Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Class Changes: Medicine Operative / Sawbones Scoundrel

STAR WARS: The Old Republic > English > Classes > Scoundrel / Operative
Class Changes: Medicine Operative / Sawbones Scoundrel
First BioWare Post First BioWare Post

RooRider's Avatar


RooRider
10.10.2017 , 06:38 PM | #91
Extremely interested how these decisions were made and by whom. Operative heals was one of the only balanced specs in this game, it had strengths and weaknesses, as every class should. What you've done is attempt to make it play like every other healing class, nerf what it was good at, give it a half-azzed activation buff, without giving it any kind of interrupt immunity.
Who were the people who came up with these nerfs, and how did they determine them? I'm guessing from hitting their ship dummy.
All of these "theoretical numbers", I can count the number of operative healers on two hands that are capable of doing 10K + hps in pvp. I'm guessing the people who made these changes have never played operative either in nim raids or pvp. I guarantee none of them are remotely close to being good at the class.

- Make hots heal for less, making healer reliant on 2 cast heals with long cast time, both of which are easily interrupted. Way to kill a unique class.
- Decrease chance of tactical advantage, making class even less mobile, even after you've already hit its mobility in this patch (with the well thought out nerf to hots), further forcing healer to stand still and cast. Kick him in the ribs while he's down, that's the spirit.
- Reliance on two high energy casts makes energy management difficult. Obviously because you had no energy concerns whilst hitting the ship dummy.
- Reducing energy regeneration chance of diagnostic scan further hurts energy management. Since you already kicked him in the ribs, might as well go all the way and kick him in the special place, whilst wearing steel-toed boots.
- No interrupt immunity. You force the class to be played in the same way as other classes, and don't protect it. Operative is now a wz dummy, well done.

12 months of arsenal merc, without nerfing it's dcd's, but nerfing other classes that are "theoretically" over-performing...who are making these changes?

My honest-to-God solution for the development team. Give arsenal mercs the ability to guard, and give them taunts. Remove every other class in the game and make everyone play arsenal mercs, then you have no need to class balance, and won't be able to botch things any worse.
I can't give any more money to this game. I've left before and come back, but I think this time will be for good.
The brilliant 5X RNG dug the grave, the development team continually reinforcing the belief they have absolutely no clue what they're doing will finish the job.
EA's no.1 fanboi

Enjoyer of mediocre games

DenariusJay's Avatar


DenariusJay
10.10.2017 , 09:20 PM | #92
Quote: Originally Posted by RooRider View Post
12 months of arsenal merc, without nerfing it's dcd's, but nerfing other classes that are "theoretically" over-performing...who are making these changes?
Peter Griffin last I heard

Quote:
My honest-to-God solution for the development team. Give arsenal mercs the ability to guard, and give them taunts. Remove every other class in the game and make everyone play arsenal mercs, then you have no need to class balance, and won't be able to botch things any worse.
I can't give any more money to this game. I've left before and come back, but I think this time will be for good.
The brilliant 5X RNG dug the grave, the development team continually reinforcing the belief they have absolutely no clue what they're doing will finish the job.
Truth!
server: The Hot Prospect (10/4/2017 #NEVERFORGET)
Characters: Olivia Munn / Rashida Jones / Alicia Keys / Colin Kaepernick

supertimtaf's Avatar


supertimtaf
10.10.2017 , 09:37 PM | #93
Didn't have the time to fully test the changes, and probably don't have enough skill to notice them properly as well. ^^

Still, energy management is way harder, as well as tactical advantage generation, I run out of tactical advantage because HoT don't have the time to refill them properly, forcing me to cast a kolto injection instead, and losing a lot of time for it.

Another thing I noticed is the lack of burst improvement. Kolto Infusion is a lesser Kolto Injection now, because it doesn't have the crit given by set bonus and requires a tactical advantage. I could manage to heal a friend through a Fury Marauder burst before, now it's not possible, the delay on infusion/injection (as well as the lack of HoT) makes it way easier to be bypassed by hard-hitting ability.
The lack of interrupt immunity also make it horrible in a PvP setting :/
Eliadil - Darkness Assassin Darth Malgus

Feel free to use my referal link if you liked my help ! Free stuff for you and me !

