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#plenty of games have low spawn rates for certain things
hassianlovebot · 3 months
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i know the rare and epic bugs are supposed to be yknow,, rare and epic so it wouldn't make sense if they spawned all the time. that being said, it's bad enough that the game has time limits on certain bugs, adding super low spawn rates just makes it worse. imo players should never feel like they have to spend hours playing to catch one bug
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artesesarthouse · 4 years
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My Pokemon Shield team!
Decided to use my Friends OC as the character I play in Shield because she's british and well this IS the british region so it fits.
So I've beaten pokemon Shield, finished about 90% of the Dex, and have gotten about a third of the way through Sword, and for the most part, I'm having fun with it. I say, despite the bad news that kept pouring over the last few weeks, it has enough good things to keep it fun and fresh. That said, there are some issues because not everything is perfect, and I'll detail the pros and cons I find with most of the important things about the game. Keep in mind I'm not a professional in the industry. I'm a casual fan who likes to collect Pokemon and a fan of the creature design. That said, let's get into it.
TLDR: Pokemon SWSH is good; its good on the things it improves on and adds to make the game more helpful to the grind, but it has many short cuts that make certain features tedious and time-consuming. Buy the game for the new mons and quality of life improvements. Don't buy if you expect everything to carry over from previous titles.
The Dex:
Of course, I have to talk about this as it was the biggest thing that started to change people's minds about SWSH and is a controversy that continued till release. For me, when I heard it, I didn't care because, for me, the only Pokemon I care about are the new ones. My team for each game is only the new Pokemon (including the alola and galar forms). But I do understand why people are upset because once pokemon home comes around, no doubt pokemon bank will close and you'll HAVE to switch them over and thus not be able to use Pokemon you've had for a while until they get added in future games. Which could be years. But let's switch gears and talk about what was added. Then just over 80 new pokemon, not including galarian forms. Now, this isn't the smallest amount of new mons we've had. XY had the least, but it still disappointing that there aren't that many new ones. BUT the new mons we got are fun and creative. I have many new favs, and GOD do I love that they brought back regional forms and made them better! obstagoon isn't the only one that got a region-based evolution, and I LOVE that they brought more. I think one of the unique things about Pokemon from most other monster catcher type shows and games is evolution and a big disappointment for me is whenever there is a pokemon with no evolutions because it feels like there's no potential and it's boring, and yes there is no-evolution pokemon among the new mons. My final note, though, is that there are more new evolution gimmicks, and I am not a fan, stones? Okay, friendship? Annoying but with berries, it can help. Trade? It can be annoying if you don't have friends, but you can use the GTS (OH WAIT :( ILL GET INTO THAT LATER), but making it, so yanmask needs 49+ damage AND can only evolve in a specific spot? FOR SHAME.
Wild area and Dynamax dens:
The one thing that was advertised the most, the thing that was in basically every trailer and hammered to death, the wild are. SO how is it after all this hyper? It's okay.
Pros:
It's big, way bigger then I thought, I thought it was just that beginning area in front of motorstroke but nope! Way bigger.
The wild area is split up into sections that each has their spawns and weather separate from the rest. This allows you to build a variety of teams early on; you don't have to wait till the end of the game to get an Ice-type or Dragon-type. If it's snowing in one section, there will be plenty of Ice-type mons.
The Dynamax dens are a great way to help the grind that pokemon games tend to have. Not only do you have a chance to get rare mons, but you get EXP candies which help level up your mons from 100 exp to 100,000 exp, so you can use those to level up mons you don't plan to use but need the evolutions for their Pokedex entries! It helps simplify the grind and tediousness of the grind.
Cons:
It's very tiresome to travel around, there are many hills and slopes you can't move through and have to take the path around it, which gets annoying very quickly, especially if you are trying to get into the water, but you can only access it from a lower level, what would've been nice is a rock climbing upgrade for the bike so you can traverse up the cliffs and cut downtime.
Overworld pokemon aggro too much and get in the way. They are a lot of Pokemon that can only be caught in grass, and the way you have to trigger a grass pokemon is by moving in the tall grass, the problem is the Pokemon that some pokemon that wander around will notice and charge at you, stopping your progress until you end the fight. It gets in the way, and from I've seen, there's no item to make them ignore you.
