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Class Changes Coming in Game Update 4.5


EricMusco

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Hey folks,

 

Below you will find the current list of Class changes which are coming with Game Update 4.5. These changes will not be going on PTS so we wanted to give you a heads up on what was coming. Please feel free to read over the changes and provide your feedback in this thread, I will pass it on to the Combat team.

 

Sith Inquisitor

Sorcerer

  • Dark Heal now has a base cost of 70 Force (up from 55 Force) and heals for slightly more (.49%).
  • Resurgence now has a base cost of 40 Force (up from 30 Force) and heals for a bit more (4.94% for the instant heal, and 3.70% for the heal over time.).
  • Static Barrier now has a base cost of 45 Force (up from 35 Force) and absorbs slightly more damage (1.43%).

Corruption

  • Dark Infusion now has a base cost of 45 Force (up from 37) and heals for a bit more (3.25%).
  • Innervate now has a base cost of 60 Force (up from 48) and heals for a bit more (4.04%).
  • Revivification now has a base cost of 75 Force (up from 60).
  • Roaming Mend now has a base cost of 65 Force (up from 50) and heals for slightly more (1.28%).
  • The healing done by Renewal has been increased (by 3.70%) to match the healing done by the heal over time portion of Resurgence.
  • Penetrating Darkness now increases your bonus healing by 3% (down from 5%)

Designer Note: Corruption Sorcerers are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Corruption Sorcerer to better fit alongside other healing disciplines and combat encounters witnessed in game.

 

Some may wonder why we did not just increase the healing capabilities of the other healing disciplines in the game to match that of the Corruption Sorcerer. In this instance, we could not do that because all of the combat math for the game (both PvE and PvP) is balanced around the current healing capabilities of the other healing disciplines. So if we were to increase the healing capabilities of the other healing disciplines to match the healing capabilities of the Corruption Sorcerer, then healing would be more effective than intended, which would cause problems in both PvE and PvP.

 

We decided to increase Force costs and slightly improve the strength of individual healing abilities in this balancing initiative to prevent Corruption Sorcerers from feeling impotent following these changes. Burst healing should feel like what is on Live, yet the sustained healing experience will be notably decreased. This design lowers the average healing output of the Corruption Sorcerer to better match other healing disciplines while still allowing the Sorcerer’s individual heals to make an impact.

 

Madness

  • The radius of Death Field has been reduced to 5 meters (down from 8 meters).

Designer Note: Death Field’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.

 

  • Parasitism now causes Affliction and Creeping Terror to heal you for 10% of the damage they deal (down from 25%).

Designer Note: Madness Sorcerer self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life stolen by Affliction and Creeping Terror to better match the self-preservation of similar disciplines.

  • Fixed an issue where Devour allowed one Sorcerer's Affliction effect to cause any Sorcerer's Force Leech damage to be increased on that target.

 

Assassin

Hatred

  • The radius of Death Field has been reduced to 5 meters (down from 8 meters).

 

Bounty Hunter

  • Missile Blast now has a base range of 10 meters (down from 30 meters).
  • Rail Shot now has a base range of 10 meters (down from 30 meters).

Designer Note: Powertech ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Powertechs are melee onslaught specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Missile Blast and Rail Shot, we place the Powertech’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Mercenaries maintain their 30 meter range through our reintroduction of “Propulsion Systems.”

 

Powertech

  • Suppressive Tools now reduces the movement speed of targets affected by Magnetic Blast, Flame Burst, and Flame Sweep for 3 seconds (down from 6 seconds).

Designer Note: The Powertech’s suppressive potential is currently a little too impressive with the Suppressive Tools Utility. In its current iteration, players fleeing from Powertechs are far too susceptible to suffering a perpetual state of reduced movement under the effects of Suppressive Tools. To better the player experience and balance Powertech target control potential, we have reduced the duration of movement speed reduction provided by Suppressive Tools.

 

  • Shield Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.

Designer Note: Powertech survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Shield Cannon to bring the class more in line with the other tank classes.

 

Mercenary

  • Propulsion Systems has returned in a new form: Increases the range of Missile Blast and Rail Shot by 20 meters. Acquired as a level 10 passive ability.

Designer Note: Propulsion Systems has returned, granting Mercenaries a range boost alongside the new Missile Blast and Rail Shot maximum range changes to maintain their current range on Live. This additional passive preserves the Mercenary’s design as a ranged specialist on the battlefield.

 

 

Jedi Consular

Sage

  • Benevolence now has a base cost of 70 Force (up from 55 Force) and heals for slightly more (.49%).
  • Rejuvenate now has a base cost of 40 Force (up from 30 Force) and heals for a bit more (4.94% for the instant heal, and 3.70% for the heal over time.).
  • Force Armor now has a base cost of 45 Force (up from 35 Force) and absorbs slightly more damage (1.43%).

