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Update on Sentinel and Marauder

STAR WARS: The Old Republic > English > Classes > Sentinel / Marauder
Update on Sentinel and Marauder
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EricMusco's Avatar


EricMusco
04.06.2015 , 09:00 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

I know that some of you have been waiting for a status update on Maras/Sents, especially for PvP. Here is some info from the Combat team.

---

Hello everyone,

We would like to take this opportunity to discuss Marauders/Sentinels and their present state in the game. To do so, we wish to start by outlining the rotational design philosophies of the three Marauder/Sentinel rotations.

Carnage/Combat: Low Rotation Difficulty, Moderate Burst and Moderate Sustained Damage
Annihilation/Watchman: High Rotation Difficulty, High Sustained and Low Burst Damage
Fury/Concentration: Moderate Rotation Difficulty, High Burst and Low Sustained Damage

Marauder/Sentinel PvP Viability:
As it presently stands, Carnage/Combat and Annihilation/Watchman are performing well in Solo Ranked and Group Ranked PvP, respectively. We target a 50% win rate for each Discipline in PvP, and Carnage/Combat and Annihilation/Watchman are slightly above this ideal win rate. Carnage/Combat is the seventh most effective Discipline (out of 24 Imperial/Republic total Disciplines) with a win rate that is right on target. Annihilation/Watchman is ranked seventh in Solo Ranked PvP (out of 24 Imperial/Republic total Disciplines) with a win rate that is equally on target. Additionally, Carnage/Combat is currently in one of the top 5 Group Ranked PvP class compositions, and this composition has an 82.6% win rate. While win rates are not the sole variable that we balance PvP performance from, these numbers provide evidence of Carnage/Combat and Annihilation/Watchman viability in broad PvP scenarios.

Fury/Concentration is in the lower half of the PvP spectrum. Like other classes that are underperforming, this is, and shall continue to be, addressed in upcoming class balance updates.

While we plan to adjust Marauders/Sentinels in future updates, we do not expect to see any Marauder/Sentinel Disciplines receiving significant damage output increases. Each of the Disciplines is presently performing at our desired DPS markers, and we plan to focus on Utility in the future. Specifically, mobility and self-healing improvements are currently being tested. We’ll keep you up to date on changes in the coming weeks.

It should be noted that PvP success is continually changing as updates reach live and the community learns new strategies with their classes.
Looking forward, we will continue to incrementally improve the status of Marauder/Sentinel Disciplines that are not performing to satisfaction. This is the perspective that we hold for all Disciplines across all classes.

We will continue to collect constructive feedback from the threads, concerning all classes, and apply improvements through our continual class balancing updates.

-The SWTOR Combat Team
Eric Musco | Community Manager
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DynamiCtagez's Avatar


DynamiCtagez
04.06.2015 , 09:08 AM | #2
This is the most ridiculous post anyone of the community team or the developer ever made. EVER.
The stunlocking Operatives making people unsub post is close, but it doesn't beat this one.

In all seriousness, if you think Marauders/Sentinels are performing well, you have literally no clue at all.
I think the difference between the highest rated Marauder (1884) and the highest rated of the other classes (especially Sin with 2907) should give you a SLIGHT (just VERY slight) hint how ridiculously wrong you are if you think you achieved anything close to balance.

I'm not gonna give up all hope yet, since you said you wanna focus on mobility, utility and self-healing, but I'm not far from giving up. The statistics you posted make no sense at all. Yes, Sentinels don't need big DPS buffs, that's true, but this data you're referring to is absolutely ridiculous. You just need to look at the leaderboards once.

I've been in the top 10 for Season 1 and 2 with my Marauder/Sent in group ranked (inactive during Season 3) and the difference from back then to now is absolutely astonishing. There is no variety in ranked, only double Sin, and group ranked is dying because of this. I think it's pointless to waste any more words for you, it's gonna fall on deaf ears anyway.

znihilist's Avatar


znihilist
04.06.2015 , 09:15 AM | #3
Yeah this is the final nail in the coffin, permanently putting my marauder to rest.

Emperor-Norton's Avatar


Emperor-Norton
04.06.2015 , 09:17 AM | #4
Thanks for the post Combat Team & Eric, it is always good to have you guys communicating with the community about the state of class balance.

