters would be more like World of Warcraft's world quests (as in, personal to you) or dynamic events in other MMOs (shared and the same for everyone). Interestingly, the answer turned out to be "both". There are two types of events, designated as either "group shared" or "encounter shared". In the former, your progress is personal, and the encounter continues to exist for other players on the map even after you've completed it. In the latter, everyone doing stuff contributes to the event's progression, and once the encounter completes, everyone gets their reward at the same time and it disappears from the map. The shared encounters are generally rarer and can still be soloed if nobody else is around, but they tend to require killing more mobs and can therefore feel like a bit of a slog if you're the only person in the area. On the other hand it's a lot of fun (in my opinion) if there are other players around and you can see things progress really quickly as everybody does their part.

Shintar the trooper on Hoth, holding a curled up ice kitten in her arms. B3-S1 and a white Loth kitten look on curiously.

In general gameplay terms, the encounters are about what you'd expect: a lot of kill x mobs and some clicking on shiny things, though there are some standouts where the devs clearly tried to be creative and come up with more varied activities. 

I don't think dynamic events are intended to be a new "main" gameplay mode, though depending on how many planets will get them when 7.6 launches, I'd be curious to see how much levelling you could get done by just doing dynamic encounters - as an experiment if nothing else! Realistically though, I think they are meant to be similar to side missions, just without all the picking up and handing in required. At max level they currently award a tiny number of tech fragments and Conquest commendations, small enough that they wouldn't make for a great primary source of either currency.

One thing that made me wonder a little was how much focus there is on highlighting these new dynamic encounters on the map. The galaxy map highlights planets that have them active, and on the planetary map they show up as big glowy diamonds. There's nothing wrong with that in principle, but it does seem an odd choice when the devs took multiple steps in the past to hide away exploration missions and/or make them less prominent because they were apparently confusing/distracting people. Surely new levellers will get a lot more distracted by all these big glowy indicators on their maps? I dunno.

Partially uncovered planetary map of Hoth with 15 glowing indicators highlighting dynamic encounters in progress

I'm still a bit torn on whether to try the new lair boss on the PTS as well or not. On the one hand I prefer not to spoil myself when it comes to content like that and would rather see things for the first time on live, but on the other hand every bit of feedback might help with making the Propagator Core a better raid.

The initial round of forum feedback certainly hasn't looked too good. Players were asked what they thought of the fight's different phases, and everyone basically replied "what phases?" because by all accounts, it was just an extremely long slog against an enemy with a lot of hitpoints while trying to manage some bad stuff dropping on the floor.

There has since been another dev post on the forums that basically admitted that almost nothing about the fight was working correctly and that it will see massive changes with the next PTS update. Which is good in the sense that it means the tedious version people experienced in the first week wasn't at all final, though it also makes you wonder why and how an operations boss ended up being put on the PTS in that state in the first place (since you'd expect the devs to be able to verify that at least the very basics are functioning before asking people to play test). I guess I'll have a few more weeks to see how things develop and whether I want to have a go myself.

11/10/2024

7.6 Sneak Peek!

I was planning to write about something else today, but then as I was browsing YouTube last night, a new video from SWTOR's official account suddenly popped up in my recommendations. Whaaa...?!

Here we've all been sitting around, waiting for them to announce the next livestream, and they surprise us with an actual teaser like that. I like it! While I've enjoyed the livestreams over the last few years, they do kind of seem targeted at fans who are already highly invested, while a four-minute video talking about upcoming patch features should be much more accessible to a more mainstream audience.

The three major points of interest from the video are: the new type of gameplay that's coming in 7.6, the new lair boss, and the upcoming PTS.

The new type of gameplay that will take us back to existing planets is called "dynamic encounters" and is basically... world quests? Dynamic events? Something like that. We don't know enough details (such as how often they'll occur, and how much credit will be shared vs. personal) to say which of the comparable features in other MMOs they will resemble the most, but we get the basic idea: They'll be a bit like quests, but instead of picking them up in town, you'll just find them popping up on your map.

This seems like a smart direction for the dev team to take, as it'll allow them to add more things for players to do at all levels without needing more voice acting or fancy cinematics, plus it's likely to make the open world feel a bit more alive as you should encounter more players running around on old planets.