Seer

  • Deliverance now has a base cost of 45 Force (up from 37) and heals for a bit more (3.25%).
  • Healing Trance now has a base cost of 60 Force (up from 48) and heals for a bit more (4.04%).
  • Salvation now has a base cost of 75 Force (up from 60).
  • Wandering Mend now has a base cost of 65 Force (up from 50) and heals for slightly more (1.28%).
  • The healing done by Renewal has been increased (by 3.70%) to match the healing done by the heal over time portion of Rejuvenate.
  • Clairvoyance now increases your bonus healing by 3% (down from 5%)

Designer Note: Seer Sages are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Seer Sage to better fit alongside other healing disciplines and combat encounters witnessed in game.

 

Some may wonder why we did not just increase the healing capabilities of the other healing disciplines in the game to match that of the Seer Sage. In this instance, we could not do that because all of the combat math for the game (both PvE and PvP) is balanced around the current healing capabilities of the other healing disciplines. So if we were to increase the healing capabilities of the other healing disciplines to match the healing capabilities of the Seer Sage, then healing would be more effective than intended, which would cause problems in both PvE and PvP.

 

We decided to increase Force costs and slightly improve the strength of individual healing abilities in this balancing initiative to prevent Seer Sages from feeling impotent following these changes. Burst healing should feel like what is on Live, yet the sustained healing experience will be notably decreased. This design lowers the average healing output of the Seer Sage to better match other healing disciplines while still allowing the Sage’s individual heals to make an impact.

 

Balance

  • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).

Designer Note: Force in Balance’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.

 

  • Focused Insight now increases the life redistributed by Weaken Mind and Sever Force by 10% (down from 25%).

Designer Note: Balance Sage self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life redistributed by Weaken Mind and Sever Force to better match the self-preservation of similar disciplines.

 

  • Fixed an issue where Mind’s Eye allowed one Sage's Weaken Mind effect to cause any Sage's Force Serenity damage to be increased on that target.

 

Shadow

Serenity

  • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).

 

Trooper

  • Explosive Round now has a base range of 10 meters (down from 30 meters).
  • High Impact Bolt now has a base range of 10 meters (down from 30 meters).

Designer Note: Vanguard ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Vanguards are melee assault specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Explosive Round and High Impact Bolt, we place the Vanguard’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Commandos maintain their 30 meter range through our reintroduction of “Mass Accelerator.”

 

Vanguard

  • Entangling Tools now reduces the movement speed of targets affected by Tactical Surge, Ion Pulse, and Explosive Surge for 3 seconds (down from 6 seconds).

Designer Note: The Vanguard’s suppressive potential is currently a little too impressive with the Entangling Tools Utility. In its current iteration, players fleeing from Vanguards are far too susceptible to suffering a perpetual state of reduced movement under the effects of Entangling Tools. To better the player experience and balance Vanguard target control potential, we have reduced the duration of movement speed reduction provided by Entangling Tools.

 

  • Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.

Designer Note: Vanguard survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Guard Cannon to bring the class more in line with the other tank classes.

 

Commando

  • Mass Accelerator has returned in a new form: Increases the range of Explosive Round and High Impact Bolt by 20 meters. Acquired as a level 10 passive ability.

Designer Note: Mass Accelerator has returned, granting Commandos a range boost alongside the new Explosive Round and High Impact Bolt maximum range changes to maintain their current range on Live. This additional passive preserves the Commando’s design as a ranged specialist on the battlefield.

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Bravo. Perhaps some listening is being done after all;

Most obvious issue in the game, Sorc heals, addressed...

Most over performing class, PT, addressed...

The most obvious remaining elephant in the room still untouched, Merc defensive woes. (and snipers before anyone jumps my case).

Are we ever going to get any help? I'm losing faith and desire to continue rapidly

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It's awesome to see some class balance finally!

 

I understand why you don't want to give the other two healers buffs, but is there any plans to redistribute their healing, or give them some QOL changes?

 

Operative healing could get a buff to Kolto Probe, Recuperative Nanotech, and/or Surgical Probe, for the cost of a reduction in effectiveness of Kolto Waves

 

Mercs could really benefit from Kolto Missile building Supercharge (And possibly a reduction in cost for Kolto Missile)

 

Anyway, again, it's awesome that there are finally some changes.

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As a PT / Vanguard tank I use missile blast / explosive round to hit the center add of the 3 adds that spawn on grobthok nim so I can get agro of them and drag them into fire before the other tank gets pushed by roar, I understand these changed are meant for PT dps in pvp but really ..

