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Pyrotech, Sweltering Heat still not working as described

STAR WARS: The Old Republic > English > Classes > Bounty Hunter
Pyrotech, Sweltering Heat still not working as described
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Evuo's Avatar


Evuo
04.10.2013 , 12:10 AM | #1
NOTE: This skill and its affected abilities apply to both the Mercenary/Commando and Powertech/Vanguard versions of the Pyrotech/Assault Skill trees. This is mostly just a repost of my bug report on the PTS forums and now the Customer Service forums.

Skill Name: Sweltering Heat

Skill Type: Passive

Skill Points for Maximum Rank: 2

Skill Description: Combustible Gas Cylinder has a 50% (100% with 2/2 points) chance to apply its effects to reduce the movement speed of the target by 30% for 2 seconds.

Abilities augmented by this Skill:
•Flame Burst (additionally augmented by the Bursting Flame Skill)
•Rapid Shots
•Unload
•Rail Shot
•Flame Sweep (additionally augmented by the Volatile Igniter Skill)

The Problem: The skill is not functioning as listed in the description.

Description of the Problem: Sweltering Heat only applies a maximum of 2 times consecutively no matter the combination of abilities used to apply Combustible Gas Cylinder. You must let the Combustible Gas Cylinder Dot run its duration or be cleansed before it can apply its slow effect again. This limit is not described in the tooltip associated with this skill. Therefore, the text is either incorrect or this skill is not functioning as intended.

How this Skill functioned prior to 2.0: Using a Rail Shot on the target affected by the Combustible Gas Cylinder dot would refresh the Sweltering Heat slow and allow you to apply the Sweltering Heat slow up to two more times before needing another Rail Shot to reset the Combustible Gas Cylinder dot/Sweltering Heat slow. This limit is has also never been described in or been able to be inferred from the tooltip. It has functioned this way since release whether it was intended or not.

Macroeconomics's Avatar


Macroeconomics
04.10.2013 , 05:01 AM | #2
There are some other slight complications as well. Missile Salvo now can trigger CGC as well. Moreover Missile Salvo and Flame Sweep know enable CGC to exist on multiple targets. I ran some tests on the last day of the PTS and found that Missile Salvo did refresh the CGC burn damage on a dummy. Presumably it would also refresh the snare, although I can't confirm that obviously. I was unable to test whether Flame Sweep refreshed CGC on a target already affected by CGC. I did test other abilities and can confirm the OP's statement that those abilities now no longer refresh CGC - although I can't remember whether Superheated Rail worked properly.

My guess is that when they introduced Missile Salvo's ability to trigger CGC and the limits it has on triggering CGC (Missile Salvo can only trigger CGC once every 6 seconds - so you can't put CGC on 4 targets for example), they either purposefully or inadvertently made that "only once in 6 seconds" limit apply to CGC for all other attacks (taken as a group). Thus when you trigger CGC with Unload, there then starts a 6 second blackout where you can't trigger CGC from Rapid Shots, Power Shot, etc. This is indeed a nerf, and if intended a rather devious stealth nerf.

Evuo's Avatar


Evuo
04.10.2013 , 07:03 AM | #3
Quote: Originally Posted by Macroeconomics View Post
I did test other abilities and can confirm the OP's statement that those abilities now no longer refresh CGC - although I can't remember whether Superheated Rail worked properly.
Just to be clear, the complication I'm experiencing is the age old one of Sweltering Heat not proccing despite CGC proccing. Flame Sweep (when augmented by the Volatile Igniter Skill) and Flame Burst (augmented by the Bursting Flame skill) both still proc the CGC dot indefinitely but have a limit on the proccing of Swelting Heat (the slow skill that gives your CGC applications a 100% chance to proc the 30% slow for 2 seconds.)

Flalia's Avatar


Flalia
04.11.2013 , 04:28 AM | #4
One thing i've been noticing as advanced prototype. If they resist a tick of my retractable blade dot it removes the entire dot.

Mistrunnerx's Avatar


Mistrunnerx
04.11.2013 , 09:53 AM | #5
Quote: Originally Posted by Flalia View Post
One thing i've been noticing as advanced prototype. If they resist a tick of my retractable blade dot it removes the entire dot.
That would make a lot of sense. I thought my RB bleed was ending really quickly on some enemies... It's especially annoying when you go to rail shot someone in the face and all of a sudden RS greys out >.<

Evuo's Avatar


Evuo
04.17.2013 , 10:16 PM | #6
I wonder what it takes for something like this to get noticed.

af_raptura's Avatar


af_raptura
04.18.2013 , 02:35 AM | #7
Quote: Originally Posted by Evuo View Post
I wonder what it takes for something like this to get noticed.
It might be a while. Especially if you subscribe to the notion that Bioware hates bounty hunters/troopers, which I admit would explain a lot of things. I'm going to rate this thread and hope that it draws some further attention.
PvE theorycrafting has really loosened their standards.
Quote: Originally Posted by karlwaite View Post
As for the skill changes to benefit pvp likes of the fly by damage reduction they suffered and reducing focused defence by 200% is a joke they are affecting pve to benefit pvp.

DavidDemaree's Avatar


DavidDemaree
04.18.2013 , 11:11 AM | #8 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by Evuo View Post
I wonder what it takes for something like this to get noticed.
Today is your lucky day! I'm fixing the issue with Sweltering Heat as I type this.

As for the other issue reported: [Retractable Blade's bleeding effect disappears after a tick of damage is resisted] - I am not able to reproduce that. Whenever I see a resist, it keeps on ticking (unless it was the last tick of damage). However, if the initial kinetic damage from the blade is resisted, then the bleeding effect will not be applied - that is working as designed.
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af_raptura's Avatar


af_raptura
04.18.2013 , 12:55 PM | #9
Quote: Originally Posted by DavidDemaree View Post
Today is your lucky day! I'm fixing the issue with Sweltering Heat as I type this.

As for the other issue reported: [Retractable Blade's bleeding effect disappears after a tick of damage is resisted] - I am not able to reproduce that. Whenever I see a resist, it keeps on ticking (unless it was the last tick of damage). However, if the initial kinetic damage from the blade is resisted, then the bleeding effect will not be applied - that is working as designed.
Have to admit, such a prompt response was not expected.
PvE theorycrafting has really loosened their standards.
Quote: Originally Posted by karlwaite View Post
As for the skill changes to benefit pvp likes of the fly by damage reduction they suffered and reducing focused defence by 200% is a joke they are affecting pve to benefit pvp.

Evuo's Avatar


Evuo
04.18.2013 , 07:57 PM | #10
Quote: Originally Posted by DavidDemaree View Post
Today is your lucky day! I'm fixing the issue with Sweltering Heat as I type this.

As for the other issue reported: [Retractable Blade's bleeding effect disappears after a tick of damage is resisted] - I am not able to reproduce that. Whenever I see a resist, it keeps on ticking (unless it was the last tick of damage). However, if the initial kinetic damage from the blade is resisted, then the bleeding effect will not be applied - that is working as designed.
Thank you, I am sorry it had to come to complaining on the forums. If sweltering heat begins to function as I would infer from the tooltip, proccing on each CGC application, it will be a huge help in both kiting and catching your target.