Quote MorgenBlue Quote: Originally Posted by Will the encounters be tuned separately for each role?

This is a question I think that needs to be considered. Some specs just have an easier time of solo content than others and how do the devs see this difference affecting their balance concerns.

Or should I get my Sorc to chapter 9 as fast as possible



If the devs really want to have a difficulty test why is gear and previous attainment being allowed into the mix? This seems to muddy the balancing curve, as I've said before those that like to set themselves challenges are likely to have the best gear (or close to it) already as well (and probably most of the other buffs as well) and so any challenge set for entry level players they will breeze through. The same reasoning applies to the companions and their influence as well, although I can understand why the devs may put content in the game that encourages players to spend time raising companion influence.



Will the ten encounters be spaced out (allowed to take a break between each bout) or will you have to go through it in one go?



Have the design team considered any Attack Wave mechanics?

Fight new waves to fail, the higher the wave you reach the more bragging rights you have... it may also demonstrate any imbalances between AC/Discipline/Companion if a certain combination regularly out performs others.



Where would the solo Revan fight on Yavin 4 sit on the current scale of difficulty?

Personally I felt it was a wasted opportunity and did little else than serve as an interactive screen saver to keep the player awake. A reasonable fight mechanic, but far too many stuns/interrupts that were unavoidable, and at the same time npc healers that meant a player had to make a concerted effort to get themselves killed.

Some of the Oricon boss fights were a good balance, until a character outlevelled and out geared them. The champions in the Oricon H2 area remained some of the toughest solo fights I've found in the game. A good example of timing interrupts against mob abilities that could swing a fight, but were survivable if you used defensive cool downs, and a wider variety of ability combinations.



In fact I've not been back to Oricon since 4.0 dropped, I should probably take a gander and see if the H2 Champions have retained their punch. +1This is a question I think that needs to be considered. Some specs just have an easier time of solo content than others and how do the devs see this difference affecting their balance concerns.Or should I get my Sorc to chapter 9 as fast as possibleIf the devs really want to have a difficulty test why is gear and previous attainment being allowed into the mix? This seems to muddy the balancing curve, as I've said before those that like to set themselves challenges are likely to have the best gear (or close to it) already as well (and probably most of the other buffs as well) and so any challenge set for entry level players they will breeze through. The same reasoning applies to the companions and their influence as well, although I can understand why the devs may put content in the game that encourages players to spend time raising companion influence.Will the ten encounters be spaced out (allowed to take a break between each bout) or will you have to go through it in one go?Have the design team considered any Attack Wave mechanics?Fight new waves to fail, the higher the wave you reach the more bragging rights you have... it may also demonstrate any imbalances between AC/Discipline/Companion if a certain combination regularly out performs others.Where would the solo Revan fight on Yavin 4 sit on the current scale of difficulty?Personally I felt it was a wasted opportunity and did little else than serve as an interactive screen saver to keep the player awake. A reasonable fight mechanic, but far too many stuns/interrupts that were unavoidable, and at the same time npc healers that meant a player had to make a concerted effort to get themselves killed.Some of the Oricon boss fights were a good balance, until a character outlevelled and out geared them. The champions in the Oricon H2 area remained some of the toughest solo fights I've found in the game. A good example of timing interrupts against mob abilities that could swing a fight, but were survivable if you used defensive cool downs, and a wider variety of ability combinations.In fact I've not been back to Oricon since 4.0 dropped, I should probably take a gander and see if the H2 Champions have retained their punch. Information on friend referral My referral link