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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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Niil's Avatar


Niil
06.12.2012 , 12:17 AM | #361
Quote: Originally Posted by Miik View Post
I hope the developers stop nerthing class so much. They balance things for pvp and make them Useless for PVE. you should make pvp nerfs for pvp only. Quit Nerfing people so much. Its the number 2 reason your loosing so many players.
Loose = A bad way to describe your girlfriend
Lose = Not win, or in this case, subscriber base shrinking

And class balance is one of the reasons people leave, but not because overpowered classes get nerfed. Moreso because overpowered classes don't get nerfed.

Ansalem's Avatar


Ansalem
06.12.2012 , 12:20 AM | #362
Quote: Originally Posted by lELADRIN View Post
So assassin tank's/ shadow tanks are too tough according to Boiware. Well I play both of those classes along with juggernaut/guardian and TBH the jugg/guard are FAR Tougher than my sin/shadow are.

The changes being tested on the P.T.S. reduce the self healing from stance proc by 50% and the channeled heal by 33%. Additionally they have reduced the damage mitigation by 5%-7% depending on gear.

So on avarage in a PvP match I heal for 25k to 50k in self heals. (that's in a 15 min match) so 28 health to 56 health a sec. That has been reduced down to 16 to 32 health per sec on avarage, or a 42% on avarage decrease. Then we get a reduction on our armor on top of it of which will roughly cut 1000 off our armor rating and reduce our damage mitigation by 6%. So in a fight vs another opponent they will add 6% to their damage vs us in addition we loose 42% of our self heals. throwing us AS A TANK SPEC into the range of a medium armor wearer. A medium armor wearer with fewer heals than most other med armor, lower damage than ALL OTHER MEDIUM ARMOR WEARERS, "escape skills" that tbh suck compared to other tanks, and the agro generation in PvE of all other tanks.


HOW CAN YOU CALL THAT A TANK?

To be totally honest my jugg and guard do better in PvP than my Shadow/Assassin I deal more damage, protect for more and I am more useful to the team in general because I have more cc. better defenses, better DPS and in general is a far better class to play in pvp. My mitigation is 10% higher, I heal for about the same amount, and do more damage. WHY IN THE WORLD HAVE THESE NERFS EVEN BEEN PROPOSED?

One answer for you FORUM WHINING!
well you are wearing light armor afterall...perhaps they want you to focus on a different way of survival...time to get evasive.
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RUDI's Avatar


RUDI
06.12.2012 , 07:32 AM | #363
Quote: Originally Posted by lELADRIN View Post
So assassin tank's/ shadow tanks are too tough according to Boiware. Well I play both of those classes along with juggernaut/guardian and TBH the jugg/guard are FAR Tougher than my sin/shadow are.

The changes being tested on the P.T.S. reduce the self healing from stance proc by 50% and the channeled heal by 33%. Additionally they have reduced the damage mitigation by 5%-7% depending on gear.

So on avarage in a PvP match I heal for 25k to 50k in self heals. (that's in a 15 min match) so 28 health to 56 health a sec. That has been reduced down to 16 to 32 health per sec on avarage, or a 42% on avarage decrease. Then we get a reduction on our armor on top of it of which will roughly cut 1000 off our armor rating and reduce our damage mitigation by 6%. So in a fight vs another opponent they will add 6% to their damage vs us in addition we loose 42% of our self heals. throwing us AS A TANK SPEC into the range of a medium armor wearer. A medium armor wearer with fewer heals than most other med armor, lower damage than ALL OTHER MEDIUM ARMOR WEARERS, "escape skills" that tbh suck compared to other tanks, and the agro generation in PvE of all other tanks.


HOW CAN YOU CALL THAT A TANK?

To be totally honest my jugg and guard do better in PvP than my Shadow/Assassin I deal more damage, protect for more and I am more useful to the team in general because I have more cc. better defenses, better DPS and in general is a far better class to play in pvp. My mitigation is 10% higher, I heal for about the same amount, and do more damage. WHY IN THE WORLD HAVE THESE NERFS EVEN BEEN PROPOSED?

One answer for you FORUM WHINING!
Completely wrong, sin is better than jug if u know what are u doing anyday in pvp/pve as tank or dps by a mile. Anyway I think the changes that they're implementing are mindless without any knowledge of gameplay and combat system. They destroyed hybrid builds and at least some variety/freedom in character building. Now most players are running in same builds, this is not fun. I saw interview with Daniel Erickson it was quite promising, but most of all I hope that they will hire new team of combat designers.

IshtarScorpio's Avatar


IshtarScorpio
06.12.2012 , 11:05 AM | #364
Quote: Originally Posted by Madbent View Post
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?
Yeah....why wasn't Obi Wan smacked around by those awesome heavy armored storm troopers?!!!!!!!!!!!!!
"You are unwise to lower your defenses!"

