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Agent and Smuggler Class Changes in 6.1.1 - Feedback

STAR WARS: The Old Republic > English > Public Test Server
Agent and Smuggler Class Changes in 6.1.1 - Feedback
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Rion_Starkiller's Avatar


Rion_Starkiller
03.06.2020 , 07:48 AM | #11
here are the changes per Krazhez
Quote: Originally Posted by Krazhez View Post
For reference, here's what it was:
(4) Tactical Overdrive additionally resets the cooldown of Backstab, Sever Tendon, and Toxic Scan. Gaining a Tactical Advantage increases your Critical Chance by 15% for 10 seconds. Can only happen once every 10 seconds.

Here's what the test server is showing:
(4) Tactical Overdrive additionally resets the cooldowns of Sever Tendon, and Toxic Scan. Gaining a Tactical Advantage increases your critical chance by 10% for 10 seconds. Can only happen once every 18 seconds.
-Beruhl (ง︡'-'︠)ง

8 pugs and a grophet i do what i want can i borrow a stim?
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.

MarcRFC's Avatar


MarcRFC
03.06.2020 , 08:06 AM | #12
Sniper / Gunslinger Change:
this would translate into a 3% reduction in damage output.

This change may be related to the gunslingers performance on the dummy on http://parsely.io (Disgusting, what this Grb guy did there...) .

In raids, however, the gunslinger's damage is on par, since it relies heavily on positioning and using hunker down (a defensive cooldown) on offense. Especially, Entrenched Offense resets on every little movement. Since all other range classes does not have positioning constraints like that, there is no need for a further damage reduction.

Beyrahl's Avatar


Beyrahl
03.06.2020 , 01:50 PM | #13
Can stim boost % healing be looked at?
15k Healing ticks plus probes, as a DPS is nutty healing over time. While still getting great DR.
Thanks.

bladech's Avatar


bladech
03.09.2020 , 06:23 AM | #14
Devs decided to nerf concealment quietly without any information on forum so that no one would know they buffing sorcerers burst and deception sustain damage when operative gets ONLY nerf. This will result into concealment operative becoming much weaker class in ranked and pve again and players quitting the game
Supporting my threads or comments? You like pvp? Click on my link to help my get some goodies

http://www.swtor.com/r/QKZXBf

OlBuzzard's Avatar


OlBuzzard
03.09.2020 , 10:08 AM | #15
Quote: Originally Posted by MarcRFC View Post
Sniper / Gunslinger Change:
this would translate into a 3% reduction in damage output.

This change may be related to the gunslingers performance on the dummy on http://parsely.io (Disgusting, what this Grb guy did there...) .

In raids, however, the gunslinger's damage is on par, since it relies heavily on positioning and using hunker down (a defensive cooldown) on offense. Especially, Entrenched Offense resets on every little movement. Since all other range classes does not have positioning constraints like that, there is no need for a further damage reduction.
You said this better than I could have. No need for damage reductions since it is ALSO easy for smuggler to be knocked out of hunker down or other defensive postures to prevent taking on what I call "excessive" damage when this character is NOT in hunker down. Usually being "disrupted" from hunker down or other needed defensive postures takes place or is done by "bigger" or "upper tier" (sorry technobabble translator inoperative ATM) MOBS. Then we have to wait for hunker down cooldown to become available again !!

Just my own observation might (and probably is ) just me.
(████████████████████████████]:|█[ioi]█[|||████]|█|

AllisonLightning's Avatar


AllisonLightning
03.15.2020 , 07:56 AM | #16
Has anyone noticed any stealth changes on live? I was having some very weird TA issues and someone else in the group was having an issue where one of their abilities was hitting for less... might just be lag issues for our group but some weirdness.
http://www.swtor.com/r/xsvzTv

Come to the dark side, where you get cookies and so do I.

DanielSteed's Avatar


DanielSteed
03.18.2020 , 05:06 PM | #17 This is the last staff post in this thread.  
Hello everyone!

