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Rank 50 inf companion healing nerfed over 50%


Noyjitat

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Jaessa with rank 50 inf and all datacrons Previous and current stats

 

New numbers ----> http://www.swtor.com/community/showthread.php?t=856485

 

 

Soothe

previous

12919 heal with a 7.4 cooldown

Current nerf

3558 - 5033 with a 7.6 cooldown

 

So you nerfed the healing over 50% and it now does a random heal finally you also increased the cooldown

 

Ameliorating force

previous

18809 health 2.79 second channeled

Current nerf

 

4345 channel over 2.85 seconds

 

You greatly neutered this power and words cannot describe the frustration here.

 

Mending

Previous

4874 over 9 seconds with 11.2 cooldown

current buff

6336 over 9 seconds with 11.4 cooldown

 

You buffed the heal and increased it's cooldown but with the huge nerf to the other heals this hardly matters

 

So now my 50 influence companion barely heals as good as they did before the expansion. You need to rethink this and readjust to more reasonable levels. This is unacceptable!

 

I'll wait to see if sannity kicks in here with the powers dev but if they seriously leave them this nerfed i'll have to think about unsubscribing.

 

I do not have the exact damage numbers for damage jaessa but I recall the number melee primary damage number being 8000ish in the character sheet. That number is now 4700 - 5100. But here's my feedback on the star fortress with damage jaessa for everything up to the exarch which doesn't appear to be doable without crate buffs and heroic moment. I always used a healing jaessa on this part anyway.

 

Heroic star fortresses

 

For this feedback I will be playing as a level 65 sith immortal tank with a mixture of 208/216/220 gear with augements, rank 16 specialist buffs (but not using the specialist crates temporary abilities and all datacrons) I will not be using a healing companion for the first phase because as a tank it takes too long to kill even a standard npc let alone a strong or elite on these. Keep in mind once again that my Jaessa is level 50 influence.

 

Again, using a damage companion for the first part of the star fortress as I typically only needed healing during exarch fight. My cooldowns and mixture of 208/217/220 gear would suffice before. Because of the damage nerfs to Jaessa it now takes me 3 times as long just to get to the exarch fight using her damage role while playing a tank.

Yes that's right you read that correctly, 3 times as long. A flash point should not take the length of a Operation to complete in any universe or time in history.

Noting that I probably wouldn't be able to even get this far on a damage character with a damage companion.

 

During trash fights

 

notes:

'Damage' Jaessas damage was nearly cut in half (don't have exact numbers because i didn't write them down but it was 8000 primary melee damage for her before and now its 4700 - 5100

 

'Damage' Jaessa actually struggles killing two standard npcs in a reasonable amount of time and results in losing 1/3 of her health - simply unacceptable

 

'Damage' Jaessa can no longer bring a knight (elite) below 1/4 health before death is imminent (me taunting other mobs away. - I feel it's worth pointing out that the developers say that a companion counts as a player and so they should be able to do what a player can. WEll I can certainly kill a single elite by myself and she can't even get it down 1/4 health and while im a tank and have more defense she has 3 times my damage.

 

Praetorian / Paladin fights

'Damage' Jaessa spec comes close to death on these boss fights on heroic star fortress with me playing as a tank. Most likely because of her damage being nerfed and it taking too long to kill champions. I also have to pop my defensive cooldowns more. I'm not completely sure she would of survive if I was melee dps instead.

 

After a long fight ended I changed jaessa to heal when i dropped down to 30% health so she could heal me and ended up using my out of combat regen power instead after finding I could heal myself way faster than jaessa can heal me. As a result of the nerfs. Which frankly is beyond stupid as it never was like this before.