Weather spawns, one worry I had when I heard about the changing weather feature was that some pokemon are locked into only appearing during particular weather, and sadly I was right, but it's even worse! Not only is that true, BUT some mons can only be gotten in individual sections too! So there's an even smaller chance at getting them! Weather also is daily, and every section can get nearly every single weather effect, so it could be literal weeks until you get the one weather effect you need in that one section for your damn Pokedex.
GMAX raids are too infrequent, one of the big things that made people get on the side of Dynamaxing was the introduction of Gigantamaxing, which is just mega evolution with extra steps, but you can only get them from raids. Except for Charizard, Eevee, Pikachu, and Meowth. And they are a very low chance even with the event going on that increases some of the spawns.
The Wild area is a good idea which they will hopefully explore and improve in future games, but only time will tell.
Pokemon Camp:
The new substitute after Pokemon refresh. And it's okay, leaning towards Tedious.
Pros:
It's fun to see the Pokemon interact and run along and even play fetch with them, Cute and fun,
Cooking curry increases their EXP, friendship, and restores their health. So it's very convenient if you don't want to use potions or don't even have them.
Cons:
No way to level up affection quickly, in Pokemon Amie, you had those special cupcakes, and in Refresh, you had the rainbow beans. Not in this one, though, it's all involves the two toys you get. And it's slow and tedious after the 500th stick wiggle.
Getting berries for curry is tedious; this is part of the wild area problem, but there is no way to farm berries you need for specific curry, or in general, SM and USUM had the poke pelago which was a great addition especially the berry farm. But there is nothing to help with that in this game, so you have to resort to being lucky to get the berry you need from a tree and not be attacked by the squirrel.
No clear way of how to get the best rating for curry. It warns you about speed before your first curry session, but there are nothings to indicate how fast or slow you need to be for each section, additionally if you are using a controller, you can't stir as quickly as using each Switch controller separately.
Pokemon camp feels like a simplified pokemon refresh with a few improvements but not enough to streamline the process.
The starters:
Now about a week or so before the release, the whole Pokedex was leaked, including the starters, which stirred up controversy due to how they look compared to most other gens. I think they're fine. Each has its positives and negatives like every other gen. For me, Rillaboom is the best because it has a freaking drum set and is a big hunky boy. Then why did I not choose it as my starter for the pic above? Because of my complaint about the starters. They aren't dual-type, So they had no guarantee they could learn other move types from their base type, which for the most part, is true unless you use TMS or TRS. So it was either Intelleon or Cinderace because grass-type has so many weaknesses. I went with Intelleon because Cinderace just looked the most boring to me? It looks like a rabbit wearing pants, not that I don't get the theme, which is Cinderace as a soccer player, but still, it was engaging to me. Intelleon stirred up controversy due to its smug look and big hands, but I saw someone explain why he might be like that which helped warm me up to him, It's based on a lizard that is long and lean with big hands, and most likely is based on a spy theme. Especially with that official art of it doing a dodge with a finger gun attack (which it has in the game), so that made him more interesting to me. I think the biggest problem with Intelleon was that is has nothing to do with sobble's gimmick. Scorbunny kicks? Turns into a soccer player. Grookey using a stick to hit things? Turns into a drummer. Sobble cries a lot? Turns...into...a spy? Like the crying thing doesn't play into his final form at all, and that is probably why people were so off-put by the idea. Honestly, I say some of Drizzles design should've been for sobble. That way, it could help learn into the edgy lizard design. But I think the BIGGEST problem with the starters is that WE DIDN'T GET TO SEE THEM BEFORE RELEASE. I'm okay with not showing all Pokemon, but the starters are NEEDED. It's the first Pokemon we get and will spend hours leveling up. I honestly think the leaks helped save the game because if we didn't know the final evolves before the release and found out after, many more people would have been upset. The leaks helped give people a week to process and get used to them.
That's enough about the Pokemon, let's get into the story elements.