I'm tentatively excited, though it remains to be seen how engaging this stuff turns out to be in the long term, and of course there's always the question of rewards. I thought it was kind of funny that the example in the video showed the player getting literally nothing for completion (obviously since it's still a work in progress) but it does make you wonder. XP and credits seem like a given, but the game already throws plenty of those at you everywhere else too. Is another source of Conquest commendations at max level going to excite anyone? But then, SWTOR has never been as highly reward-driven as other MMOs, so I really wouldn't expect these to suddenly start handing out higher-level currency or anything like that. We'll see.

In fact, we should find out more soon enough as this stuff will be going on the Public Test Server! And there'll even be a new reward for going on there and helping with the testing: a special mini pet. I just thought this was funny since I have a guildie who asks every time the PTS goes up whether there's a new reward, and usually there isn't... so I outright told him at one point that there doesn't seem to be much point in asking that question every time. I of course had to ping him immediately once I saw the video, hah!

The other thing we'll get to try on the PTS will be the new lair boss, a droid called Propagator Core XR-53, found on Ilum among the remnants of the Emperor's old space station. Unsurprisingly, like R-4 Anomaly, the fight won't have a 16-person mode, which I know most people don't care about but I'll keep moaning about it anyway because as a guild who has done and continues to do 16-mans, I miss that option. (When R-4 was a seasons objective the other week and we had 13 people on, that was quite challenging to sort out.)

Aside from that though, XR-53 will have both a story and a veteran mode, and I'm curious to find out what it'll be like. I crave more group content, but R-4 was such an awful experience for me at launch that I'm also still a bit wary of their current design philosophy in that area, so I'm hesitant to get too excited just yet.

What are you most interested in learning more about in regards to patch 7.6?

02/05/2024

7.5 Dev Stream Highlights

Yesterday it was time for another SWTOR dev stream, hurrah! As usual, this is not the place to find all the details about everything that was said, but rather a summary of what I thought were the most important points, with my own opinions sprinkled on top. If you're looking for something more comprehensive and less editorial, let me point you towards one of the sites below instead:

Now, on to my own thoughts...

7.5 Story "Desperate Defiance" on Hutta

We got a little more detail about the next story update coming with 7.5, without really getting into spoilers. As previously established, it will take place on Hutta where we'll be interacting with a number of new characters. My favourite of these was a Hutt called Yusinduu with a cool new look.

Again, without really going into spoilers, they said that Sa'har will follow up on what was said at the end of the 7.4 story, and apparently how we respond to her will have an impact on her development going forward - curious to see what that means.

My only slight disappointment was hearing that the new area on Hutta won't contain a new daily area or anything. It's not so much that I'm particularly dying to have a daily area in every patch, but it kind of sounds like there's literally nothing there other than whatever you do for the main storyline, which sounds kind of wasteful to me if true. We'll see I guess.

Graphical Updates for Hutta

They'll use the addition of the new area on Hutta as an opportunity to also give the planet as a whole a graphical update, which sounded good to me. I mentioned it in the past when they made similar changes on a smaller scale on Tython and Korriban.

The only thing that threw me for a bit of a loop was how utterly different the skybox looked in the footage with the updated graphics. Hutta's sky is currently dominated by yellow clouds that cause the whole planet to be basked in a yellow-ish hue, while the updated version seems to feature a uniform grey cloud cover that looked like it strongly changes the vibe. I don't know how I feel about that yet. If you like the yellow, go and take some screenshots while it lasts I guess!

Below you can see before and after shots of the sky over Jiguuna that I took in the live game and on the PTS. I'll admit the change didn't feel as drastic in game as it looks in the screenshots and the new version is definitely much crisper and more detailed.

I'm curious whether this update will also affect the Karagga's Palace operation, since it is also set on Hutta so might be sharing some assets (but I can't be bothered to check that out on the PTS).

Dantooine Spring Event 

We currently have Nar Shaddaa Night Life in summer (which will start on the 9th of July this year by the way), the Feast of Prosperity in autumn and Life Day in winter, so there was a gap in the calendar that the SWTOR team wanted to fill with this new event. It's going to be full of chill activities like growing crops, dancing around the Star Wars equivalent of a May pole, hunting for eggs (random Easter vibes?), looking after animals, baking and eating pies, and finally... fishing. Yes, after more than twelve years, SWTOR finally gets its own version of fishing!

I don't know, I can't claim to think that this was something that was desperately needed, but I've enjoyed it in other MMOs that have it as an activity, even when it worked in very different ways. The appropriately Star Wars twist on it is that you basically make a little probe droid do the work for you, the notion of which amuses me greatly.

