I bought a XJ-2 Speeder from the world boss vender, fancy red car like speeder. Only to find its slower than my BARC speeder =/
Since the world boss speeders are vastly more expensive could we have them match the mount speed of a BARC please?
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Register LoginI bought a XJ-2 Speeder from the world boss vender, fancy red car like speeder. Only to find its slower than my BARC speeder =/
Since the world boss speeders are vastly more expensive could we have them match the mount speed of a BARC please?
150k per day is rather small if you have a treasury of more than 10 million, especially with city restrictions being lifted on endor and dathomir as well as new planets being added, being able to have a higher withdraw will make it easier for people to move their cities if they want to.
would it be possible to add back for tokens/event the Old pe-cu pet at-st?
object/tangible/deed/pet_deed/shared_atst_deed.iff (Faction pet deed)
Would it be possible to add Game Mouse sliders for Space, separate from the current sliders. Adjusting the sliders for better maneuverability in space. and then having to adjust the sliders to function properly on the ground is annoying and bothersome.
Separate sliders would make transitioning from ground to space and back to ground much more enjoyable adding easy of use and esprit de corps!!

Calling all Wanderhomies! My main was J'fan and I had an alt named Lannaca. My best bud was Tharreta. We ran a guild called Strength in Numbers (SIN). Had a little town on Rori called SIN City.
I thought it might be a good idea to add to the inventory and even containers a sort button that would sort things alphabeticaly
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Been talking with a few people and the topic of Force Throw has come up several times for melee Jedi. Currently, Force Throw is available in Force Sensitive as the base attack with no added perks. You have to dip into Mystic to make it worth while. When Mystic already has a snare ability, Lightning. The only snare ability available for BM Jedi is Pommel Bash. Albeit a great ability, the game has a hard time registering the distance between targets so when you think you're within range to use Pommel, a lot of times nothing happens.
**My suggestion being - move all Force Throw abilities into one or two boxes within Force Sensitive. This way, both ranged and melee Jedi have the chance to obtain a ranged snare. This allows virtually any play style of Jedi to have the chance to snare their target.
-Force Throw / Improved Force Throw could take up 4 points within one box. That box would give you the base attack, snare duration and throw damage.
-Saber Shackle would be tied to 4/4 points in the first box. Then provide the current values of shackle of snare and root chance. (this could also be changed to throw damage/root chance, then move snare chance to Improved Force Throw)**
Just a suggestion based on conversations I've had. Melee Jedi is a great tool to have, and I've noticed a lot more melee Jedi on the upside versus mystics which I think is great because Mystic is already crazy enough. And I feel like melee Jedi lose a ton of opportunities because they can't get close enough to snare their target.
I know these are meant to be rare but I've run run the world boss like 50 time and never got one. This is the one buff that eludes me, I've tried buying in the galactic bazaar for months to no avail. So my suggestion is to add to he world boss vendor vendor for 100 token's each so we might have a chance to get these buffs and it not being entire rng.
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This is not the first thread making suggestions to change up Swordsman as of recent.
Its the go to class for completing harder content like Revanite Daily Challenge because it provides Flurry (easy access) which is presently 20% damage decrease debuff to targets (TC is set to change it to 10%).
Swordsman hits hard because we got stronger weapons with Kashyyyk Content, 2 speed weapons, they hit slower but harder.
Melee as a class hits harder then Ranged and with recent understanding of this more of the player base are switching to Melee and especially to Swordsman with its defensive debuff Flurry. I happened to join a Battlefields recently and I believe over 1/2 were slated for Swordsman.
Swordsman is creating a less diverse player builds.
Flurry is one of the tools I use to tank Elite Blackscale Captains, as is they hit hard even with a 20% debuff, there going to hit harder with 10% debuff. I stack very heavy for damage reduction and debuffs against these and still I go down.
If the issue is strictly that Flurry is to powerful in PVP nerf it for PVP, but please not for PVE content.
Granted we are going to get new 3-Piece Jewelry Sets which one of them will provide 5% damage decrease received.
Teras Kasi has long been a strong defensive class in SWG going back to Pre-CU.
Flurry is a defense ability (presently a very powerful one) and is only readily available to one class of characters Swordsman. This causes players to focus on only one class for melee.
