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Utility Changes in Game Update 5.9


EricMusco

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Hey folks,

 

Following the damage adjustments we made last year, we have been monitoring each Class's performance to see where additional changes would be needed. Right now, we are quite close (but not perfect) on the overall damage output of each Class. One thing that has come to forefront after these changes is the lack of survivability for some of our Disciplines.

 

In Game Update 5.9 we are planning Utility changes which aim to address the survivability concerns for some Disciplines. Here is the detailed breakdown:

 

Imperial Agent

Sniper

Virulence

  • In addition to its other effects, Toxic Regulators now increases your damage reduction by 15% for 6 seconds after your Shield Probe collapses or expires

Operative

Lethality

  • In addition to its other effects, Toxic Regulators now increases your damage reduction by 15% for 6 seconds after your Shield Probe collapses or expires

 

Smuggler

Gunslinger

Dirty Fighting

  • In addition to its other effects, Concussion now increases your damage reduction by 15% for 6 seconds after your Defense Screen collapses or expires

Scoundrel

Ruffian

  • In addition to its other effects, Concussion now increases your damage reduction by 15% for 6 seconds after your Defense Screen collapses or expires

 

Sith Inquisitor

Sorcerer

Lightning

  • Convection now gives 10% damage reduction while Deionized (up from 5%)
  • Fulgurous Fortification now grants 5% damage reduction per stack (up from 3%)

 

Jedi Consular

Sage

Telekinetics

  • Clamoring Force now gives 10% damage reduction while Force-imbalanced (up from 5%)
  • Telekinetic Refuge now grants 5% damage reduction per stack (up from 3%)

 

Bounty Hunter

Mercenary

Innovative Ordnance

  • • Degauss now also grants interrupt immunity (Unshakable) for its duration

Powertech

Pyrotech

  • • Flame Suit provides 30% periodic damage reduction (up from 15%)

Trooper

Commando

Assault Specialist

  • Degauss now also grants interrupt immunity (Unshakable) for its duration

Vanguard

Plasmatech

  • Assault Frame provides 30% periodic damage reduction (up from 15%)

 

Sith Warrior

Juggernaut

  • Enraged Defense healing now scales better and heals for more at level 70

Rage

  • Enveloping Rage now grants 10% damage reduction (up from 5%)

 

Jedi Knight

Guardian

  • Focused Defense healing now scales better and heals for more at level 70

Focus

  • Protective Focus now grants 10% damage reduction (up from 5%)

 

Thanks everyone!

 

-eric

Edited by EricMusco
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In Game Update 5.9 we are planning Utility changes which aim to address the survivability concerns for some Disciplines. Here is the detailed breakdown:

 

Powertech

Pyrotech

 

• Flame Suit provides 30% periodic damage reduction (up from 15%)

 

:rolleyes:

 

LUK GUYS WE FIXED CLASSES WITH MANY DETAILED ADJUSTMENTS REEEEEE

 

You have no idea what you're doing, do you? Poor poor class balance guy.

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A small defensive buff is exactly what snipers needed (this is sarcasm)

 

I feel sorry for PTs, they were hoping again to maybe get something good to survive more and it has been blown away (this is not)

Edited by Eloi_BG
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What a joke. Enraged Defense doesnt' have an issue with not healing enough. It's a poorly designed dcd simply not fitting the current metta. Current changes do nothing to help jugs dps. More ED heals will mostly benefit tanks with greater health pool while jugs are already often overhealed and stacks run out in a matter of seconds and ability has brings little defensive benefit.
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please eric, i think vanguards/pts had enough of punishment for being overpowered a decade ago :)

they really need utility or two to be viable in pvp. compared to juggs they're like level 10 toon without all the abilities unlocked.

 

and no i don't main either.

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please eric, i think vanguards/pts had enough of punishment for being overpowered a decade ago :)

they really need utility or two to be viable in pvp. compared to juggs they're like level 10 toon without all the abilities unlocked.

 

and no i don't main either.

 

Lol no. PT dps is actually better for solo ranked right now over jug and WORKS GREAT in tr with appropriate comp while jug doesn't with anything.

Edited by Alec_Fortescue
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Lol no. PT dps is actually better for solo ranked right now over jug and WORKS GREAT in tr with appropriate comp while jug doesn't with anything.

 

Double PT has been a common feature in team ranked too because the internal/elemental damage fsctor.

 

Guardians do good damage as well, just both classes have low survivability. Id say, after these changes, VGs get shafted much worse than us.