A female twi'lek bounty hunter sitting by a pond that has a probe droid and two green circles hovering over its surface

Yes, I actually logged into the PTS to check this out.

I think this sounds like a lot of wholesome fun and I look forward to experiencing it in full once the event goes live.

Our Own Little Basilisk Companion

Another thing that will happen in 7.5 is that Lane Vizla finally manages to fix that little basilisk from Ruhnuk and it will become our companion - a proper one that fights and everything, not just a non-combat pet. It'll be called B3-S1 or "Bessie" for short. However, there'll be a twist, as we'll have to train the little bugger to truly make it ours, which will involve something called "ventures" and will require you to take Bessie out to do dailies over the course of a longer period of time. I have to admit my initial reaction to this were somewhat mixed feelings.

On the one hand: new companion that we actually have to work for and build a relationship with! Yes! I'm 100% on board with that concept, and we haven't really seen anything like this since the release of HK-51.

However, from the way it was described, I'm not sure why we need a new "feature" with a new UI just for this instead of it simply being a quest chain or tied to an achievement, because it doesn't sound that dramatically different from anything already in the game. In fact, it sounds a lot like yet another way of making us go back to old daily areas, which makes me somewhat less happy. Also, I'm waiting for clarification on whether there's going to be an option to just unlock Bessie for your alts via the legacy system after you've jumped through all the required hoops the first time.

PvP Season 6

This was a bit of a weird one. First off, they announced that they'll be changing the launch timing of PvP seasons and have them more regularly start alongside the big patches. I'm in favour of that in so far as it should avoid some of the weird overlap issues that have been occurring with Galactic Seasons sometimes, assuming that those will continue to go live on the x.1 patches between the major ones.

However, then the devs also said that they wanted to make PvP seasons longer to give people more time to complete them, which sounded fine enough to me, but then they also want to add extra levels and make each level require more points... someone on the forums immediately did the maths and it sounds like you will still need to play pretty much just as many matches each week as before, only for more weeks, which doesn't really sound like an improvement.

Also, they talked about adding warzone medpacks and adrenals as rewards for the extra levels, which made every PvPer go "what?" - you already get more of these through normal gameplay than you could possibly use (because of their internal cooldown, you literally earn them faster than you can click them), and every character that does PvP already has hundreds if not thousands of these. That just seemed... odd. I hope they'll review that particular plan based on people's feedback.

What Now?

There isn't an official launch date for 7.5 yet, but we're probably looking at a late May/early June release.

The Public Test Server is up and you can check out the graphics updates, the spring event and some of the "venture" stuff there if you like (no story content though).

The reward code they gave out during the stream this time was "MalgusWhen", which grants a Darth Malgus in-game poster decoration - if you don't already have it, because unfortunately this one's a repeat of a reward they handed out previously. If, like me, you already had it, you can still enter the code and it will say that you successfully claimed it, but you'll get nothing. It's valid until May 16th.

Speaking of things that are valid until May 16th - in order to celebrate Star Wars Day, there's also some other goodies available. Logging in between now and then will grant you another floating cube droid non-combat pet, there's double XP going on, a Cartel Market sale, and a 50% off Collections sale. Enjoy!

12/02/2023

7.2.1 PTS News - New Credit Sinks and More Seasons

While I was walking home from work on Thursday, I found myself thinking about SWTOR. Specifically, I was thinking about how it had been almost three months since the last patch and how we still had no clue what was going to even be in the next one, never mind when it would land. Life as a SWTOR player is certainly very hand-to-mouth nowadays. Anyway, I figured that surely Bioware would have to give us some kind of hint about what's coming up next soon, and what do you know, I came home to a whole news post about the 7.2.1 PTS going up and what to expect there.

First off, they're continuing testing of their new 64-bit client. I'm quite curious about that, but I've been suffering from a lack of disk space for months, so downloading a second SWTOR client is currently a no-go for me. I'm not tech savvy enough to know what exactly having a 64-bit client would mean for the average player, but someone whom I trust to know these things better than me explained it to me as basically allowing your PC to cache more information so that you might end up with shorter loading screens in places. That sounds like a good thing, though perhaps not that exciting for the average player.