 

 

The exarch terminal phase

I can do the exarch terminals phase with damage companion while I tank but i have to use cool downs and i have some really close to death moments (yes im dodging and running out of damage circles)

 

 

The exarch boss fight phase

 

-using a damage jaessa and me as a tank-

Almost killed Alderan exarch with 'damage' Jaessa but I died with exarch at 24%. I didn't use the specialists rank 10 crate items because most players won't have those but i did use a medpack and all of my cooldowns. I did not pop heroic moment. This tells me i probably wouldn't come close to killing the voss exarch that has regen powers before he killed me or the companion. Especially with companions not being smart enough to run out of damage circles

 

-using a healing jaessa and me as a tank (this is what i normally always do)

Jaessa comes close to death few times during the fight trying to keep me healed and herself alive but ultimately dies and I finally kill the exarch with 40% health remaining and a dead companion. This tells me that she would be next to useless on hardmode flashpoints if the group lacked a healing player. She would ultimately die from random group damage while healing other players. In the end I don't think a damage player using a healing companion is going to make it throught this fight as easily (keep in mind she is a level 50 influence healing companion

 

Sorry but this flat 50% - 75% heal and 50% damage nerf is **** and im not going to stay around if this doesn't change. Keep in mind that my companion is 50 influence which means she shouldd be way better than this and I spent countless credits, crystals, cartel coins (for hypercrates with companion gifts and things to sell for credits to get companion gifts) I could of accepted 20% maybe even 25- 30% damage / heal nerf but 50%/75% is insane and unreasonable.

 

I won't be running anymore star fortresses without a friend and that means not very often since they don't get to play but once or twice a week when im lucky. Which means I basically won't be running star fortresses at all and will probably be unsubscribing at this point. I feel I also need to add that I haven't felt the need to unsubscribe a game in years due to a nerf. You've really made a bad impression on me for the first time.

 

But wait... there's more!

 

Soloing a devastator monolith... is harder now?

 

This is something I liked doing pre 4.0 when i would augment out my tanks. It was to me a good test of just what me and my companion could get away with. Well..... Before 4.0 I was able to solo devastator monoliths on ziost with a 190 augmented immortal jugg and a 192/190 augmented companion (i didn't use the pieces with accuracy and replaced them with 190 ziost gear)

 

Now this time we're 2 levels above since ziost is a level 60 world and the damn thing nearly killed me and my companion several times despite using all cooldowns ( didn't use heroic moment but then i never needed to before) we were both near a hit from dying several times but at the last second a heal would save us or my cooldown would be ready to use again so jaessa only had to heal herself.

 

This tells me a 50 influence companion has less either burst healing or overall healing output (possibly both) than pre 4.0 healing companions. I mean come on! We're 2 levels above the damned monolith now and i have higher defense and shield/absorb than i had pre 4.0.

Edited by Noyjitat
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I got about the same results in my testing (actually a little worse).

 

What really amazes me though that this influence level has only a very small impact on their heal numbers. The difference between a lvl1 influence and a lvl 50 influence comp is about 20%....no way that is worth the time and trouble to get them up that high, especially at the dismal numbers they start out with.

 

Good Job Bio-extreme. From one end to the other, the word moderation is not in your company dictionary.

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those are pretty consistent with my numbers as well. I'm relatively certain that my well geared Doc and Treek previous to the comp change healed better than my current lvl 16 T7. very disappointing. I'm not saying an adjustment wasn't warranted, but an ADJUSTMENT, not a neutering.
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those are pretty consistent with my numbers as well. I'm relatively certain that my well geared Doc and Treek previous to the comp change healed better than my current lvl 16 T7. very disappointing. I'm not saying an adjustment wasn't warranted, but an ADJUSTMENT, not a neutering.

 

Honest question, what is meant by well-geared? AFAIK, gear has no effect on companions now, it's purely cosmetic. At least if you mouse-over their gear it tells you companion stats are not affected by it. So if someone could clarify how gear affects companions if at all, I would appreciate it.

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I got about the same results in my testing (actually a little worse).

 

What really amazes me though that this influence level has only a very small impact on their heal numbers. The difference between a lvl1 influence and a lvl 50 influence comp is about 20%....no way that is worth the time and trouble to get them up that high, especially at the dismal numbers they start out with.

