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#6 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 02.10.2017 02:58PM
Quote:
Originally Posted by Preminous View Post
Eric, hopefully you can help me out on this. The language states:

"Legacy Perk For each character that reaches Command Rank 300, we will automatically add an additional 25% bonus CXP to your entire Legacy up to a maximum of 100%. You do need to purchase the initial 25% perk, but the additional 75% will be free. And, YES, this Perk is retroactive, so you will immediately benefit once we deliver United Forces Foundation."

Does this mean if I get three characters + purchase the perk, I get +100% CXP? Or do I have to have 4 to get the +100% CXP?

Thanks!
Basically, there is a new perk that you can purchase. That perk increases the CXP you earn in your Legacy by 25-100%. What the % is, is determined by how many CR 300 characters you have. My understanding is that you need 4 characters at 300 for the 100%, but I will verify.

-eric
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#5 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 02.10.2017 02:44PM
Quote:
Originally Posted by serenitty View Post
So say my limit at the moment is 27, and I end up with 40 characters on one server and I want to make a new one, I have to delete 14 toons?? This does not make me happy.
Totally hear you on this, and it is a fair concern. We are looking at two numbers to potentially increase. First, maximum chars allowed per server (currently 52) and the amount of "default" char slots a sub has (currently 12). Hoping to have some locked down details to share in the next couple of weeks, with the ultimate goal of largely alleviating the issue you presented above.

-eric
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#4 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 02.10.2017 02:39PM
Quote:
Originally Posted by BenKatarn View Post
So, if I have a full set of 52 characters on three servers that are to be merged into one and I am a subscriber, I will retain the sum total of 156 characters on the new server, and will be able to still play all of them, but can't make any new characters unless I go below the actual server limit? And that new limit will be 50, not 52.

Am I also correct in assuming that once this is in place, I will not be able to transfer characters back and forth between servers if I have more than 50 characters on a new United Forces server?
Partially correct. Yes you will go up to 156 characters on that server, the limit is staying at 52 (the 50 is a typo I am working on fixing now). In fact, that 52 number is likely to go up with the update, just locking down details on it.

I am not sure how the server character caps will affect transfers, let me look into that.

-eric
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#3 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 02.10.2017 02:33PM
Quote:
Originally Posted by CrazyCT View Post
But you've actually lowered the cap from 52 to 50?
Nope! Does it say 50 somewhere? That would be in error if that is the case. In fact we are looking at raising those caps post-update, just nothing concrete to announce just yet on that front.

-eric
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#2 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 02.10.2017 02:30PM
Quote:
Originally Posted by serenitty View Post
So these new servers. I have toons on several servers, far too many than the up to now character limit I have. Will I loose them? Will I still be able to use them? Will I have to pay extra to be allowed to use them?.
Also as I have toons on different servers, do I lose all their legacies and have to merge them all into one?

Are you going to change the way companions that are potentially dead (to some) behave to those that did not kill them. I.E not make them irrelevant to those that choose to not kill them?
After the update you will be able to access and login into all of your characters, even if the update puts you above your maximum character limit on that server. You won't be able to create a new one until you go under the cap, but we won't stop you from accessing anything you can play prior to it.

-eric
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#2 SWTOR Roadmap - The Autumn Update!

Originally Posted by KeithKanneg ( Original Post ) | 29.09.2017 01:42PM
Hi all,

The final changes are done and we're prepping the Roadmap to be available in the afternoon on Monday, October 2, 2017 in English, French, and German.

I know with the last Roadmap, I gave you tidbits of information along the way, but I haven't this time as I really wanted you to experience the entire message. When you see it on Monday, it'll all make sense and I honestly can't wait to hear your feedback about what we have planned.

Have a great weekend.

