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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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Daggs's Avatar


Daggs
09.04.2012 , 05:35 PM | #221
Okay i really have to know how Merc's keep getting buffed every patch.. Can Sorc's and Merc's change leads please. Cause whoever the Merc lead is has some dirt on someone.

Overload was probably the only thing keeping Sorc's viable in huttball. Being able to protect themselves and keep people off their ledges. So now we have to try and run to the side of someone while turning into them and then hitting overload. In that amount of time everyone else just hits their knockback and we are gone. The knockback radius on Overload is to short to knock people on angles. If you are going to nerf a knockback it needs to be evenly. I remember a Dev saying the reason Merc's didn't have a interrupt was because they had such a OP knockback. Now you give them an interrupt and another stun but leave their knockback just as OP as it was before? Ohh and grats on your new heal from doing nothing more than casting tracer missles.

"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."

Let me explain how idiotic this statement is:

1. "Jet Boost and Concussion Charge behave similarly" - Exactly so nerf them evenly.
2. "but they are limited to the Mercenary and Commando" - Uhh Overload is limited to only Sorc/Sages. what was this meant to say?
3. "Changing them has a less effective impact on the game" lol, see number 1.. they work the same.. so they effect the game the same. Except these don't have animation lag like overload has. making it better than overload and a longer pushback. so it actually has a more effective impact on the game.

Sorc's being a 30 meter class now can only stun in a 10m range? So i'm going to now run 20 meters to stun someone for 4 seconds. sounds legit.....yes, i know it will still work on melee.

Sorc's are already the redheaded stepchild of PVP and you are just making it worse.

We have the lowest armor value, no defense increases, no burst, and long heals. The pluses we had to stay alive were the interrupt, stun, bubble, and the overload. You have now taken 2 of those away in most situations. Why not just take the bubble and admit you don't want the class around anyone. You already drove most of the player base away. Man up and just change everyone to Mercs.

Please do us all a favor and take the "Balance" portion out of this update.. it's not balance its further pushing the unevenness.

Jurgen-Ferik's Avatar


Jurgen-Ferik
09.04.2012 , 05:36 PM | #222
Quote: Originally Posted by WobblyBits_X View Post
losing the knockback on rocketpunch is only a minor inconvenience... and only really for pve use.
in pvp the extra stun is actually an improvement.
Yeah you don't know what you're talking about.
I gave up the highest skill in my pyro merc tree so I could buy Rocket Punch. It's essential for kiting for a merc.
Underpowered Valor Rank 80 Pew Pew Merc.
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RamathRS's Avatar


RamathRS
09.04.2012 , 05:36 PM | #223
Quote: Originally Posted by Kyriosgundam View Post
BioWare should have left the Overload skill alone it was fine the way it was. This skill allowed my Assassin to knock away any enemies from me even those that were attacking me from behind, and now it only targets those enemies in front of you that really puts PvE only players like me in a real bind when attacked by a large group of enemies when solo. So now players like me get screwed cause the PvPers complained gee I thought this game was STORY driven which put more priority on the PvE aspect of the game than on PvP. Luckily this wont be a game breaker for me but it will make life for PvE players like me more frustrating.
YES!! I am SO sick of having PvE nerf'd patch after patch because of PvP!

FFS! STOP SCREWING WITH PVE BECAUSE OF PVP!


-If you need to make changes to PvP, make changes to PvP! Why is that such a hard thing to get through your skulls?!

-If one ability is working fine in PvE, but is causing problems with PvP, CHANGE IT IN PVP!
It's maddening to see just how brainless the dev's are handling this!

So I'll say it again....

FFS! STOP SCREWING WITH PVE BECAUSE OF PVP!

Henu's Avatar


Henu
09.04.2012 , 05:39 PM | #224
Quote: Originally Posted by RamathRS View Post
YES!! I am SO sick of having PvE nerf'd patch after patch because of PvP!

FFS! STOP SCREWING WITH PVE BECAUSE OF PVP!


-If you need to make changes to PvP, make changes to PvP! Why is that such a hard thing to get through your skulls?!

-If one ability is working fine in PvE, but is causing problems with PvP, CHANGE IT IN PVP!
It's maddening to see just how brainless the dev's are handling this!

So I'll say it again....

FFS! STOP SCREWING WITH PVE BECAUSE OF PVP!
what change are you talking about?
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Solar_Breeze's Avatar


Solar_Breeze
09.04.2012 , 05:41 PM | #225
Quote: Originally Posted by RamathRS View Post
YES!! I am SO sick of having PvE nerf'd patch after patch because of PvP!

