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Developer Update: Class Changes and Balance in Game Update 1.4

STAR WARS: The Old Republic > English > General Discussion
Developer Update: Class Changes and Balance in Game Update 1.4
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Imhotep's Avatar


Imhotep
09.04.2012 , 12:37 PM | #11
Quote: Originally Posted by MariaD View Post
I was hoping for some love for PVE Juggernauts. Oh well, we are cool anyway, despite what math tells us.
These are specific class changes. I'd expect to see a lot more tweaking the closer we get to 1.4.


Good info devs. Thank you.
The Ofali Legacy
Imhotep - Mercenary
Anubis - Marauder | Nama'Kubi - Sniper | Sėkhmet - Sorcerer

Guildmaster of the Nemesis Syndicate - The Harbinger - Maybe™

TripleDaddy's Avatar


TripleDaddy
09.04.2012 , 12:38 PM | #12
Quote: Originally Posted by Asavar View Post
Sooo... no more knockback on my Merc because of PvP?

Gee, thanks. I had tons of fun throwing mobs over ledges, but now that won't happen because PvP baddies cried.

Brilliant!

We are getting a 30 meter interrupt and no range nerf to our CC. You should be offering a goat in sacrifice, not complaining.

Pistols's Avatar


Pistols
09.04.2012 , 12:39 PM | #13
Wow, the objectives in WZ's is going to be quite lulzy come 1.4

BRB re-rolling stealth.

JeffIncredible's Avatar


JeffIncredible
09.04.2012 , 12:41 PM | #14
You are kidding me with the resolve change right? That is the complete opposite of the problem that folks complain about. Why would you cater your change to a pick up group situation? All that is going to do is make being stun locked that much easier, at least that's how it sounds.

Stun =/= fun
R E I G N
Sith Empire
PvE ♦ PvP ♦ RP-lite

Nibbon's Avatar


Nibbon
09.04.2012 , 12:41 PM | #15
Hm this post is back-dated to the 31st for some reason, for me at least.

I'm not a huge fan of the force wave changes - knocking them forward is not going to help me get away from them necessarily - but will give me the separation which I use it for anyway. But what I really liked using force wave for was the ability to knock people to my side and back away from me (usually off a bridge or something like in hutt ball). Also knocking people backwards while chasing me - I guess I can be a little more careful and just turn towards them before casting than resume running.

Anyway, I think the other changes compensate for the slight nerf to force wave - the stun and root breaks are, honestly, pretty OP for things like huttball - but should help drastically against those annoying chain stunners (which seem to also be getting a change anyway...). Also having a lower cooldown on force speed is pretty awesome; I always found myself needing an extra couple seconds before I could cast a second time in most solo fights, now I should have plenty of time for the second.

One of my current biggest gripes, though, is how badly certain classes could kill me - I think it is marauders in particular that just seem OP - they have 2-4 things that hit me for 5k+ despite me having 1300 expertise. I can get 2 to force leap me and die very very quickly.

Lord_Karsk's Avatar


Lord_Karsk
09.04.2012 , 12:41 PM | #16
Some really good changes but not sure about the resolve changes if they will work against stunlocking or for ?

Imhotep's Avatar


Imhotep
09.04.2012 , 12:42 PM | #17
Quote: Originally Posted by TripleDaddy View Post
"Jet Boost and Concussion Charge behave similarly, but they are limited to the Mercenary and Commando. Changing them has a less effective impact on the game, and those Advanced Classes play better with a stronger ability on a longer cooldown."

Reading is hard.

We are also getting a 30 meter interrupt and no range nerf to our CC. You should be offering a goat in sacrifice, not complaining.
Absolutely
The Ofali Legacy
Imhotep - Mercenary
Anubis - Marauder | Nama'Kubi - Sniper | Sėkhmet - Sorcerer

Guildmaster of the Nemesis Syndicate - The Harbinger - Maybe™

Felioats's Avatar


Felioats
09.04.2012 , 12:42 PM | #18
I play a Sage.

I liked having Force Wave completely surround me. It has always been pretty easy to walk to where I needed to be.

I don't PvP, but I played healing Priest in WoW, which is the same class (where's that "twist on healing" Jake Neri talked about?). And these PvP buffs sound critical for the ability to escape.

I'm not happy that you nerfed Force Stun for PvP at all.

But good job on not nerfing Force Lift -- that would have been infuriating.
>

MorganZoller's Avatar


MorganZoller
09.04.2012 , 12:44 PM | #19
Quote: Originally Posted by Lord_Karsk View Post
Some really good changes but not sure about the resolve changes if they will work against stunlocking or for ?
I agree

Eillack's Avatar


Eillack
09.04.2012 , 12:45 PM | #20
Why oh why didn't we just have a PvE skill tree, and a PvP skill tree?


..anyway, been considering to just go full Combat medic on my Commando , not sure if these updates will mess that up though.
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Quote: Originally Posted by BruceMaclean View Post
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