Next up, Bioware are planning to combat inflation by adding some more everyday credit sinks in the form of adding costs to quick and stronghold travel. Naturally this has players on the forums up in arms, because as much as people love to complain about in-game inflation, they love to complain about measures to counter inflation even more. Personally I think it sounds like a great idea, even if the thought of adding a cost to something that was free for more than a decade seems a bit weird at first. However, I figure it's going to be just like planetary travel, a small thing you don't even notice after a while but that slowly removes some credits from the economy. I do think the suggestion I saw repeatedly to not start this at level one is a good one, as you don't want to make life too hard for genuinely new players. Plus veterans who like to hop to their stronghold immediately after character creation to sort out their inventory and maybe get some gear for their newest alt (guilty) shouldn't be prevented from doing so just for the sake of charging them a few credits right there and then.

What kind of shocked me about the news post was that it stated that 7.2.1 is also meant to include the launch of both Galactic Season 4 and PvP Season 2. With both current seasons scheduled to end at the start of March, and assuming maybe a month of turnaround from the PTS to live, that would mean no more than a couple of weeks break between the end of one set of seasons and the start of the next set.

I have to admit I'm actually not really happy about that, because while I've enjoyed Galactic Seasons so far, pacing is an important part of that enjoyment: going all in for several months, and then getting to take a break for a while, during which I play less and recharge the batteries so to speak. If Galactic Season 4 in particular is already meant to start so soon, I'm a little worried that I won't really have the energy to invest in it the way I got excited about the previous two seasons in particular. I can see why Bioware would have an interest in not having too much of a "lull" between seasons as I'm sure they work pretty well at keeping players engaged between story updates, but I can't help but wonder whether pushing out more seasons too quickly isn't going to just cause people to get burned out or bored more quickly as well.

04/12/2021

10 Days to LotS - Taking Stock

Legacy of the Sith is only ten days away! Am I hyped? Do I feel prepared? Let's discuss.

First off, I'm looking forward to the new story as usual. Bioware's storytelling has been consistently enjoyable to me over the last few years, and I've got no reason to assume that Legacy of the Sith will deliver any less. The teaser of the mystery Twi'lek has me intrigued, but I've got to admit that I'm not sitting here racking my brain and speculating about who she could be - I mostly just like to let these things come at me and be surprised.

In terms of everything else, my mood is honestly a bit "eh". I seem to have fallen into a similar pre-expansion funk as I did before Onslaught, where I was initially quite intrigued by the PTS but then quickly lost interest and played very little during the weeks immediately leading up to the expansion launch. (Though once the expansion was actually out, I loved it.)

My ops team has been on a pre-expansion break for several weeks already, and the PTS once again didn't manage to hold my interest - I didn't even end up giving feedback on the Commando class changes, which I really should have done I guess! However, as I observed two years ago, I'm just not that into being an unpaid game tester.

In fact, more than ever I found the PTS to be a very double-edged sword this time around. I think it's good that Bioware is showing us stuff early and that they're taking feedback to make tweaks to optimise things before going live, but at the same time there's a sort of "culture" around PTS reporting that I've really come to despise, picking up on every little thing, spreading it around as news and delving into all kinds of speculation about what this or that is going to mean for the expansion. I know it's well-intended and I don't hold anyone's excitement against them, but at least in my social sphere the effects it's had and that I've had a chance to observe have been mostly off-putting, as every update from the PTS seemed to turn into a game of telephone and people would get all hyped up or panicky about things that nobody even said in the first place.

Eventually I decided to just stay away from most things PTS-related myself, as I simply got tired of repeating "guys, first off that isn't what he said at all, and secondly, you know the PTS isn't final" over and over again. If I saw a Tweet or screenshot pointing out a new feature such as the revamped character creation screen, I'd have a quick glance and then move on. I don't mind a brief heads-up that things are changing, but I don't want to hear all about a bunch of details that may not end up reflecting the final build anyway.

And it does seem that there are a lot of smaller changes coming too, more than we were initially aware of. However, I just don't see the point of fretting too much about them in advance. In a bit more than a week, we can all see for ourselves how it pans out.

A little over two months ago I made a post with pre-expansion goals I'd set for myself. How have I been doing with these? The answer is "alright", but not great. I only achieved two of them in full, which were Renown 999 on my main and to finish levelling my pacifist. In terms of getting my alts caught up with the story, I made some progress but not as much as I'd originally planned, with only five or six of my main eight being fully caught up (though none of them are missing much, so there's still time I guess). I also made good progress on my saboteur agent for a few weeks and then just stopped again. Only four KotET chapters left! One day...

