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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Star Wars: The Old Republic  |  Topic: Patch Notes 0 Members and 1 Guest are viewing this topic.
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Author Topic: Patch Notes  (Read 215768 times)
Lantyssa
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Reply #700 on: February 14, 2012, 08:05:29 AM

At least it might come in handy when I play my Republic characters.

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Falconeer
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a polyamorous pansexual genderqueer born and living in the wrong country


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Reply #701 on: February 14, 2012, 09:39:34 AM

Surge nerf with today's patch. People will die slower in PvP.

Mrbloodworth
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Reply #702 on: February 14, 2012, 10:07:20 AM

Friday's Community feedback had lots of little gems.

Patch 1.2 will contain:

First phase of Legacy System
Guild Bank
New Warzone
New social gear (including heavy and medium armour)
"Hue to chest" reinstated (with further customisation options to come)
Target of target
Ranked warzones

Dual-spec is currently being worked on (but AC switching isn't).

Good stuff.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
ajax34i
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Reply #703 on: February 14, 2012, 11:06:54 AM

According to the numerous outcry threads in their official Customer Service forum, today's patch 1.1.3 has a bug where using buttons 4 or 5 on a gaming mouse (or any buttons on any mouse) crashes the client.  People are blaming the:

Quote
•Players are no longer occasionally disconnected from the game when interacting with a mailbox.
•Players no longer lose mouse click functionality in some circumstances after pressing multiple mouse buttons.

"fixes" as the cause of the crashes.
Paelos
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Reply #704 on: February 14, 2012, 11:14:12 AM

Do they have a target for 1.2?

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Nebu
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Reply #705 on: February 14, 2012, 11:28:46 AM

According to the numerous outcry threads in their official Customer Service forum, today's patch 1.1.3 has a bug where using buttons 4 or 5 on a gaming mouse (or any buttons on any mouse) crashes the client.  People are blaming the:

Mouse buttons 4 & 5 also cause the UI to freeze.  I've had a number of pvp matches where I can't click on a consumable because my mouse buttons froze my UI.  It's fixable with using Ctrl+U twice, but that takes time you don't have in pvp.

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
DraconianOne
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Reply #706 on: February 14, 2012, 11:35:57 AM

Surge nerf with today's patch. People will die slower in PvP.

I like to think of this more in terms of "I will survive longer"   Oh ho ho ho. Reallllly?

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eldaec
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Reply #707 on: February 15, 2012, 02:36:10 AM

Surge nerf with today's patch. People will die slower in PvP.

I like to think of this more in terms of "I will survive longer"   Oh ho ho ho. Reallllly?

Does this affect pve?

How horrible is the nerf?

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Threash
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Reply #708 on: February 15, 2012, 06:01:48 AM

It was a nerf on the surge stat, it was apparently too good.  I think the problem really was that other stats suck, the diminishing return caps are extremely easy to hit.  Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast.

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Bunk
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Reply #709 on: February 15, 2012, 06:15:00 AM

Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast.

I'm assuming you haven't played a Knight/Warrior yet? I can have my Jugg get all of his powers on cooldown simultaneously about 20 seconds in to a fight, with Rage to spare. Assuming Alacrity works the way I believe it works, how is getting a power back out of cooldown 3% sooner worthless?

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Wolf
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Reply #710 on: February 15, 2012, 06:22:00 AM

haste never lowered cooldowns in wow, and since everything seems to work as it does in wow, alacrity might just be activation time (since there's no auto-attack in tor), which would make it a fairly weak stat.

As a matter of fact I swallowed one of these about two hours ago and the explanation is that it is, in fact, my hand.
Njal
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Reply #711 on: February 15, 2012, 06:32:44 AM

As far as I can tell Alacrity merely lowers induction times, ie time to cast.
Threash
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Reply #712 on: February 15, 2012, 06:45:15 AM

Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast.

I'm assuming you haven't played a Knight/Warrior yet? I can have my Jugg get all of his powers on cooldown simultaneously about 20 seconds in to a fight, with Rage to spare. Assuming Alacrity works the way I believe it works, how is getting a power back out of cooldown 3% sooner worthless?

It doesn't work like you think it does, it makes abilities with a cast time go faster.  Which is useless because the classes that need it are limited by their resource so casting faster in no way shape or form means they can cast more.

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Nebu
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Reply #713 on: February 15, 2012, 06:47:59 AM

I could see alacrity being useful for a sorc healer, since they have a bajillion force to heal with and no instas.  Still, I don't think I'd ever go for alacrity over power or crit.

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
Amaron
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Reply #714 on: February 15, 2012, 09:22:13 AM

It was a nerf on the surge stat, it was apparently too good.  I think the problem really was that other stats suck, the diminishing return caps are extremely easy to hit.  Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast.

The big part of the nerf is they lowered the hard cap to 80% from 100%.   Yet even with that nobody will switch to power/accuracy enhancements.
Bunk
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Reply #715 on: February 15, 2012, 09:28:40 AM

Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast.

I'm assuming you haven't played a Knight/Warrior yet? I can have my Jugg get all of his powers on cooldown simultaneously about 20 seconds in to a fight, with Rage to spare. Assuming Alacrity works the way I believe it works, how is getting a power back out of cooldown 3% sooner worthless?

It doesn't work like you think it does, it makes abilities with a cast time go faster.  Which is useless because the classes that need it are limited by their resource so casting faster in no way shape or form means they can cast more.

