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QoL Changes

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Yekzunno

Active member
Allow Data Storage Units to be readable from housing (ie: its placed in the house, should be able to radial it and read it there) some of these are hilarious
 

Erotica

Well-known member
Give Sprint Stim its own buff slot similar to treasure map crystals (Shares a timer with Shard of retail). ADDED
Give TCG Buffs its own buff slot similar to treasure map crystals (does not hurt as most do not use them due to shard of retail being on a 15 minute CD.) this would also up there value quite a bit more so for the series 1 versions and Hoth one.
 

Erotica

Well-known member
Increase the Weekly GCW Leaderbox box rewards maybe to 500 of a random Comm/Token and a GCW scroll. (currently its lackluster)
 

Erotica

Well-known member
The Darksaber.

As we know this is a popular item in Star Wars and is very sought on SWG to be added.


Darksaber is a draft schematic that only a Jedi can craft. and has the following.

  • Is tradable but Biolinks.
  • Has a Color crystsl slot but no power/pearl slots. (Color crystal tuning would need to be allowed by every player).
  • Caps at 1216 DPS.
  • Usable by any profession and counts as a saber allowing any user to benefit fully from parry.
  • Elemental Damage Caps at 90.
  • Can have a socket
  • Can not have a custom Built-in unless it's one of the new Jedi/BH Mods.
  • The Built-in for Jedi/BH will have no effect unless you are that Profession.
  • Staff can determ where to add it to the loot table or maybe introduce a new Jedi Token System. or vice versa.



Due to the sheer strength and weight of the Darksaber Anyone besides a force user or bounty hunter gains a debuff (Icon of the darksaber with a black background) reducing the following stats Block Chance/Dodge Chance/Evasion Chance/Glancing Blow by 3% while they wield this legendary weapon. This is due to the Mandalorian and the CW/Rebels Series where we see Bo Katan and many others including din djarin struggle wielding it the first time and fits the cannon.

(Modifier Bits and Built-in)


Jedi/BH will gain a new force item they can craft with 5 new modifier bits that can only be used in this new craft that only jedi can benefit from.

The following mods that can be made...


  • DSJ: 4% Elemental Force Damage : Force Lightning Damage increase Basically) effects all attacks maelstrom/Lightining/Drain.
  • LSJ: Lightsaber Penetration :All Saber Attacks gain 20% Armor bypass.
  • DSJ/LSJ: Soresu Defense: 5 Second increase timer to Saber Block/Reflect and Bonus 5% Parry to Saber Block
  • BH: Deadly Strikes: Melee Damage Bypasses 10% of your opponents armor
  • BH: Bolstered Defense: 10% Chance on hit to gain 10% Parry Chance or just flat 10% Parry Chance.

This will give jedi an alternative saber but you lose the option of boosting your saber damage and you lose elemental damage as well. can be a bad trade off i guess it would come down to playstyle. this also gives BH a new playstyle that most are scared to play/or deem weak.
 
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TerianKain

New member
Add Crate of Free resource deed to Trader Vendor for tokens. Or add a trader daily that pays out on 10/10 completion a Crate. It's very difficult for newer traders to get good resources to attempt to create items for the community. This would assist in making them work for it and still be able to contribute to the community at the same time.
 

Xcon

Active member
Allow shooting over the edge of the cat walk in the last part of LSD (before going down the elevator to defuse the bombs). Not being able to see over the edge to shoot makes no sense.
 

Erotica

Well-known member
Add a new Canister to the LSD Instance somewhere along the way to the end that starts a collection.

Need 10/10 Canisters.
Gives a new ITV that can be placed inside a house that transports the user to the entrance of the QZ on dathomir
Gives a Badge??
 

Erotica

Well-known member
Boost the dmg/health bonus blackwing 7pc set
Add Attack speed to the 7pc

After testing it has almost little effect even with full bm expertise its about a 3k-4k hp and 100/150 dps increase which is insanely low with now how much damage players now have and legendary content.
 
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Yekzunno

Active member
following up spy changes
Decoy: Change decoy so 0 points you only get the debuff on target and self debuff of decrease dmg 100%. 1 pt gives you stealth and still applies the self dmg reduction. 2pt removes the self dmg reduction. This way, you still have to spend points into decoy to remove the self debuff from yourself. but it still gives a nerf to spies that choose to use decoy as an offensive ability only. right now decoy feels horrible to use. especially if you do not have multiple points for the cloak to reset the fight.
Avoid Damage: Remove the damage decrease aspect from this. instead either lower the defenses given from the ability. Or, lower the duration of the ability. spending 7 points in expertise to deal -75% dmg makes the ability for spy a complete waste as the only time you'd use this is for getting out of a fight, and to do that spies would just cloak. and for it to last 15 seconds is a long time to deal -75% damage. this could easily be a 10 second ability with the base defenses and no dmg bonus. or leave it the 15 seconds and reduce the defenses it provides to 30% dodge and 50% evasion.