I'm still optimistic about the expansion, and I'm sure I'll have a good time with the new story and doing group content with my guildies again. I've just avoided spending too much energy on preparation and worrying about what's coming. What about you?

02/10/2021

No News Is Good News (from the PTS)?

The PTS for Legacy of the Sith continues to quietly chug along. When I was playing there with guildies recently, one of them commented that there were very few people online, and I replied that that's pretty normal. There's usually a big rush on opening day as everyone logs on to check whether there's anything particularly interesting to see, but since there rarely is, they log off again and don't come back. Even the few who do end up doing genuine testing will usually only play that content for a little while and then go back to doing something else. The PTS just isn't a place to hang out.

That said, I'm surprised by how many hours I've spent there already this time around, especially considering that unlike for Onslaught, Bioware hasn't offered up any rewards for participation. According to Steam I've spent more than ten hours on the PTS so far.

Last night me and six of my guildies ran Terror from Beyond master mode on the PTS with an all-inquisitor group because scaling isn't in yet and we wanted to see what it would be like to be ten levels above the content. The answer is, we managed to one-shot everything up to Terror himself and probably could have got the timer achievement (something many of us have never managed on live) but then we wiped a couple of times on Terror and people didn't feel like pushing on as it was getting late. It was still a fun time. I played as Lightning dps, something I don't think I've ever done in master mode content; I pretty much always heal on the harder stuff.


Previously we'd also tested the new inquisitor skill trees by running the flashpoints added in Onslaught on master mode, using copied level 75 characters. I tanked Objective Meridian and healed Spirit of Vengeance and Secrets of the Enclave. The bonus boss in the latter absolutely wiped the floor with us repeatedly for some reason; it did so much damage (though we did get it down eventually). We did a run on live afterwards just to compare the experience because I was kind of starting to doubt my healing abilities, and there the boss didn't even do the ability that was causing us so much trouble, so that we took almost zero damage... it was very odd.

In terms of how the class changes felt, I can only reiterate what I said in my last post about the PTS - compared to the initial hubbub, they really don't feel like that big a deal. (Though my main class still hasn't been added to the PTS - typical that they'd save the best for last - so I guess I'll reserve judgement until I see that.)

Assassin tank didn't really feel very different at all. At level 70 they make you choose between your knockback, that cone-based AoE they added in Onslaught and that no-one ever used anyway, and Whirlwind, none of which really matter to a tank in PvE. I guess in PvP people might have to decide whether they get more use out of the knockback or the extra CC. Passives are mostly centred around increasing your AoE damage/threat or some new interactions with taunt, which I found hard to judge in terms of their usefulness.

Sorc had more changes going on, but still the overall rotation felt largely the same. The only thing that bugged me at level 75 was that the utility to move while casting Innervate and other key abilities isn't unlocked until 80 now, so I was constantly interrupting myself by moving at the wrong time. Here the proposed choices at 70 are between your friendly pull, Volt Rush and immunity bubble, which is a bit more tricksy. The pull is super situational but where it is useful it's extremely useful - yet, can you really justify choosing it over the bubble? I'm kind of hoping they still change that one.

The changes to passives I found very hard to judge once again. A guildie was playing Madness and cackling about Shock finishing all your dots at once or something like that, which does sound pretty OP, but I didn't see anything as exciting in Lightning or Corruption. Not everything seemed to work properly either... as a healer one option was supposed to allow me to follow up a Dark Infusion with another instant cast but that never seemed to trigger, and as Lightning there were multiple effects that looked like they were meant to be passives but actually gave me another button to press on my bar that didn't really seem to work properly either... it's a bit hard to form strong opinions based on that.

In general I'm surprised by how much I've enjoyed these test runs on the PTS with my guildies though. Stuff like running an unscaled operation offers a different view on content that hasn't been available in the live game for years. And as far as the class changes go, it does kind of feel like the goal of the pruning is simply to make sure you don't need more than two full action bars for your combat abilities and I'm OK with that. That's still plenty of buttons to press.

29/08/2021

More Adventures on the LotS PTS

I never actually wrote a follow-up to my confused post about day one of the Legacy of the Sith PTS, but that doesn't mean that nothing's been happening. Bioware did provide some more information and context for what they were trying to achieve with what was on display there soon after, but to be honest none of it really changed my opinion from "I'm not really sure about this, but I guess I'll wait and see".  The rather confusing initial implementation of the new system on the PTS - which required you to wade through several forum threads to have even the faintest idea of what's going on - didn't exactly help either.

