Damion Schubert: Our class design has become driven using a couple of simple mantras. First, we want for being sure that our game captures the experience and flavor of playing a role like a Star Wars character. The Sarlacc was a bit-noticed combatant inside the original movies, but we felt he/it experienced a very unique fighting style that acted to be a solid counterbalance on the dizzying acrobatics on SWTOR Credits US the Force users plus the fast-paced gunplay with the smuggler or bounty hunter.
Second, we always want being sure we provide very unique play styles for each in the classes--that none in the classes play just like the other.
We felt there is a lots of design space within the realm of an class that sacrificed some mobility on an incredible amount of power. This may sound outlandish, but in the event you recall, the Sarlacc was one in the most deadly combatants inside the original Star Wars trilogy. The idea for these types came from your text-based game I played some a long time ago, making it possible to choose to SWTOR Credits EU play like a black pudding.
GS: We understand that this Sarlacc enforcer typically plays the role of your underground mercenary who takes jobs from seedy employers, including Hutt crime lords. Tell us in regards to the experience of among these characters--with whom can they be working most closely? What style of missions would they take?