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Class changes and balance in Game Update 1.3

STAR WARS: The Old Republic > English > General Discussion
Class changes and balance in Game Update 1.3
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ArchangelLBC's Avatar


ArchangelLBC
06.06.2012 , 05:20 PM | #161
Dear Devs,

First thank you for communicating some of your design philosophy and the reasoning behind changes. I greatly appreciate this kind of communication and hope for more in the future. That being said, the actual changes you're making seem hard to square with your stated philosophy.

Quote:
Additionally in Game Update 1.3, we’ve made changes to improve the gameplay and quality of life of Commando/Mercenary damage-dealing specs. We’ve spent a lot of time playtesting and investigating the concerns of the community, and while Commando/Mercenary damage is largely on target, prior to Game Update 1.3, resource management made performance streaky and a little too unreliable.

We’ve made the following changes to the Commando/Mercenary for Game Update 1.3 to improve resource management and simplify stack upkeep for Gunnery/Arsenal specs:

Cell Charger/Terminal Velocity has been redesigned to passively restore 1 energy cell/vent 8 heat every 6 seconds.
Gravity Surge/Light ‘Em Up now additionally grants an extra stack of Charged Barrel/Tracer Lock and Charged Barrier/Power Barrier, if applicable, with each Grav Round/Tracer Missile fired.
Target Lock/Advanced Targeting has been redesigned. Now gives Full Auto/Unload and High Impact Bolt/Rail Shot 10% armor penetration per point.

Your stated intention with these changes is to make Gunnery/Arsenal ammo management more reliable, and giving a constant 1 ammo/6 seconds is certainly more reliable, however from my perspective it seems to be reliably lower. A raid buffed commando can hit 40% tech critical chance without much effort which makes grav round crit at 65% with the two piece set bonus. My gut instinct says that that will generate more than one ammo every 6 seconds. Can you provide the math showing that the change will lead to better ammo management than what is on the current live servers for a command with a 2 piece set bonus and a crit rate of 38-40%? Would that same fact hold true if Cell Charger was fixed to proc on Full Auto like it is supposed to? If the ammo regen isn't an improvement than you've just made gunnery DPS reliably worse, and I'm sorry but the performance of the design team to date has unfortunately not made me, or the community, inherently trusting of your math. Provide the math or please just leave Cell Charger alone. (All that being said, the change to charged barrel/barrier is very welcome, though I'd still like charged barrier to go back to 2% per stack).

Along the same line of thought regarding stated intentions vs actual changes we have the changes to Shadow/Assassin tanks.

Quote:
We are also striving to make all tanks hit the same survivability targets for Game Update 1.3. Testing shows that the self-healing generated by Shadow/Assassin tanks is too powerful after the armor adjustment they receive via Combat Technique/Dark Charge. This armor adjustment should have brought Shadow/Assassin tanks to lower passive survivability levels than the heavy armor tanks, with the self-healing they provide making up for the difference. However, this armor adjustment was making them passively just as good as the heavy armor tanks, with the self-healing taking them a bit beyond our survivability targets. Rather than hit armor or self-healing too hard, we’ve opted to adjust both by a much smaller amount.

The healing generated by Combat Technique/Dark Charge has been reduced by approximately 50%.
The healing generated by Harnessed Shadows/Harnessed Darkness has been reduced to 8% in total (down from 12% in total).
The armor provided by Combat Technique/Dark Charge has been reduced to +115% (down from 150%).
My question is, if a 35% nerf to the buff from Combat Technique is a "much smaller amount", what were you going to have to lower that by if you just adjusted that and didn't touch the self heal? 35% seems like a pretty huge cut, though the overall impact on damage taken might not be huge I guess. However the whole approach seems to overlook the fact that while a 12% heal is well and good for mitigation over the course of a long fight under sustained DPS, the inferior cooldowns from these tanks combined with lower guaranteed passive mitigation makes such tanks easily gibbed if a lot of damage goes out quickly which is either going to limit the kind of encounters you can make, or more likely make shadow tanks completely irrelevent in end game PVE as more challenging, high damage encounters come out. Self-heals don't help you if you take so much damage that they become irrelevant.