---Keith
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Class Changes: Bodyguard Mercenary and Combat Medic Commando

Originally Posted by EricMusco ( Original Post ) | 27.09.2017 12:39PM
Hey folks,

Below you will find the upcoming changes to Bodyguard and Combat Medic coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Mercenary
Bodyguard
  • Healing Scan now heals for 6.45% less
  • Progressive Scan now heals for 7% less
  • The heal-over-time provided by Proactive Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Emergency Scan and Rapid Scan by Empowered Scans is now 3%
  • The healing bonus given to Kolto Missile, Kolto Pods, and Progressive Scan by Peacekeeper is now 3%
  • The critical healing bonus given by Warden is now 5%
  • Bodyguard (the passive skill) now increases the healing each charge of Kolto shell does by 3%

Commando
Combat Medic
  • Advanced Medical Probe now heals for 6.45% less
  • Successive Treatment now heals for 7% less
  • The heal-over-time provided by Preventative Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Bacta Infusion and Medical Probe by Field Medicine is now 3%
  • The healing bonus given to Kolto Bomb, Kolto Pods, and Successive Treatment by Frontline Medic is now 3%
  • The critical healing bonus given by Potent Medicine is now 5%
  • Probe Medic now increases the healing each charge of Trauma Probe does by 3%

DevNotes: The Bodyguard / Combat Medic was overperforming in HPS output, so it needed some changes to various abilities.

First, we reduced the effects of Proactive Medicine / Preventative Medicine, in addition to reducing the overall healing done by Healing Scan / Advanced Medical Probe and Progressive Scan / Successive Treatment. Finally, we reduced the healing and critical healing bonuses given to the discipline through passives, which brought the Bodyguard / Combat Medic to its target HPS.
-eric
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#2 Class Changes: Medicine Operative / Sawbones Scoundrel

Originally Posted by EricMusco ( Original Post ) | 27.09.2017 12:38PM
Hey folks,

Below you will find the upcoming changes for Medicine and Sawbones coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Operative
  • Kolto Infusion no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Curative Agent now changes Kolto Infusion back to its heal over time version, and the rest of Curative Agent's effects are unchanged
Medicine
  • Each tick of Recuperative Nanotech now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Doctor no longer affects Surgical Probe, and the critical healing bonus it grants to Kolto Injection and Kolto Infusion is now 10%, while its other effect remains unchanged
  • Medical Therapy no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Durable Meds no longer increases the healing done by each tick of Recuperative Nanotech, but still increases its duration
  • Surgical Precision no longer increases the healing done by Surgical Probe, but its other effects remain unchanged
  • The chance of getting a Tactical Advantage from a Kolto Waves, Kolto Probe, or Recuperative Nanotech tick granted by Medical Engineering is now 10%

Scoundrel
  • Kolto Pack no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Sly Surrender now changes Kolto Pack back to its heal over time version, and the rest of Sly Surrender's effects are unchanged
Sawbones
  • Each tick of Kolto Cloud now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Sawbones no longer affects Emergency Medpac, and the critical healing bonus it grants to Underworld Medicine and Kolto Pack is now 10%, while its other effect remains unchanged
  • Homegrown Pharmacology no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Puissant Poultices no longer increases the healing done by each tick of Kolto Cloud, but still increases its duration
  • Emergent Emergencies no longer increases the healing done by Emergency Medpac, but its other effects remain unchanged
  • The chance of getting an Upper Hand from a Kolto Waves, Slow-release Medpac, or Kolto Cloud tick granted by Medpac Mastery is now 10%

DevNotes: The changes made to Medicine / Sawbones bring the discipline to the target HPS while relatively improving its burst-healing capabilities. Overall, the majority of the healing reduction was aimed at the Operatives / Scoundrels heal-over-time abilities, which are usually more prone to over-heal.

The changes to Kolto Infusion / Kolto Pack and Curative Agent / Sly Surrender give the Operative / Scoundrel a quick, bursty heal in their baseline toolkit, while still allowing players who prefer a more proactive HoT-based playstyle to preserve that gameplay by taking the Curative Agent / Sly Surrender utility. On the whole, Medicine Operative / Sawbones Scoundrel HPS has been brought in line with that of Corruption Sorcerers / Seer Sages, but its baseline ability to burst heal is comparatively better than it was before these changes.


-eric
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