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February In-Game Events

Originally Posted by DanielSteed ( Original Post ) | 31.01.2020 01:12PM
Hello everyone!

We just updated the in-game events schedule for February. After the Relics of the Gree event wraps up on February 4th, both Rakghoul Resurgence (Alderaan) and Bounty Contract Week will be happening later in the month.
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Maintenance: November 6th, 2018

Originally Posted by EricMusco ( Original Post ) | 02.11.2018 02:20PM
Hey everyone!

We will be taking the servers offline on Tuesday, November 6th for maintenance. This is for back-end updates only, there will not be a patch to download.

Details:
DATE: 6 November 2018
TIME: 5:00AM - 9:00AM PST (1300 - 1700 GMT)
VERSION: N/A

Thank you for your patience as we maintain Star Wars: The Old Republic!

-eric
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5.10 PTS Refresh #3 Operations Notes (2nd of November, 2018)

Originally Posted by MattPucevich ( Original Post ) | 02.11.2018 01:15PM
Onward we go, brave testers! There's a skip button for Nahut down now, as well as delicious 258 gear! The components are a little trickier, but I have confidence that you all can handle the execution complexity.

As a warning: This is likely the last refresh where Tyth will be playable. We need to start pushing forward and picking at the later encounters, so earlier encounters are going to start becoming unpullable as we go forward.


General:
  • Tier 5 Legendary Gear (258) is now available from purchase from ED-5E L at the Odessen landing area. There is also a vendor selling 258 components.
  • To try and ease the total run time of the GftM operation in non-master modes, the health of non-boss encounters have been reduced by ~15% in Story Mode, and ~13% in Veteran Mode.



Tyth:

Just a couple of odds and ends here, cleaning up things that went wonky with the build.

I'm leaving Tyth open this refresh to get a little more information about the power level of the Justice buff (especially when it's actually working as intended). If it's making things too easy, we'll dial it back a bit.


All Modes:
  • Lances are no longer taunt immune.

Master:
  • The Justice Drones' Energized Overload proc now actually applies its damage buff to players.
  • The Justice Drones' Energized Overload proc will no longer apply its damage buff to Tyth and other Drones.

Veteran:
  • Removed Inversion's hinder component, as it was odd to do this in Veteran mode but not in Master mode.



Aivela & Esne:

No more permanent disco mode, and a little bit of time pulled out of Phase 3 (approx 1 million HP), to pull the encounter forward just a tad faster. We'll see how this goes.


Master:
  • Pushing the Nexus from Phase 0 to Phase 1 before destroying all of the Codex Obelisks will now unleash a Codex Feedback shockwave that wipes the raid.
  • Half of the Nexus's Phase 3 health has been removed. The net result of this is that the Nexus has 25% less HP than it used to, and the transition point out of Phase 0 is 33% instead of 50%.



Nahut:

A little quality of life for Nahut, but not much more, as testers were unable to make much of any headway into the encounter without 258 gear. It turns out Master Mode Nahut is kind of a hard encounter. \_(ツ)_/

So, funny story: Way back when, in the long long ago... Candle passes originally hit the first thing in their path (player or Nahut). As it turns out, this was a horrendously mean thing to do. I removed it by simply flagging the player interception behavior as Master Mode only (since we weren't making Master Mode, it was the quickest and cleanest change to remove it). Fast forward to the reality of today, and you Master Mode testers were delighted(?) to discover these new candle interception mechanics.

Spoiler: Candle interception is still not an okay thing to do, so that business has been rightly and properly removed.


Master Mode:
  • Power Cells will now become usable 6s earlier than before (3s after Candle Pickup, down from 9s) so that players have ample time to pick up a cell and get back to the center.
  • Other players can no longer accidentally intercept candle passes in Master mode. (Nahut can still intercept passes, just like Veteran mode)
  • The debuff associated with the Radiation Field outside the Singularity Chamber should no longer be right-click dispellable.

Veteran:
  • Rail Turrets should actually have 20% less HP in Vet8 now.

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5.10 PTS Refresh #2 Operations Notes (30th of October, 2018)

Originally Posted by MattPucevich ( Original Post ) | 30.10.2018 02:31PM
Okay!

Build system gremlins do indeed seem to be firmly under control, therefore we'll be able to get back to a much regular update cadence. Still, due to the lost time we're going to be accelerating the pacing of stuff a bit (at least on the operations side of things) just to make extra sure we can get eyes on stuff with enough time to iterate/implement feedback.