Rivals:
This game has three Rivals, and each represents the arch-type of Rival we have gotten over the years. Hop represents the friendly Rival who fights to get to know you and become strong with his Pokemon. Marnie represents the Rivals who are kind and respectful to you but also battle to be competitive and prove themselves. Bede represents the asshole Rivals, the ones who, no matter how much you beat them, they think they're better than you and won't shut up about it, but they might have a tragic past that makes up for them being jerks. My favorite is Hop, mostly because he gets the most development and because I like the friendly Rivals. It started for me in XY actually, when you got that group of friends it was nice because ironically in a game about companionship with pocket monsters, you're very alone. You only see your Mons when you fight or use Amie, Refresh, and Camp. So having a friend come around every once in a while feels nice and helps that feeling of loneliness. Anyways Bede and Marnie are nice but don't get enough time, but they serve their purpose.
Gym battles:
I love what they've done with the gyms; they are spectacles thanks to the crowd, the music (by toby fox C:), and Dynamxing makes each gym battle feel as epic as it should be. The pre-gym fight challenges and activities range from okay too annoying (looking at you pinball and collapsing trap puzzles), but they serve their purpose for getting more EXP before the final fight.
There is no Elite four, which makes sense since the game builds up Lee as the champion. Even without the Elite four, I do like the tournament aspect, it makes sense for the region, and you still fight four powerful trainers.
The antagonists:
Spoilers alert, if most of what I said isn't already a spoiler. Team yell felt disappointing; they weren't involved that much unless to block off an area until you beat a gym or something. But I did like Piers and Marnie's relationship that developed from around the team. Rose and Oleanna were great because Rose had charisma and was generally kind, so you can see why he gained the respect of the region. And his plan makes sense, but he went about it the wrong way by rushing and imprisoning a pokemon that caused a significant problem years ago. Oleanna was a treat because of how dedicated and stone-cold she was, and when she battled you, her expressions were priceless. Sordward and Shielbert were total jerks, and it was satisfying enough to beat them. The antagonists are alright, I say the plan from Rose came in a bit last minute, but it was still a good threat.
The story:
Now Pokemon stories aren't complicated; You want to become champion, you get a Rival, the evil team gets in your way, so you get dragged into a major conspiracy, you beat them along your journey and then become champion. There can be things to read into, and development for some characters that make them exciting and put simply, SWSH follows the same formula. I think the best part is Hop's journey, and seeing Sonia grow as well, most of the other major players don't change all that much till the end of the game. So it's not a bad story, just the same formula as before. It IS a kid's game so that I wouldn't expect anything complicated anyway.
The end game story:
This is where Sordward and Shielbert are introduced, and they fill the role of villains who only care about themselves if you didn't like what they did with Rose. Sadly they weren't introduced or even mentioned throughout the game, so it's not as fulfilling to beat them due to them just appearing out of nowhere. My only problem is that we have to go to every gym to fight dynamaxed Pokemon, but we don't get to capture them, and its a long road till we get to catch the game legendary finally.
The story offers new aspects, but for the most part, follows a formula, so don't expect something complicated or nuanced. Now on to the technicals.
Improvements:
They have made quite a few quality of life improvements that have helped make things tighter and more comfortable to access.
In battle, they made it so you can press X to go to pokeballs quickly for easy catching.
The PC link box. You no longer have to travel back and forth between poke centers to get Pokemon from the box so you can level and evolve them, now you can access it on your person anywhere which is convenient and handy.
The name rater, move reminder, and deleter is all the same person and in every poke-center at no additional cost too!
From SM-Lets go, there were ride Pokemon that took up the task of the bike and the Hm moves, which was great! No more annoying Hm moves you couldn't get rid of and had to have to move around the world. Now it's improved further with the bike being able to slip between land and seas without any menus, you get the ability to fly very early, AND there's nothing for strength, cut or flash. Less tediousness and more easy-to-access features, thank you.
You can organize the menus to your preferred order. The bag is easier to understand, and you can favorite things and organize it by favorites so you'll always be able to see them. There are more options in the settings to help skip through dialogue-heavy parts and make the game more accessible to get through if you want.
