![]() Rather than gating conversations, quests, and romances by how much they like you, now all that shit is unlocked as you progress in the questing process. Oh sure you still gain points with them, but now there's no direct number attached just a 'so and so approves' or 'so and so appreciates that' or straight up Telltale style 'so and so will remember that'. You gain or lose approval and that gates their conversations/quests/romance. In typical BioWare fashion your companions respond based on your influence. Seriously, companions aren't important now. You can equip stuff on them for the sake of cosmetics, but their stats increase as you level and not with gear. ![]() That excuse will no longer fly because companions don't NEED gear anymore. In SWTOR there was always the guy who needed on a drop 'for companion' without asking. You want your tech savvy, hologram loving scientist medic to stop healing and tank for you? Fuckin' go right ahead. You want your beefy Force eating monster slave to stop tanking and heal you instead? Now you can. Now, however, every companion can do any role so now you can use your favorites. Most players used their healer companion because why not. You had a healer, a melee dps, a ranged dps, a melee tank, and a ranged tank. These five companions all fit into a specific role. (With two optional ones that can be purchased). companions that join you at various points in the game. Which is the ones people care about anyway. Not every dungeon is a solo mode affair now, just the ones important to the overall story of the game. You get a droid that is a one man raid team to run you through a flash point so you can experience the story without having to group up. Solo mode was introduced in the last expansion. It's not just the heroics that have changed, story heavy dungeons have been retooled so that you can do them in solo mode. ![]() And by 'two people' they mean 'you and your A.I. These missions, called heroics in the game, have been changed to be done with two people. During your time on planets you often come across missions meant for a group of four people. How this will influence drops in dungeons I have no idea, especially since most of the drops in group content is adaptive gear to begin with - now when a chestpiece drops everyone can need it. The main stats have been rolled into one stat known as Mastery. ![]() This was in addition to the secondary stats like Endurance, Crit, Surge, or Power. There are 'eight' base classes in the game and for the longest the classes had a main stat to worry about when gearing. Some might argue that it has ALWAYS been this, but it's especially obvious now. With patch 4.0 The Old Republic has essentially become a single player game with a chatroom. Star Wars: The Old Republic is an absolutely different game now.īefore diving into the contents of the expansion itself, it's important that some of the changes from patch 4.0 be brought to attention. Today was the release of patch 4.0 and the early access for the new expansion Knights of the Fallen Empire. Since launch some quality of life elements have been added, the game has underwent fundamental changes in regards to UI, skill trees, gearing, and everything in between. I wasn't a huge fan of playing it, but I stuck around because of the friends I had made and the stories we told in our RP guild on our wonderful RP server. I won't sit here and claim it's been a flawless thing I'd go so far as to say that the game wasn't all that good when it came out. The Old Republic was pretty much my first dive into MMORPGs. Back when it came out my experience with MMOs was getting a character to 30 in DCUO in a weekend. I've been a subscriber to The Old Republic off and on since two days after launch. ![]()
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