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Klassenänderungen 5.3


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Eskadur
06.25.2017 , 03:48 AM | #1
Sniper
Virulence

Cull deals 25% less damage
Weakening Blast deals 11% more damage, costs 5 energy, and is no longer triggered by weapon damage from Cull
Increased Lethal Shot weapon damage by 13% and reduced its poison damage by 35%
Toxic Surge deals 20% more damage
In addition to its previous effects, Lethal Takedown now also reduces the energy cost of Takedown by 3


Gunslinger
Dirty Fighting

Wounding Shots deals 25% less damage
Hemorrhaging Blast deals 11% more damage, costs 5 energy, and is no longer triggered by weapon damage from Wounding Shots
Increased Dirty Blast weapon damage by 13% and reduced its bleed damage by 35%
Bloody Mayhem deals 20% more damage
In addition to its previous effects, Dirty Shot now also reduces the energy cost of Quickdraw by 3


DevNotes: The changes to the Virulence Sniper / Dirty Fighting Gunslinger are meant to bring the discipline down to its target DPS. The damage reduction to Cull / Wounding Shots and the changes to Weakening Blast / Hemorrhaging Blast and Lethal Shot / Dirty Blast brought Virulence / Dirty Fighting slightly below its target DPS, so we increased the damage of Toxic Surge / Bloody Mayhem to get it back to the target.

The change to Lethal Takedown / Dirty Shot addressed a situation where it was better to use Lethal Shot / Dirty Blast while the target was under the effect of your Weakening Blast / Hemorrhaging Blast.
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Eskadur
06.25.2017 , 03:48 AM | #2
These changes will undoubtedly look and feel harsh to players who have been healing on their Sorcerers / Sages for a long time. The healing changes for Sorcerers / Sages pull the Corruption / Seer discipline down to the target HPS. We say the target HPS instead of their target HPS because all three healers have the same target HPS. In future balance patches, the other healers can expect to see changes to their healing capabilities as well to ensure they are in line with the target.

Note: All changes below are currently in development and are subject to change before being released.

Sorcerer

Reduced the amount of healing done by Dark Heal by 4.86%
Increased the base Force cost of Resurgence from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
Reduced the amount of damage absorbed by Static Barrier by 5.3%

Corruption

Increased the base Force cost of Dark Infusion from 45 to 50 and the amount of healing it does by 3.38%
Reduced the amount of healing done by Innervate by 8.74%
Reduced the amount of healing done by Revivification by 10%
Increased the base Force cost of Roaming Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
Force Bending now reduces the activation time of Dark Infusion by 0.25 seconds (down from 0.5 seconds) and the Force cost of Revivification by 20% (down from 30%); all other Force Bending effects remain unchanged
Reduced the amount of healing done by Renewal by 14.29%
Secrets of the Dark Side no longer increases the healing done by Roaming Mend by 5%, but still reduces its Force cost
Reduced the healing done by Sustaining Darkness by 5.3%
Twisted Force now makes Innervate channel 10% faster (down from 20%)


Sage

Reduced the amount of healing done by Benevolence by 4.86%
Increased the base Force cost of Rejuvenate from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
Reduced the amount of damage absorbed by Force Armor by 5.3%

Seer

Increased the base Force cost of Deliverance from 45 to 50 and the amount of healing it does by 3.38%
Reduced the amount of healing done by Healing Trance by 8.74%
Reduced the amount of healing done by Salvation by 10%
Increased the base Force cost of Wandering Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
Conveyance now reduces the activation time of Deliverance by 0.25 seconds (down from 0.5 seconds) and the Force cost of Salvation by 20% (down from 30%); all other Conveyance effects remain unchanged
Reduced the amount of healing done by Renewal by 14.29%
Erudite Mender no longer increases the healing done by Wandering Mend by 5%, but still reduces its Force cost
Reduced the healing done by Soothing Protection by 5.3%
Force Warden now makes Healing Trance channel 10% faster (down from 20%)
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Eskadur
06.25.2017 , 03:50 AM | #3
Powertech
Pyrotech

Increased the Searing Wave damage bonus given by Superheated Flamethrower from 20% to 50%
Reduced the burn damage of Incendiary Missile by 10%
In addition to its previous effects, Rain of Fire now increases the damage dealt by Incendiary Missile by 10%
Increased the critical damage bonus given by Firebug from 10% to 15%


Vanguard
Plasmatech

Increased the Ion Squall damage bonus given by Pulse Generator from 20% to 50%
Reduced the burn damage of Incendiary Round by 10%
In addition to its previous effects, Rain of Fire now increases the damage dealt by Incendiary Round by 10%
Increased the critical damage bonus given by Plasmatic Assault from 10% to 15%


