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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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KyaniteD's Avatar


KyaniteD
09.05.2012 , 04:29 PM | #491
The only thing I stumbled over when reading this article:

"we don’t like it when"
Harm no one's internal, invisible integrities. Leave others the privacies of their minds and lives. (Surak) Don't think twice before you listen to your heart, follow the trace for a new start. [...] In the eye of storm you'll see a lonely dove - the experience of survival is the key to the gravity of love. (Enigma)

DarthOvertone's Avatar


DarthOvertone
09.05.2012 , 04:30 PM | #492
Quote: Originally Posted by Makais View Post
Where is the buff for assassin/shadow tanks?? Is it Force Cloak down to 2 minutes??
Well...Shadow/Assassin Tanks are getting indirect buffs in the form of a reduced Force Cloak cooldown and a 10s Force Speed if they spec Elusiveness.

The main buffs went to the Deception/Infiltration ACs, which needed it.


Quote: Originally Posted by Tuscad View Post
Telling people to learn to play when they don't like the class changes and "balance" seems elitist to me, if I go on to list what all doesn't work and is broken you will just ignore it and say learn 2 play which would just be a waste of effort and time on my part. I am not walking into that little trap.
Brother man. I'm not a Troll and I have an open mind. Make your argument. If it is persuasive and factually solid, you will convince me that you are right. Honestly. I just play this game to have fun and I really just want everyone to have fun.

There is no change going through that is detrimental to PvE in any way whatsoever. These are slight modifications to gameplay that are easily adaptable, not apocalyptic, not gamebreaking.

Now in PvP, that may not be the case...hello 10s Force Speed and increased Stealth frequency.


Quote: Originally Posted by Quinlynn View Post
So why is Shadow / Assassin getting a boost? They aren't powerful enough?
The Assassin/Shadow Deception/Infiltration ACs are getting a boost. And yes, they weren't powerful enough.


Quote: Originally Posted by thefishdude View Post
Stun Wars Continues!!!
Nah...1.4 will usher in the age of Stealth Wars. The proposed changes to Stealth are asinine except for the Deception/Infiltration/Scrapper/Concealment ACs. You thought the teams of stunlocking Operatives were bad before. Just wait till the Tankassins and Ops/Sawbones healers get a hold of this.

Meanwhile the QQers are complaining about Force Wave/Overload. lol


Quote: Originally Posted by TheSunStar View Post
The only way i can make sense of this is that those enemy players have been complaining.
Or you could just consider that FW/O is spammy and haphazard in its current implementation. The Devs are making it an Instant skill now with more precision and control. What is so difficult to understand about that?


Quote: Originally Posted by Timias View Post
So much for your promise to not "adjust" classes based solely on PvP.
Please explain how any of the changes are gamebreaking for you in PvE land.
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Calzaghe's Avatar


Calzaghe
09.05.2012 , 04:36 PM | #493
Well the small amount of Trooper Commandos left on our small thread of the class forums have reacted fantastically well to this latest news update.

I, for one, cannot wait to get molested by everything that moves come 1.4.

I just pray they lower our heal range to 10 meters ontop of this.
"The harder the world, the fiercer the honour."
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iamglass's Avatar


iamglass
09.05.2012 , 04:39 PM | #494
Quote: Originally Posted by TheSunStar View Post
As a ranged squishy class you are already putting yourself at risk by running up to the group of enemy players in order to push them off. Those enemy players all have the chance to stun you or to push you off before you push them off.

Another thing about the 360 degree push off -> that only works on a walkway or bridge. Not on a cliff: as those behind you just get pushed further on land - not off of the cliff.
Yes and no. Sure you're squishy, but you have forcespeed, you miss and they don't fall off, just turn around and run away, you'll get some distance before they leap/shoot you, and if you get hook shot, well that's tough cookies. What i mean to say is that it's so easy to do it in a relatively safe manner with the 360 degree push than with the 120, shoot the cloaked variety can easily kill 2-4 people and book it in this manner, the 120 makes it so you need more precision to get this desired affect, you need to position yourself better. And there by make it a less viable tactic, since it's kinda cheesy.

iamglass's Avatar


iamglass
09.05.2012 , 04:41 PM | #495
Quote: Originally Posted by Calzaghe View Post
Well the small amount of Trooper Commandos left on our small thread of the class forums have reacted fantastically well to this latest news update.

I, for one, cannot wait to get molested by everything that moves come 1.4.

