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Facing Down the R-4 Anomaly Operation



In our upcoming expansion, Legacy of the Sith (7.0), we are changing how players gear their characters and how they grow in power over time. You can check out all of the details about these changes in our Legendary Items and Itemization in 7.0 blogs.

The greatest challenges we offer in STAR WARS™: The Old Republic™ are large group encounters called Operations. As we announced back in July, the next Operation coming to SWTOR is the R-4 Anomaly, where an obscure Sith cult harvests technology from an ancient weapon of terrifying power.

Ultimately, our goal is to ensure players have the best end-game experience possible. To help us achieve that goal, we‘re planning two changes for the R-4 Anomaly Operation.

First, the R-4 Anomaly Operation will only be available in the 8-player mode. The vast majority of our Operations are run in 8-player groups, so we are focusing on enhancing and carefully tuning 8-player mode for the R-4 Anomaly and all future Operations. Existing Operations will still be available in both 8 and 16-player modes.

Second, we’re staggering the release of the Operation and the release of the expansion. As noted in the linked articles above, there are a number of gearing changes coming in 7.0, and we want to make sure players have ample time to gear up their characters, settle into Combat Styles, and get their groups ready for the next great threat to the Galaxy. But players won’t have to wait long for the Operation; with Legacy of the Sith coming Holiday 2021, we’re targeting January 2022 to release the R-4 Anomaly Operation.

This staggered release also allows us to quickly put our “players should continuously grow in power” gearing philosophy into practice. Players can expect new gear to acquire when the Story and Veteran modes for the R-4 Anomaly Operation become available!

Our goal is to get the R-4 Anomaly Operation on PTS shortly after the 7.0 PTS wraps! We can’t wait for players to take down this new threat to the galaxy. Stay tuned to SWTOR.com for more updates!


-The SWTOR Team

Itemization in 7.0



In our July Legacy of the Sith announcement stream, we shared some high-level information about Combat Styles and Loadouts. With several Combat Styles now available on our Public Test Server and the introduction to Legendary Items, we wanted to dive further into how gearing and itemization will work in 7.0. The feedback that players have provided over the years has always helped us shape the future of Star Wars™: The Old Republic™, so we are excited to talk about what to expect with Legacy of the Sith.

Philosophy

Our philosophy for gearing and progression in 7.0 is to ensure that players have the gear they need to play the content they want and that they can grow their power over time. Whether a 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 progression path for gearing. This type of progression is not new to the game; however, 7.0 will offer players new experiences and ways to obtain gear. Within a game update, a player can regularly work toward getting stronger and know that more power is on the horizon.

Another key component of our philosophy is to remove randomness (referred to as RNG) from the equation as much as possible. When RNG is used often, it causes a variety of issues, such as inflation in the game’s economy, bloat in a character’s inventory space, and removal of player control in acquiring and equipping gear. The Renown system was meant to mitigate issues caused by RNG by providing alternate opportunities to earn gear; however, it wasn’t effective in that goal. Issues caused by RNG can lead to a frustrating gearing experience, and we want to remove these hurdles.

There are two points players should keep in mind when it comes to upgrading their gear in 7.0. The first is that weekly content will be the fastest and most efficient way to obtain upgrades. Secondly, risk is rewarded. If a player chooses to complete content on a higher difficulty, they will be rewarded with better gear.

Gaining Power

The majority of gear upgrades will be offered through weekly mission rewards or by trading in reward gear to purchase an upgrade. When a 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 mean for the randomness component that players are used to experiencing? As mentioned above, RNG and the RNG associated with the Renown system did not have a significant positive impact on the experience of the player. To support our philosophy about RNG, we are removing Renown and nearly all RNG in the 7.0 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, Group Finder will only feature a limited set of Flashpoints and Story Operations each week. Players who queue for this random set will earn a guaranteed upgrade mission reward to their lowest equipped gear slot as their weekly Group Finder reward. Players can run the content multiple times per week, but the guaranteed upgrade 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 updated flow in mind, let’s expand on what’s known as the gearing ceiling. New and more powerful gear will be released with each new major update, but game balance will remain the same throughout 7.0 patches. Content that may have been too difficult or intimidating at launch will eventually be out-geared, 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 join 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 gear with a 308-318 item rating from levels 75-79. In 7.0, once a player reaches level 80, the base progression gear rewarded will be item rating 320. Gear obtained via Conquests can be upgraded up to item rating 326. In a future update, the base gear rewarded in that same content would be 322, and the upgrade limit raised to 330. These specifics are subject to change as we go through additional testing and feedback.

