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Developer Tracker

Star Wars: The Old Republic > English > Developer Tracker


EricMusco
SWTOR Autumn Roadmap 2017 | 10.02.2017, 02:30 PM
Quote: Originally Posted by serenitty View Post
So these new servers. I have toons on several servers, far too many than the up to now character limit I have. Will I loose them? Will I still be able to use them? Will I have to pay extra to be allowed to use them?.
Also as I have toons on different servers, do I lose all their legacies and have to merge them all into one?

Are you going to change the way companions that are potentially dead (to some) behave to those that did not kill them. I.E not make them irrelevant to those that choose to not kill them?
After the update you will be able to access and login into all of your characters, even if the update puts you above your maximum character limit on that server. You won't be able to create a new one until you go under the cap, but we won't stop you from accessing anything you can play prior to it.

-eric


EricMusco
SWTOR Roadmap - The Autumn Update! | 10.02.2017, 02:13 PM
You can head on over to the discussion thread for the new roadmap, here!

-eric


EricMusco
Star Wars™: The Old Republic™ - Road Map 2017 | 10.02.2017, 02:06 PM
Soon as in, right now! Gonna shut this thread down and you can head to the new discussion thread, here.

-eric


EricMusco
SWTOR Autumn Roadmap 2017 | 10.02.2017, 02:04 PM
Hey folks,

Use this thread to discuss Keith's Roadmap, which you can find here. Let us know your thoughts, questions, and more.

Thanks!

-eric


KeithKanneg
SWTOR Roadmap - The Autumn Update! | 10.02.2017, 02:00 PM
Soon! Musco will announce it in a new thread.

Keith---


KeithKanneg
SWTOR Roadmap - The Autumn Update! | 09.29.2017, 01:42 PM
Hi all,

The final changes are done and we're prepping the Roadmap to be available in the afternoon on Monday, October 2, 2017 in English, French, and German.

I know with the last Roadmap, I gave you tidbits of information along the way, but I haven't this time as I really wanted you to experience the entire message. When you see it on Monday, it'll all make sense and I honestly can't wait to hear your feedback about what we have planned.

Have a great weekend.

---Keith


EricMusco
Class Changes: Bodyguard Mercenary and Combat Medic Commando | 09.27.2017, 12:39 PM
Hey folks,

Below you will find the upcoming changes to Bodyguard and Combat Medic coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Mercenary
Bodyguard
  • Healing Scan now heals for 6.45% less
  • Progressive Scan now heals for 7% less
  • The heal-over-time provided by Proactive Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Emergency Scan and Rapid Scan by Empowered Scans is now 3%
  • The healing bonus given to Kolto Missile, Kolto Pods, and Progressive Scan by Peacekeeper is now 3%
  • The critical healing bonus given by Warden is now 5%
  • Bodyguard (the passive skill) now increases the healing each charge of Kolto shell does by 3%

Commando
Combat Medic
  • Advanced Medical Probe now heals for 6.45% less
  • Successive Treatment now heals for 7% less
  • The heal-over-time provided by Preventative Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Bacta Infusion and Medical Probe by Field Medicine is now 3%
  • The healing bonus given to Kolto Bomb, Kolto Pods, and Successive Treatment by Frontline Medic is now 3%
  • The critical healing bonus given by Potent Medicine is now 5%
  • Probe Medic now increases the healing each charge of Trauma Probe does by 3%

DevNotes: The Bodyguard / Combat Medic was overperforming in HPS output, so it needed some changes to various abilities.

First, we reduced the effects of Proactive Medicine / Preventative Medicine, in addition to reducing the overall healing done by Healing Scan / Advanced Medical Probe and Progressive Scan / Successive Treatment. Finally, we reduced the healing and critical healing bonuses given to the discipline through passives, which brought the Bodyguard / Combat Medic to its target HPS.
-eric


EricMusco
Class Changes: Medicine Operative / Sawbones Scoundrel | 09.27.2017, 12:38 PM
Hey folks,