DenariusJay's Avatar


DenariusJay
10.11.2017 , 12:26 AM | #94
Yep, for PvP sawbones/medicine has now officially been downgraded to "Powertech Tier" as in: Class destroyed.

Gonna miss you ol' medicine healer, we had alot of good times in PvP. I'll still bring you around for SM ops and FP's, about the last things left that OP healers can play through anymore.

GG BW!
server: The Hot Prospect (10/4/2017 #NEVERFORGET)
Characters: Olivia Munn / Rashida Jones / Alicia Keys / Colin Kaepernick

Padabiene's Avatar


Padabiene
10.11.2017 , 03:19 AM | #95
Haven't tested PvP yet, but Bestia Nim last night was doable. Co-heal was Merc. Usually I have the higher hps/similiar ehps. Was the other way around this time but I had to channel diagnostic scan more often due to energy problems. Need to test further with different bosses, but so far I wouldn't deem Operative healers unplayable.

GUN_GAME's Avatar


GUN_GAME
10.11.2017 , 03:50 AM | #96
I played 2 wzs and 2 arenas so far.
Only thing i noticed is lack of TA, but still not that bad. Making kolto infusion insta heal pretty lame decision to buff burst healz. I still was able to put some good numbers on freecast in arenas and wzs, but yeah lack of interrupt immunity hurts now even harder.
Katrin'ka - DM

Rion_Starkiller's Avatar


Rion_Starkiller
10.11.2017 , 10:53 AM | #97
Quote: Originally Posted by AdjeYo View Post
The Kolto Infusion changes changed the baseline ability, so all Operatives will have the new Kolto Infusion
The roll-heal is real right now. I played around with it last night on ruffian scoundrel. I was getting 20k crits without relic procs.

I sense that this will be nerfed for non-heal specs.... eventually.
Beruhl / Zenovia / Lobotomy / Sejanos / Warpunk
ᕕ( ᐛ )ᕗ
Quote: Originally Posted by Trolltar View Post
I believe he's quoting a frequent contributor to these forums. His name is Strawman.
Quote: Originally Posted by Lunafox View Post
Thanks Rion Starbrah.

KendraP's Avatar


KendraP
10.11.2017 , 02:47 PM | #98
I healed an ev with mine last night, the biggest thing I noticed were increased energy costs and lower tactical advantage generation.

The buff to the upfront kolto injection is nice, but is rather offset by the requirement to have a tactical advantage, which is more difficult now.

Basically it seems for Pve at least operative heals will still function. This would seem to place operatives substantially behind sages and mandos for PvP though, both of whom have better, less interrupt prone, spike options. But then that was true already, I suppose.

JediAkemi's Avatar


JediAkemi
10.11.2017 , 05:15 PM | #99
I didn't notice a massive difficulty spike in healing HM False Emperor tonight (though the sniper did kark it a couple of times, which wasn't on the agenda). Seemed a little slower, but not to the extent where I would panic... just as long as the group remember not to leave me behind

funnypat's Avatar


funnypat
10.12.2017 , 08:25 AM | #100
Anybody who knew how to play with operative before will now as well, although ranked will probably be "a little" more difficult than before. Anybody who was bad before will be even more so now. Those changes hurt - sure (especially the "burst change" on kolto infusion or what's it called - I don't want to waste an utility point to change it back to useful - "burst" isn't even close to what I'd call that) but they are somewhat manageable.

Just for the fun of it, I'd like to see the devs who came up with that change in ranked and see how they'd do. And please let me be in the opposite team all the time, that wouldn't be wintrading if they just suck on the classes they changed right?
Ræly (Operative - Star Forge)
Cæly (Scoundrel - Star Forge)