Swtor test patch notes




















It will likely be a little more than 6. SWTOR has never had an expansion that changes the level cap with more than five levels at a time and Legacy of the Sith will be no exclusion of this rule. From the press release alone we understand that this expansion will offer a single storyline for all classes.

There will be some differences between the two factions, of course. What we will probably get is a similar in structure story to the one on Makeb from Rise of the Hutt Cartel in 2.

This should result in at least a few replays of Legacy of the Sith before you start feeling the boredom. It will take you and your friends to a deep space research facility to investigate a new threat.

R-4 Anomaly will feature five boss encounters. Since BioWare barely resume work around the end of January usually, you should not expect the MM of the Operation to be available before February just an assumption. Combat Styles is a brand new gameplay feature releasing with the 7. It will allow you to choose independently a story to play through and combine it with ability sets from other classes. Combat Styles will allow me to do that. You will be able to set this up at the start of your character creation.

Additionally, you will be able to switch between Combat Styles as you play your character later on. If you select a Tech class, for example, you will be able to choose ability sets from all other tech classes in the game and play in a new way through the same content. How much more streamlined could it be?

BioWare got rid of the Skill Trees with 3. What more could be streamlined, BioWare? SWTOR 7. You will be able to assign a predefined set of gear, abilities and utilities, outfits and more to a shortcut that will allow you to quickly and easily switch between your loadouts for different situations and playstyles. Update 7. The live stream started with a fifteen minutes pre-show. It included clips with messages from a number of developers that have been working on SWTOR for years and they all shared their passion and personal experience with the game.

The actual live stream started with a pre-recorded message from the game director Keith Kanneg. He officially announced the new expansion. After Keith Eric Musco now a game producer! Everything that is related to the expansion itself, the planets, the new gameplay features announced in the press release, I have included it all in these segments above in the article.

Below you can read the additional information and new details they shared. For the next two weeks, ending on July 15th you can redeem a Heta Kol Stronghold Decoration for free if you visit swtor. You will receive an email with the painting decoration right away in-game. You might need to log out and log back in if you were online while redeeming the code. In the coming months until the end of there will be more rewards like this of other popular characters.

New stories are never present on this server, but nearly all other gameplay features and elements are. BioWare is bringing the test server up with the Guardian changes for 7. You will be able to test some of the class changes and experience some of the new features part of Combat Styles eventually.

The second Galactic Season will launch with the release of Legacy of the Sith. The Galactic Seasons system was introduced very recently to SWTOR and it is a complimentary system designed to reward players for regularly playing the game and completing various activities.

The main attraction of the second season will be the first ever Duros companion in SWTOR and, of course, new rewards themed around the Underworld Syndicates, hence the name of the whole season. When BioWare revealed the information of a new and improved UI coming with 7. The rest of the UI will be updated and upgraded throughout I do hope so, however. The new Character Create experience they listed in the slide above was also hinted at in the official press release announcement.

Here are the full patch notes :. The 2 weeks of Double XP will be a great time to finish off the Renown achievements. We respect your privacy. Your email address will never be shared or sold. Your contribution helps us provide content you enjoy. About Vulkk Contact. Updated December 15, It includes the usual plethora of ability, mission, and companion fixes as well as some tweeks to the Biochem skill.

There seem to be two big reasons why this change was made. First of all it removes the pressure on players to take Biochem in order to optimize their performance, particularly at endgame. Second it opens up more options for Biochem players to make credits by selling these stims and adrenals on the Global Trade Network. Biochem also will be getting another nerf as the effectiveness of Biochem exclusive Rakata stimpacks have been reduced to be equal to Energized stimpacks.

In fact Bioware announced that they intend to reduce, over a series of patches, the effectiveness of situational consumables on endgame combat resolution. The end goal being to make the outcome of endgame combat be based more on player skill and less on what items they have on hand. BioChem is just the first of the crafting skills to see tweaks in order to make all the skills more applicable to end game content. Major changes are currently on schedule for the next major content patch, such as extractable basemods armoring, barrel, etc.

PvP is also going to see some changes in the future, with the power difference granted by PvP gear being reduced to make it easier for new level 50 players to compete in PvP.

You can read the developer post about the crafting changes here , and the full 1. Classes and Combat. Companion Characters General.

Crew Skills Crafting Skills. Flashpoints and Operations General. Items General. Legacy General. Missions and NPCs General. PvP World PvP. Space Combat General. UI General. Miscellaneous Bug Fixes. The Swtor-life. All content or trademarks owned by LucasArts, BioWare, Electronic Arts or their affiliates may not be used without express written permission.

Implemented further improvements to ability responsiveness and client-side anticipation of ability executions. The activation bar now appears at the correct time when the activation of an ability begins and disappears when activation is complete. If Sprint was active when a player died, it now remains active when the player is revived. Abilities on cooldown are now more easily distinguished from abilities that can be used.



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