Bad advertising:
I think one of the things that hurt the game pre-release is that the advertising was crap, barely any of the improvements were shown outside of the wild area and Dynamaxing. I mentioned before how stupid it was that we didn't get to see the evolutions for the damn starters. I don't mind that we didn't get to see all the new Pokemon, I like the surprise, but we should've seen at least the other exclusives, so help people decided what to buy. I do say you shouldn't show everything, but the starters and exclusives are necessary for people to decided what to buy and who they are going to choose.
The worst thing about the game:
Now I can see the problem with Dexit, and I can see the problem with the battle animations, BUT I believe the worst part about the game is the Ycomm feature. It's the replacement for the multiplayer menu from the DS games, and it brought over the worst feature from let's go. No Global trade System. So if you're looking for exclusives or low percentage chance pokemon well you're on your own, there's nothing to help you find the Pokemon you need. There's link trade and surprise trade and no way to specify what you want if you have a friend who got the other game, then your lucky. If you don't have any friends? Well, your fucked, sucks for you, you friendless loser lol lol. That's not it, though, and there's no friends list either. You have to use a four-digit link code, which by the way a random can also use it as well. But you know what they do have? League card trading section, League cards are fun and cute but a section to getting them from randoms when it means nothing? Pointless, that slow should've been for the GTS or at least a friend list section. They do have a way to search through stamps so you can find battles or trades and even Dynamax dens, though! Oh wait... the list barely updates frequently enough until the person searching for a raid team has either quit or started anyway, but the game won't tell you that until you attempt to join!
Pokemon Sword and Shield is a good game with shortcuts and flaws that are tedious and frustrating, but the improvements and good things that were added make up for its shortcomings. Heres hoping next year's game will carry over the good changes and improve on SWSH faults.
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annychristine831 · 3 years
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Pokemon Go: How to Catch Fletchling and Evolve in Talonflame
The sixth-generation Pokemon of the Kalos region has finally made their appearance in Pokemon Go. Niantic recently launched the Kalos region event in the game that increased the number of Kalos region Pokemon in the wild, eggs, and Timed Research Tasks. To make the event more interesting, Niantic increased their spawn rate.
The new Kalos region Pokemon that appeared in Wild are Froakie, Chespin, Fennekin, Noibat, Fletchling, and Klefki (Regional Pokemon). Most of the Pokemon from the list appeared more frequently, but Klefki, Noibat, and Fletching spawn rate were low in many regions. Klefki is a regional Pokemon of France, so it only spawns there. While Noibat and Fletchling are non-regional Pokemon, still their spawn rate was in some certain regions. Most of the fans are satisfied with the Kalos event, but some are still expecting to see Kalos region Pokemon to catch.
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Fans that could not catch a good number of Fletchling and Noibat are now still curious to know how to catch them. Indeed, the Kalos region event is already over, so all these newly launched Pokemon will not spawn in the wild. However, there are a few more ways that players can try to catch these Pokemon, especially Fletchling.
What Type of Pokemon is Fletchling?
Fletching is a sixth-generation, Kalos region dual Normal/Flying-type Pokemon. This bird-shaped Pokemon is small in size, but its size and strength both increase after evolving. Like Pidgey, Fletchling is also Normal/Flying-type, but it becomes a dual Fire/Flying-type Pokemon after evolution.
In terms of strength, Fletchling itself is not a powerful Pokemon, but its second form Fletchinder and third form Talonflame are worth using in battles. The main reason behind catching Fletching is that players need to collect its candies, and it is possible by catching and making a buddy Pokemon.
How to Catch Fletchling in Pokemon Go?
As mentioned above, the Kalos region event is over, and the chances of appearing in the wild are now quite low. If you haven’t registered for Fletchling yet, then the most basic thing you can try to register for is trading with friends. Indeed, the first trade will cost so much Stardust, but once you register it, its trading cost will fall. Unregistered Pokemon cost a lot of Stardust. So when you trade Pokemon with friends, make sure you both have registered the trading Pokemon to save Stardust. To perform a trade, both friends need to be close to each other, within the range of 100 meters.
Trainers who have registered Fletchling but don’t have enough candies to evolve follow some different methods to catch. On the main screen of Pokemon Go, you’ll find a binocular icon. Tap on the binocular icon, and you’ll see three different sections of tasks. It includes Event Research Tasks, Field Research Tasks, and Special Tasks.
