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Class changes and balance in Game Update 1.3

STAR WARS: The Old Republic > English > General Discussion
Class changes and balance in Game Update 1.3
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Lison's Avatar


Lison
06.06.2012 , 08:12 PM | #181
Quote: Originally Posted by Valkiris View Post
Worst changes ever... More buffs to snipers and mercs? So exactly how long are we going to continue pretending you don't specifically play those classes? Or that smug/operatives aren't the most rediculously overpowered class in the game?

... Never? Cool.
Looks like someone sucks against stealth or cover characters. Maybe you learn to counter them and stop whining?

Callmeboba's Avatar


Callmeboba
06.06.2012 , 08:16 PM | #182
Not once is operative even mentioned in this patch.

So how bad is it that you didn't want to tell us?

-.-
The Delphiki Legacy
Tanthun - Level 50 Operative
Firth - Level 20 Scoundrel
Acheros - Level 15 Sentinel

Dozoku's Avatar


Dozoku
06.06.2012 , 08:21 PM | #183
Quote: Originally Posted by Callmeboba View Post
Not once is operative even mentioned in this patch.

So how bad is it that you didn't want to tell us?

-.-
5% healing reduction.

Flying-Brian's Avatar


Flying-Brian
06.06.2012 , 08:24 PM | #184
Quote:
We’re always trying to make sure that the “capstone ability” at the end of each skill tree is attractive and appropriate for the investment required to unlock it.
If this is the statement you are standing by, then please go back and fix Demo Round/Heat Seeking Missile. With the heavy nerf that hit these skills in patch 1.2c, the “capstone ability” of Commando's and Merc's does the same or (more often then not) less damage then grav round/tracer missile. The fact that it is the 31pt skill to unlock and you need to set it up by hitting your target 3x with another skill. Then have it hit for the same or less damage then the set up skill (if it did not crit), you have the perfect example of a skill that is not attractive or appropriate for the investment required to unlock it.

Callmeboba's Avatar


Callmeboba
06.06.2012 , 08:27 PM | #185
Quote: Originally Posted by Dozoku View Post
5% healing reduction.
Psh. Alright.

I play concealment. Please, please tell me they're nerfing the BLASTED sages.
The Delphiki Legacy
Tanthun - Level 50 Operative
Firth - Level 20 Scoundrel
Acheros - Level 15 Sentinel

Migrayn's Avatar


Migrayn
06.06.2012 , 08:45 PM | #186
Assassins in tank stance have much lower defense and armor rating then the other tanks already. They have to rely on shielding. You can't shield anything in PvP that is going to actually hurt you. Now you lower their armor and minor healing even more.

You should make shields actually work in PvP to offset this loss of survivability to a tank class. Unless you want all sins to just be DPS specs.
Originally Posted by Greg Zoeller:
If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun.

Madbent's Avatar


Madbent
06.06.2012 , 08:57 PM | #187
Not a huge fan of the Jugg changes. I'm probably one of the only full Immortal Juggernauts that uses this spec (with full WH War Leader gear) pretty much only for PvP, with PvE as an afterthought. While I agree the threat gen changes are needed for PvE, the changes make this spec more useless for 1v1 PvP encounters with the decreased ability to deal damage. It becomes a useful spec only for Team based PvP with the additions to AoE.

It is already impossible to kill DoT Sages/Sorcs as a full Immortal 1v1 due to kiting, and Op/Smuggler Healers also because of the uninterruptable constant stacked hots. This change means Sage/Sorc and Merc/Trooper healers will also go into the impossible to kill category.

Looks like I'll be like everyone else and be a (yawn) smash-happy Ragernaut.

Madbent's Avatar


Madbent
06.06.2012 , 09:01 PM | #188
Quote: Originally Posted by Migrayn View Post
Assassins in tank stance have much lower defense and armor rating then the other tanks already. They have to rely on shielding. You can't shield anything in PvP that is going to actually hurt you. Now you lower their armor and minor healing even more.

You should make shields actually work in PvP to offset this loss of survivability to a tank class. Unless you want all sins to just be DPS specs.
No, they really were OP. Light armor should never equal, and (absurdly... I mean really... a robe and dress exceeding freaking quadranium and whatnot???) exceed heavy armor characters. Add the self healing and it was pretty ridiculous.

And yeah that counts for PvP too. Why are there so many of them if that wasn't the case?

Asacado's Avatar


Asacado
06.06.2012 , 09:16 PM | #189
Quote: Originally Posted by Bazzoong View Post
Yet another nerf to the concealment and scrapper trees, biochem effectively removed from pvp...

So you ARE going the same way WoW has gone, guess my SWTOR subscription will go the same way my WoW subscription has gone once 1.3 hits.
First day the PTS is live and you're already pulling this? Sad. We have at least 3 weeks for tweaks. Someone needs to take a lesson from "WoW" and quit QQing and presuming everything.
Super Kami Guru: "NAAAAAAILLL, why can't I participate in Ranked Warzones?"
Nail: "It wont be out until 1.3, Lord Guru."
Super Kami Guru: "Nail. Gather the rest of the dragon balls."

Jordalx's Avatar


Jordalx
06.06.2012 , 09:17 PM | #190
Quote: Originally Posted by Callmeboba View Post
Please, please tell me they're nerfing the BLASTED sages.
LOL Good joke.
What?