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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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Metalmac's Avatar


Metalmac
09.07.2012 , 03:45 PM | #611
I was told that the Force Wave was fine and just back through the guy and and use it.

1. Stunned or slowed or locked in place or dead.
2. Now I am facing the target I want to get away from.
3. I bet money DPS for Sages goes down and Sage healers die more in PVP and PVE.

ProKsnNwk's Avatar


ProKsnNwk
09.07.2012 , 05:25 PM | #612
Their aim was to make the game more enjoyable.
But the adjusting they going to do to stuns, is ridiculous.
Instead of having less stuns, cause there are to many stuns in this game.
You going to be stunned even longer, cause the resolve does not stack on the resolve, lol.

and to boost, you made Force Wave, 120* grade angle. It's ridiculous.
The adjustments to Stealth classes, are good.
But what you did to Force Wave, and Sages/Sorcs, OMG, you even have testers?

INSTEAD OF MAKING, SUCH RIDICULOUS "ADJUSTMENTS", YOU SHOULD HAVE FOCUSED ON THE PROBLEM OF VANGUARDS AND MARAUDERS BEING TO DAMN OP.


NO Animation for Pushback, good idea. But 120 angle NO GOOD!
Make CD Leaping for Mara/Sent and Guardians longer, just like the Force Speed of Consular 20 sec CD!

MidichIorian's Avatar


MidichIorian
09.07.2012 , 05:27 PM | #613
Resolve is actually going to fill faster because sorcs are, with no 30 m electrocute, forced to CC and run instead. Snipers are going to have a field day.

ThePhenomMantis's Avatar


ThePhenomMantis
09.07.2012 , 06:03 PM | #614
Wish they would just do away with the stuns all together tired of being stunned 3 times in a row .
all I hear is complaints about stuns. need to shorten the cool down on the breaks. Also why does it seem the trooper is WAY WAY WAY to over powered. they heal dps and tank all from the same build????

Tooie's Avatar


Tooie
09.07.2012 , 06:10 PM | #615
Well after reading the notes longer I can see how this will work and I hope it will work well but I do hope is if a player use the same stun after the other stun fades doubling the resolve so the enemy that is getting the stun will have a chance to strike back or able to run away after the enemy stuns back at you.

Now if a player A Stuns the enemy and player B use a stun while the other stun is still active should be reflected back at the player B and the player B get stunned by his own stun punishing the player. Thats something that bioware should add to punish the player giving another stun while the other stun is still active.

Which I think will be cool because when the player B gets stunned by his how stun the enemy can either attack that stunned player or the enemy will have a good opportunity to run away.
Pandorra - Sorcerer // Celah - Sniper
Alyissa - Sentinel
Celiea Legacy

Grimefighter's Avatar


Grimefighter
09.07.2012 , 06:18 PM | #616
Hi I'm a Level 50 Sage and I approve of these changes! Look forward to hearing more info.
The Darkwing Legacy of the Red Eclipse Server

Operative - LVL55, Mercenary - LVL55, Sorcerer LVL55, Juggernaut - LVL55
Scoundrel - LVL37, Sentinel - LVL33, Vanguard - LVL12, Shadow - LVL10

Vetilo's Avatar


Vetilo
09.07.2012 , 06:28 PM | #617
I would be happy if they would just get rid of the resolve system as is, or at least fix it so that the following would happen:
1. It actually works the way it is supposed to, instead of getting stunned when you have full resolve, or being immune to stuns / knockbacks when you have no resolve built up at all.
2. Once you reach full resolve, all movement impairing effects currently on you go away and you become immune to all slows, roots and snares as well as stuns.

Quite frankly, I am getting sick and tired of STUN Wars PVP. I couldn't tell you how many times I have been completely stun-locked with full resolve, gotten killed and appeared in the respawn point with 3/4 of a full resolve bar.

If people are going to continually spam their stuns against their opponents, then the opponents need to become completely IMMUNE to it at some point, which I believe is the original intent behind the resolve system in the first place.

If you won't fix resolve, then at least give us a 30 second stun break instead of a 1 minute cool-down.
"Stay low, move fast, think smart,...
and if you have to go, make sure you take along some company!

NoaFlux's Avatar


NoaFlux
09.07.2012 , 07:04 PM | #618
You want balance? Stop letting extremely talented guilds with vent etc. go against pug. I just got obliterated by We Haz Cookies for about the 500th time. People in chat were leaving and saying they are never coming back to SWTOR because of things like this.

and F2P? once the new players start playing these guilds in WZ they won't want to come back either. and yes they can play WZ's from what I hear. a little bit of questionably unfair balance, mechanically, won't make people hate SWTOR but going against guilds who have vent will (thiss technically unfair because pug is random...one side is not..that's like getting random draft pick football players and making them play against hand selected players.)

Fixing the guild/pug problem is actually fixing balance. That is way more of a priority compared to "micro adjustments" like we see with this update, 1.4.

and yes this is a complicated situation but there are intelligent solutions. Like and in game voice chat, so both sides have the ability to use it, or forcing guilds to go solo if more then 4 of them are queued (this is VIP since two really great guilds of diff names often queue together). Also there could be a buff if their guild is that much stronger. I mean at least a little. I am almost full WH and I died almost instantly every time I hit the field. I am not exaggerating. Anyone who has played this guild understands.

I don't mind it too much, because I get my my daily quicker but new F2p players, and PvE'rs who are just trying to have fun to pass the time...well they hate this crap.

ITS ABOUT PRIORITY. "Micro managing" is not priority.

ProKsnNwk's Avatar


ProKsnNwk
09.07.2012 , 07:42 PM | #619
Quote: Originally Posted by Tooie View Post
Well after reading the notes longer I can see how this will work and I hope it will work well but I do hope is if a player use the same stun after the other stun fades doubling the resolve so the enemy that is getting the stun will have a chance to strike back or able to run away after the enemy stuns back at you.

Now if a player A Stuns the enemy and player B use a stun while the other stun is still active should be reflected back at the player B and the player B get stunned by his own stun punishing the player. Thats something that bioware should add to punish the player giving another stun while the other stun is still active.

Which I think will be cool because when the player B gets stunned by his how stun the enemy can either attack that stunned player or the enemy will have a good opportunity to run away.
I think that idea wouldn't be good in practice, cause of many things (dont want to spent long time explaining).
But just normal immune to the stunns, rots, slows, etc. for 30 sec, when your resolve bar got full, would be good.


(Marauders and Guardians Leap should be made 20 sec cooldown, just like Consulars Force Speed is.
Also the Leap roots for 3 seconds, even when yours resolve bar is full.
When Mar/Sen jumps on you in Hutball, when your caring the ball over fire pit, even when your resolve bar is full = death.
Then in every warzone, there is always more than 1 Mar/Sen in opposite team).

borreguisho's Avatar


borreguisho
09.07.2012 , 10:46 PM | #620
Please fix the bug in the sith inquisitor mission at the colossus foot several people are stuck and cant progress
Thx