Below you will find the upcoming changes for Medicine and Sawbones coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Operative
  • Kolto Infusion no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Curative Agent now changes Kolto Infusion back to its heal over time version, and the rest of Curative Agent's effects are unchanged
Medicine
  • Each tick of Recuperative Nanotech now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Doctor no longer affects Surgical Probe, and the critical healing bonus it grants to Kolto Injection and Kolto Infusion is now 10%, while its other effect remains unchanged
  • Medical Therapy no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Durable Meds no longer increases the healing done by each tick of Recuperative Nanotech, but still increases its duration
  • Surgical Precision no longer increases the healing done by Surgical Probe, but its other effects remain unchanged
  • The chance of getting a Tactical Advantage from a Kolto Waves, Kolto Probe, or Recuperative Nanotech tick granted by Medical Engineering is now 10%

Scoundrel
  • Kolto Pack no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Sly Surrender now changes Kolto Pack back to its heal over time version, and the rest of Sly Surrender's effects are unchanged
Sawbones
  • Each tick of Kolto Cloud now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Sawbones no longer affects Emergency Medpac, and the critical healing bonus it grants to Underworld Medicine and Kolto Pack is now 10%, while its other effect remains unchanged
  • Homegrown Pharmacology no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Puissant Poultices no longer increases the healing done by each tick of Kolto Cloud, but still increases its duration
  • Emergent Emergencies no longer increases the healing done by Emergency Medpac, but its other effects remain unchanged
  • The chance of getting an Upper Hand from a Kolto Waves, Slow-release Medpac, or Kolto Cloud tick granted by Medpac Mastery is now 10%

DevNotes: The changes made to Medicine / Sawbones bring the discipline to the target HPS while relatively improving its burst-healing capabilities. Overall, the majority of the healing reduction was aimed at the Operative’s / Scoundrel’s heal-over-time abilities, which are usually more prone to over-heal.

The changes to Kolto Infusion / Kolto Pack and Curative Agent / Sly Surrender give the Operative / Scoundrel a quick, bursty heal in their baseline toolkit, while still allowing players who prefer a more proactive HoT-based playstyle to preserve that gameplay by taking the Curative Agent / Sly Surrender utility. On the whole, Medicine Operative / Sawbones Scoundrel HPS has been brought in line with that of Corruption Sorcerers / Seer Sages, but its baseline ability to burst heal is comparatively better than it was before these changes.


-eric


EricMusco
Class Changes: Deception Assassin / Infiltration Shadow | 09.25.2017, 12:45 PM
Hey folks,

Below you will find the planned changes for Deception and Infiltration in Game Update 5.5:
Quote:
Note: All changes below are currently in development and are subject to change before being released.

Assassin
Deception
  • Reduced the damage done by Ball Lightning by 5.15%
  • Amped Voltage no longer increases the damage of Discharge, but retains the rest of its effects
  • Dominating Slashes no longer increases the damage of Assassinate and the damage bonus it gives to Lacerate and Voltaic Slash has been reduced from 10% to 5%
  • Reduced the critical damage bonus given to Discharge and Ball Lightning by Crackling Blasts from 10% to 5%
  • Reduced the low-health damage bonus given by Sith Executioner from 5% to 3%

Shadow
Infiltration
  • Reduced the damage done by Psychokinetic Blast by 5.15%
  • Fracturing Force no longer increases the damage of Force Breach, but retains the rest of its effects
  • Prevailing Strikes no longer increases the damage of Spinning Slash Strike and the damage bonus it gives to Whirling Blow and Clairvoyant Strike has been reduced from 10% to 5%
  • Reduced the critical damage bonus given to Force Breach and Psychokinetic Blast by Deep Impact from 10% to 5%
  • Reduced the low-health damage bonus given by Judgement from 5% to 3%

DevNotes: The Deception / Infiltration discipline was overperforming, so we made multiple changes to bring their DPS down to target levels. We reduced the damage of Ball Lightning / Psychokinetic Blast in addition to changing a couple passives to reduce the damage of other abilities.

Additionally, we reduced the critical hit damage on Discharge / Force Breach and Ball Lightning / Psychokinetic Blast through a passive, and slightly reduced the magnitude of the damage bonus given when enemies are at low health. These changes put Deception / Infiltration at their DPS target.
-eric


EricMusco
Class Changes: Lightning Sorcerer / Telekinetics Sage | 09.25.2017, 12:45 PM
Hey folks,

Below you find the Lightning and Telekinetic changes coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Sorcerer
Lightning
  • Fixed a bug where Forked Darkness and Forked Lightning's secondary attacks weren't doing 25% of the original ability’s damage
  • Reduced Reverberating Force's critical damage bonus from 10% to 5%
  • Convulsing Currents now gives Shock a 35% damage increase when the enemy is affected by Crushing Darkness, up from 20%