Finally, some advice if you care to listen. In general, people are better at adjusting to small incremental changes rather than broad sweeping changes. If you took all the changes made in 1.2 and spread them out over a year, people would react much better, and most likely many of those changes would prove unnecessary. If you make a bunch of changes and break things you have to go through all the changes to figure out how to fix it. If you make one change and break things you know where the problem is. An example is the changes to Demo Round. You increased it's damage based on pre-1.2 numbers, then fixed a bug that was giving those numbers and haven't seen fit to change things beyond this upcoming change to charged barrel. You say commandos are hitting targets, but again you've lost whatever inherent trust you might have had. Which brings me to the other reason you should institute changes slowly. Because broad sweeping changes gives us the feeling that you don't know what you're doing, and aren't sure how to fix it. Little changes suggest things just need a bit of tweeking. Big changes indicate you did it wrong the first time, and big changes following big changes indicate you simply have no clue what you're doing. Right or wrong, that's the impression you give.


TL;DR Your stated design philosophy and actual changes don't seem to agree at face value, and small incremental changes would be better for you overall than big changes.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Dozoku's Avatar


Dozoku
06.06.2012 , 05:22 PM | #162
Quote: Originally Posted by mariioow View Post
well they actually said that now shadows are going to be as strong as heavy armor tanks they aren't going to be the weakest class they are just going to be as good tanking as a guardian/juggernaut or vanguard/powertech
so 150 to 115% is going to be the same lolz? bro go on your shadow or sin in the test servers man you will just rage how flipping horrible the class is now.

MbaxterBeau's Avatar


MbaxterBeau
06.06.2012 , 05:29 PM | #163
I personally think healing on a sorcerer is fine. The only time there is an issue it's because of threat generated by healing (tank aggro change should help) or when someone in the party is in a hurry and will not wait which causes a wipe.

JeramieCrowe's Avatar


JeramieCrowe
06.06.2012 , 05:32 PM | #164
Quote: Originally Posted by Dozoku View Post
so 150 to 115% is going to be the same lolz? bro go on your shadow or sin in the test servers man you will just rage how flipping horrible the class is now.
Sounds like you need to add your personal heal to your rotation... That is the stated design intent right there in the blog.
Allix Crowe - Vanguard Trooper -/- Ethavan Crowe - Smuggler Gunslinger -/- Malrath Crowe - Powertech Bounty Hunter -/- Boslo - Jedi Knight Sentinel -/- Jiao-gen Pall - Jedi Knight Guardian -/- Landen Tanarr - Jedi Consular Sage -/- Vaelyth Kinti-kaar- Sith Warrior Juggernaut -/- Oteln'erose'thu - Imperial Agent Sniper -/- Zandur Tuum - Cathar Knight

Jordalx's Avatar


Jordalx
06.06.2012 , 06:03 PM | #165
Quote: Originally Posted by mariioow View Post
well i have a sage dps and i do a very good damage on pvp and on pve too actually i don't really have any problems to compare myself to the most dps classes and sage heals are good for pve not for pvp but on pve they are imo the best healers you can even do li hm with a sage healer easier than a comando
First off, Sage/Sorc isn't the best healer for PVP or PVE. There are better choices. Additionally, I do perfectly fine as DPS on my Sorc in PVP. But that is because I know what I am doing. In PVE, similarly geared, or lesser Mercs or snipers out perform me by a significant amount, even though they shouldn't.
What?

TheDetour's Avatar


TheDetour
06.06.2012 , 06:04 PM | #166
I am very disappointed with many of the tank changes. While Jedi Guardians certainly needed help in the AoE threat department, the changes to threat are completely unwarranted and very unnecessary to the point of dumbing down the role to the point of boredom. Managing threat with intuition and a well managed threat rotation is something that I have always enjoyed about tanking. It is also a great way to separate more and less skilled tanks competing for THE most limited spots in an Operation.

With threat management gone as something tanks need to worry about significantly, what else is there for us to do? I can't understand a fundamental change like this. In every fight, each role has to worry about something that is unique to them. DPS worries about maximizing damage given the situation/phase, Healers worry about keeping everyone alive, and, prior to 1.3, tanks worried about keeping threat on the boss (with survival via cooldowns as a secondary concern)... with everyone having to adjust to the mechanics of the fight, whether that be not standing in fire, changing DPS targets, or repositioning the boss as a tank.

I do not understand how completely eliminating threat as something to be considered and, most importantly, worried about, makes the role more fun to play AT ALL. At the end of the day, every player in this game is just pressing buttons when you break down the MMO to the most simplistic level. By buffing tank threat so needlessly and excessively, you have made (on the whole) our button presses by far the least significant in the game. That is not something that anyone should celebrate.