Darth_Victus's Avatar


Darth_Victus
06.12.2012 , 11:32 AM | #365
Quote: Originally Posted by CourtneyWoods View Post
Senior Designer Austin Peckenpaugh lets us in on details around class changes and balance in Game Update 1.3.


Read More
What was the reasoning behnd nerfing the damage output of the already most under powered AC's in the game. (Juggernauts/Guardians)

HarleysRule's Avatar


HarleysRule
06.12.2012 , 02:06 PM | #366
Quote: Originally Posted by Darth_Victus View Post
What was the reasoning behnd nerfing the damage output of the already most under powered AC's in the game. (Juggernauts/Guardians)
Yeah...I'd like an answer to this one. I don't think I've ever seen anyone say tank trees were OP'd.

JeramieCrowe's Avatar


JeramieCrowe
06.12.2012 , 02:14 PM | #367
Quote: Originally Posted by HarleysRule View Post
Yeah...I'd like an answer to this one. I don't think I've ever seen anyone say tank trees were OP'd.
This might help answer some...

Lots of good info in that interview, but especially this:

Quote: Originally Posted by AustinPeckenpaugh
The vision for tanks is PVP is quite simple: protect allies and make yourself an unfortunate (possibly even annoying) target for the enemy. This is done with Guard and Taunt and increased control, but it’s not really possible without extra survivability. Guard is only a real threat when the one providing it is a nuisance to take down.
DPS is not a focus for a tank in PvP. Thus, if survivability is increased, DPS must be decreased.

This, of course, extends to PvE as well. With threat and survivability being increased, you no longer need so much damage to hold aggro, thus in the interest of proper balance, something has to give, and in this case the trade-off is DPS.
Allix Crowe - Vanguard Trooper -/- Ethavan Crowe - Smuggler Gunslinger -/- Malrath Crowe - Powertech Bounty Hunter -/- Boslo - Jedi Knight Sentinel -/- Jiao-gen Pall - Jedi Knight Guardian -/- Landen Tanarr - Jedi Consular Sage -/- Vaelyth Kinti-kaar- Sith Warrior Juggernaut -/- Oteln'erose'thu - Imperial Agent Sniper -/- Zandur Tuum - Cathar Knight

grezgorz's Avatar


grezgorz
06.12.2012 , 03:49 PM | #368
Quote: Originally Posted by Darth_Victus View Post
What was the reasoning behnd nerfing the damage output of the already most under powered AC's in the game. (Juggernauts/Guardians)
I'd be interested to hear the answer to this. Who are these players that supposedly provided reports that justified the need to DOUBLE threat generation in PvE while reducing damage output by 6% for the lowest dps class? It strikes me as being a poorly thought out change with laziness being the primary justification. The opening paragraph talking about balance no longer being the primary objective gave me a sinking feeling that was later confirmed as I lost what little remaining hope I had for this dev team.

grezgorz's Avatar


grezgorz
06.12.2012 , 03:56 PM | #369
Quote: Originally Posted by JeramieCrowe View Post
This might help answer some...

Lots of good info in that interview, but especially this:



DPS is not a focus for a tank in PvP. Thus, if survivability is increased, DPS must be decreased.

This, of course, extends to PvE as well. With threat and survivability being increased, you no longer need so much damage to hold aggro, thus in the interest of proper balance, something has to give, and in this case the trade-off is DPS.
Are you positing that the change to cyclone slash/ sweeping slash amounts to a 6% increase in survivability? For your justification to make any sense, that would have to be the case. This change takes an already relatively weak class, and makes it even weaker. But hey, people who were having trouble holding aggro in PvE will now be able to faceroll, so it's cool right?

JeramieCrowe's Avatar


JeramieCrowe
06.12.2012 , 04:07 PM | #370
Quote: Originally Posted by grezgorz View Post
Are you positing that the change to cyclone slash/ sweeping slash amounts to a 6% increase in survivability? For your justification to make any sense, that would have to be the case. This change takes an already relatively weak class, and makes it even weaker. But hey, people who were having trouble holding aggro in PvE will now be able to faceroll, so it's cool right?
I'm not positing a damned thing, just posting more info.
Allix Crowe - Vanguard Trooper -/- Ethavan Crowe - Smuggler Gunslinger -/- Malrath Crowe - Powertech Bounty Hunter -/- Boslo - Jedi Knight Sentinel -/- Jiao-gen Pall - Jedi Knight Guardian -/- Landen Tanarr - Jedi Consular Sage -/- Vaelyth Kinti-kaar- Sith Warrior Juggernaut -/- Oteln'erose'thu - Imperial Agent Sniper -/- Zandur Tuum - Cathar Knight