 

Which is bizarre, given that the influence factor is the solution to both side of the issue. Feel like you need more performance? Raise their influence. Feel like you don't? Don't raise their influence. It's elegant, and really only needs minor tweaking to offer perfect control.

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Honest question, what is meant by well-geared? AFAIK, gear has no effect on companions now, it's purely cosmetic. At least if you mouse-over their gear it tells you companion stats are not affected by it. So if someone could clarify how gear affects companions if at all, I would appreciate it.

 

I think he means before the 4.0 update, when the armor stats om comps meant something

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Wow, just when I thought it was safe to come back to the game.

 

Let me just say, I was one of the people who thought that companions needed to be brought down a bit.

 

However, these nerf numbers are absolutely absurd.

 

The devs made a nice long post stating why, but with nerf numbers this outstanding...it makes me think they are trolling us. Maybe the initial 4.0 numbers were honestly how they intended it to be, and because people voiced their opinions against how strong companions were, they decided to make them ridiculously weak as a "F U" for voicing an opinion against their design.

 

All I know is...they absolutely did not need to be nerfed this much.

 

I'm overreacting of course...but a 50-75 percent nerf. How...just...how...could they have honestly thought the original 4.0 numbers were ok, and then say they need to be brought down 50-75 percent. Those numbers are simply too high of a nerf for any of this design from 4.0 till now to actually be thought out thoroughly, or any part of an actual design.

Edited by VitalityPrime
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They seem to have gone a bit to far with the nerfs. Doing regular content such as dailies and questing/story is for the most part one could say balanced now. That is of course if we ignore the fact that even at rank 50 companions are healing or damaging less then they would before patch 4.0 when fully geared. However the new alliance system focuses on the Heroic 2+ on the planets and it seems they still need some fine tuning. Some of the heroics needed to be fixed before this patch as well (looking at you Makeb), but since our companions were a bit over powered it wasn't a big deal.

 

I have all the presence bonus, and have ar ank 50 companion, as well as being geared in full Exarch gear. And most of the Heroic 2+ past Nar Shadaa and Tatooine are a bit too time consuming compared to the heroics before them. Before this patch, I used my companions mostly in DPS roles as a DPS spec player, but now I pretty much have to use them as heals because the damage was nerfed so much. (And now they are sub-par healers which is silly too). What this will lead is players just sticking to the Heroic's from starter and capitol worlds only, and then selecting a few from the chapter 1 planets that are less time consuming. And if your concerned with over powered, level 65 characters can solo the heroics on starter planets with out a companion and not even wearing gear. Just shows you how much of a power difference both characters and NPCs have before and after level 30-35.

 

So while this nerf didn't destroy companions or break the game, it is still not balanced at all, since in some cases the companions are back to being somewhat dead weight in several heroics and of course the heroic star fortress.

 

I also personally think nerfing the DPS stance on companions as much as they did was unnecessary, perhaps lowering the critical chance so they weren't one shooting normal mobs in a single attack so much.

 

We all saw a nerf coming, but I think it might be too much. There really isn't much difference between a lower level rank influence companion and one that is at rank 50. And to be fair, there wasn't much of a difference between rank 1 and 50 before this patch, but because the companions were again a bit too powerful it wasn't a problem. Perhaps a fix would be having a rank 50 companion be as strong as a rank 30 something companion before the nerf?

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You can't change their stance mid-fight...

 

I didn't do it mid fight. I did it after a fight to see how quickly she could heal me when I had low health. I edited my post now to make that more clear for anyone else that it might confuse.

Edited by Noyjitat
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Here's another test which I have added to my original post.

 

Soloing a devastator monolith... is harder now?

