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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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Costello's Avatar


Costello
09.04.2012 , 03:33 PM | #171
Was hoping for some love for melee classes.

Just has a group unable to take down bonecrusher cause we just had too many melee types in the fight and his cleave and leap abilities just ment the healers couldn't keep up and to pull out range ment the fight went on too long and he enraged.

Talking of control there needs to be more options for melee classes to control a fight and either having to leave the fight oe just get hit.

DroidDreamer's Avatar


DroidDreamer
09.04.2012 , 03:34 PM | #172
Quote: Originally Posted by Sippix View Post
On another note, I also feel that the changes made to Overload and Force Wave would give moderately skilled attacking players a much greater advantage over Inquisitor/Consular players of equal or lesser skill level. The "cone effect" change is simply too cumbersome for most players' skill levels in PVP, while maintaining it as a defensive ability. As someone that PVP's every day, for hours a day, I've never once personally said nor heard any reference to Overload and/or Force Wave being out-of-line, as far as the power of its utility is concerned. Perhaps this could be Advanced Class specific, with the Sorcerers/Sages getting the current AOE, and the Shadows/Assassins getting the cone (seeing that Sins/Shadows are more front-line offensive AC's).
THIS. Bolded part in particular.
The DroidDreamer Legacy (Pot5 Server)
Eblen 50 Sorc heals | Sodan 50 Sniper | Trilliant 37 Immortal Jugg | Somnis 50 TankSin
They mark me with the lightning bolt in Huttball.

Rakshall's Avatar


Rakshall
09.04.2012 , 03:41 PM | #173
Lol - nerf to resolve. It could be different in organised groups but in random WZ resolve even now kicks in too late - stunned player is already dead or is left with less than 10% hp (and will be dead in a second or two). Maybe you should remove resolve and don't pretend that PVP in SW is anything more than StunWars. :/

FreiaFett's Avatar


FreiaFett
09.04.2012 , 03:44 PM | #174
Quote: Originally Posted by Chemic_al View Post
Why do you HATE sorcs Bioware?

These changes do NOTHING for overall survivability (ie NO defensive cooldown) or to reflect the disparity in DPS with other classes, as in we are the bottom of the heap in PvE and no burst in PVP.

Guess you just glossed over the "HOW TO MAKE SORCS BETTER" and "WHAT WOULD YOU LIKE TO SEE" threads.

EPIC FAIL. AGAIN.
I don't think I could have said it better. It's great that a sorc will now be able to knock everything away in front...but what about the guys attacking from behind. That whole 120 degree cone isn't going to do crap to help a sorc stay alive in pvp. When I saw this thread I was slightly optimistic that I would see some substantial changes for class balance, like upping Sorc DPS, more survivability then 1 self heal, or toning down the outlandishly high marauder/sentinel dps. I was also expecting to find more on resolve then, we've made it stupid proof.

Do any of the devs read any forum posts?

Hessen's Avatar


Hessen
09.04.2012 , 03:48 PM | #175
Quote:
Dogs go "woof"
Cows go "moo"
PvPers go "The classes aren't balanced"
Quote:
Dear Devs,
Please nerf Paper and buff Rock. Scissors is fine.
Signed Rock
Thanks for update Devs. It's appreciated, although address some of the other minor bug and feature concerns would be more appreciated.
Twisted
EU - Tomb of Freedon Nadd
16m Raiding Guild - Recruiting

Talimar's Avatar


Talimar
09.04.2012 , 03:52 PM | #176
Wow, way to completely not get it.

oredith's Avatar


oredith
09.04.2012 , 03:56 PM | #177
Quote: Originally Posted by Twickers View Post
And honestly I don't see why people keep saying mercs/commandos are "terrible DPS" I see plenty of guilds running DPS mercs/commandos and my own guild I run as a DPS merc, we've cleared all content on nightmare mode and we have the first two bosses in HM denova down with me as a DPS merc.
people are referring to merc dps in pvp.
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Rynis's Avatar


Rynis
09.04.2012 , 03:57 PM | #178
Since force speed is being reduced to 20 seconds and Darkness assassins spec into a 10 second decrease to force speed...is our speed going to be a 10 second cooldown?
#AlmightyTeejus-#twitch.tv/bjagz

JamieM's Avatar


JamieM
09.04.2012 , 04:04 PM | #179
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.
Same here mate - really thought we were due some tweaks but I guess BW think they did enough in 1.3 (hint: they didn't, we need a damage buff to both DPS and Tank Juggs).

scionofhorus's Avatar


scionofhorus
09.04.2012 , 04:05 PM | #180
Quote: Originally Posted by Rynis View Post
Since force speed is being reduced to 20 seconds and Darkness assassins spec into a 10 second decrease to force speed...is our speed going to be a 10 second cooldown?
I'm just wondering if you could combine it with the new 5 second reduction in Inf/Dec for a 5 second cooldown total. Whee, 60% average increased speed.