SWTOR Itemization in patch 7.0 c2n42

The guys over at BioWare Austin just announced how their plan for EndGame Gearing will work in patch 7.0 for Star Wars: The This game update will return to vertical progression and have more or less no RNG. x734v

Check it out:

Philosophy

Our philosophy for gearing and player is here for the story or to take on the most powerful challenges in the galaxy, we want there to be something a player can look forward to that makes their characters stronger.

Legacy of the Sith (7.0) will be reintroducing the vertical game update, a player can regularly work toward getting stronger and know that more power is on the horizon.

Another Issues caused by RNG can lead to a frustrating gearing experience, and we want to remove these hurdles.

There are two points rewarded with better gear.



Gaining Power

The majority of gear upgrades will be offered through weekly player receives an upgrade as a mission reward, that upgrade will affect the player’s lowest rated equipped piece of gear. If it is being traded in, the player can decide which piece of gear to upgrade instead.

Instead of dealing with a large quantity of drops from bosses, players will receive one of two possible progress rewards: a type of currency that can be traded to a vendor as part of the gear upgrade flow or rewards that can be used towards an upgrade.

What does this expansion.

Furthering our efforts to build a fulfilling experience for our players, we will be featuring different content on a weekly basis in 7.0. This content will rotate on a schedule to prevent farming of one specific piece of content, which has a negative impact on a player’s overall experience.

As an example, gear slot as their weekly Group Finder reward. Players can run the content multiple times per week, but the guaranteed upgrade mission reward will only be awarded for the first three runs. Beyond the first three runs, players will receive currency that can be used towards upgrades.

With this giving players an opportunity to level up to higher difficulties and also learn the mechanics of the content at their own pace. As expansion updates get released, we will also raise the “floor,” or the power of base gear, so new players who happen to the expansion at a mid-way point aren’t left behind by this power growth.

Let’s take a look at what this could look like with example item ratings:

Players will start earning change as we go through additional testing and .

Nearly all gear that is rewarded and upgraded will be static and non-moddable to allow for a more convenient upgrade path for the player. Comparing players who prefer to min/max their characters between major updates.

You may be wondering how aspects of customization, other than mods, are impacted by everything we discussed above. In short, Amplifiers did not add value to the player experience, so we are player .

We want the gear upgrade experience to be as smooth as possible, so we will be keeping the existing Augments at 7.0 launch. As we stated above, we’re taking a closer look at how to handle stat customization going forward, including improving the interaction between stat customization and other systems, such as crafting. For the time being, the existing Augments and Augmentation Kits will still be usable on 7.0 gear.

All of that being said, how does it fit into the various types of work with playable content, including an expected flow for each type.



Flashpoints

Running a random Featured Flashpoint via Group Finder each week will yield a guaranteed the player’s lowest equipped slot, unless the future gear upgrades.

drop upgrade currency or gear that can be disassembled into upgrade currency. Players can trade the following to upgrade gear: Flashpoint upgrade currency, daily/heroic currency, conquest currency, credits, and a piece of gear they choose to be upgraded.

Specifics and exact numbering are likely to change when 7.0 is live, but for the sake of example, if the base item rating of level 80 gear for 7.0 is 320, then gear dropped in either mode will be different and not identical to one another as in the past.

In a future update, this max would increase to item rating 328 for Veteran players, and item rating 330 for Master players.



Conquests

Players who wish to enjoy a solo-only experience will mostly upgrade gear by completing Personal Conquests. Using our example numbers above, if the base item rating is 320 in 7.0, upgrading via Conquests can get players to a max item rating of 326. In a future update, this would increase to item rating 330 for Conquest players.



PvP

The Missions will award guaranteed gear upgrades, and crates for match completion will award upgrade materials and sidegrades that can be disassembled into upgrade materials.

share these details at a later time.



Operations

Operations will be divided into two categories: Legacy Operations and Current Operations.

Legacy Operations, or all Operations not introduced in the Legacy of the Sith expansion cycle, will allow upgrades with item rating caps determined by difficulty.

Current Operations will operate a bit differently. Gear tokens will drop directly from bosses and will be tradeable among the group. For example, after defeating one boss, a gear up others quickly mitigates changes in the group dynamics when leaving or ing the group and is a crucial piece of this type of gameplay.

Based on the item rating examples discussed in the previous sections, Veteran come with those updates.



We are excited for the possibilities the new systems in Legacy of the Sith will provide us and our players in of year anniversary!