Tyth:

Apologies for the inversion nonsense, that should be fixed now. Ditto for the questionably functional skip button, which should also be fixed now.

Inversion's pull is getting a threat multiplier to offset the DPS loss to make tanking a little more stable. You may still experience some token panic for the first GCD after a pull (when multiple people are pulled), but it should iron out fairly quickly, especially if the other pull-ees don't do anything that Tyth finds irritating.

We've been toying around with a variety of other threat adjustments to try and ease this encounter's complexity for tanks (it's kinda nuts). There have been some ideas, and a couple of suggestions from all of you, but nothing that seems to be free of annoying side effects (as in, one change may make strategy X easier/more viable, but prevents players from employing strategy Y). We may yet wind up with an adjustment in this department before all is said and done, but for now we're cruising with the status quo.

Master mode players will find one new mechanic related to Justice drones, wherein they'll provide an AoE damage buff to nearby players the first (and only the first) time their shield is sheared off by a Lance. This is intended to counterbalance the fact that dealing with a Justice drone requires more effort, which makes encounter pulls that roll more Justice drones relatively harder.

Thanks to the player who suggested this mechanic (you know who you are). Let us see how it plays.

Oh, and lastly, the savvy among you may immediately reason that having Justice drones put out a damage buff will naturally increase the raid's total DPS output over the course of the encounter. You're right! To offset that, the Enrage is walking back by 10s to 7:05. No free lunches here! Just less... uh.. less lumpy lunches? I guess?

In all honesty, I'm not entirely convinced that the enrage walk back needs to happen (the encounter is already a pretty substantial thing)... So we may just wind up going back to 7:15... In which case I guess the lunch would wind up being free... so... hmm...



All Modes:
  • Fixed an issue with Tyth's ability logic that was making his use of Inversion rather erratic.
  • Tyth's skip button will now kill Tyth immediately (similar to the other bosses' buttons), as opposed to trying to be cute by setting his HP to 1%.
  • Inversion's Long Wave Resonance (the pull debuff) now increases threat generation by 100% for its duration.

Master:
  • The first time a Justice Drone is hit by a Lance shot, it will release an Energizing Overload, which will increase the damage dealt by all players within 10m of the event by 20% for 10 seconds. Overlapping applications of this effect stack independently. After being hit, a Justice drone will perodically emit a subtle yellow crackle of electricity as a visual indicator that its buff has already been triggered.
  • Enrage timer decreased by 10 seconds [7:15 -> 7:05]



Aivela & Esne:

The Sisters got their first major block of PTS testing over the weekend, and the encounter has shown itself to be appropriately spicy.

You all uncovered a couple of logic issues with the encounter (if there's one thing you can count on with players, it's that they'll find ways to horribly break everything that is breakable ). Unfortunately, there wasn't time before the refresh to work quite all of them out, so be careful about hard burning the Nexus in the initial phase (unless you just really, really like the Nexus's Disco Lightshow Mode).

Super Energy Burst seems to be succeeding at causing the mayhem we all hoped for, but it's clear that there's room for some quality of life improvements surrounding the sequence. First, we've made Aivela and Esne leap immune during the sequence (so that players can't accidentally gap close themselves out of existence), and secondly we've changed the SEB sequence to put Remote Access and Spike on a hard cooldown of 18s, so that players shouldn't need to taunt A&E on the platforms to avoid a spike when they return.

In terms of pacing, it's pretty clear that the enrage is far too tight right now. We're going to be pushing the enrage back by a full minute [8:00 -> 9:00]. It's unclear that this is the correct solution, as 9:00 is a bit long. We may instead wind up shortening bits of the encounter here and there to bring it back to 8:00, but that's a much more involved process. For now, we'll see how things go with the 9:00 limit.


Master:
  • Aivela and Esne should no longer become permanently shielded if phase transitioned during the Super Energy Burst sequence.
  • Aivela and Esne are now leap immune for the duration of their Super Energy Burst sequence, which will hopefully prevent some accidental (if hilarious) deaths.
  • The Super Energy Burst sequence will now place both Remote Access and Spike on cooldown. The net result of this is that players should have ~3s of grace period at the end of the sequence before those mechanics resume.
  • Enrage timer extended by 60s [8:00->9:00]. We may wind up approaching this differently (i.e. shortening the length of the encounter, rather than knocking back the enrage) in a future update.
  • KNOWN ISSUE: Damaging the Nexus to 50% before destroying all the Codex obelisks will result in the Nexus being permanently stuck in Tri-beam mode.


