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Commando Changes Brainstorming


EricMusco

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Hey everyone,

 

As you are no doubt aware, we are being careful in how fast and how drastic we make Class changes. Although we are starting that journey in Game Update 2.5, that is certainly not all of the changes that will happen in the future. As a part of that, one of the things we agree on is that Commandos could use a little bit of love.

 

The reason I am making this thread, is that we are curious on what your ideas might be for your class! This is for all specs. What changes would you like to see to those specs to give them a little bit of help in PvE and PvP.

 

I am going to be combing through this thread and passing your feedback on to the Combat team.

 

I do want to add a disclaimer to this. Just because a suggestion is made in this thread, or even agreed on by multiple posters, in no way implies it will be put into the game. The purpose of this is to share ideas. At the end of the day it will still come down to the decisions of the Combat Team! This is just an opportunity to add some player insight to the discussion.

 

If you are more of the Mercenary persuasion, there is a separate thread for that, here.

 

-eric

Edited by EricMusco
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If a target is under 30% make demolition round hit 20% harder. Haha or just give us something like an interrupt prevention to all spec's not only if you're spec'd into "Combat Shield" in the healer tree. I'm thinking for pvp currently but possibly make stock strike a knock back again? Edited by shadowopsx
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I would love a scaling buff that allows the occasional skill to be instant. Or lower the cooldown on Bacta Infusion for every time you take damage (with a rate limit of 1.5 seconds).

 

I think the big thing in PvP is lack of mobile healing. There needs to be some work done on that aspect, as in Arenas it is crucial.

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We all know that Sages and Scoundrels are the healers of choice for Operations, so we need to give groups a reason to bring Commando healers. Two suggestions:

 

- Make the Commando cleanse remove BOTH Force and Tech effects. That gives you a reason to bring one when you already have an Operative, instead of only being able to bring a Sage, on fights that have problematic Force DoTs.

 

- Give them a free "oh crap" emergency heal like the one that Scoundrels have for targets < 30%. Commandos have very limited ability to pull a tank back from the brink. Another option would to give them some sort of bubble similar to the Sage's Static Barrier, but make it very cheap and usable < 30% to keep the tank from dying while they get healed up a bit.

 

My Commando is a lowbie so I apologize if I messed anything up, I was brainstorming with a friend who has a 55 Commando heals.

Edited by Telanis
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One major thing I'd like to see is the ability for Combat Medics to hit themselves with Hammer Shots. It's rather frustrating clicking someone's nameplate in ops frames to toss a quick Hammer Shots on them and get confused because nothing is happening. Then you realize it's you and you feel shame. Another idea for at least the PVP crowd for Combat Medic would be to add interrupt immunity to Advanced Medical Probe during Supercharge Cells. Commandos are for the most part healing turrets and if this is the way they have to play, then a situational interrupt immunity would go a decent way to make them more usable. It would still require a lot of skill and timing to properly use, but wouldn't be too strong by making everything immune. Also, having an ammo cost attached to the Commando cleanse is simply ridiculous given the tight ammo management needed for the healing spec. Add something in to the tree that makes it free when specced into.

 

That's my 2 cents on the matter.

Edited by Mr_Fuzzle
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We all know that Sages and Scoundrels are the healers of choice for Operations, so we need to give groups a reason to bring Commando healers. Two suggestions:

 

- Make the Commando cleanse remove BOTH Force and Tech effects. That gives you a reason to bring one when you already have an Operative, instead of only being able to bring a Sage, on fights that have problematic Force DoTs.

 

- Give them a free "oh crap" emergency heal like the one that Scoundrels have for targets < 30%. Commandos have very limited ability to pull a tank back from the brink. Another option would to give them some sort of bubble similar to the Sage's Static Barrier, but make it very cheap and usable < 30% to keep the tank from dying while they get healed up a bit.

 

Respectfully I disagree with your statement of sages and scoundrel are better, we had a commando healer who was a beast of a healer. He was always at the top of the leader boards in Torparse for HPS and EHPS. Also their kolto bomb increases healing which is helpful to the other healer/healers.

Edited by shadowopsx
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Healing wise i got 2 suggestions:

 

1.

As some people have already suggested before it would be nice to be able to put Trauma Probe on multiple targets (2 would in my opinion already suffice)

 

2.

Second one would be Bacta Infusion, it is a good ability because its free and instant but i think its underperforming in comparison to the other two healing classes top tier skilltree ability,.