I just pray they lower our heal range to 10 meters ontop of this.
I'm assuming this in response to the insta-CC range nerf as opposed to the uber heal buffs + disrupt?

metalfenix's Avatar


metalfenix
09.05.2012 , 05:06 PM | #496
Quote: Originally Posted by iamglass View Post
Yes and no. Sure you're squishy, but you have forcespeed, you miss and they don't fall off, just turn around and run away, you'll get some distance before they leap/shoot you, and if you get hook shot, well that's tough cookies. What i mean to say is that it's so easy to do it in a relatively safe manner with the 360 degree push than with the 120, shoot the cloaked variety can easily kill 2-4 people and book it in this manner, the 120 makes it so you need more precision to get this desired affect, you need to position yourself better. And there by make it a less viable tactic, since it's kinda cheesy.
Yeah, I hear you. Another valid tactic would be...*gasp* actually use a bit of backpedaling (yeah, that thing that "experts" say to not use) to get the mobs that surrounds you get in front of you (or at least in the 120 cone) and use it. Of course, this change, along with the nerf range of electrocute, is an UNNECESSARY CHANGE THAT NOBODY ASKED TO (I haven't read about it even in the PvP forums I've never seen anyone complain about these two skills on sorcs...in fact, it seems that nobody wants sorcs unless they heal on PvP), so this is why I would got mad.

Seriously, I would trade that "moderate" free heal (wich no one of us knows how much it heals) and the force speed "buff" for my old overlap and electrocute any day of the week.
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Akam's Avatar


Akam
09.05.2012 , 05:18 PM | #497
While most of the mercenary changes are welcomed, the last one in particular I can't see being very useful in a PvP or PvE setting

Quote:
•New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit
It's true that most players will immediately focus a healer if they see one and since thats the case (and we do have kolto shell/trauma prove on ourselves), don't you think we'd be better off casting a heal on ourselves?

Assuming we're geared properly;

Any heal + koltoshell/trauma probe charge > 2 Kolto shell/trauma probe heals

Not to mention Rapid shot/hammer shot won't even make a dent in a player with a decent amount of expertise. This also brings up the fact that if it is a skill, we'd have to give up something good/required by our advanced class for something that sounds good on paper, but just isn't as good or required (kind of like powered insulators)

Now with that being said, I would suggest going back to the drawing board on that one, and perhaps consider something that mercenary community has been begging for.

Ideas include
  • Bodyguard- Jumps to the target and redirects incoming damage onto yourself by a %. This ability is highly situational (would be good in both PvE and PvP), would make an excellent cooldown and fits well within the bodyguard archetype
  • Rapid shots- Can be used on yourself. This should be self explanatory but we should be able to cast this on ourselves. If we're getting focused down and are receiving no guard, extra heals, it's just a matter of time before we either overheat or are defeated. We should have something to fall back on when heat just won't let us cast anything else
  • Armoured Heat Suit- Increases maximum heat by 5/10.

    Just a few ideas that I think warrants a look at it.

    Otherwise, great changes as far as mercenaries go
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DJ_Viron's Avatar


DJ_Viron
09.05.2012 , 05:21 PM | #498
No updates for Juggs/Gaurds huh? Figures, at this point I should be used to being forgotten.

Metalmac's Avatar


Metalmac
09.05.2012 , 05:37 PM | #499
Quote: Originally Posted by DroidDreamer View Post
In my experience, Force Speed without a root or stun is not enough to escape with gap closers being as they are. You don't run far enough to avoid the leap.
Yea the problem is you do not get out of range of GOD MODE Sentinel/Marauder so once again they will be unstoppable in PVP. I have no problem with the damage it is the insane number of God Mode moves they have.

Tooie's Avatar


Tooie
09.05.2012 , 06:27 PM | #500
Hello bio so far I have read the 1.4 dev update and I seen some good changes but the resolve part I don't get it well to stop having a person to be immune to stuns and then score a point in hutt ball ok. But will be a problem on the game overall pvp.

For example on our server theirs some people who don't care about doing the Warzone to win they just go and kill other players to get commendations for damage so by reducing the resolve will promote more people to stun lock a player till that player is died. In other words some people will use a warzone as a deathmatch than doing the objectives to win the warzone. This will also be a nightmare for healers once a healer is marked they become the highest target with this new resolve change well that will get each player stun locking a healer till dead meaning no way for a healer to get out of stun after the healer uses for a sorcerer uses Unbreakable Will to break a stun then they can't break that anymore for 2m. Already healers are getting stun locked by other players anyways once the healer gets marked in other words the resolve is not making a healer immune to the stuns till the healer is died. With this change will promote more deathmatchs on every Warzone making the victim more angry and stop playing the game altogether because he or she can't get out of the stun lock and dies.

So far ya guys to a good job to the game just some changes can be questionable and some player will get angry by the change and stop playing the game resulting on losing players.

Edit
Wanted to add after thinking a bit.
Now redoing the resolve because of most scores on Hutt ball ok then it should be this way when a player has the ball will have a resolve reduced debuff making that player acceptable to more stuns rather than redoing Resolve on everybody in a warzone.
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