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Discussion Topic: Class Changes This Summer

STAR WARS: The Old Republic > English > General Discussion
Discussion Topic: Class Changes This Summer
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Banthabreeder's Avatar

06.07.2017 , 06:43 PM | #61
I can not believe that you're not buffing Marksman/Sharpshooter. It's the 2nd worse dps in the game!
ďDonít call me a mindless philosopher, you overweight glob of grease.Ē

MandFlurry's Avatar

06.07.2017 , 06:51 PM | #62
I believe that from my knowledge of MMO's tart start in what? 88 or 89'. That Nerfs have only caused problems and really created more problems than they're worth.

The best thing to do would be to make the other Classes abilities in line/ more powerful, or just as good as any kind of skills that some say is Overpowered, and stream line the other Classes to match those powerful abilities, but Nerfing has only caused more problems in every MMO i've seen and been around.

It we take the biggest disappointment of probably all Classes, it would be the Pyrotek/Pyrotech of the Mandalorian sub-classes. They are probably the least cared for of all classes? Now, people can say nerf this Class and Nerf that Class. So our Classes can compete. That is a terrible way, and can be a destructive way that only kills other Classes we love to play like Sorcerer and Sage.

Instead we need to streamline other Classes abilities wise, and make them have more power to compete in certain areas of both the PvE and PvP arena. Do this, and this will also close the gaps in Pvp that people complain about.

Nerfing is No longer the right answer, as is streamlining other Classes is the answer in areas that need to be stronger..
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MandFlurry's Avatar

06.07.2017 , 06:54 PM | #63
Quote: Originally Posted by Banthabreeder View Post
I can not believe that you're not buffing Marksman/Sharpshooter. It's the 2nd worse dps in the game!
We all know they can't do them all at once. This MMO, along with all others i know of have tried to do all classes at once and only made things a lot worse, and made the customer/ us wish they hadn't touched anything at all.
Got CE on 7/20/11
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jedimasterjac's Avatar

06.07.2017 , 06:57 PM | #64
Powertechs and Vanguards could really use some more attention. They're viable, but right now they feel really healer-reliant. They just need more DCDs to feel like reliable tanks, imo.
Quote: Originally Posted by Uncle Iroh
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Dewlmenow's Avatar

06.07.2017 , 06:58 PM | #65
Quote: Originally Posted by Banthabreeder View Post
I can not believe that you're not buffing Marksman/Sharpshooter. It's the 2nd worse dps in the game!
They are also not buffing the worst dps in the game which doesn't have anywhere near the burst or defensives of marksman so?

Isaee's Avatar

06.07.2017 , 07:05 PM | #66
Quote: Originally Posted by EricMusco View Post
Hey folks,

As Keith mentioned in the roadmap, we want to start the process of having weekly discussion threads here on the forums. Let's get this started with our first topic, Class changes starting with Game Update 5.3. Let us know what you think of the list! Are these the Disciplines you expected to see? Are any missing and if so which ones and why?

The following is each Class/Discipline we are currently looking into changing. By Friday, we will begin posting in-depth threads on exactly what is happening to each Discipline. This will include whether they are being buffed or nerfed and why, along with the specific planned changes. These threads will get posted over a few weeks. Here is the current summer list:[list][*]Sorc and Sage
  • Madness/Balance
  • Corruption/Seer
In my Opinion there is the Telekinetic / Lightning Sage / Sorc missing. The damage done compared to dot tree is about 200 dps below. Furthermore has the Telekinetic / Lightining Tree the lowest single target dmg overall. you need to know the boss fight and when to do what skill otherwise you've got ~ 800 dps less dmg ( balance / madness got the same problem ). You need to have mind crush ( okay the 10 % dmg buff resulting from mind crush wich is 1 min on the target ) on target to get the best dps out of this class. but mind crush has 10 seconds CD with about 13 % allacrity so fast switch between targets is impossible with full dmg.

Also has the dot tree good enough self heal while burst tree dont have any self heal despite the skills that all of the sages / sorcs has. Although .... the burst trees got no energy problem at all at the moment.

Compared to other clases the burst tree is extremely underperforming. As Example operative/smuggler is at around 11k dps while the burst tree is around 9,3k dps ... thats a differaence for about1,8k dps thats HUGE. Compared to commando / mercenary is the difference about 500 dps.

I can go on with comparing clases against Telekinetic / Lightning tree but it really would be a long list where the sage / sorc is underperforming in burstspec.
SWG war Gestern , SW:Tor ist die Zukunft

XhrisShan's Avatar

06.07.2017 , 07:08 PM | #67
Quote: Originally Posted by EricMusco View Post
  • Sorc and Sage
    • Madness/Balance
    • Corruption/Seer
  • PT and Vanguard
    • Pyrotech/Plasmatech
  • Assassin and Shadow
    • Hatred/Serenity
  • Sniper and Gunslinger
    • Virulence/Dirty Fighting
    • Engineering/Saboteur
  • Merc and Commando
    • Innovative Ordnance/Assault Specialist
    • Arsenal/Gunnery
Madness/Balance has resource management and DPS issues; buff DPS and the procs that refund Force.