If it was moved to Teras Kasi Artist and required to Master Teras Kasi before being obtained (possibly to the left of Master), this would fall well inline with Bounty Hunter and its defensive ability Shields.
Place Flurry into a defensive class (Teras Kasi Artist) and make it expensive to obtain
It would also shift melee players out of Swordsman and into other melee classes.
I understand that Melee hits hard and moving Flurry to an already powerful class would make the class overpowered.
With the above suggested change to Flurry being moved to Teras Kasi Artist I believe that Melee Damage from Teras Kasi Artist should be nerfed.
With as high as Melee can presently stack Melee Damage it should be nerfed.
Comparison between my Ranged Assassin Build (Rifles) and my Melee Assassin Build (Swordsman) almost exactly same build style. Rifleman was roughly 10-18k DPS (adjusted to Commando instead of Teras Kasi Artist for alternative defense results in a 2-3k DPS uplift granting it 12-21k DPS), and Swordsman was roughly 20-28k DPS. That is a very large gap in DPS. Its about a 7-9k DPS gap.
On TC we are looking at present a general 3-Piece Jewelry set that will give 5% Ranged/Melee Damage increase (melee gets more with Strength). Ranged is getting a 3-Piece set more specific that will give 16% Ranged Damage with boost to Critical Damage (this will help close the gap between melee and ranged damage).
Nerfing Melee Damage will reduce the gap between Ranged Damage and Melee Damage providing more variety of viable Ranged Classes.
Melee Damage Increase in the Teras Kasi Artist should be nerfed by -10-15%.
Move Flurry from Swordsman and place it past Master Teras Kasi in Teras Kasi Artist.
Don't nerf Flurry from 20% debuff to 10% debuff.
Reduce Melee Damage in Teras Kasi Artist by -10-15%.
It would be most helpful if we could have a helper monkey that helps increase resource and crafting of consumables. A fun collection that a Bio Engineer could craft for other players for a deco like a dog house or cat tree but with a SWG kick to it.
Right now the ops chair can only be used by someone of the same space faction (Rebel, Imperial, Nuetral) as the pilot. Can we allow anyone on the ships the ability to use the ops chair? Anyone on the ship can fly the ship and use a turret with no restrictions...can we do the same for the ops chair?
simple request for
-Medical assembly bit
-Medical experimentation bit
-Creature Knowlage
I'll add more as i think of them.
I wanted to put together an early brainstorming suggestion regarding the current weapon crafting system on SWG Evolve and get community feedback on the idea before turning it into a more detailed proposal.
Instead of the final weapon craft determining a weapon’s overall DPS and damage output, all primary combat stats would instead come solely from a Weapon Core component.
Under this system:
The goal would be to create a system where players could use the weapons they enjoy aesthetically or mechanically without being heavily punished in performance.
Progression could still function similarly to the current system through:
This would preserve progression while opening up weapon diversity.
Another possible layer could be the addition of dropped enhancement components that are incorporated during the Weapon Core crafting process.
Examples could include:
This could add another level of complexity and customization to the crafting system while still keeping the core idea approachable.
Some things worth discussing:
This is still very much in the brainstorming phase, and I’d really like to hear thoughts, criticisms, and additional ideas from both players and crafters. The goal would be to continue refining the concept together into a more complete proposal if the community sees value in it.
The Rebel Vs. Imperial Badge of Talus: badge location/waypoint(s) listed on both the SWG Wikia and the Evolve Wiki is incorrect. The correct waypoint is /-2548 37 3722 (Next to the fallen AT-ST Head)
Thanks,
Mirror Stand Fast to Void Walk. At full points, Stand Fast has a 240 second cool down and 24 second duration. At full points Void walk has a 180 second cool down and a 30 second cool down. Making Void walk superior to Stand Fast with equal points invested.


I would like to suggest increasing the damage to sure shot action from 1500 to 2500. Where it is at does not do enough action damage to really make any difference. Most characters your fighting can recover this action before sure shot is off cooldown.
I have been trying sets that are not seen to often to see how they could be used to be interesting and a different option!
I would like to suggest buffing up the damage from remote detonator, it requires 9 points to fully max out and a heavy investment into the grenadier tree. The damage for 9 point investment which hits for about 5k being generous is not worth what could be a cool situational trap ability, it has a fine enough range and 20sec cooldown.
I know there are a ton of more important things to look at but I figured id add this for a rainy day 