Sage
Telekinetics
  • Fixed a bug where Mental Momentum and Telekinetic Momentum's secondary attacks weren't doing 25% of the original ability’s damage
  • Reduced Reverberation's critical damage bonus from 10% to 5%
  • Magnifying Vibrations now gives Project a 35% damage increase when the enemy is affected by Mind Crush, up from 20%

DevNotes: To bring the Lightning Sorcerer / Telekinetics Sage to their DPS target, we reduced the critical damage bonus given from Reverberating Force / Reverberation by 5% and increased the damage dealt by Shock / Project while Crushing Darkness / Mind Crush is on the target. We also fixed a bug where the secondary attacks from Forked Darkness / Mental Momentum and Forked Lightning / Telekinetic Momentum were not properly calculating their damage. These changes leveled out their damage more consistently and brought them to their target DPS.

-eric


EricMusco
Class Changes: Annihilation Marauder / Watchman Sentinel | 09.22.2017, 01:19 PM
Hey everyone,

Below you will find the changes planned for Annihilation and Watchman in Game Update 5.5:
Quote:
Note: All changes below are currently in development and are subject to change before being released.

Marauder
Annihilation
  • Reduced Deadly Saber's damage by 6%
  • Juyo Mastery now gives bleed effects an additional 1% critical hit chance per stack of Juyo Form, down from 2%,
  • The temporary bleed damage bonus applied by Annihilate due to the Devious Wounds passive has been reduced from 5% to 3%

Sentinel
Watchman
  • Reduced Overload Saber's damage by 6%
  • Juyo Mastery now gives burn effects an additional 1% critical hit chance per stack of Juyo Form, down from 2%,
  • The temporary burn damage bonus applied by Merciless Slash due to the Smoldering Burns passive has been reduced from 5% to 3%

DevNotes: The Annihilation / Watchman discipline was overperforming, so we made some changes to bring its overall DPS in line with its target. Deadly Saber / Overload Saber made up a large part of its damage, so we brought that down slightly to level its damage out with some of the discipline’s other abilities, while still maintaining its place in the rotation.

Additionally, we slightly lowered the effectiveness of some other damage over time abilities through changes to a couple of passives which brought the discipline’s DPS to where it needed to be.
-eric


EricMusco
Swtor at NYCC this year | 09.22.2017, 01:18 PM
Hey folks,

We will absolutely be in NY for another cantina this year. We announced the details last month in a blog post. You can find the details here.

-eric


KeithKanneg
SWTOR Roadmap - The Autumn Update! | 09.21.2017, 02:02 PM
Hey everyone,

I have seen quite a few questions about the status of the Roadmap, both in timing and in content. I know this is more of an announcement of an announcement, but the plan is to deliver the updated version before our October 6th SWTOR Cantina in New York. I also realize I’ve been more quiet this past month, but we’ve been hard at work making sure we avoid the issues we had last month with Game Update 5.4.

As a result, we pushed back the release date of Game Update 5.5 to October 10, 2017, and as you’ll find out, we have lots of activity happening every couple weeks. In the Roadmap, I will provide you with exactly what we’re doing through the end of 2017 plus a glimpse of early 2018. After it's published, we’ll make sure we are available to answer your questions, address your concerns, and offer any additional insight. For those of you participating at the Cantina, we have a fun surprise for you that we’ll announce in an upcoming Livestream.

Talk with you soon,

---Keith


EricMusco
Class Changes: Rage Juggernaut / Focus Guardian | 09.21.2017, 01:33 PM
Quote: Originally Posted by Lionflash View Post
That does answer my question, thank you.

Speaking of utilities; is there anything a player can do to help with the upcoming utility changes, specifically, there are a handful of utilities which don't work correctly or not exactly as the tool tips describe...

...is there a place we can post screens or videos or anything related to our experiences with utilities? With regard to this, will 5.6 also be addressing some bug fixes? If you have that information available.
Absolutely! I would make a new thread in the bug reports forum that compiles any of those issues. I will make sure the team is aware.

-eric


EricMusco
Class Changes: Rage Juggernaut / Focus Guardian | 09.21.2017, 12:40 PM
Quote: Originally Posted by Lionflash View Post
Any update for when you'll start tackling utilities?

Because it sort of looks like you've started.
Good question!