 

rail shot to 10m is enough to balance it nobody in their right mind uses missile blast as dps all this is doing is inconveniencing tanks just like the removal of unload which was amazing for tanks when 3.0 landed.

Edited by Loki_
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Nice to see them acknowledge problems although they completly miss the point for pvp.

 

For corruption this change will make things even worse. With this change, sorc may even heal more within the first 2-3 minutes, which is exactly the timeframe in which most ranked games are predetermined (especially against merc and operative heals). This change will make things even worse for ranked.

 

As for dps sorc, what really needs to be changed is corrupted barrier which contributes way more to selfheal than dots.

 

For powertech: Range reduce is perfect. However the healnerf is a joke. No experienced pt even uses that skillpoint. What really needs attention is "reflective armour" which produces way too much dps for every specc.

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as a sorc heal i like the changes at first glance, and yes better to put the sorcs down than butt the other healing. Id have gone back to sorcs balancing off more force vs health but this will mean the sorc will have to manage his force a little better, its really not needed at all at the moment so its a good change....at first glance for sure
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The amount of changes based on the duration since something has required input is laughable.

At this point every class should be seeing change as far as im concerned whether you think the classes are balanced or not.

THere needs to be a shift to there point where every class is placed in a position where they have to re-learn new values and shift priorities. If not then this whole thing is pointless.

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Well maybe mecs will get an god mode like ery other class in 4.6... and agree with what another poster said, increasing energy cost is good to balance pve but don't think it's gonna help much for pvp... Edited by LordTurin
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Force cost increase of sorc heals will hardly matter much for solo and group ranked where, as stated above, the first few minutes are critical. Increasing the burst healing, even though by a slight margin, just strengthens the sorcerer's spot as dominant healer in ranked.

 

Good job reducing the radius of Deathfield. I never understood why it was increased in the first place.

 

Healing reduction from Parasitism? Meh? How about fix the healing recieved from Corrupted Barrier? That, if anything, is just stupidly OP. 2% EVERY second. Just lol. Compare it with sniper's passiv healing every third second, just a laugh really.

 

Who on earth even picks the self heal on should cannon btw? Tanks I can understand maybe, but dps? Nah.

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Yet another sin nerf.... Like seriously can I have a quote on the lead designer notes on that. Can the designer also explain why there is no deception damage buff already? Do you even check the meta deta? If you check the parsley NiM brontes it's shows how much the sins underperforming. Every class has a tree that out dps us... I really don't care about pvp and stealth can't do much damage thing is really tiresome. What will I use stealth for in pve? And with deception you cant even really use stealth res cause force cloak is part of the rotation... Either completely separate the damage output in pve and pvp or make at least one tree viable in pve NiM.

 

In overall :

Worst damage in pve. (especially deception is a completely uttermost joke of all times. Hatred is no more different than that)

No raid buff

Position requirment

Every challenge has melee has in ops.

 

Seriously since this is a feedback post Eric, please and please try to get a quote on the designer on 'sins working as intended'

 

Because I don't know what meta you are checking but they are not viable to bring any Operation at the moment. I'm tired to switch the powertech or merc for viable burst in the last fights of NiM operations.

 

Edit : http://ixparse.com/rating/?boss=2&mode=HM&type=DPS&class=Vanguard&order=rating&dir=d

Edited by lord-angelus
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I must say that I am a tab bit disappointed with the lack of changes or even a comment in regards to where Marksmanship/Sharpshooter (MM/SS) is heading following this balance patch. I think most of us can agree that MM/SS is trailing behind a bit to much in terms of DPS output and viability in bossfights. I have always held Sniper/Gunslinger high due to it's flexibility in terms of specc as the three are very different and shine in their own unique way. However, since 4.0 I have far from had the same feeling, early on MM/SS were far to high and made it the go-to specc for all bossfights, with the nerfs in the following patch (4.2?) Virulence became the favorite with Saboteur/Engineering being highly situational and MM/SS very rare.

 

If possible, I would love if the Combat Team would be able to take a look at MM/SS and give us a comment or even hint at possible changes in regards to how the specc performance currently, we have some discussions going on in this thread "Make Marksmanship Great Again", maybe take a look and give us some feedback?

Edited by RikuvonDrake
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Serenity

  • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).

 

What the heck. Another shadow nerf? Because we TOTALLY need that...

 

Both Shadow Classes need to be buffed, not nerfed.

 

~ Eudoxia

Edited by FlavivsAetivs
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What the heck. Another shadow nerf? Because we TOTALLY need that...

 

~ Eudoxia

 

It's really only a nerf in PvP, where shadows are arguably one of the strongest classes right now. In PvE there are only a handful of fights where the nerf will show, and even those fights aren't really DPS checks.

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