The difference between all these sections is that Event Research Tasks only stays until the last day of the particular ongoing event. While the Field Research Tasks can be obtained by spinning Pokestops, and Special Research Tasks are based on the Player’s level.
Unfortunately, no Event Research Tasks are currently available. So the only option left for players is Field Research Tasks. Players have to spin Pokestops and complete as many tasks as possible to increase their chances of encountering Fletchling. It is not guaranteed that Fletchling will appear in every encounter, but completing tasks will surely increase changes.
The final way to get Fletchling is by hatching eggs. During the event, new Kalos region Pokemon were hatching from 2km eggs, and still, it’s the same. So basically, players have to spin Pokestops to get 2km eggs and hatch them by walking. If you’re lucky, you’re Fletchling along with multiple candies and Stardust. 2Km egg is the easiest egg to hatch. So make sure to hatch as many as possible 2km eggs.
How to Evolve Fletchling
The evolution forms of Fletchling are now available in Pokemon Go. Players have to collect at least 125 candies from evolving Fletchling in its final form. If you already have enough candies, then you can spend it on your best Fletching. But if you don’t have enough candies for evolution, you can use Rare Candies or use Pinap Berries while catching Fletching. By following these methods, you can earn plenty of candies, and here’s how many you need for evolution:
Fletchling > Fletchinder – 25 Candies
Fletchinder > Talonflame – 100 Candies
After evolving Fletchinder in Talonflame, you’ll have a powerful Fire/Flying-type Pokemon that you can use in Great League Battles. Make sure to keep it CP within 1500 to use in Great League.
Conclusion
Some of the new Kalos region Pokemon are extremely powerful, and Talonflame is one of them. Indeed, it can’t be very helpful in Ultra League and Raid Battles, but it could be a great option for Great League Battles.
Source: Pokemon Go: How to Catch Fletchling and Evolve in Talonflame
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thehallofgame · 6 years
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Review: Star Wars: The Old Republic
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Release: 2011
My Rating: 7/10
              First of all, happy (week of) May the 4th! In the spirit of celebrating one of my favorite franchises, I’ve subjected myself to the closest thing we’ve had to a new Knights of the Old Republic game in a decade. Which is a MMORPG that’s been patched to be playable end to end as a single player, though, unfortunately for me, that does not make the other players invisible. If you like swinging lightsabers online with your friends Star Wars: The Old Republic is probably fine. If you’re more of a single player galaxy saver it’s frustrating to look around and realize what a good single player RPG this could have been.
              This review is going to focus primarily on the single-player experience. I’m sorry, I know that isn’t the point of this game. However, I’m not qualified (and also don’t want) to comment on the multiplayer experience.
              These days the SWTOR base game is free to play, though it’ll take every available opportunity to remind players that if they pay they’ll have all the convenience features that are barred from them unlocked. However, if you’re new to this game and you’re also interested in the story-expansion packs Knights of the Fallen Empire and Knights of the Eternal Throne, they go on sale occasionally and are offered in packs that include two free months of premium membership to the base game. That’s what finally got me to shell out some money and I haven’t regretted it yet. Play experience between free and premium players is very similar. Premium players get a handful of the game’s premium currency with which they can buy mostly cosmetic upgrades, are given earlier access to vehicles and the sprint skill, and an alternate currency to pay for all the obnoxious things the game paywalls behind the currency earned in-game such as expanding the player’s inventory.
              After booting up their first game the player will be offered their choice of one of eight backgrounds. The backgrounds are split between light side and dark side affiliation as during the days of the old republic there were both a Republic Alliance and a Sith Empire at war with one another. Once the player has decided which side of the war to join, they’ll choose between four classes which are more or less the same on both sides of the light/dark divide, just with different window dressing. There are two types of force user: combat focused and force-power focused. There are also two types of non-force user: engineer and spy/smuggler. Each class will learn different moves by going to a trainer for their respective class as they level up, but their progression and combat is basically structured the same way.