Plus as previously mentioned, the first advanced class/combat style to be tested was Guardian, which I play only casually, so combined with all the other limitations I didn't feel like I could really give any good feedback on that one. After that they tested Sentinels, which I know even less about, as Sentinel/Marauder is probably my least favourite advanced class in the game right now and I play it very little.

However, this past week they added Sniper and Operative, and while I'm not big on Snipers and Gunslingers either, Operative/Scoundrel is something I do play somewhat more frequently, at least in the healer role, so I thought it might be worth checking out.

One thing that was immediately helpful was that they added a very rough work-in-progress UI, which just makes it so much easier to understand what's happening. I wrote in my last post that it felt like they were trying to return to skill trees of a sort, but the new visuals make it clearer that it's more of a merge of the current specialisation "line" and the utility system. So you'll still get a lot of abilities that are tied to your spec as you level up, predetermined like it is now, but then at certain levels, instead of getting a utility point, you may be given a choice of three abilities or passives that modify existing abilities tied to your spec, e.g. as a healing Operative one of my early options was to choose between three passives that added special effects to existing heals. Somehow just seeing it like that made the whole thing immediately less intimidating to me.


In terms of pruning, Operatives didn't seem to have been hit too badly from my point of view. There was a bit of early panic when Sleep Dart was missing from the initial PTS build, which immediately sent everyone's minds racing about the implications of a potential end to crowd control from stealth (no more stealth caps in PvP?!), but that turned out to just have been an error and they added it back in almost immediately. As a healer, all of my heals were still there, and the only thing I noticed being conspicuously absent was the class's raid buff.

Where abilities had been turned into choices, forcing you to pick one out of three, this mostly seemed to be directed at perhaps nerfing the class a bit in PvP by making people choose between things like having more stuns or extra survivability. I don't really have a good read on the details, but that doesn't seem too bad a concept... though the hard stun becoming an elective does make me wonder about PvP balance a bit, even as someone who's more of a PvE person. Every single class having a hard stun on the same cooldown was one of those things the original devs decided to include as an easy balance move... and I'm not saying it's necessarily a bad thing to move away from that, as being stunned in PvP isn't exactly fun, but I can see changing that baseline having a major effect on overall class balance.

With that in mind, I originally wanted to have a bit of a go at seeing how this new setup worked in PvP, but whenever I was on the PTS there weren't enough people queueing. So I went to do a couple of level 75 veteran flashpoints with my guildies instead (since level scaling still isn't implemented the way it is on live). First we did Objective Meridian, in which I healed and it was... actually kinda challening! We even wiped once or twice, and defeating Tau took absolutely forever (which wasn't helped by the fact that only two of us were still standing by the end). This didn't seem down to any weakness of the classes though; more a result of us having none of our usual legacy buffs and all playing characters/roles that we weren't necessarily 100% familiar with. For example one of the new utilities I picked was actually a major buff to one of my heals but then I completely forgot to use it appropriately to take advantage of that.

After that we went into Spirit of Vengeance, and as one of my guildies wanted to try his hand at Operative healing too, I respecced to Concealment - a spec I've actually never played on live, though I did play its Republic equivalent (Scrapper Scoundrel) for a bit when I took my Scoundrel through KotET on master mode. Even with everything being stabby knife moves instead of punches it quickly came back to me how there's a certain rhythm to that spec in terms of building Tactical Advantage and spending it, and I actually found it quite fun, even if I couldn't really tell whether/how it was changed from live. Oh, and we wiped on this flashpoint too, so it wasn't just my healing earlier! But still, it was good fun.

My main takeaway from this round of visiting the PTS is that I'm feeling much more optimistic about what I'm seeing. A big part of my initially rather negative reaction was due to the way the ability changes seemed to have come completely out of the blue, but having a better understanding of what's happening and why certainly makes it all look a lot more palatable and like less of a big deal than it felt like initially.

10/07/2021

LotS PTS Day 1 - WTF Is Going On?

So here I was, making a post full of happy musings about what combat styles will mean for me... and a few hours later the PTS went up. Great, I thought, maybe that can answer some of the questions we have! Me and some of my guildies were on there in a flash to check out what exactly Bioware had meant when they said that this first phase was going to be about Guardian combat styles only. Does that mean that all the Force classes will be able to play as Guardians only or...?