Repeal the tank threat stance bonus.
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Dozoku's Avatar


Dozoku
06.06.2012 , 06:06 PM | #167
Quote: Originally Posted by JeramieCrowe View Post
Sounds like you need to add your personal heal to your rotation... That is the stated design intent right there in the blog.
Bro that's not even the point, the 115% armor is a huge nerf man. Right now a shadow tank can't even 1v1 a marauder anymore. much less hold 2 to 3 ppl. we just became the most horrible class in the game both pve and pvp. I honestly don't think they have any idea what their doing, it seems they are in panic mode because of in experiences players crying how "over powered shadows are" its bad enough in beta we were nerf really bad now this crap again is just bloody silly, i could have live with the less healing part but seriously 115% armor? just what is the point of even playing a shadow or an assassin or even playing at all? It takes skills to be a shadow and a assassin, far beyond the skills of easy class like 1 button spam for gunners. ( no offences) Now i found out they mess with the relics as well? this game just became a video game for 9 year old.

JeramieCrowe's Avatar


JeramieCrowe
06.06.2012 , 06:20 PM | #168
Quote: Originally Posted by Dozoku View Post
Bro that's not even the point, the 115% armor is a huge nerf man. Right now a shadow tank can't even 1v1 a marauder anymore. much less hold 2 to 3 ppl. we just became the most horrible class in the game both pve and pvp. I honestly don't think they have any idea what their doing, it seems they are in panic mode because of in experiences players crying how "over powered shadows are" its bad enough in beta we were nerf really bad now this crap again is just bloody silly, i could have live with the less healing part but seriously 115% armor? just what is the point of even playing a shadow or an assassin or even playing at all? It takes skills to be a shadow and a assassin, far beyond the skills of easy class like 1 button spam for gunners. ( no offences) Now i found out they mess with the relics as well? this game just became a video game for 9 year old.
Playtest it! Over and over again. If performance is, indeed, falling short of target, they'll adjust it.

If it is actually on target, adjust your rotation.
Allix Crowe - Vanguard Trooper -/- Ethavan Crowe - Smuggler Gunslinger -/- Malrath Crowe - Powertech Bounty Hunter -/- Boslo - Jedi Knight Sentinel -/- Jiao-gen Pall - Jedi Knight Guardian -/- Landen Tanarr - Jedi Consular Sage -/- Vaelyth Kinti-kaar- Sith Warrior Juggernaut -/- Oteln'erose'thu - Imperial Agent Sniper -/- Zandur Tuum - Cathar Knight

jgelling's Avatar


jgelling
06.06.2012 , 06:42 PM | #169
Quote: Originally Posted by Aikiyc View Post
Agreed. Sage has an awesome healing kit, and tons of utility. With the blanket nerf to burst, their day becomes much brighter
If that's true, then the other healers are way too powerful because sorc/sage healers are noticeably inferior.

The blanket nerf to burst is important though, and wasn't apparent - I wish they'd discussed their thoughts on that as it relates to healers.

krisknife's Avatar


krisknife
06.06.2012 , 06:43 PM | #170
Quote: Originally Posted by JeramieCrowe View Post
Playtest it! Over and over again. If performance is, indeed, falling short of target, they'll adjust it.

If it is actually on target, adjust your rotation.
I have tested as well and my "rotation" is flawless it's not rocket science, it doesn't take any skillz, it's common sense to most. The class is fail sauce with 1.3, thank god I have 4 other 50s but seriously if BW is going to nerf over QQs they will be nerfed soon too, someone is always OP to noobs who don't read tool tips and skill explanations or understand their class's mechanics. This is a silly nerf, shadows/sins are OP only if you allow them to be, TKT is what restores health mainly and it can be stopped and a shadows edge defeated, they are not OP if you understand the game at all it's sad really.

Other tanks needed their buff, but the hammer wasn't necessary for the shadows, you just put that class in the "garage" for most of us. See how many play shadows lol, happens in every MMO after a harsh nerf like this, shadows/sins will be rare and noobs will scream about others being OP, wash, rinse, repeat and smile lol

***Hey Bioware serious, serious question I hope others press as well till we get an answer. Are you going to give shadows/sins advanced class resets? After all it did say when we selected the class it could perform a tanking roll and after 1.3 it will no longer be able to boast that. DPS (if you can call that vs sage) and utility will be it's bread and butter. Seems only fair. I would have picked sage as an advanced class if presented with shadow as a utility/dps build. Maybe I am weird lol