Showing posts with label Eternal Throne. Show all posts
Showing posts with label Eternal Throne. Show all posts

22/10/2019

5.0: And So, We Say Farewell


At long last, after almost a whopping 35 months, 5.0's time in the spotlight is coming to a close. I don't think anyone quite suspected what we'd be in for when Knights of the Eternal Throne launched way back on November 29th 2016; it's been an incredibly convoluted ride with its fair share of ups-and-downs and several substantial new features, retreads, and updates.

For the past two years, I've been creating posts looking back at how 5.0 had changed over the course of a year. The first time I did this it was because Eternal Throne had managed to provide a little bit of almost everything within its first year, being the first expansion since 2.0 to do so while simultaneously reaching the 365-day mark. It then just became inevitable that when it became clear that 5.0 would reach the 730-day mark that I would create another post doing the same and comparing how both years had been.

This may be considered as the third post in that particular sequence, but in looking over 5.0 I'm not going to list each and every aspect and analyse what changed. Not only would it result in an absolute shedload of retread - the only 'new' things since the last post were Ossus, Guild Heraldry, Dantooine, some brief missions for the Alliance, and new rewards for Nightlife - but it would also result in just far too much text for anyone to deal with. Both of the previous posts in the sequence were two of the longest posts I'd ever written, yet both were surpassed by my analysis of Ossus back in January!

Text overload.

Instead, I'm going to take this opportunity to look back at 5.0 and list my favourite and least favourite things to have come from it. So, with the servers currently offline for maintenance and Onslaught launching in just a few hours, permit me to indulge myself once again.

14/05/2018

Wiping the Slate Clean (More Nathema Conspiracy Spoilers)

With The Nathema Conspiracy beginning to tie our characters to either the Republic or the Empire for a more substantial alliance than that on Iokath, there are a fair amount of potential scenarios we could be seeing as a direct result of our choices since last April.

As of Iokath, Acina or Malcom could be deceased and the decision made here decides who the leader of either faction is. Vowrawn steps into the breach left by a dead Acina while Malcom's demise leads to the infuriatingly faceless and voiceless Supreme Chancellor Jebevel Madon stepping down and allowing Galena Rans to succeed him.

The Nathema Conspiracy adds to this by setting up the eventual option for the facilitator of either of the changed outcomes to actually join the faction they potentially screwed over back on Iokath. Alternatively, of course, they could just continue on with their previous alliance and thus avoid any awkward outcomes.

This is a fair amount of variety that we could be seeing going forward, and this isn't even going into what else could be factoring into the factions' strength. This is something which BioWare have attempted to address with Nathema by reintroducing or introducing people who are or used to be important politically and killing them off for certain Classes. Given who some of these individuals are and how difficult it would be to align them with both the political status we've been given throughout KotFE and KotET and how they could severely impact a future balance, it's relatively safe to assume that all of these characters have been given a final farewell.

However, that doesn't mean that there still aren't questions and observations that need to be addressed. Be aware that every significant character a Class will face during the Nathema story will be mentioned here, so if you don't want to know who you'll face before you do, I advise you to stop reading here.

23/01/2017

Eternal Veteran: Chapter Difficulty, Part II

Master Modes for all Fallen Empire and Eternal Throne Chapters are being released tomorrow, and yet I still need to talk about how Veteran Difficulty affects Eternal Throne. You can find my blathering about Fallen Empire Veteran Mode here.

Let's get started!

29/12/2016

Knights of the Eternal Throne: The Story

Today it has been a month since the Knights of the Eternal Throne story was made accessible to Early Access players, so I thought I'd 'commemorate' this by considering the 'spoiler watershed' a thing of the past and finally begin talking about the story.

How this will work is I'll be covering each Chapter briefly in turn, then giving a final summary outlining my overall favourite and least favourite moments. The usual nonsense, y'know?

Without further ado, let's get started.

23/12/2016

Curing Bergola in Eternal Throne Chapter VI: The Dragon's Maw

Eternal Throne's sixth chapter, The Dragon's Maw, has already attracted a fair bit of attention for being one of the most unique Chapters released thus far. Rather than fighting your way into Vaylin's palace, your job is to simply infiltrate her party in disguise, and thus the Chapter runs very calmly for the entire first half.

Part of what makes the Chapter so interesting is that, because things are calmly-paced, there are several background moments which you can either simply observe or have a direct hand in. Most notably, these are the discussion between the Knights of Zakuul about Watcher Izax and Beast Master Oleg berating a poor assistant for being unable to cure a 'sick kid', better known as an Exoboar by the name of Bergola.


