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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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MillionsKNives's Avatar


MillionsKNives
06.07.2012 , 08:51 AM | #231
Quote: Originally Posted by TheRedNalroni View Post
Just to clarrify what was stated-



Now Im going to highlight the relevant phrase about Pre nerf tanking assassins...

Theyre Saying Just as good, They're NOT saying "surpassing", OR "far superior", in fact the very phrase 'just as good' implies that theyre 'ALMOST' as good and that is why theyre nerfing them further.

Therefore they are clearly stating Assassin Tanks SHOULD NOT be as GOOD as the other tanks. They SHOULD be WEAKER.

SO theyre Clearly stating Assassin Tanks were never supposed to be on par with the other tanks and therefore need to be nerfed... as stated.

SO quit all your whining, Stop Playing Assassins as a PVE tank because they're NOT supposed to be played that way, CLEARLY stated by Bioware.
No, the very phrase "just as good" means (doesn't just imply) that they're no better or worse. And if you took the time to read, the rest of the paragraph states that when considering the self-healing that they have as well they were placing better (read: superior) in survivability than the other tanks.

Because your entire rant pivots on them having said something different it's completely invalid.

zegota's Avatar


zegota
06.07.2012 , 08:51 AM | #232
Quote: Originally Posted by TheRedNalroni View Post
Just to clarrify what was stated-



Now Im going to highlight the relevant phrase about Pre nerf tanking assassins...

Theyre Saying Just as good, They're NOT saying "surpassing", OR "far superior", in fact the very phrase 'just as good' implies that theyre 'ALMOST' as good and that is why theyre nerfing them further.

Therefore they are clearly stating Assassin Tanks SHOULD NOT be as GOOD as the other tanks. They SHOULD be WEAKER.

SO theyre Clearly stating Assassin Tanks were never supposed to be on par with the other tanks and therefore need to be nerfed... as stated.

SO quit all your whining, Stop Playing Assassins as a PVE tank because they're NOT supposed to be played that way, CLEARLY stated by Bioware.
Stop posting this. Here's the Shadow class description from the official website:

Tactical Role(s): Melee Damage, Melee Tank

You severely misunderstand what the devs are saying. They're saying they intend our damage mitigation to be slightly less than other tanks, but for our healing to make up for it. The problem is that it doesn't. Not even close. It didn't even before the change, and it absolutely doesn't now.
Vi'Treia - Jung Ma - Shield of the Republic

KalTorrak's Avatar


KalTorrak
06.07.2012 , 08:53 AM | #233
I'm SO glad I didn't resub to this game, and these changes I can just give myself a nice pat on the back, no changes for the most underplayed and underpowered class in the game (imp op and scoundrel) and they just breeze over it like its not a care in the world, well no more money for you bioware, at least not from me

To be honest the game had the best balance straight out of the box on release, now the balance is just getting worse it seems for PvP (only reason I played the game) and the engine was probably the worst I've come across ever, and the bugs, lord the bugs, then when stuff goes wrong, Biowares customer service is with the worse I've had to experience.

Again so glad I'm not giving this terrible company my money anymore, my only regret is buying the game to begin with collectors was so expensive, only good thing was meeting some nice people in game, but they all left due to everything I've said above.

Phlem's Avatar


Phlem
06.07.2012 , 09:06 AM | #234
Quote: Originally Posted by Jordalx View Post
No change to Sorc/Sage DPS? Which is pathetic compared to other DPS classes, in addition to being the squishiest?
Not to mention that Sorc/Sage Heals are broken, pathetic, and crap, compared to other healer classes, also, in addition to being the squishiest?
You have Sorcs/Sages confused with DPS Ops/Scoundrels.
Originally Posted by GoergZoeller
"If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun."