FFS! STOP SCREWING WITH PVE BECAUSE OF PVP!


-If you need to make changes to PvP, make changes to PvP! Why is that such a hard thing to get through your skulls?!

-If one ability is working fine in PvE, but is causing problems with PvP, CHANGE IT IN PVP!
It's maddening to see just how brainless the dev's are handling this!

So I'll say it again....

FFS! STOP SCREWING WITH PVE BECAUSE OF PVP!

Quick question to you poster.

When do you use Overload in PVE that requires you to scatter mobs in all directions rather than push them one way or the other. Because the only use of the all round overload is to scatter in PVE . This change allows you to be more tactical with your knockback and group mobs up for aoe etc... + knockbacks arn't a massive part of PVE compared to PVP so of course the changes should focus on PVP.


Nothing your 10s reduced Force speed cant handle to get away from things im sure..


This is why this type of thread before things are on PTS is a little annoying. no one really knows the impact until you see it.

WushuDragon_'s Avatar


WushuDragon_
09.04.2012 , 05:45 PM | #226
Soooo....Does this mean that 1.4 ISN'T going to be a Re-vamp of the Companions...Including SAME SEX Romances being added to the game?
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CandarOrdo's Avatar


CandarOrdo
09.04.2012 , 05:45 PM | #227
So question...why does Whirlwind, Force Lift, Plasma Probe and Incendiary Grenade still have a 30 meter range, but Electrodart has a 10 meter range??? If they want to equalize it shouldn't all stuns be the same distance and time active?

WushuDragon_'s Avatar


WushuDragon_
09.04.2012 , 05:47 PM | #228
Quote: Originally Posted by CandarOrdo View Post
So question...why does Whirlwind, Force Lift, Plasma Probe and Incendiary Grenade still have a 30 meter range, but Electrodart has a 10 meter range??? If they want to equalize it shouldn't all stuns be the same distance and time active?
I figured that be quite obvious. Electrodart is instant, where as the others have casting times. it basically comes down to...instant=10m or CastingTime=30m
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metalfenix's Avatar


metalfenix
09.04.2012 , 05:49 PM | #229
Quote: Originally Posted by Solar_Breeze View Post
Quick question to you poster.

When do you use Overload in PVE that requires you to scatter mobs in all directions rather than push them one way or the other. Because the only use of the all round overload is to scatter in PVE . This change allows you to be more tactical with your knockback and group mobs up for aoe etc... + knockbacks arn't a massive part of PVE compared to PVP so of course the changes should focus on PVP.


Nothing your 10s reduced Force speed cant handle to get away from things im sure..


This is why this type of thread before things are on PTS is a little annoying. no one really knows the impact until you see it.
This sounds pretty at first..except when you are surrounded by adds, throw overlap and see the adds behind you laughing at best. One try to run (using force run) to hide and heal myself (or my pet/teammate), but oh surprise the adds followed you and catched you up, and your mighty cone overlap is on CD!

And don't get me started about getting on 10 meter range just to throw electrocute, since we are at it, they can make it 4 mts and be in their face like melee classes.

EDIT: well, thinking it twice, your suggestion might have sense if I walked on a little so the cone affects all the adds, but I don't see myself doing that in a while. overlap was my "leave me alone" button all this time . I'm still mad for electrocute though.
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ArcaneXtasy's Avatar


ArcaneXtasy
09.04.2012 , 05:52 PM | #230
Quote: Originally Posted by Costello View Post
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.
Bonecrusher shouldn't require any particular mix of ranged vs melee DPS. Just keep him in the middle of the room (as best you can). Whomever has aggro stands still, while the rest of the group moves behind Bonecrusher (running thru him his quickest) to avoid swipes. Granted, the fight can get pretty frenetic because he swaps targets so often, but even when I am in KP on my ranged class, I still stack up with the group. It lets me benefit from AOE heals. And if I am on the edge, and Bonecrusher targets me, he is going to move away from the middle of the room (undesirable). You want him in the middle so he doesn't knock someone off the platform into the acid.

That said, the dev post was specifically mentioning only a portion of class balance issues. And it DID address some melee (Scrappers / Concealment Ops). But since we're still several weeks from 1.4 being released, there's plenty of time for BW to respond to feedback and make other changes. While I think it's good BW is communicating with us, and we are communicating back, all these Chicken Little (not yours, but others') posts ("OMG teh sky is falling!") are premature given we haven't seen the changes in action on the PTS yet. Hoping it will all be positive.
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