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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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dipstik's Avatar


dipstik
09.04.2012 , 12:52 PM | #31
Why don't you ever think about how bad you are making PvE when you make these changes.

Everything in the article say this and that for PvP... Meanwhile scrappers can't dps, sorcs can't heal, assassins can't tank... all because previous changes you have made.

Everyone wanted a nerf to marauders and powertechs, and for sage damage to be internal and elemental like sorc damage is... but what do you do?

You get rid of healer utility (10 meters does not accomodate where healers need to be standing in PvP or PvE).

You get rid of scrapper dps burst, now having to wait 2 minutes for disappearing act so we can use shioot first again.

And don't you think that its bad that you had to create a new ability to solve the sorc healer nerf you did in 1.2?

Overall: Rather pathetic how short-sighted the changes have been. We get it. You care about PvP more than fun PvE gameplay.

Have fun losing more subs.

JamieKirby's Avatar


JamieKirby
09.04.2012 , 12:55 PM | #32
Hmmm, nothing on much needed changes, oh well.

FodderofCannon's Avatar


FodderofCannon
09.04.2012 , 12:56 PM | #33
Quote: Originally Posted by Heartsong View Post
As a Sorc healer, I have to say I HATE the Overload change and feel it is going to affect healer survivability negatively.

I primarily use Overload in two situations in PvP.

1. I'm getting swarmed and stunned. Foes all around beating me and stunning me, I spam my Overload button til I break free of stun and can get it off. It gives me breathing room and a chance to survive. NOW, in the middle of a group of foes who are beating and stunning my ***, I will need to maneuver around, FACE them, and then hit Overload? The only GOOD news is I won't need to sit on another healer to give them room.

2. I'm running like hell with someone beating on my *** (I also do this in PVE). Now I'm going to have to turn around, run MORE SLOWLY backwards and blast them while I continue to take damage.

I stuck it out through the Sorc healing nerf; I'll stick it out through this, but damn, healing in PvP pre-50 is rare as hell already; I can't imagine what it will be like after this. (I can't speak much for 50 lately since I haven't been PvPing there the past month or two, but I know we lost quite a few in the "Great Sorc Nerf of 2012").
I think you missed the part about us having a instant cast free force self heal. Also having to move is something healers should have to do anyhow. Also consider the fun to be had in huttball and the new wz for throwing people into FIRE!!!

Overall I like the direction the devs are going with this. Really one minor nerf, and some good buffs. We will have to see about resolve in game, however, to really judge it.
Learn to Think
L2T

moonshoter's Avatar


moonshoter
09.04.2012 , 12:56 PM | #34
Quote: Originally Posted by dipstik View Post
Why don't you ever think about how bad you are making PvE when you make these changes.

Everything in the article say this and that for PvP... Meanwhile scrappers can't dps, sorcs can't heal, assassins can't tank... all because previous changes you have made.

Everyone wanted a nerf to marauders and powertechs, and for sage damage to be internal and elemental like sorc damage is... but what do you do?

You get rid of healer utility (10 meters does not accomodate where healers need to be standing in PvP or PvE).

You get rid of scrapper dps burst, now having to wait 2 minutes for disappearing act so we can use shioot first again.

And don't you think that its bad that you had to create a new ability to solve the sorc healer nerf you did in 1.2?

Overall: Rather pathetic how short-sighted the changes have been. We get it. You care about PvP more than fun PvE gameplay.

Have fun losing more subs.

I don't understand what you mean sorcs can't heal I heal EC just fine on my sorc. explain plz .

tundrra's Avatar


tundrra
09.04.2012 , 12:59 PM | #35
/woot! Commando interrupts
Tundrra
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SolusRuni's Avatar


SolusRuni
09.04.2012 , 01:03 PM | #36
Quote: Originally Posted by CourtneyWoods View Post
Hello everyone,

Please discuss this week's Developer Update: Class Changes and Balance in Game Update 1.4 blog in this thread!
Are you freakin kidding me? Heres my discussion. First you lower shadows armor and self heal, now you make us stuck in the open for 2 full minutes? Why dont you take a football, and stuff it completely in our colon.