When i parse it usually only makes up around 3-5% of total heals during a battle

Torparse Link (Heals Given Broken Down by Action Charted by Percentage)

For it being a top tier talent thats really worth it, i would add an ammo cost to it, and make it heal for alot more than it does at the moment

DPS WIse:

 

I would suggest that the Skill "Combat Shield" should be put in a position where the DPS specs can use it, since the biggest veto against the tree gunnery in pvp is being able to be interrupted and basicly getting shutdown completly in Arenas.

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I would love a scaling buff that allows the occasional skill to be instant.

Some form of interrupt prevention.

I agree with both of these! Just like a Sage has the ability to instantly cast certain channeled skills, Gunnery Commando needs this. Whether it's an instant cast proc or a stacking debuff that lowers the cast time, some form of instant cast is need imo.

 

In PvP, I have 3 skills that can negate every channeled ability from a Merc - my interrupt, my cryo grenade and my knockback...that's a minimum of a 5-6 second head start I'll have in damage against a Merc/Commando who is trying to get a tracer missile/grav round off on me.

 

My suggestion is to grant one charge of Tech Override for every interrupt (which generally locks out that skill for several seconds anyway). It's a skill that's already there, just make interrupts trigger it (6-12 second cooldown).

 

Ammo management is the other big issue imo - rather than a massive overhaul, which is NOT needed, simply adjust the costs of skills. Between cooldown timers and cast times, damage is unlikely to change much at all.

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Combat Medic:

 

--Increase the cost of Trauma Probe (say, to 25 cells instead of 16) but allow it to be applied to up to four targets. This will make the Frontline Medic talent (required to get the Probe Medic talent) actually useful and allow us to better protect our groupmates. The increased cost would make it too expensive to keep it on EVERYONE, though, encouraging us to refresh the Trauma Probe on DPS between fights and only refresh it during fights on the tank. (This would stop it from being overpowered.)

 

--Maybe allow the Field Triage buff to stack up to 2 times, reducing the cost of the next TWO Medical Probes by 8. This would give us slightly better burst heals and improve our energy management on fights with spiky damage. Save up stacks during off phases, use them up to dump big heals during damage spikes.

 

Gunnery:

 

--Special Munitions should reduce the cost of High Impact Bolt a little more. (Say, by 9 rather than 6 total.) With the change to the Eliminator 4-piece set bonus, our ammo management has become dangerously tight.

 

Assault Specialist:

 

--The internal rate limit on Ionic Accelerator becomes an annoying guessing game when you have substantial alacrity. I find myself trying to guess whether or not 6 seconds have passed since the last proc, and I often hit Full Auto just half a second too soon, wasting its 75% chance to proc. Can the skill be adjusted to that ALL ticks of Full Auto have a chance to proc Ionic Accelerator? (This could require reducing the chance of each individual tick to proc, to avoid it being a near-guarantee; if each tick, like Charged Bolts, had a 40% chance to proc, the probability that at least one of the three ticks would proc would stay about 75%.)

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More weapon chices!

I know that this thread its more for Commando Skills, but i would like to see commandos able to use Blaster Rifles without damage penalties compared to assault cannons. Maybe adding new adaptative weapons (this could cover even other classes!!!) as many have given ideas on forums, or maybe by changing the maths for comandos and blaster Rifles.

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Combat Medic

 

Change Frontline Medic as follows

- 2 point trait

- You may place Trauma Probe on [1/2] additional targets

- Whenever a target is healed via your Trauma Probe you regenerate [2/4] ammo

 

If [2/4] ammo is too much then change to [1.5/3] or [1/2]. The idea is to allow for more proactive, cast time free healing and better ammo management when your group is under heavy pressure without completely negating the need to manage your resources in general.

 

Change to Med Zone

- When you take damage the cool down on Reactive Shield is reduced by [1.5/3] seconds. This cannot occur more than once every 3 seconds; each point beyond the first reduces the rate limit by 1 second.

 

- Add a +15% Alacrity bonus to Supercharge Cells.

 

The overall impact of these changes should be to improve resource management and your ability to function as primarily a cast time healer while under heavy pressure in PvP. Changes to Frontline Medic also help in a PvE setting when your group is taking regular, group wide damage.

 

Gunnery

 

- Change Cell Charger to function the same as it does for Vanguard's Cell Generator.

 

General

 

Add -4 ammo on HIB to set bonus.

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For healing the most annoying thing is not being able to use hammer shot on yourself.

 

The suggestion earlier to make it so you can put trama probe on multiple targets would be very difficult to balance imo. If they were to allow that most likely there would be a reduction in the stacks again, or reducing the healing done on top of any cost change. Part of the skill required for commando healing is making sure you have your trama probe on the person who will be taking the most damage.