What you may not have realised during your own playthroughs of this Chapter is that there actually is a way to cure Bergola of her sickness.

02/12/2016

Thoughts on 5.0

So 5.0 is here, and by the end of today everyone who missed out on Early Access will have access to the Eternal Throne story.

Compared to other expansion launches, how did this one hold up?

29/11/2016

5.0 Pre-Feelings: The Good, the Bad, and the Eeehhhhhs

Today's the day. 5.0, Level 70, Eternal Throne, and the controversial Command System all come out later today for Early Access players.

As I mentioned yesterday, today's plan is to look at the upcoming Expansion and list the things I am excited about, dreading, or somewhere in-between.

Let's get started!

10/11/2016

Thoughts on the Confirmed 5.0 Class Changes

You may have noticed that there was no post on Monday as there usually is. The reason for this is that, with 5.0 just on the horizon, there really isn't that much one can talk about due to the weight of the approaching stuff.

That is, without BioWare's official words on the matter.

Because they released official information on Class Changes on Monday, it's time to finally turn my attention to the changes which have been in the datamined offing for a couple of months now.

Better late than never, right?

04/11/2016

More Repeating of the Repetitive Grind

On yesterday's Stream, BioWare delved more into one of the slightly more interesting points of Eternal Throne: Chapter Difficulties.

Basically, each Chapter now has two difficulty modes: Story and Veteran (although a third, Master, will come out at a later date of course). Veteran Mode is designed to be done with mid-tier endgame gear and an Influence 20 Companion (apparently having been tested with a DPS character and a Healer Companion), and scales to your Level, suggesting that it can also be done on the first playthrough of a Chapter to provide more of a challenge.

Each Chapter will also be repeatable, allowing you to experience the same story content over and over again if you so desire.

The ability to replay story content, as well as a more difficult version thereof, is something which several voices have called out for in the past, with one particular request for us to do our entire Class Story at relevant 'endgame' level for therapeutic and challenging reasons.

To see it happen with KotFE and KotET is interesting, but at the same time quite disheartening. A lot of people refer to playing KotFE time and time again on different alts as an absolute chore, and now we have the ability to do so on characters who have already experienced the story.

Choices we've already made stick the course, so making different choices this time around only serves to allow you to see what could have gone differently for that character (but only in the moment; you can't 'fake' a playthrough which results in a romanced Koth if in your actual playthrough he was driven away from your side).

On the plus side, for completionists (such as myself) who missed out on either map completion or Codex entries (like that one in the Asylum alleyway, grrr), this provides the perfect opportunity to go back and pick them up just because.

I do have to say, I am slightly disappointed that the HK Chapter won't be available in either Veteran or Master mode. It's probably the most 'fair' Chapter given that everyone has the same skill set and there can't be any real class bias, but at the same time playing as HK isn't exactly something which many people are willing to learn a proper rotation for, so it perhaps would be harder to align this Chapter with its fellows based on this fact alone.

I'm looking forward to seeing what Veteran (and later, Master) mode brings to the table. I have a nasty feeling that it's purely going to be increased damage with no new mechanics, but then again it could be that increased health results in more mechanics coming forward that people were just able to blitz past before now.

We'll have to wait and see.

I am curious to know how Healer players in particular will cope with this. Companions can be fairly squishy and a low-Influence DPS Companion doesn't have nearly anywhere near enough DPS output to kill things quickly, so while Veteran Mode may still be fairly simple, Master Mode (assuming that this difficulty will be at Level 70 and requiring gear, that is, which would explain why it's being delayed) could well be absolutely brutal for them.

18/10/2016

Analysing Galactic Command

Tuesday post! This is a rarity but ultimately 'necessary' since this is quite a significant thing to talk about.

In a LiveStream yesterday, BioWare unveiled their new Galactic Command system.

Basically, you get Command Points by completing one of the various tasks:
  • Dailies and Heroics
  • Fallen Empire and Eternal Throne Chapters
  • Flashpoints
  • Galactic StarFighter
  • Operations
  • Uprisings
  • WarZones
The tasks in question can all be accessed via a new Galactic Command panel, which seems to act as a second Group Finder. I assume that simply going into things such as Flashpoints, Operations, and PvP counts just the same no matter how you enter them, so ultimately this is just a flashy bit of cosmetic fluff. Additionally, there is just no way they can get rid of the current Group Finder system. It may not be that good, but it at least serves a way to pick-and-choose if your Group wants to do a certain Flashpoint.