Ok, I apologize, apparently it really is a useless stats. Lucky me for getting it on my last purple recipe. I don't think I have a single ability as a Jugg that requires a casting time.

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proudft
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Reply #716 on: February 15, 2012, 10:57:32 AM

Whatever your equivalent of Master Strike is.... I think it's Ravage?

Weirdest channeled ability ever, at least with the Jedi animation.
apocrypha
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Reply #717 on: February 15, 2012, 11:03:02 AM

I'm guessing it also makes Force Choke faster. Useful eh!  why so serious?

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Sky
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Reply #718 on: February 15, 2012, 11:21:48 AM

I think the main problem with alacrity is that it only affects a handful of abilities. If you have a non-channeled casting time attack, the less time you have to be standing still should be a lot better. But there don't seem to be a ton of those kind of abilities (which is good imo).
Nebu
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Reply #719 on: February 15, 2012, 11:23:05 AM

If they upped the effect of alacrity to the point where you might consider it over crit, power, or any other stat, then it may be worth considering.  It's all about trade-offs. 

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
Fordel
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Reply #720 on: February 15, 2012, 12:28:40 PM

Haste is actually quite useful, it's just most people who would want haste get most of it from talents. So you only end up needing a like a 100-200 points of it from gear. Then it just drops off in usefulness dramatically.


TRACERMISSLETRACERMISSLETRACERMISSLETRACERMISSLE  why so serious?

and the gate is like I TOO AM CAPABLE OF SPEECH
Threash
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Reply #721 on: February 15, 2012, 01:17:42 PM

Surge shared its slot with alacrity and accuracy, neither of which people want for the most part so everyone stacked surge leading to a nerf.  Rather than a boost to the two stats no one wants, or changing the items so you can have say crit/power. 

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Fordel
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Reply #722 on: February 15, 2012, 01:22:48 PM

If they put in crit/power, they might as well remove all the other DPS stats entirely.


Not that I would be entirely heartbroken if they did.




Accuracy is probably my biggest bitch stat, past 100%, what is it actually doing? Is it bypassing dodge/shield? Is it reduces kinetic/internal/etc resistances? Both? Neither? Fuck if I know.

and the gate is like I TOO AM CAPABLE OF SPEECH
Lantyssa
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Reply #723 on: February 15, 2012, 01:30:39 PM

Whatever your equivalent of Master Strike is.... I think it's Ravage?
Yes, Ravage.  A nice attack, but it is a little odd looking.  Two quick hits followed by a massively long wind-up for the third.

Hahahaha!  I'm really good at this!
Bunk
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Reply #724 on: February 15, 2012, 01:53:47 PM

Now if Alacrity actually sped up that damn third swing...

I constantly find myself interupting it, even though the majority of the damage comes on the third swing, because it just takes so long.

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Fordel
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Reply #725 on: February 15, 2012, 01:59:18 PM

It actually should speed it up, its a channeled effect and haste works on those.

and the gate is like I TOO AM CAPABLE OF SPEECH
Ingmar
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Reply #726 on: February 15, 2012, 02:02:05 PM

Watch the bar, not the animation, basically.

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Threash
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Reply #727 on: February 15, 2012, 02:29:52 PM

I always go for the first two hits also, they take exactly as long as the global cooldown and cost no resources.  Good filler.

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Sjofn
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Reply #728 on: February 15, 2012, 04:42:34 PM

If they put in crit/power, they might as well remove all the other DPS stats entirely.


Not that I would be entirely heartbroken if they did.




Accuracy is probably my biggest bitch stat, past 100%, what is it actually doing? Is it bypassing dodge/shield? Is it reduces kinetic/internal/etc resistances? Both? Neither? Fuck if I know.

According to a loading screen tip, past 100% it starts to lower whatever you're hitting's chance to dodge/parry/whatever.

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tmp
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Reply #729 on: February 16, 2012, 07:28:33 AM

According to a loading screen tip, past 100% it starts to lower whatever you're hitting's chance to dodge/parry/whatever.
For melee/ranged attacks yes. For force/tech attacks it makes them ignore part of target's resistances since there's no dodge/parry against these.
Nebu
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Reply #730 on: February 16, 2012, 08:41:31 AM

Is accuracy even worth loading up on?  I've had 92 and well over 110 and noticed almost no difference. 

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
ajax34i
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Reply #731 on: February 16, 2012, 09:43:26 AM

In PvE I noticed a difficulty hitting higher-level bosses, which I imagine accuracy would fix, but I'm so over-levelled for each planet that "higher level" rarely comes into play.  Planets are always lower level than me, and class quests are equalized-level by design.  So, shrug.
Sky
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Reply #732 on: February 16, 2012, 09:45:56 AM

I doubt it has any real impact on leveling (planets). Seems like a straight-up operations stat.
Nebu
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Reply #733 on: February 16, 2012, 09:48:01 AM

When I asked, I meant with regard to Hard Modes or PvP at endgame. 

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
Merusk
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Reply #734 on: February 16, 2012, 09:52:42 AM

When I asked, I meant with regard to Hard Modes or PvP at endgame. 

In that case, probably, but without real numbers there's no way of knowing the floor/ ceiling of where it matters.

Anecdotally I noticed a huge difference vs. Strong and Elites when leveling if I had a run of levels with gear that put me over 105%.  (Which only happened for 3-4 levels in the early 30s on the BH and SW) Normals die too quickly and below that level it seemed like primary stat was still the best choice.

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