Some new changes for Agents/Smugglers are now on PTS. I have updated my original post so there is a full compiled list, but here are all of the recent changes:

Operative / Scoundrel
  • The Tactician set bonus has been rebalanced:
    • 4 piece - Tactical Overdrive / Hot Streak no longer resets the cooldown of Backstab / Back Blast, the critical chance increasing effect cannot occur more than once every 18 seconds (up from 10 seconds), and the critical chance it provides is 10% (down from 15%)

Medicine / Sawbones
  • Fixed an issue where Kolto Waves did not appropriately generate Tactical Medicine / Bedside Manner when used with the Regenerative Waves tactical item
  • Tactical Item: The effect provided by Diagnostics Probe now lasts up to 15 seconds (up from 6 seconds)

Concealment / Scrapper
  • Prey on the Weak / Pierce and Batter now increases damage done by Laceration / Sucker Punch by 10% on targets affected by your Acid Blade / Flechette Round (up from 5%)
  • Calculated Frenzy / Rolling Punches now increases ranged and tech critical chance by 10% after Backstab / Back Blast is used (up from 5%)

Lethality / Ruffian
  • Cut Down now increases the damage of Lethal Strike / Point Blank Shot , Overload Shot / Quick Shot and Noxious Knives / Lacerating Blast by 15% (up from 5%) and increases the damage of Shiv / Blaster Whip by 10% on targets affected by your poison / bleed effects
  • Acidic Compounds now increases Toxic Blast / Sanguinary Shot damage by 10% (up from 5%)

Let us know what your thoughts! Please tell us if you think certain changes make a class overpowered or underpowered.
Daniel Steed | Community Coordinator
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septru's Avatar


septru
03.18.2020 , 06:12 PM | #18
Quote: Originally Posted by DanielSteed View Post
[*]Cut Down now increases the damage of Lethal Strike / Point Blank Shot , Overload Shot / Quick Shot and Noxious Knives / Lacerating Blast by 15% (up from 5%) and increases the damage of Shiv / Blaster Whip by 10% on targets affected by your poison / bleed effects
[
Please do not buff lethal strike. When taking viral elements, lethality operative's lethal strike already is extremely powerful in pvp. I understand all of these are pve changes, but they unfortuantly have unintended consequences on pvp. Lehtality operative is already extremely strong in pvp because of viral elements tactical. Do not buff lethal strike...

on a side note. does anyone know what "cut down" is?
-Prum
The only real top 3 operative btw

Beyrahl's Avatar


Beyrahl
03.18.2020 , 06:18 PM | #19
Removing the backstab reset is a good idea, but a bandaid solution imo.
This does, however, approach both Concealment and Lethality's nutty burst windows however lethal strike reset remains? Should take it too, from TA.
I approve, but please do fix the fact Viral Elements is hitting a main target / Single target twice by the main Lethal strike, then the AoE version. This means the tank is taking three hits when he should really be only taking two, while the main target should only be taking one. With the reset, this is currently hitting the tank 6 times if he's guarding the target of said lethal strikes.

AllisonLightning's Avatar


AllisonLightning
03.18.2020 , 07:59 PM | #20
Quote: Originally Posted by DanielSteed View Post
Hello everyone!

Some new changes for Agents/Smugglers are now on PTS. I have updated my original post so there is a full compiled list, but here are all of the recent changes:

Operative / Scoundrel
  • The Tactician set bonus has been rebalanced:
    • 4 piece - Tactical Overdrive / Hot Streak no longer resets the cooldown of Backstab / Back Blast, the critical chance increasing effect cannot occur more than once every 18 seconds (up from 10 seconds), and the critical chance it provides is 10% (down from 15%)

Medicine / Sawbones
  • Fixed an issue where Kolto Waves did not appropriately generate Tactical Medicine / Bedside Manner when used with the Regenerative Waves tactical item
  • Tactical Item: The effect provided by Diagnostics Probe now lasts up to 15 seconds (up from 6 seconds)

Concealment / Scrapper
  • Prey on the Weak / Pierce and Batter now increases damage done by Laceration / Sucker Punch by 10% on targets affected by your Acid Blade / Flechette Round (up from 5%)
  • Calculated Frenzy / Rolling Punches now increases ranged and tech critical chance by 10% after Backstab / Back Blast is used (up from 5%)

Lethality / Ruffian
  • Cut Down now increases the damage of Lethal Strike / Point Blank Shot , Overload Shot / Quick Shot and Noxious Knives / Lacerating Blast by 15% (up from 5%) and increases the damage of Shiv / Blaster Whip by 10% on targets affected by your poison / bleed effects
  • Acidic Compounds now increases Toxic Blast / Sanguinary Shot damage by 10% (up from 5%)

Let us know what your thoughts! Please tell us if you think certain changes make a class overpowered or underpowered.
I did notice that running the tactical, so this fix for the Regenerative Waves will while remaining a situational tactical, will make it less of a joke. At least you're openly admitting the change to the Tactican's set. The change to the Diagnostic Probe tactical actually make it halfway interesting, I'm not sure if it's worth nerfing surgical probe or what the loss of crit chance would mean for using Injection- which is more worth it the higher it crits, depends on translation.
http://www.swtor.com/r/xsvzTv

Come to the dark side, where you get cookies and so do I.