These Command Points then allow you to progress through the various ranks until you hit a (currently) unspecified Rank. Along the way, you earn not only Light/Dark points for yourself, but also for the server. For an unspecified time, these points will pool into a 'Dark vs. Light' bar which indicates which side is winning, which - according to the follow-up Blog Post - will allow for various events to occur based on which side is higher at the time:

"If the dark side is growing stronger... suddenly players may see Sith Acolytes begin spawning and attacking Alderaan and Tatooine!"

Depending on which side then wins, the winners will temporarily gain access to bonus "Command Experience" (read: total of Command Points gained) and a cosmetic item vendor. Because shinies! Losers only gain a bonus to the Light/Dark points they gain.

I do have to say at this juncture (because I won't be touching on this aspect again given what else is happening with Command) that actually making Light/Dark points mean something for those already at Light V or Dark V very nice. Much like Social Points and Valor, hitting the cap for these on a character immediately makes acquiring them through our activities pointless (hehe), but now there actually will be something to put these spare points towards.

There's also an additional reward: Command Crates.

These are interesting, and potentially really quite concerning to certain players.

For the most part, Command Crates seem to be the Alliance Supply Crates reformatted; they drop Companion Gifts, cosmetic armour and items, mounts, and pets. However, there's one further addition to these particular crates. They're designed to drop endgame gear as well:
  • Once you hit Level 70, the source of end-game gear will be Command Crates from Galactic Command.
  • Both PvP and PvE gear will come from Command Crates. Their gear is now shared as Expertise is being removed.
  • Gear will no longer drop from bosses as all gear will come from Command Crates. All cosmetic/unique drops will still remain on those bosses (Stronghold Decorations, Wings of the Architect, etc.).
This is interesting.

I personally think that more ways to get endgame gear is a good thing if done properly; I sorely miss the days when Story Mode Ops set-bonus gear dropped from Hard Mode Flashpoints, so I'd love to have seen something like this done again.

However, removing all gear from Operations is a very interesting and concerning side-effect. I personally would have preferred to have the option to gear oneself whilst still being able to get gear from Operations. This has the potential to be quite slow depending on how long it takes for the best gear to start dropping from the Rank rewards (if NiM-grade gear doesn't start dropping until Rank 30 it will take a couple of weeks at least for the first people to start getting it).

According to posts in the main Gearing Topic, the drops will be random, but they will still be tied to your Advanced Class. People familiar with how the BattleMaster gearing system worked will likely just have shuddered in fearful recollection. Additionally, hitting the Rank cap will not stop rewards from being granted; you'll simply continue to get XP as you would usually up until you hit the point where you'd usually level up, and you'd then get the reward and the process repeats ad infinitum.

Seeing as the grade of gear which drops depends on your Command Rank, any future expansions and gear-tiers will be significantly biased towards players who actually hit the cap this time around (however long this takes). This is very much a 'carrot- and-stick' approach to gearing, it seems...

~~~

I do have to say that in many ways I silently approve of a certain amount of this. I like having the option to gear for ourselves (even if it's going to take a fairly long time compared to what it used to be), although I am still highly concerned by the fact that Operation gear is just gone (more thoughts below). Actually making a lot of old content (and people have been scoffing at my doing Daily runs again! Hah!)  appealing to grind for the best gear is a strategy I approve of, as it isn't just easy street for gearing and the HM Flashpoints are actually relevant gearing places once again. 

No longer will people be able to farm Highlighted Hard Mode Eternity Vault and instantaneously get a NiM-Grade Mainhand. One thing I've been campaigning for in-game to any guildies who'd listen is the removal of KP and EV from the Priority Ops system and make HM-grade gear the highest drop from these (granted, I also campaigned that this removal should also apply to ToS, Ravagers, and any new Ops but shift the drops for these so that NiM-grade gear dropped from Hard Mode to actually give an incentive to run these as HM with no NiM mode), but their outright removal of Priority Ops for this system actually does leave a (albeit very minor) sour taste in the mouth.

At the same time, however, the notion of gearing now only being RNG-dependent is rather concerning. As I've already expressed several times, I indulge in not only Dailies and Operations but duoing HM Flashpoints (and hopefully Uprisings too) with a friend. Therefore, we are both in a very good position to start this whole grind off and keep a certain momentum going, but this definitely won't apply to everyone.

For people who either don't have a lot of time in the week to dedicate to SWtOR due to work or - heck - even dedicating what time they do have outside of set Raid times grinding in other games (I'm noticing certain parallels between this system and aspects of the Campaign system for NeverWinter, for example) this system is going to be very slow and incredibly painful even if NiM Operations provide the quickest way to get Command Points. Keeping gear in Operations would at least provide a quicker alternative for people who simply can't dedicate the required time to grinding.

It would also negate this very RNG approach. I can already hear people complaining about their sixth 248 (or whatever grade NiM-grade is) chestpiece in a row when all they need is the offhand to complete the set. 

As one of my guildies has pointed out on our guild's forums, this system makes people who only dedicate their time to Raiding (which sadly applies to a good number of people in several Raid teams across the entire game for multiple differing reasons beyond work) almost a liability since there simply is no alternative way to acquire gear. Nobody who raids would want that hanging over them. At least with the current system you can gear a new or returning team-mate relatively quickly using the Priority Ops.

It also can't be denied that making Command Subscriber-only is also a severe punishment to Free-to-Play players, who can get around their current restrictions through certain Cartel Market unlocks. If they can still access Operations through Operation passes but not the Command system, what's the point of even allowing them to still do endgame stuff?

At the end of the day, this is definitely going to be something to get used to.

In summary, I like this system in theory, but I'd like it more if it was one option for gearing rather than the option.

Links for more information here:

10/10/2016

Throne of Everlasting Chivalry

On Friday, we finally received more official information about Eternal Throne. It's time to start delving through what we got!

12/09/2016

On Data-Mining

Foreword

This post will not be directly describing data-mined changes coming to Eternal Throne. This is purely a rambling post describing my thoughts on the process when compared against BioWare's policy of silence. If you had looked at this post with interest to get some gleaned information, I'm sorry, but you'll be going away disappointed.