 

Bacta infusion is nice to have as a free heal, but doesn't heal for enough for being a top tier skill, and for the length of the cooldown. Adding a cost for more healing would strain an already tight ammo management system as it is. A good compromise beyond just increasing the healing it does, would be to keep the initial heal the same, but add a HoT to it. Sort of along the lines of the HoT that was added to kolto pack for scoundrels. This would help to add additional healing, to make it more worthwhile of a top tier skill without making it so that there would be an excessive amount of burst compared to other healing classes.

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-Tech Override: base 60s cooldown

-Reserve Powercell: base 60s cooldown

-Fix the 6c internal cooldown in Assault for proc'ing the Plasma Cell DoT with Ranged attacks (makes it a real pain switching targets)

- Combat Medic needs a lot of love. There are countless threads on it that you could use (and should have already been using) as references Eric.

- *DO NOT* fundamentally change our resource management. It is unnecessary and IMO would the extreme long way of solving the problem. There are small, relatively easy changes that would provide the same improvements

 

Overreaching changes should be made to the Casting/Interrupt system. This was hinted at in the answers to the Mercenary Rep questions, and is an idea that I like. My suggested changes for how casting/channeling/interrupting should work:

 

-You can now Cast and Channel while moving (can still be interrupted)

- Casting while moving slows your movement by 30%

- Channeling while moving slows your movement by 70%

- Once interrupted, you cannot be interrupted again for the duration of ability lockout (iirc this is 4s)

- Alacrity now also reduces the slow effect from moving while casting/channeling.

 

Commando/Mercenary always felt like it was supposed to have more of a Run'N'Gun feel to it; being able to cast and move simultaneously would not only give the class a unique feel, but would also improve our QoL a lot.

 

 

Oh, and please fix the DR of a lot of stats. Crit, Alacrity and Accuracy all had their DR curves changed in 2.0 (I assumed to correct for stat inflation), but the changes were way more drastic than they should have been.

Edited by cashogy_reborn
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Do away with Tiered Energy system by making it more like a sorc's energy system (though, please no consume like ability to lower hp in order to gain more energy).

 

Currently the energy system is tiered like the scoundrel energy system, and would be unfair in their eyes if that was the only aspect that was changed. Possibly better would be to go with a system to gain energy back other than recharge cells. Possibly something like patient studies for scoundrels where crits would restore energy.

Edited by kenmc
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Background: I am PvE operation combat medic.

 

First I wanna add something I think is a bug. I made some reports of it but nothing has changed.

When the ammo system was changed from a maximum of 12 to 100, the amount you get if you die and then get battle ressed didnt change. Before the change you got 6 out of 12 ammo back, i.e. 50% of your ammo. Now you still get 6 but I guess it should be 50? You are sort of a waste to get ressed unless your Recharge Cells is off cool-down.

 

As stated above I believe combat medics are in need of some love. I would love to see a better bacta infusion or some additional instant. An additional instant could be something to help catch up when a target is low on health. Sometimes its near impossible to catch up if you falled behind. Much in the success of healing good as a combat medic is planning a head and knowing what you are facing, both to maintain ammo and keeping your targets alive. But in some cases you can not plan a head. And it can be a real pain when you end up in a catch up phase.

 

Dispel: Feels like quite a few of the newer encounters have had a dispel party going on. It is not fun. This might be a mechanic thingie but its not fun spending 50% of your time looking/dispelling DoTs/debuffs (ARGH Nefra!!!!). Maybe you can come up with some neat thing to make this less boring. (Or just dont do dispel intense encounters). Another exampel is The Writhing Horror.

 

Hammer Shot on myself would feel quite handy and be less annoying. There is not just targeting mistakes leading to having yourself as a target. When you heal or dispel yourself or something its quite easily done to smack hammer shots in due to it being a part of a "rotation" now and then.

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I cannot make any suggestions for DPS as I don't play it, but healing wise and these are all PvP Changes, but shouldn't effect PvE:

 

1/ Trauma Probe: can put on multiple targets (bring this skill inline with OPs)

2/ Bacta infusion: No Cooldown, refunds 'x' energy when used on an ally under 30% health.

 

These changes would make mando healing on par with scoundrel healing, you see, now they will be exactly the same class apart from armor and roll. However:

1/ Armour: we don't get a cool down on defensives such as scoundrels "dodge"

2/ Roll: we have electro net and Hold the Line and Supercharge which gives +x% healing and +x% armor buff.

 

These changes would, i think fix mado healing and put it at a point that it would become a competative PvP healing class.