Spies are generally very squishy targets to begin with. So removing their ability to deal damage completely (or near completely with the -75% dmg from avoid damage) really makes the spy become an auto attack bot to stack group buffs. also, it makes the abilities that you spend points into feel extremely bad to use. after talking with several spies on the server the same feedback has been given that the abilities feel horrible to use. I'm all for giving them a nerf as it was extreme that spies had several ways to kill people and stay alive. but the cooldowns are there for a reason. without the cooldowns spies become very vulnerable. to the point where some spies won't even fight without them. so thats 3 minutes already of a spy staying out of a fight because they don't want to die. but they need to be given an option if the points are spent to still be a spy and deal damage.
 

Yekzunno

Active member
Boost the dmg/health bonus blackwing 7pc set
Add Attack speed to the 7pc

After testing it has almost little effect even with full bm expertise its about a 3k-4k hp and 100/150 dps increase which is insanely low with now how much damage players now have and legendary content.
to add to this, the blackwing jewelry should make an attempt to make the pet feel more like an elite beast. something that raises its defenses and dmg high to a point that it actually makes a difference. in pvp a pet gets instantly deleted by any AoE. even with full BM points. I remember suggesting a Beast Master profession to be added to actually make beasts more viable. but improvements on the blackwing jewelry would be nice
 

Erotica

Well-known member
to add to this, the blackwing jewelry should make an attempt to make the pet feel more like an elite beast. something that raises its defenses and dmg high to a point that it actually makes a difference. in pvp a pet gets instantly deleted by any AoE. even with full BM points. I remember suggesting a Beast Master profession to be added to actually make beasts more viable. but improvements on the blackwing jewelry would be nice
For them to lower the damage on pets this would require them to add a Armor bonus to the 7pc set as Pets get half of what we do and it makes them super squishy to Any damage inc just a simple AoE.

I could see 5% Armor per piece then 5pc=50% 6pc=75% 7pc 100% Bonus armor which with the expertise mind you it cost heavily in points to get that 120% but it would bring them up to the same armors we get as player. which i think is fair while boosting the HP/Dmg on the set.

The Attack speed bonus on the set could be 25% which would help somewhat.

I'm not even sure why the set has dodge/evasion. since its such a small amount and makes almost no impact with or without.
 

wreckingball

New member
New Mods added to the Legendary heroics vendor need changing:

All values appear to be set to a value of 1%. This is an unviable alternative to the standard mods currently available such as weapon crit (3%) and weapon damage (2%) ect.
Advise to increase force electric damage mod from 1% to 2%.
Increase Officer AoE damage mod from 1% to 2%.
Blaster burst/razor Slash damage from 1% to 4%.
Lethal beam damage from 1% to 4% damage. Rework lethal beam damage as it currently does slightly less damage than focus beam and is on a 15s CD with 400 action burn compared to Focus beams 6s cd. Advise to remove the action burn as this is ineffective and increase the base damage on lethal beam so it does more than focus beam.

Additional Commando changes:

Remote detonator is extremely buggy and often cannot be detonated, recommend to change it to explode on 4s delay similar to officers core bomb or have it trigger on proximity like a hx2 mine.
Most of the grenadier expertise line is not viable even for grenadier rifleman spec.
Sweeping fire attack is slightly too weak for rifleman spec.
Rifleman Commando spec overall too weak an alternative to heavy weapons although has higher ease of use.
Rip the bandate off and allow heavy weapons commando to throw grenades without swapping to a rifle - workaround auto cancel auto attack when throwing grenades. This frees up a slot on the toolbar as well.
Devastation chance unlinked from position secured line.
Position secured line provides additional defense to the commando and group. AoE defense moved and added to position secured line.
Fuel cannisters revised - action cost reduction is very poor for a final tier expertise box, should be changed to devastation chance or focus beam/lethal beam damage increase.
Strongarm - grenadier tree allows throwing grenades with a heavy weapon without cancelling the auto attack. Increase range of grenades.
heavy weapon shotguns - less range but higher dps than heavy weapons or same range but single target with higher dps.
New kinetic elemental proc - causes internal bleed DoT or alternative causes concussive root that removes 20% block/parry/evasion/dodge for 3s.
New energy elemental proc - causes additional elemental damage 1 hit.
Devastation chance added to entertainer buff options - Strikethrough not as viable to commando.
Commando run ability - currently the class is unable to break a basic snare and needs kill meter points for a very poor movement boost, advise double time to break basic snares and roots and gives slighly more movement speed.

Jedi Changes:

Force electrical damage can be made into a power up.
Jedi force slicing - allows jedi to slice force specific items such as their lightsabers.
More jedi/sith appearance items - there is currently very little choice for outfits and robes especially headwear - especially for male characters.
Jedi lack of range is their main detriment to the class in large group PvP - advise revison to the range of abilities.
Force shockwave moved to the profession tree - shockwave damage in expertise tree adjusted to either be much higher or move the skill box to earlier in the skill tree.
Force choke should root the target.
Range attacks added to LSJ - telekinesis and force pull.