~~~

There comes a time before each and every patch when the data-miners come forth and reveal what's incoming. Many a Class Change, Cartel Market item, and Story spoiler has been revealed as part of this process, and so data-mining is treated with both reverence and disapproval by several sectors of the wider SWtOR community.

Expansions are no different in this regard; the data-miners are already out in force digging up all that they can find for Eternal Throne, although officially they won't post the majority of their findings until BioWare has had time to officially release details of the expansion, which is the fairest thing they could do.

This also raises an interesting situation for data-mining.

Since 3.0, BioWare have unfortunately managed to back themselves into a corner whereby they're "damned if they do, damned if they don't". From what I understand, their accidentally missing a 'scheduled' releasing of information regarding Shadow of Revan (and only by just a couple of days) has led to them enforcing a strict 'silence' policy with changes to both Fallen Empire and Eternal Throne until they're truly ready to reveal more.

The good thing about this silence policy is that once it was 'over' for Fallen Empire, they took to social media by force, streaming and blogging about the upcoming changes, but it still left a lot to be desired from what they had done for 3.0 with the comprehensive blog changes informing us of the approaching change from Skill Trees to Disciplines and then the steady updates to specific Classes over the subsequent months.

Their handling of 2.0 was even better than this, as they actually allowed players to access a modified 2.0 PTS which allowed them to boost transferred characters to 55, try out the new skills, and access the new HM Flashpoints and Operation.

Whilst it did take them a moderately long time to come out with more detailed information on changes for Fallen Empire, at least they'd made the announcement five months before it was supposed to go live!

For Eternal Throne, it definitely does not help that their silence policy is being enforced at a time when there isn't a lot else to actually do now. Neither the Dark vs. Light Event nor the HK Chapter will be universally completed, so for certain players there's absolutely nothing until Eternal Throne and they're not receiving any word to make them feel invested in the game's future. We don't even know an official release date yet!

Indirectly starving us for information therefore has also made the data-miners' situation far more precarious as well; anything they say is treated as 'word of God' and people base all of their expectations on changes which are still in motion. Given the negative response to certain currently proposed changes, it's hardly any wonder that BioWare no longer wants to blow their own trumpet at such an early stage anymore.

I personally don't mind data-mining. It gives a rarely-seen insight into the development process for this game, and even if the proposed changes don't make it into the game as they're initially suggested to, it's still quite interesting - and, dare I say it, fun - to hypothesise how this might change or that might change. Napkin theorycrafting can only go so far, of course.

I just wish that they'd enable everyone to access a simplified variant of the PTS again, even if just to test out the Class Changes. Feedback from the wider playerbase is never really a bad thing - heck, it's lead some people to believe that BioWare use the Data-Miners as an indirect method of revealing changes and getting feedback from these - but right now there are just so many unknowns and confusions that any information, even if it's revealed to be totally inaccurate, is treated like an oasis in the Sahara.

25/07/2016

Knights of the Eternal Throne

So I'm back from holiday, meaning that it is time for the proper posts to make a return.

As I have yet to touch on it since it was revealed last week (ignoring the premature reveal of the acronym in the Celebration schedule) is the new expansion and follow-up to KotFE, being released at some point in Autumn 2016; Knights of the Eternal Throne.