Corruption/Seer is a bit overpowered; nerf healing slightly (slightly, mind).

Pyrotech/Plasmatech has resource management issues; reduce the heat/energy cost of all of the following abilities by 5:
  • Searing Wave/Ion Wave
  • Rail Shot/High Impact Bolt
  • Flaming Fist/Shockstrike
  • Incendiary Missile/Incendiary Round
and/or introduce additional heat-venting/energy cell-refunding passives.

Hatred/Serenity has DPS issues; buff DPS to make it comparable to Deception/Infiltration.

Virulence/Dirty Fighting has resource management issues; reduce the cost per tick of Cull/Wounding Shots to 4 and the cost of Takedown/Quickdraw and Lethal Shot/Dirty Blast by 5 each. Alternatively, make Lethal Takedown/Dirty Shot additionally make the next Takedown/Quickdraw free.

Engineering/Saboteur has resource management issues; have Imperial Methodology/Insurrection be tied to Series of Shots/Speed Shot ticks, not Cluster Bomb/Contingency Charge detonations.

Innovative Ordnance/Assault Specialist has DoT-spreading and severe resource management issues; have Collateral Damage/Explosive Dissemination additionally cause Fusion Missile/Plasma Grenade to activate instantly and spread both the Serrated Shot/Serrated Bolt and Incendiary Missile/Incendiary Round DoTs to affected targets. Moreover, either reduce the heat/energy cost of all of the following abilities by 5:
  • Explosive Dart/Sticky Grenade
  • Power Shot/Charged Bolts
  • Fusion Missile/Plasma Grenade
  • Incendiary Missile/Incendiary Round
  • Thermal Detonator/Assault Plastique
  • Serrated Shot/Serrated Bolt
or introduce additional heat-venting/energy cell-refunding passives.

Arsenal/Gunnery has levelling issues: revert the change in Level at which Barrage/Curtain of Fire is granted. That is one of the key passives of that Discipline and characters will suffer from resource management issues until they get it.

More generally:
  • Revert the change in Level at which Jet Charge/Storm is granted to pre-5.0 (it was at level 24 I believe). It is ludicrous that a melee class should wait so long to receive its leap. (Side note: please fix the bug where leap abilities are wasted because they either:
    • fail to move the character
    • do so only after several seconds
    • move them to just off a ledge (if the target is standing right at the edge), then having them fall to the ground, or
    • only move them partially if thereís an obstacle or raised ground in the way.
    That can lose Warzones and cause other issues)
  • Take Responsive Safeguards/Echoing Deterrence from Mercenaries/Commandos and give it to Powertechs/Vanguards, and impose a rate limit on the healing granted of once per second. Their current DCD selection is abysmal for a class that has a tanking Discipline.
  • Entirely remove and replace at least two of the following: Trauma Regulators/Trauma Stabilizers, Kolto Surge/Adrenal Surge, and Energy Rebounder/Reflexive Shield. (Iíd rather Mercenaries/Commandos didnít have 4 lives, thanks.) Additionally, if Trauma Regulators/Trauma Stabilizers remains, reduce the healing granted to 1% of maximum health per stack.
  • Give Phase Walk back to Assassins/Shadows, and consider removing them from Sorcerers/Sages. It stands to reason that melee classes should have more mobility than ranged classes, to compensate for their lack of range. Itís the same reasoning that gives melee classes leap abilities.
  • Change Saber Reflect so that it also reflects melee attacks, to bring it in line with other reflect abilities.

XhrisShan's Avatar

06.07.2017 , 07:13 PM | #68
Quote: Originally Posted by XhrisShan View Post
Madness/ line with other reflect abilities.[/LIST]
Also reaffirming what people have said about Marksmanship/Sharpshooter and Lightning/Telekinetics.

MandFlurry's Avatar

06.07.2017 , 07:24 PM | #69
Eric, i would hope that people would get what i mean by what i say by Stra-lining other Classes anf making some of their Core abilities more powerful. Therefore we wll not have the need to Nerf. Nerfing things for the past...... 30 years almost if we really look at things, have Not progressed the Combat of games better, but i have seen them be Regressed to where people only hate what they are then playing.

To some it may sound heretical and impossible. But, in fact it can be revolutionary in a way that could only benifit all of us Players, the way it should be. If we Streamlined, say Pyrotech's, then we would only be buffing and giving them or other Core Sub Classes bursts in areas of Combat to do more damage, or better Defence and /or Healing abilities that would wipe the Stupid word called "Nerf", and never need to use that word again.

I hope people will get what i'm saying and give it a try.
Got CE on 7/20/11
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Chemists's Avatar

06.07.2017 , 07:33 PM | #70
Quote: Originally Posted by AscendingSky View Post
Please give Powertech/Vanguard tanks some love, pretty please with sprinkles and a cherry on top. They lag behind the two other tank specs significantly at the moment in terms of holding aggro, being damage sponges, lacking any ability to cleanse themselves or temporarily negate/dodge/reflect incoming attacks--and don't get me started on how Commandos/Mercenaries can make better tanks than Vanguards/Powertechs right now, with all their cooldowns...
This ^^^^^
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