 

* "Why no self use hammer shot?" - because you dont really need it ... you always have an ally in range, and this would leave mandos entering a fight with full SCC.

 

* Why not cooldown to HTL like Ops Dodge? - simple, armour and god mode bubble.

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1/ Trauma Probe: can put on multiple targets (bring this skill inline with OPs).

 

IMO this would make commando healers too much like scoundrel healers. It's always good to look to abilities that work well, and that you like from other classes. However, copying them exactly takes away from their uniqueness. I personally wouldnt want commando to be a mishmash of abilities that people like from sages and scoundrels, cause then we would be even less likely to be invited to heal, because we could never do it as well as the class that they came from.

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IMO this would make commando healers too much like scoundrel healers. It's always good to look to abilities that work well, and that you like from other classes. However, copying them exactly takes away from their uniqueness. I personally wouldnt want commando to be a mishmash of abilities that people like from sages and scoundrels, cause then we would be even less likely to be invited to heal, because we could never do it as well as the class that they came from.

 

I disagree. The Scoundrel slow release medpack is a heal over time (HoT). Trauma Probe is a reactive heal. IMO the way to make the healers really different (which I agree is a good thing) is to take their unique healing mechanism and spread it around a bit.

 

Right now for instance, Scoundrels have two instant heal over time abilities. HoTs can and should be instant because you can waste a lot of their healing. Reactive heals like Trauma Probe can have a cast time because they can be applied in advance of the healing actually being needed. The same with 'warding' type heals like the sages force bubble.

 

If I had my way, I would change Medical Probe to provide a 3-charge reactive heal, and Kolto Bomb to provide a 2-charge reactive to up to four players. Have them last up to 1 minute. Leave Trauma Probe alone.

 

For Sages, I would change up Deliverance and Salvation to be like Force Armor without the lockout time, but leave the long cast times. Then you have three very different playstyles for the healers.

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I mostly PvE, so I'll stick to what I know.

 

Gunnery:

 

Curtain of Fire - Can you make the proc for Curtain of Fire appear earlier in a Grav Round cast? Like maybe have it trigger at 1.0 into the cast instead of having it at the end of the cast? This is purely a quality of life change as this will alleviate the issue of not activating Full Auto ASAP. I find the current trigger is so slow that I'm already part-way into a Grav Round by the time the proc appears. I'm not a fan of using ability queuing, so I'd rather not change my whole playstyle to fit one spec of one class.

 

Assault:

 

I'm happy with this spec in PvP and PvE, so I don't have much to add here.

 

Combat Medic:

 

Trauma Probe - I enjoyed the 2.0 additions to this ability, but a Dev suggested a change during the class answers that I'll repeat here. Could we see this turn into a multi-target ability? Even being able to drop this onto two players would be nice. Kolto Bomb and Concussion Charge are nice AOE heals, but still underwhelming compared to the other two healers. Turning Trauma Probe into a multi-target ability would bring a lot of utility to the table and improve multi-target healing.

 

Frontline Medic - I understand the purpose of this ability, but it's just a stepping stone to Probe Medic. Could we possibly see this improved for PvE use, or have the talent switch places with another in the tree? In most cases, this is a wasted two points for me.

 

Other:

Can we get the UI updated so we can see how much ammo we have out of 100 and a percentage? Pretty please? :)

Edited by AngelFluttershy
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Combat medic Healing

1: let Trauma probe be multi-target ability!

2: Bacta infusion needs a hot that heals 2000+ over 12 sec it sucks atm

3: let kolto pods heal over 4 sec instead of 3

4: make Advance medical probe immune to interrupts with talent for pvp?

 

Gunnery dps

1: inscrease the chance for proc on Curtain of fire. but increase the coldown or lower the dmg? burst dps atm is so unstable

2: give us a ability like execute or increased dps on demolition round under 30%

 

 

Assult spesialist

1: make assult plastique and incendiary round uncleansable. you cant kill a Scoundre/op if he knows how to cleanse..

2: give hail of bolts 100% chance to put plasma cell on target 6 sec cd

Edited by brutall
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DPS Commandos could benefit from an execute type of ability. And please think about ammo regen. Slow and steady saves ammo but hurts our DPS and face melty burst gives us a few seconds of wowzers then leaves us impotent for 20 seconds.

 

Healing Commandos really need to have Trauma Probe looked at again. An ammo cost was added ages ago but it still can only be cast on a single target. But it still can't stack up anywhere near to Sage bubble or Scoundrel hots.

 

I haven't played my Commando for so long, I'd like to go back to her some day.

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