I was not prepared for what I found. Nothing on the PTS right now has anything to do with the whole "switching advanced classes" thing... instead it seems that Bioware is actually also planning to revamp all the classes, by pruning a lot of abilities and re-introducing something similar to the old skill trees, yet different. I was just like... WTF? Why wasn't there a peep about this on the livestream?

On the forums we're being urged not to panic, that this is all early stages and likely not final. Which is fine, but I'm still somewhat alarmed that they were planning to change up the class system that much and didn't even care to mention that when announcing the expansion.

I'm kind of glad now that they started the PTS with Guardian since that's not my main, so it's a bit easier not to freak out entirely. But it's still very bewildering. I went to see the special PTS trainer and the abilities it gave me at level 75 weren't even enough to fill out two action bars. I queued for a warzone and got into an all-Guardian arena where I flailed around very ineffectively, struggling to find buttons that I could push that weren't on cooldown. Later I found out that there was a known issue with the PTS training droid and it only gave out half of your intended abilities.

As a bit of a contrast, I then did a veteran mode Mandalorian Raiders with my guildies and we absolutely destroyed everything, even with half of our abilities missing. The final boss only had about twice the health of a normal player. Then we read that content scaling's apparently broken on the PTS as well. How do we know what's a bug and what's a feature?


Speaking to the training droid multiple times afterwards did fill up my bars a little more, but not a lot. A lot of basic abilities were still missing, such as our interrupt, stun breaker, or Saber Throw (a Guardian's only ranged ability). Others were present but suddenly limited to a single spec when they used to be available to all Guardians. There was a very long post explaining the specs on the forums but to be honest with you I still found that very confusing. This kind of skill tree really needs some sort of visual to be easily understandable. Swtorista made a valiant attempt at creating a graphic for the Focus path and posting it on reddit, but honestly I was still confused because when actually playing I found that not everything was actually working as laid out by Bioware either. Again, what's a bug and what's a feature?

My initial thoughts on ability pruning are this: I don't like it much, but I can see the logic behind it. There are probably a few abilities that they could remove and we'd all be fine. I was a bit sad when my Commando lost Pulse Cannon and Stockstrike back in the day, but I got over it. And if I'm being honest, part of the appeal of doing things like playing in the lowbie PvP bracket is that things are simpler there, without classes having 27 different cooldowns. But the current iteration of the PTS feels like it's taking it too far.

As for returning to some sort of skill tree... mweurgh. I liked the game's original skill trees and was a bit sad when they turned into a mere line with Shadow of Revan. But the reason Bioware did that was to make things more straightforward for new players, and this feels... more complicated than what we started out with? The whole "taking away abilities and making you choose between them" thing reminds me of modern World of Warcraft and I don't like it there either. Suddenly there'll be right and wrong ways to spec again, and we'll likely lose access to some abilities that add a lot of flavour to each advanced class. A Guardian without Saber Reflect sounds pretty sad to me to be honest! Plus do we really need advanced classes and specialisations and these combat styles on top of each other? It feels like they're taking away some of the complexity of "choosing the right buttons on your action bar while playing" and simply shifting it towards "choosing the right abilities while speccing your character" - is that really more fun?

I'm not sure Bioware will be doing themselves a favour with this added complexity either. They just added all these set bonuses in Onslaught... how confident are they really in being able to adjust everything so that nothing clashes or becomes unbalanced or outright weird? As an extremely simple example (which I'm sure will be fixed in time, but there'll be lots of these), I started my session on the PTS by buying the gear set from the vendor that my Guardian also uses on live... and then realised that it buffs an ability that doesn't actually exist on the PTS right now. I'm also thinking of how my guild's current master mode progression relies on characters being able to chain every single cooldown they have - so that means all those fights will need re-turning. You're creating a lot of work for yourselves by having to straighten that all out, Bioware.

I really want to have faith in them here, but at the same time I'm struggling to get on board with this particular vision. I'm really curious about what Commando and Sage testing will be like now, since those are the classes I know best and where I'll feel any changes most sharply. I'm just kind of taken aback by how unnecessary all this feels. The ability to swap between advanced classes as announced on the stream was going to be enough to change things up and people's reactions to that seemed to be largely positive. This... not so much.