Game Update 5.5 will mark the end of the primary balance changes to DPS and HPS as we outlined in the original post around balance targets. I will be posting the remaining 5.5 Class changes over the next few days (into next week).

Game Update 5.6 will be where we begin adjusting utilities. This is also where we would begin making any additional tweaks to balance as needed for Classes that are over // underperforming. Hope that answers your question.

Thanks.

-eric


EricMusco
Class Changes: Rage Juggernaut / Focus Guardian | 09.21.2017, 09:46 AM
Hey folks,

Below you will find the changes coming to Rage and Focus in Game Update 5.5.

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Juggernaut
  • The damage done by Chilling Scream due to the Piercing Chill utility has been reduced by 60%
Rage
  • Force Lash now deals 100% more damage
  • The bonus critical chance given by Brutality to Vicious Throw and Furious Strike has been increased from 5% to 10%

Guardian
  • The damage done by Freezing Force due to the Persistent Chill utility has been reduced by 60%
Focus
  • Force Lash now deals 100% more damage
  • The bonus critical chance given by Swift Slash to Dispatch and Concentrated Slice has been increased from 5% to 10%

DevNotes: Chilling Scream / Freezing Force was doing too much damage with the Piercing Chill / Persistent Chill utility. It was being used as a single-target rotational ability when its intended use was multi-target AOE, so we reduced the damage it deals with Piercing Chill / Persistent Chill. To make up for the DPS loss, we increased the damage of Force Lash by 100%. Additionally, we increased the critical chance on two key abilities through a passive to give the discipline some additional damage potential and bring them in line with the DPS target.

-eric


EricMusco
Class Changes: Vengeance Juggernaut / Vigilance Guardian | 09.20.2017, 02:07 PM
Quote: Originally Posted by kakiaszadba View Post
Does it mean that you gonna nerf Focus spec aswell through Freezing Force?
This change does affect Rage/Focus, but they have other changes as well to compensate. I will be posting those tomorrow.

-eric


EricMusco
Class Changes: Marksmanship Sniper / Sharpshooter Gunslinger | 09.20.2017, 12:17 PM
Hey folks,

Below you will find the upcoming changes for Marksmanship and Sharpshooter in Game Update 5.5.

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Sniper
Marksmanship
  • Honed Shots now grants a 3% bonus to critical hit chance and damage done by Snipe per stack, down from 5%

Gunslinger
Sharpshooter
  • Honed Shots now grants a 3% bonus to critical hit chance and damage done by Charged Burst per stack, down from 5%

DevNotes: Marksmanship / Gunslinger Sharpshooter was slightly overperforming, so we reduced the critical hit chance and damage of Snipe / Charged Burst by a small amount through a passive, which brought the discipline in line with its DPS target.
-eric


EricMusco
Class Changes: Vengeance Juggernaut / Vigilance Guardian | 09.20.2017, 12:10 PM
Hey folks,

Below are the changes that are coming to Vengeance and Vigilance in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Juggernaut
  • The damage done by Chilling Scream due to the Piercing Chill utility has been reduced by 60%
Vengeance
  • Increased the bleed damage bonus given by Bloodmaster per bleeding effect from 3% to 5%, now stacking up to 15%
  • Increased the melee bonus damage given by Ravager from 3% to 5%
  • Draining Scream now deals 45% more damage

Guardian
  • The damage done by Freezing Force due to the Persistent Chill utility has been reduced by 60%
Vigilance
  • Increased the burn damage bonus given by Burnmaster per burning effect from 3% to 5%, now stacking up to 15%
  • Increased the melee bonus damage given by Master Focus from 3% to 5%
  • Burning Blade now deals 45% more damage

DevNotes: Chilling Scream / Freezing Force was doing too much damage with the Piercing Chill / Persistent Chill utility. It was being used as a single-target rotational ability when it’s intended use was multi-target AOE, so we reduced the damage it deals with Piercing Chill / Persistent Chill. To make up for part of the DPS loss, we increased the damage of Draining Scream / Burning Blade by 45%. Then to make up for the rest of the DPS needed to bring Vengeance / Vigilance in line with its DPS target, we increased periodic damage and overall melee damage through two passive abilities.
-eric


EricMusco
Maintenance: September 19th, 2017 | 09.19.2017, 12:51 PM
The purchasing delays on SWTOR.com have been resolved. Thanks everyone.

-eric
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