 

And sniper and merc buffs? Just why...

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Wow, so if I calculated this correctly, a Lightning sorc who refreshes the Static barrier on himself all the time, will have about 48% DR now! 20% from armor + 3% from utility + 15% from lightning bolt stacks + 10% from Deionized = 48%

 

That makes it so Lightning has the highest passive DR between all DPS specs, huh. Only mara with cloak of pain active can have higher or a tank...

 

That's pretty damn good if you ask me.

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EDIT: My bad that was for the tank changes thread.

 

As for these, for Juggs this makes no difference as Alec said, it still often overheals and the charges are gone in seconds. What Jugg DPS (and PT DPS for that matter) really needed was more abilities to force target swaps. PT DPS probably just need their 30% DR on Kolto with cd reduction on damage taken returned, while Jugg DPS could use something like Saber Reflect cooldown being lowered as they're attacked combined with it working on melee damage.

Edited by wadecounty
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Wow, so if I calculated this correctly, a Lightning sorc who refreshes the Static barrier on himself all the time, will have about 48% DR now! 20% from armor + 3% from utility + 15% from lightning bolt stacks + 10% from Deionized = 48%

 

That makes it so Lightning has the highest passive DR between all DPS specs, huh. Only mara with cloak of pain active can have higher or a tank...

 

That's pretty damn good if you ask me.

 

And then you can take the cloud mind dr and unnatural pres dr and have 88% dr for 6 seconds lol.

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So everyone will still wear DPS gear on tanks they'll just do less damage. OK.

 

It sort of kind of addresses the problem, but not exactly, and in a lazy way that I guess was expected. Of course tanks have worn DPS gear in PvP since 1.x era so this isn't really anything new. But now every single PvE encounter will have to be rebalanced to require 2-3k less DPS because that's what you'll lose from your tanks.

 

Smarter change would have been to cap the benefit tanks can gain from DPS stats, something reasonable like 25% crit chance, 55% crit damage bonus, 5% alacrity, and do something to buff the defense stat in PvP.

 

Will it?

 

No encounters were changed when DPS specs were weakened. There are DPS checks in PVE NiM which are unrealistic to meet if for example you bring a full DPS section of Arsenal Mercs.

 

Below NiM or the hardest HM fights there is nothing that matters but the matter stands, there are DPS checks that are unrealistic for DPS specs.

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Will it?

 

No encounters were changed when DPS specs were weakened. There are DPS checks in PVE NiM which are unrealistic to meet if for example you bring a full DPS section of Arsenal Mercs.

 

Below NiM or the hardest HM fights there is nothing that matters but the matter stands, there are DPS checks that are unrealistic for DPS specs.

 

The arsenal changes were always bad to begin with as they nerfed the wrong aspect (damage instead of cooldowns/survivability), that being said that's 1 spec, all 3 tanks are nerfed here so no matter what you bring you're losing significant damage in ops fights. Then again I don't know if they even care about the balance of ops anymore.

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The defense changes might be fine in terms of making defensive abilities more consistent from one class to the next, but I think this will destroy PVP meta in the wake of the overall DPS drops last year. Maybe someone can explain it more in depth, but I don't see how these things are good for PVP on the whole.
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So there will be no more changes? No nerfs to Arsenal mercs' big damage and mercs' in general big survivability?

 

As for the sniper changes, that is just a buff to Virulence only.

 

Happy that Rage is getting more damage reduction! As for Enraged Defense, as others have stated, a buff to Reflect would be better. But at least it's is something.

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The defense changes might be fine in terms of making defensive abilities more consistent from one class to the next, but I think this will destroy PVP meta in the wake of the overall DPS drops last year. Maybe someone can explain it more in depth, but I don't see how these things are good for PVP on the whole.

 

Healers are already OP, now many classes get more survivability on top of that. That just means less work for the healers and makes more matches into big parsing exercises.

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Wow, so if I calculated this correctly, a Lightning sorc who refreshes the Static barrier on himself all the time, will have about 48% DR now! 20% from armor + 3% from utility + 15% from lightning bolt stacks + 10% from Deionized = 48%

 

That makes it so Lightning has the highest passive DR between all DPS specs, huh. Only mara with cloak of pain active can have higher or a tank...

 

That's pretty damn good if you ask me.

 

And you know what the problem with that is? They still do no damage for a burst class. They can’t kill anything, so all it means is they are now an even bigger parsing dummy.

Most Lightning Sorcs would gladly sacrifice some of their already good survivability for some extra dps.

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