Nahut:

Nothing to see here... Move along...

Master Mode:
  • Power Cell use time decreased to 1.0s (from 2.0s), because that's an awful long time to have to stand still...
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#2 What is the studio plans for adjusting Bolster in 5.10??

Originally Posted by EricMusco ( Original Post ) | 29.10.2018 01:35PM
Quote:
Originally Posted by EricMusco View Post
Bolster is currently planned to go up in 5.10. Let me work on confirming exactly to what item rating it is going to shift and I will let you know.

-eric
Hey folks,

The current plan is that in 5.10 bolster will have the following item ratings:
  • Gear - 248 (up from 242)
  • Augments - 236 (up from 208)
As always this is subject to change and I will let you know of any other adjustments. Thanks!

-eric
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#2 Feedback: Ossus Daily Missions

Originally Posted by EricMusco ( Original Post ) | 26.10.2018 10:15AM
Quote:
Originally Posted by DarthBatemanJ View Post
Query: Are the reputation items for Ossus meant to have Drastically (less than half) values compared to EVERY other reputation?
This is an intended change, yes. There are other changes surrounding it though you may not have yet experienced. Basically rep for Osuss looks like this:
  • Individual tokens reward less than before.
  • You can more consistently get rep tokens from content, ex: the world bosses regularly drop tokens.
  • The weekly cap for Ossus reputation is higher than other reps.
This re-balance of rep is meant to allow players who play a lot to earn more rep than they could before while also removing the situation where a player ends up with tokens in their inventory they can't even use. Definitely let us know your thoughts on this change as you are playing.

-eric
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#2 New PTS Patch!

Originally Posted by EricMusco ( Original Post ) | 26.10.2018 10:12AM
We are bringing PTS offline to look at addressing a Mission cutscene that is playing which should not be. This bug is a pretty serious story spoiler so we don't want someone just testing the Daily Area to unintentionally spoil themselves.

We are seeing if we can address this issue and bring PTS back up today, I will let you know.

-eric
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Feedback: PvP Challenge

Originally Posted by EricMusco ( Original Post ) | 25.10.2018 01:49PM
Hey folks,

Please use this thread to give us your feedback on PvP Challenges! Note that we want this thread to contain only feedback, not bugs. Head to the PTS Bug Report forum for any bugs that you find.

As a heads up here are some of the things that we already know about are issues:
  • There isn't much in the way of messaging inside the system such as directions, error messages, etc. This will come later.
  • If you close a "pop" window, the only way to open it is to go back to the Activity Finder.
  • If a group is larger than 12 the window will likely look messed up.
  • The UI doesn't update properly to reflect group size changes. So if you have two groups of 4, that is valid for Arenas. If a group changes to 5 it may not reflect properly that Arenas are no longer valid.
Thanks!

-eric
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Feedback: Ossus Daily Missions

Originally Posted by EricMusco ( Original Post ) | 25.10.2018 01:50PM
hey folks,

Please us this thread for any and all feedback regarding the Ossus Daily and Weekly Missions. Reminder that crit pat/story Missions will not be accessible on PTS. Also, use this thread only for feedback, please post any bugs on the PTS Bug Report Forum. Be as specific as possible on your feedback including Mission names, locations, etc.

Thanks everyone.

-eric
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How to Use PvP Challenge

Originally Posted by EricMusco ( Original Post ) | 25.10.2018 01:58PM
Here is how to use PvP Challenge on PTS!
  1. To start a group PvP Challenge you can do it one of three ways. Note that both the sender and the receiver must be in groups.
    1. There is a new sub-tab for PvP Challenges inside of the Activity Finders PvP tab.
    2. You can target another player and challenge them via right clicking on their portrait.
    3. Via a new chat command: /pvpchallenge [player name].
  2. A window will pop up and the initiator should be able to pick the PvP type (Arena, Warzone, Starfighter), map, and send the challenge.
    1. Available PvP types vary based on group size:
      1. Arena up to 4 players per team
      2. Warzone up to 8 players per team
      3. Starfighter up to 12 players per team
  3. Once the initiator sends the challenge the receiving groups leader should now have an updated UI and the ability to accept or decline.
  4. If the receiving groups leader accepts the window will close and the "Enter Match" screen will pop up.
Make sure to give us your feedback.
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