              Story, likewise, is only nominally different for each class on either side of the war. In each campaign the player’s character is brought into the war effort under a superior officer and then sent out to do their bidding. The core story is mostly a framework to get the character from world to world to take on story and side quests. Each world has its own quest track that’s unique to the planet and separate from the core story. I found these to be the richest story experiences and carried the strongest world-building and thematic threads of the game. There’s also a pool of ‘weekly heroic quests’ on every world that can be completed solo for goodies and experience, or just to fill the expanses of open space in the worlds where nothing is going on. Most of these quests have simple structures such as: go to a place and kill a certain enemy, or go to a place and collect a specific item. The problem arises when multiple people are perusing the same quest at the same time. It’s an unfortunately common sight to see players milling around a spawn zone trying to be the one to click on the boss enemy first and therefore be the one to collect the kill. All the other players have to wait until the too-long respawn period passes.
              There are a smattering of other mission types that take place in isolated mission zones outside the story-worlds. Space combat missions are fun, arcade feeling missions where the player hops into their starfighter and shoots down enemy fighters and tries to stay alive until a timer runs down. There are also player vs. player maps that can be toggled and, when a big enough group is assembled on the server, the player will be transported to that map. Likewise, there are also ‘flashpoint’ missions that require a large party to tackle and operate like the PvP missions.
              After some limited character customization (with plenty of options visibly locked behind a pay-wall and the game’s premium currency) the player is dropped into the tutorial world, which is fairly easy and likely to be the hardest world for them. Combat is fairly unintuitive. There’s no auto-attack, which means the player needs to individually select each attack from a quickbar by clicking it or pressing the number key it’s toggled to. Unfortunately, with the same fast-paced combat style of Bioware’s single player games, this is obnoxious. Especially as in most combats, after the player has used their strongest abilities and they’re on cooldown, they’ll be sitting there mashing basic attack buttons repeatedly. The healing items and stat buff items only give a slight assist, so they’re probably not worth digging through the inventory that doesn’t pause the game for unless things are so close that it’s just going to take a small shove to push the player over the edge to victory.
              This probably isn’t going to be an issue for long though, because due to the low number of current active players on every level and the high aggression of the goons infesting every level, the player is going to be in constant combat and will probably soon reach the level-cap for the world they’re on and exceed it. The game adjusts the player’s level to reflect the level cap of the world they’re on, but they’ll still gain levels in the background which will be reflected as soon as they land on a level with a high enough level cap. If this isn’t enough to have the player cruising along, they’ll collect their first companion toward the end of first level. This companion has a combat style chosen to complement the weaknesses in the player’s build. They’re also structured somewhat like a traditional Bioware game companion in that the player’s actions will earn their approval or ire, they can be given gifts to earn extra approval, and can have conversations with the player in special events. This feels a little odd in the context of a MMORPG, but adds a bit of welcome additional story content to a single-player run. There are multiple companions to be found and befriended throughout the game, but most won’t be encountered until a fair bit into the story, which is unfortunate. Companions have up to three ‘crew skills’ which allow them to craft equipment and be dispatched on resource-gathering missions. However, every crew-mate has the same set for some bizarre reason. Therefore it’s impossible to have a crew-member for each specialization at the same time. Instead, if the player wants to go from an armor crafting build to a weapon crafting build, they have to return to a certain world and retrain everyone in the new skillset. It’s a strange choice that seems designed to eat up time more than anything else.
              This is an unfortunate facet because it undermines an apparently extensive crafting/customization system that’s in the game. The difficulty in having crew members produce a range of items, and the fact that the strongest weapons and armors often lack upgrade slots, means that’s it's really easy to forget/ignore these systems.
              SWOTR is just a kind of odd experience all around. It encourages players to group up and play together, but story missions can only be advanced by one player at a time, and the dungeons and side missions are easy even as a solo operator. The game is built and structured like a single player game but without the content to really entertain or reward single players.
              The game is fine but that’s it. It just scratches the itch for a new Knights of the Old Republic game, but weakly and in a way that you just know means the itch will come back in a few minutes. The worlds are pretty and there are a few fun story moments and choices alla classic Bioware, but they’re thin and watery, especially when compared with the sheer time-sink and grinding required to get to them. Unless you’re a purist, I recommend just skipping to the post-game story DLCs if you’re looking to recapture that KOTOR feeling in SWTOR.
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