PvP Changes:

Classes either need improved or added defensive cooldowns and an increase to overall hitpoints. Case in point in a standing duel between 2 DSJ the fight is over even while saber block is still active. So saber block wont even allow you to survive that well in a 1 vs 1 scenario let alone against multiple targets. Probably need significant increase to overall hitpoints by around 5k+ and improvements to all def cd's plus additional def cd's for all classes to make any fights last.
 

Erotica

Well-known member
New Mods added to the Legendary heroics vendor need changing:

All values appear to be set to a value of 1%. This is an unviable alternative to the standard mods currently available such as weapon crit (3%) and weapon damage (2%) ect.
Advise to increase force electric damage mod from 1% to 2%.
Increase Officer AoE damage mod from 1% to 2%.
Blaster burst/razor Slash damage from 1% to 4%.
Lethal beam damage from 1% to 4% damage. Rework lethal beam damage as it currently does slightly less damage than focus beam and is on a 15s CD with 400 action burn compared to Focus beams 6s cd. Advise to remove the action burn as this is ineffective and increase the base damage on lethal beam so it does more than focus beam.

Additional Commando changes:

Remote detonator is extremely buggy and often cannot be detonated, recommend to change it to explode on 4s delay similar to officers core bomb or have it trigger on proximity like a hx2 mine.
Most of the grenadier expertise line is not viable even for grenadier rifleman spec.
Sweeping fire attack is slightly too weak for rifleman spec.
Rifleman Commando spec overall too weak an alternative to heavy weapons although has higher ease of use.
Rip the bandate off and allow heavy weapons commando to throw grenades without swapping to a rifle - workaround auto cancel auto attack when throwing grenades. This frees up a slot on the toolbar as well.
Devastation chance unlinked from position secured line.
Position secured line provides additional defense to the commando and group. AoE defense moved and added to position secured line.
Fuel cannisters revised - action cost reduction is very poor for a final tier expertise box, should be changed to devastation chance or focus beam/lethal beam damage increase.
Strongarm - grenadier tree allows throwing grenades with a heavy weapon without cancelling the auto attack. Increase range of grenades.
heavy weapon shotguns - less range but higher dps than heavy weapons or same range but single target with higher dps.
New kinetic elemental proc - causes internal bleed DoT or alternative causes concussive root that removes 20% block/parry/evasion/dodge for 3s.
New energy elemental proc - causes additional elemental damage 1 hit.
Devastation chance added to entertainer buff options - Strikethrough not as viable to commando.
Commando run ability - currently the class is unable to break a basic snare and needs kill meter points for a very poor movement boost, advise double time to break basic snares and roots and gives slighly more movement speed.

Jedi Changes:

Force electrical damage can be made into a power up.
Jedi force slicing - allows jedi to slice force specific items such as their lightsabers.
More jedi/sith appearance items - there is currently very little choice for outfits and robes especially headwear - especially for male characters.
Jedi lack of range is their main detriment to the class in large group PvP - advise revison to the range of abilities.
Force shockwave moved to the profession tree - shockwave damage in expertise tree adjusted to either be much higher or move the skill box to earlier in the skill tree.
Force choke should root the target.
Range attacks added to LSJ - telekinesis and force pull.

PvP Changes:

Classes either need improved or added defensive cooldowns and an increase to overall hitpoints. Case in point in a standing duel between 2 DSJ the fight is over even while saber block is still active. So saber block wont even allow you to survive that well in a 1 vs 1 scenario let alone against multiple targets. Probably need significant increase to overall hitpoints by around 5k+ and improvements to all def cd's plus additional def cd's for all classes to make any fights last.
2% isnt enough if normal damage is 3% on exotics then i think this need to be 3% or better 4%. no way its worth 2% for 3 tokens LOL.

You have to take into account Carbine dmg Or weapon dmges is 3% and effects everything but AOEs. this cost 3 legendary tokens unless its 3 or 4% isnt worth it and if you can't Powerup it...its still not worth 3 tokens. this shit takes effort regular mods that give us 3% dont. again all mods need 4% AOE on grenades is to weak to be 2% . Crit mod needs to be 4-5% we can already hit 90% to 94% crit on beyond with all the added buffs

Not sure about buffing DSJ/LSJ more with abilities better off with again a 3rd Support/Healer role.. staff dropped the ball by not adding it with this current update it would of fit perfectly. instead they shafted classes on BM. and made them weaker due to the point cost now.

Also commando on remote detonator bugs only when you use the mine might be a possible fix there? i still vote for making it a 2 ability skill one to place the mine another to detonate any you placed allowing a commando to place multiple over time to blow up.
 

Cyco-OWNZ

Member
Allow Beast Encoder and Replicators to replicate creatures again. Many used the stuffed pets it created in the past for home decoration. Sometimes it would create a duplicate pet in the player's datapad that is "no trade" and does not give the player any advantage over another player in any way.
 
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