 

This is something I liked doing pre 4.0 when i would augment out my tanks. It was to me a good test of just what me and my companion could get away with. Well..... Before 4.0 I was able to solo devastator monoliths on ziost with a 190 augmented immortal jugg and a 192/190 augmented companion (i didn't use the pieces with accuracy and replaced them with 190 ziost gear)

 

Now this time we're 2 levels above since ziost is a level 60 world and the damn thing nearly killed me and my companion several times despite using all cooldowns ( didn't use heroic moment but then i never needed to before) we were both near a hit from dying several times but at the last second a heal would save us or my cooldown would be ready to use again so jaessa only had to heal herself.

 

This tells me a 50 influence companion has less either burst healing or overall healing output (possibly both) than pre 4.0 healing companions. I mean come on! We're 2 levels above the damned monolith now and i have higher defense and shield/absorb than i had pre 4.0.

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I've copied this from a post I made in another of these threads, but since this seems to be somewhat closer to trying to compare actual numbers and my other post is under about 10+ pages by now I didn't think it a bad idea to add this here.

 

Also to note, this is at player lvl 65 and lvl 50 influence for Lana with all class buffs and all legacy/datacron presence buffs.

 

Pre-Patch:

 

106k HP;

Melee Primary: 5161-5179: Melee Bonus Damage: 5131

Force Bonus Damage: 6348; Force Bonus Healing: 2920

Crit%: 34.5%; Crit Multiplier: 63.27%; Alacrity: 7.6%

Soothe: 12919 instant heal on a 5.6s CD

Mending: 4874 over 9s on a 11.2s CD

Enlivening Force: 18809 channel over 2.79s without CD

Protective Barrier: 20 second bubble absorbing moderate damage on a 34.4s CD

 

Post-Patch:

 

84.2k HP;

Melee Primary: 3213-3228: Melee Bonus Damage: 3183

Force Bonus Damage: 3968; Force Bonus Healing: 2831

Crit%: 29.7%; Crit Multiplier: 60.18%; Alacrity: 5.34%

Soothe: 3696-5159 instant heal on a 5.7s CD

Mending: 6525 over 9s on an 11.4s CD

Enlivening Force: 4474 channel over 2.85s without CD

Protective Barrier: 20 second bubble absorbing moderate damage on a 28.5s CD

 

I'm not a real fan of everything being faceroll easy as challenging things can be fun for me, but at the same time it's nice to choose when there's a challenge since that's not everybody's prerogative or like it at varying degrees - even people who like challenge can not always be in the mood for it. I don't claim to care how other people play their own game either; as long as they're having fun and not actually exploiting/breaking ToS type rules, I could care less what they do and how they play their game. Whether you're some extreme over the top player (y so srs?) or want to RP walk everywhere you go, it doesn't really matter what somebody else is doing in their story instance and I don't understand the feeling that it does somehow.

 

I haven't tried out the weekly H2's, but have gotten through a Heroic SF still but had to change stances like I did when my Lana was still in the low teens of influence. I guess that made it more challenging...yay?...but it didn't feel more challenging, just more of a grind to be honest. Grinding and time sinks are not challenge; they're only grinding for the sake of the grind and sucking up time.

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I got about the same results in my testing (actually a little worse).

 

What really amazes me though that this influence level has only a very small impact on their heal numbers. The difference between a lvl1 influence and a lvl 50 influence comp is about 20%....no way that is worth the time and trouble to get them up that high, especially at the dismal numbers they start out with.

 

Good Job Bio-extreme. From one end to the other, the word moderation is not in your company dictionary.

 

We noticed that tonight too. Why the hell would anyone care to level the companion and suffer thorough that massive grind when it doesn't do much but costs a ton of credits, tons of time and enough mouse clicks to start carpel tunnel.

 

There is so much wrong with what BW has done, changed and designed here it boggles the mind.

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^

Frankly what gets me is how this change stands in contrast to what Eric posted (yesterday?).