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 stats and upgrading gear will greatly improve and become easier to understand. Players will still be able to use moddable gear, but this type of gear is not required for players to be effective in any content in the game. Access to a moddable gear vendor will be granted at item rating 334, which is the highest possible gear rating attainable in the major game update following 7.0. We plan to provide that additional layer of stat customization to those 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 removing the system from the game. We are reevaluating how to handle stat customization post-7.0, which may include bringing back Amplifiers in a different form. This evaluation will take into consideration the behaviors we see in-game and player feedback.

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 content in the game? Below is a breakdown of how gearing will 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 upgrade to the player’s lowest equipped slot, unless the player is already equipped with fully-upgraded gear. In this scenario, players will receive gear that can be disassembled into currency that can be used for future gear upgrades.

Flashpoints will continue to drop crafting materials and vanity rewards, as they do today. In addition to these, Flashpoints will also 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 Veteran Flashpoint players could upgrade their gear all the way up to item rating 324. Master Flashpoint players could upgrade their gear up to item rating 326. Essentially, 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 PvP gearing structure is similar to the Flashpoint gearing flow discussed above. Weekly Missions will award guaranteed gear upgrades, and crates for match completion will award upgrade materials and sidegrades that can be disassembled into upgrade materials.

PvP Warzones and Arenas will feature both a statistical floor and ceiling. This allows a wide range of participants to join, gives a clear gearing and upgrade path exclusively through PvP activities if desired, and will stat cap anyone joining with higher rated gear than allowed. At 7.0’s launch, PvP activities will award base gear starting at item rating 316, and allow for upgrades up to item rating 326. The floor and ceiling of gear earned via PvP Warzones and Arenas will all rise over time. We will 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 player may be awarded with a token for Pants with an item rating of 328. They could then either turn in the token and choose their piece of gear or trade it to another player. We believe allowing players who participate in large group content to gear up others quickly mitigates changes in the group dynamics when leaving or joining the group and is a crucial piece of this type of gameplay.

Based on the item rating examples discussed in the previous sections, Veteran Legacy Operations will allow upgrades at 7.0 up to item rating 326, while Master Legacy Operations will allow up to item rating 330. The Story difficulty for the R-4 Anomaly Operation will drop item rating 328 gear. The Veteran difficulty for the R-4 Anomaly Operation will drop item rating 330, 332, and 334 rated gear. Over time, as new difficulties or Operations are introduced, new, more powerful gear will also 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 terms of improving gameplay, customization, and overall experience with SWTOR. We look forward to sharing more information as we build up to celebrating both the launch of 7.0 and our 10 year anniversary!

Now on PTS: First look at the Sage, Vanguard, and Scoundrel Combat Styles!



Players can now test and give initial feedback on the updated Sage, Vanguard, and Scoundrel Combat Styles on our Public Test Server (PTS). The following Combat Styles are also available on the PTS:
  • Guardian
  • Sentinel
  • Sniper
  • Operative
  • Assassin
  • Sorcerer
  • Mercenary
  • Powertech
  • Juggernaut
  • Marauder Combat

In the Jedi Consular, Trooper, and Smuggler’s current state, there is quite a bit to learn and memorize--you need to understand active abilities, passive modifiers, selectable utilities, and how they all work together. Our goal is to make these relationships clearer and easier to understand, while also ensuring that the class retains its identity.

To achieve these goals, we are identifying key aspects of the Sage, Vanguard, and Scoundrel to understand how players both perceive and utilize the classes’ abilities. Our focus is to equip the player with knowledge and understanding of these abilities so they can make impactful choices when it comes to ability upgrades and customizations. To make these classes feel less encumbered and customization more concise, we are working to reduce the quantity of abilities but ensuring that these classes remain distinct and unique.