Is there any likelihood of changes to improve quality of life for Watchman/Annihilation? Especially in terms of making it's rotation and playstyle closer to the pre-3.0 iteration with shorter duration dots and the Cauterize cooldown reset mechanic?
Macedonicus
plz Fix Watchman

MorgenBlue's Avatar


MorgenBlue
04.06.2015 , 09:19 AM | #5
This didn't answer anything really. All you said is that Annihilation and Carnage are fine GG. My question in the previous thread was about changing how Annihilation / Watchman plays, not about it's damage and you didn't even mention it.

This just confirms that the balancing team is completely disconnected from what the player base wants.

Excise's Avatar


Excise
04.06.2015 , 09:21 AM | #6
I'm a total PvP outsider, but I feel like I'm missing something. The statistics say that Carnage/Combat and Annihilation/Watchmen are in a good spot as far as wins go, but the players are saying otherwise?

Or is Fury/Concentration just so bad that it drags the whole class down?

What am I missing? Is the data above cherry picked to make Sents/Marauders look good or is there just some disconnect between the statistics and what players are seeing?
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slowantics's Avatar


slowantics
04.06.2015 , 09:23 AM | #7
Quote: Originally Posted by DynamiCtagez View Post
This is the most ridiculous post anyone of the community team or the developer ever made. EVER.
The stunlocking Operatives making people unsub post is close, but it doesn't beat this one.

In all seriousness, if you think Marauders/Sentinels are performing well, you have literally no clue at all.
I think the difference between the highest rated Marauder (1884) and the highest rated of the other classes (especially Sin with 2907) should give you a SLIGHT (just VERY slight) hint how ridiculously wrong you are if you think you achieved anything close to balance.

I've been in the top 10 for Season 1 and 2 with my Marauder/Sent in group ranked (inactive during Season 3) and the difference from back then to now is absolutely astonishing. There is no variety in ranked, only double Sin, and group ranked is dying because of this. I think it's pointless to waste any more words for you, it's gonna fall on deaf ears anyway.
pretty much this. its good game if they cant see the major difference between mara/sent and other mdps
guess ill just retire my sent and play my guardian vg and shadow
Signature: Coming Soon

K_osss's Avatar


K_osss
04.06.2015 , 09:28 AM | #8
I got "No plan to increase damage output directly, but we are looking at self-healing and more mobility internally" out of this. I don't think damage needs addressed. It's fine.

I'm more about QoL around Contemplation being made a passive for all Sentinels/Maruaders. Defensive forms being made passive and replaced by something and a mobility improvement possibly at the Masterful or Skillful tier. That's my wish list. Damage is ok in the PvP theatre.

Thanks for sharing this information Eric. I think you guys are on the right track!

oofalong's Avatar


oofalong
04.06.2015 , 09:29 AM | #9
Quote: Originally Posted by EricMusco View Post

...
Carnage/Combat: Low Rotation Difficulty, Moderate Burst and Moderate Sustained Damage
Annihilation/Watchman: High Rotation Difficulty, High Sustained and Low Burst Damage
Fury/Concentration: Moderate Rotation Difficulty, High Burst and Low Sustained Damage

...
Thanks for sharing this information; I am particularly intrigued by the quoted passage. It's nice to see three different dimensions being used to evaluate the class.

I wonder if you could comment more on your definition(s) of Low, Moderate, and High Rotation Difficulty. What are the criteria used in this determination? Number of abilities in the rotation? Frequency of ability use? Procs? Resource limitations?

I would just like to align my definition with those of the combat team.

Thanks again.
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Quote: Originally Posted by EricMusco View Post
You are correct Oofalong.

waterboytkd's Avatar


waterboytkd
04.06.2015 , 09:30 AM | #10
I'm a bit floored. There was no mention on how a large chunk of the watchman/anni community dislikes the current playstyle. No comment on Predation. Those are probably the two biggest issues Sent/Mara players talk about, yet instead we get "You're doing fine in Arenas, so..."

I'm disappointed because this isn't communication (even if you think Watchman/Anni rotation should remain the same, or that Predation shouldn't be changed, you could explain why). It's just a brush off.
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