DevNotes: The changes to Pyrotech / Plasmatech are aimed at bringing the discipline up to its intended target DPS. With the change to Superheated Flamethrower / Pulse Generator, we wanted to make Searing Wave / Ion Squall more than just an ability used to buff the next Immolate / Plasma Flare. It can now pack quite a punch of its own.
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Eskadur
06.25.2017 , 03:51 AM | #4
Mercenary
Arsenal

Blazing Bolts deals 4.89% less damage and costs 20 heat (up from 16)
Barrage no longer increases the damage dealt by Blazing Bolts, but still finishes its active cooldown
Riddle no longer improves Unload
The critical damage bonus provided by Target Tracking is now 15% (down from 30%)
Decoy now has 2 charges (down from 5)


Commando
Gunnery

Boltstorm deals 4.89% less damage and costs 20 energy cells (up from 16)
Curtain of Fire no longer increases the damage dealt by Boltstorm, but still finishes its active cooldown
Rotary Cannon no longer improves Full Auto
The critical damage bonus provided by Deadly Cannon is now 15% (down from 30%)
Decoy now has 2 charges (down from 5)


DevNotes: With the changes to Arsenal / Gunnery, we wanted to bring the Discipline down to its target DPS. We also wanted to make heat / energy cell management a little more challenging for the Arsenal / Gunnery player, so we slightly increased the cost of Blazing Bolts / Boltstorm while reducing the damage it deals.

Another goal we had for Arsenal / Gunnery was to tone down its burst damage potential a bit, so we reduced the critical damage bonus granted by Target Tracking / Deadly Cannon to shrink the size of those big Heatseeker Missile / Demolition Round and Rail Shot / High Impact Bolt critical hits.

Finally, we felt that Decoy needed a significant reduction in power, so we reduced the number of charges it provides from 5 down to 2.
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Eskadur
06.25.2017 , 03:52 AM | #5
With that in mind, here are the exact changes currently planned for 5.3 in July (subject to change, of course):
Assassin
Hatred

Increased Deathmark's periodic damage boost from 10% to 15%
Increased Fulguration's damage bonus for Creeping Terror from 10% to 15%
Fulguration restores 3 Force (down from 5) when Lightning Charge deals damage
Increased Inevitable Demise's low health damage bonus from 15% to 30%
In addition to its previous effects, Leeching Hunger now restores 4 Force for each of your damaging periodic effects on a target damaged by your Leeching Strike
Clarified the tooltip for Crackling Charge


Shadow
Serenity

Increased Force Suppression's periodic damage boost from 10% to 15%
Increased Rebounding Force's damage bonus for Sever Force from 10% to 15%
Rebounding Force restores 3 Force (down from 5) when Force Technique deals damage
Increased Aching Mind's low health damage bonus from 15% to 30%
In addition to its previous effects, Serene Poise now restores 4 Force for each of your damaging periodic effects on a target damaged by your Serenity Strike
Clarified the tooltip for Force Focus


Please let us know what you think of these changes! Post your thoughts below, thanks everyone.

-eric
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Eskadur
06.25.2017 , 03:54 AM | #6
Alle bisher bekannten Änderungen auf einen Blick
Quelle
http://www.swtor.com/community/devtracker.php
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Eskadur
06.28.2017 , 01:16 PM | #7
Sorcerer
Madness

Changed Deathmark's periodic damage boost from 10% to 15%
Devour now gives Force Leech a 30% damage bonus (up from 25%) when damaging enemies suffering from Affliction


Sage
Balance

Changed Force Suppression's periodic damage boost from 10% to 15%
Mind's Eye now gives Force Serenity a 30% damage bonus (up from 25%) when damaging targets suffering from Weaken Mind
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Eskadur
07.01.2017 , 07:27 AM | #8
Mercenary
Innovative Ordnance
Reduced the critical damage bonus given by Ordnance Expert from 30% to 15%
Reduced the burn damage of Incendiary Missile by 10%
Reduced the bleed damage of Serrated Shot by 12%

Commando
Assault Specialist
Reduced the critical damage bonus given by Assault Trooper from 30% to 15%
Reduced the burn damage of Incendiary Round by 10%
Reduced the bleed damage of Serrated Bolt by 12%
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Eskadur
07.01.2017 , 07:32 AM | #9
Was fehlt denn noch?
zum Schurken gab es noch keine Verlautbarung, Hüter und Wächter scheinen auch zu bleiben wie Sie sind.

Patchday 5.3 am 11.07.17
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Clanner
07.01.2017 , 09:51 AM | #10
Es fehlt der Buff vom Tele-Sage. :'''(
"Der Kopf ist rund, damit das Denken die Richtung wechseln kann."
Phelarn Beltarn - Sage "Oh, a PT. Don't pull me bro, don't pu... arrrr, you pulled me. :'("