As this round is a high-level first look at the Sage, Vanguard, and Scoundrel, you will be limited on what will be available to play and customize. For each class, the main questions we want players to focus on is “does this feel like a Sage, Vanguard, and Scoundrel?" and “what abilities make these classes unique?” We want to make sure that the foundation is strong and everything we build on top of that is in line with our goals for Combat Styles and giving players a sense of new but familiar.

In addition to these Combat Styles being featured, we will also have Legendary Items available on the PTS. Please read the Legendary Items article for further details on how this system will work in 7.0.

For more details on what is currently available on PTS, check out our Legacy of the Sith Status Update forum post.

For details on how to access PTS and to leave feedback, read here.

Other updates will also be available to test on the PTS in the following weeks, all leading up to the arrival of Legacy of the Sith. Stay tuned for more in-depth details on future PTS opportunities!

Please note that PTS is provided in English only.

Introducing Legendary Items!

Along with the changes to Combat Styles, we wanted to give our players an inside look into one of the big updates coming to gearing in 7.0. Introducing Legendary Items, a new way to customize the play style of your character! Following the philosophy of allowing players more opportunities to personalize their gameplay, we want to dive into how these will be implemented in Legacy of the Sith.



Legendary Items are Implants that have a Legendary bonus on them. This bonus can only appear on these items. Previously, you would see these types of bonuses when you collected set bonuses, which were previously gained by collecting two, four, or six pieces of specific armor.

Starting in 7.0, you now only gain these bonuses on Legendary Items and not sets. By having these appear on single item slots, you will have greater customization of the bonuses you receive. We will be able to provide a broader range of options, including some older fan favorites. When we get closer to testing out Legendary Items, we will be asking the community about their favorite set bonuses from previous game updates. More on that to come!

How do Legendary Items work?

Players will be able to equip two Legendary Items at a time. Each piece of Legendary gear will have a unique effect that will enhance and improve various playstyles, and affect your stats in the same manner that gear does today. No more needing to stack multiple pieces of gear in order to get a set bonus’s effect since it will be rolled into a single Legendary Item!

These items will be obtained at a lower item rating (non-max level) and can be upgraded to higher levels. Essentially, you can increase a Legendary’s item rating over time as they do not need to be replaced like current gear does.

We want players to be able to experience a variety of Legendary Items, so they won't be inherently difficult to obtain. While you may get them at a lower item rating than some of your other gear, you will have the ability to increase a Legendary Item’s Rating directly.

What about current gear?

Set bonuses as they stand today will be gradually phased out. If you are a returning player, you will find that your current set bonuses will be deactivated upon reaching level 76. Note the stats on those pieces of gear will still be applied to your character, only the set bonuses will cease functioning at that time. Rather than having to collect up to six pieces of armor for a Legendary affix, you can focus on obtaining one or two. Being freed from the restriction of set bonuses will also allow you the freedom to mix and match armor to your heart’s content, allowing you to customize your characters more than ever before and without losing the effects and abilities you were accustomed to having previously.

More details on Itemization in Legacy of the Sith will be provided in the near future, so stay tuned!

Cosplay Kits: Lana Beniko



We are ecstatic to announce that we are building out cosplay kits for our community members who want to bring SWTOR characters to life. There has always been a strong cosplay presence in the SWTOR community, and we wanted to take the opportunity in providing this part of our community with these kits prepared by our Art team. Whether you have been cosplaying for several years or just starting out, these kits will be helpful in building your creations. Beginning with Lana Beniko, we will be releasing a variety of character kits throughout the rest of the year.

These kits will focus on several different details on the build of each character including close up high resolution images, a 360 turnaround, references for materials, and color palettes.

A little bit more about Lana:

With her serene and considerate manner, one might mistake Lana Beniko for a Jedi. She is, however, a Sith Lord of great wisdom and strength who has impressed many of her peers in a considerably short period of time with her keen insights into the nature of the Force.

It was Beniko’s treatise on the perceived moral parallels of Jedi and Sith in battlefield settings--as well as her passion for unraveling the truths and secrets behind the Jedi--that brought her to the attention of Darth Arkous of the Dark Council. She has since become his most trusted advisor.


Find the Lana Beniko Cosplay Kits here and stay tuned for more cosplay kits on the horizon!