 

Someone, and I'm simply too lazy to go grab the quote, posted to the effect of "how did this get through QA/is this a QA issue?" And the reply was "totally not a QA failure, 4.0 launch was totally what we intended... except that it wasn't." Ok, I've obviously taken liberties and added snark here, but the feeling of what was asked and answered remains on point.

 

In that "datamining is bad, m'kay?" dev post, Eric goes and uses the most in-artful of language... "Healing was a bit OP. We're going to make significant changes." Bit and significant are not exactly on the same page, or am I out in left field here?

 

To my thinking, this IS a QA/We-don't-have-a-plan-at-all issue. They made changes to companions. Were they OP? I think we can all agree that yes, yes they were. But to say that it's not a bug, or that "we love us some solo play! Except when we don't!" is a real dramatic change of pace...

 

I simply refuse to think that BW had a plan here. It seems apparent that they wanted stronger comps, and screwed up. They then did the usual nuke it from orbit move they love so much, and we're left where we are now.

 

I've tried to be neutral to an extent - I've neither said yay! or boo! in regards to the impact of the nerf. I was enjoying the admittedly OP comps, but will likely play on with the new pretty-terrible-craptacular-space-taker-uppers we have now.

 

Oh, and one last note... Anyone else just love the stealth HP nerf? "We're gonna decrease power/healing, and not fix the tank thing till later (and TOTALLY drop HP by about 30k! *shhhh!*)" Obviously saying the HP nerf was coming would have been met with further hue and cry, but come on - people were pissed - just be honest with us and put it out there.

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We noticed that tonight too. Why the hell would anyone care to level the companion and suffer thorough that massive grind when it doesn't do much but costs a ton of credits, tons of time and enough mouse clicks to start carpel tunnel.

 

There is so much wrong with what BW has done, changed and designed here it boggles the mind.

 

This is exactly why I was opposed to them nerfing companions. I tried to come up with suggestions that would be better than a nerf. I see no one cared. So be it.

 

What actually bothers me more than anything is this:

 

If you, as a video game company, feel you have to reduce the effectiveness of some companion abilities by around 50%, what on earth was going on with quality control before game release?

 

Let's just leave aside any question of whether companions should have been nerfed or not.

 

What were they thinking before the expansion release? How could they have gotten so far off from what they apparently intended? I mean, this isn't the slot machine. That wasn't a core mechanic. This is a core game mechanic! How did they get it so wrong in the first place?

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I serriously doubt that considering with my testing at 27 it comes out about 48-50% change

 

I call ******** here, as I checked number increase when ranking up some companions a couple levels to see the change in increase in DPS and it was a joke!

It's like each rank adds a fixed number to damage/heal stats... which is like 6-10 per rank. So max damage went for example from 890 on rank 1 to 896 on rank 2, 903 on rank 3, 910 on rank 4 and so on.

So calculating to rank 50... that's like 0,5% increase per rank. So total difference from rank 1 at rank 50 is like 20-25%!

 

Complete BULLOCKS! A farce! Especially since the amount of investment it requires to get a single companion to rank 50! And if you can't see anything wrong in that.... I don't know what to say really.

 

A rank 20 companion of mine now does less than half the damage in DPS role, than my Jedi Guardian does in tank stance and full tank gear! Completely useless! I can now just as well dismiss my companion and continue on solo!

No point getting it to rank 50 either! Complete waste of effort and credits now, as the change is barely noticeable and worth it! :mad:

 

In it's current state, the companions are worse than they have ever been! They were way better and more useful before 4.0 !

 

If they are unwillingly to admit their mistake and revert the patch and test it first! I rather have them roll it back completely to how it was before Patch 4.0! :mad:

Edited by Jeronas
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In some situations I am hearing if you don't have legacy and other stuff then you are in an even worse situation. It's Nerf'ed by 75 in some situations. It should if anything been done to 25-30 max. Now they are worse off then they were before the Patch.

 

20 - 30% nerf seems like the number i'm seeing more and more that people agree with. Perhaps they should start with 20 and go there.

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