Whos brilliant idea is this? Sage change, beneficial, as always. Op change, beneficial as always, Shadow change, akin to molestation, as always.

SNCommand's Avatar


SNCommand
09.04.2012 , 01:03 PM | #37
For anyone complaining about the overload/force wave being turned into a cone rather than a circle, yes it was one of the primary escape attempts for trapped sorcerers and sages before, but that is now given to force speed which has now a lowered cooldown and grants immunity from all incapacitating effects, the only thing lost is the fun ability to push several people to their doom at once
Quote: Originally Posted by Ben "Yahtzee" Croshaw
Personally I would slap Georges hands away from the editing desk, give him a colouring book and then remake the entire prequel trilogy so that Darth Vader uses the force to win breakdance competitions and chokes to death anyone who utters the word midichlorians.

ManiacalShen's Avatar


ManiacalShen
09.04.2012 , 01:03 PM | #38
An interrupt will be nice, I guess, and I get the Electro Dart thing, but no knockback on Rocket Punch?! I LIVE on that in Huttball! D: So Powertechs can just yank people into fire, but I can't even luck out and punch someone into one anymore unless I use my long-cooldown Jet Boost?

anthraxcandy's Avatar


anthraxcandy
09.04.2012 , 01:04 PM | #39
Terrible patch. Nothing important to the game is changing for the better, but you're changing a stun system (resolve) that baddies *****ed at because they didn't know how it worked /how to properly spread out stuns. No maura debuff, or pve jugg update, no PTR testing. A change to knock backs for some reason, not too sure why this was a big focus for you guys considering all the ****** changes you guys have made to this game.

Congrats on bringing back the hybrid heal/dps for the sorc/sage class, thought you wanted to move away from that.

I've been subscribed since the start, sad to say that this is the patch that pushes me over, and my main's class isn't even getting nerfed.. The lack of actual changes that matter, story of biowares life.

Mavery's Avatar


Mavery
09.04.2012 , 01:04 PM | #40
Quote: Originally Posted by dipstik View Post
Why don't you ever think about how bad you are making PvE when you make these changes.

Everything in the article say this and that for PvP... Meanwhile scrappers can't dps, sorcs can't heal, assassins can't tank... all because previous changes you have made.

Everyone wanted a nerf to marauders and powertechs, and for sage damage to be internal and elemental like sorc damage is... but what do you do?

You get rid of healer utility (10 meters does not accomodate where healers need to be standing in PvP or PvE).

You get rid of scrapper dps burst, now having to wait 2 minutes for disappearing act so we can use shioot first again.

And don't you think that its bad that you had to create a new ability to solve the sorc healer nerf you did in 1.2?

Overall: Rather pathetic how short-sighted the changes have been. We get it. You care about PvP more than fun PvE gameplay.

Have fun losing more subs.
You are dead wrong on two out of the three there. Yes Scrappers need a DPS boost [in PvE]. PvP, they're fine. But the other two? Honestly man, it comes down to L2P. I hate throwing out that term but that's what it is. Anyone who honestly believes Sages/Sorcs can't heal and / or Shadow/Assassin cannot tank are simply living in ignorance.

There is, honestly, very minimal impact on the PvE game in these changes. In content that matters (HM Ops) -- and I say this because you do not need to play at the top of your game or even be optimized to complete all other content -- Force Stun, Force Wave or whatever else is not needed to succeed. The only time that Force Stun is used in HM OPs is the Baradium Bombers in Kephess. If you have a Shadow Tank (which you should) he takes care of that himself via Nerve Wracking. I really don't see the issue.

The Sage vs Sorcerer thing isn't as big of a problem as you make it seem. BiS Campaign for Sage and Sorcerer [in Lightning and Teleknetic specs) is a 4 DPS difference in favour of the Sorcerer. 4. That's it. In PvP you may have a point, but numbers seem to indicate otherwise.

===

Overall I really like these changes. Commando/Mercs getting an interupt is enormous, and I much prefer the changes to Overload/Force Wave. I know Sage healers will like the extra heal as well. I'm a big fan of the resolve system change simply because [in PUGs] it is incredibly irritating to see stuns go out and resolve is capped almost instantly. Very frustrating. I'm glad to see this change come about.