Phlem's Avatar


Phlem
06.07.2012 , 09:09 AM | #235
Quote: Originally Posted by oredith View Post
consider your position, but from another perspective.

if you are the healer, and 1 person is on you, and you have no chance of actually killing him, shouldn't you at least be able to survive and run away?

it's not like the scoundrel is standing there toe to toe with you, healing himself up while killing you.

paper rock scissors.
Boom, QFT ^
Originally Posted by GoergZoeller
"If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun."

oredith's Avatar


oredith
06.07.2012 , 09:11 AM | #236
Quote: Originally Posted by Phlem View Post
You have Sorcs/Sages confused with DPS Ops/Scoundrels.
it's funny seeing the sorc/sage and op/scoundrel complain to each other about who's worse.

it's like a couple of millionaires complaining about not being able to buy the latest jet.

meanwhile, the merc/commando is flying coach with jet blue.
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Phlem's Avatar


Phlem
06.07.2012 , 09:13 AM | #237
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.
You pretty much summed up why the nerf came in the first place. First part being BW doesn't up think anyone should be able to beat a marauder/sentinal, and second you aren't suppose to be able to live through 2-3 people beating on you.
Originally Posted by GoergZoeller
"If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun."

Phlem's Avatar


Phlem
06.07.2012 , 09:16 AM | #238
Quote: Originally Posted by DarkSaberMaster View Post
I just have one question. What is the point of having the tanking tree in Shadow if y'all are nerfing HS healing and the combat technique armor bonus? I mean seriously. People complained about the DPS from Shadows/Assassins in PvP. Not the survivability. Reduce our damage that we do to PLAYERS by a certain percentage while in CT and the issue would have been solved. Or how about buffing the other two tress so that not everybody will flock to the tanking tree. Nerfing a class in PvE because of PvP crying has never been good for any game. It didn't work in SWG and it dang well won't work here.
They have been complaining about the survivability much longer then the self heal. Nice selection of FoTM classes you picked.
Originally Posted by GoergZoeller
"If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun."

Phlem's Avatar


Phlem
06.07.2012 , 09:26 AM | #239
Quote: Originally Posted by oredith View Post
it's funny seeing the sorc/sage and op/scoundrel complain to each other about who's worse.

it's like a couple of millionaires complaining about not being able to buy the latest jet.

meanwhile, the merc/commando is flying coach with jet blue.
Sorcs/sages complaining about survivability being the worst is kind of what I'm talking about. Yes they suffer when it comes to mobility healing, but they make up for it with their sheild that they can pop on anyone and they still have some of the best stationary heals. The reality is they are probably both on even keels as far as each others survivability goes when you take each others weaknesses into account.
Originally Posted by GoergZoeller
"If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun."

Phlem's Avatar


Phlem
06.07.2012 , 09:30 AM | #240
Quote: Originally Posted by TheRedNalroni View Post
Assassins are actually the one class that has been receiving nerfs more than any other class and started out as a class that was weakest in their respective areas at the time of the nerfs (mostly killing their Hybrid specs as they were superior to their main specs).
This lead to a total rework of the Assassin Darkness tree with the addition of Wither and the self healing mechanic.
Now this has been deemed as above the '2%' respective target Bioware wants. After 5 Months of it being in and other specs and adjustments have been made to all classes during that time, I would like to know What made it suddenly a problem?

1) What is the Target level aimed at for the Change?
As the change in Dark Charge is a change in a 'multiple' effect its effects Multiply far beyond the target nerf group.
Tionese Wearers will find that there low armour from the 35% reduction is going to be huge, making tanking in Flashpoints frustrating with a huge decrease in survivability. Where as Higher level tanks such as in Blackhole/campaign will barely notice the difference other than multiple mob tanking where again this 35% reduction is multiplied by each of the trash mobs being tanked. This will make Lower level Assassin tanks as undesirable for tanking and therefore unable to gear up to the respective level required for tanking.

2) The Armour nerf is multiplied for each and every additional Mob being tanked
Not Only is this armour nerf a multiple of the Tanks base armour, every mob attacking the tank benefits from this reduction in mitigation. a 35% Difference is an increase in damage by 35% for every mob. 3 Mobs will mean the tank is taking the extra damage 3 times over.

3) Assassin Tanks rely on Armor Mitigation alot MORE than the other tanks
Base Armor on Each of the different types of tanks is respective of their Tanking itemisation where Juggernauts/Powertech and their Republic counterparts Have a higher Defence (avoidance) and their Armour is applied HALF as often as a Armor dependant tank such as the Shadow or Assassin that relies on the Mitigation of the armour. That in itself means more than the Tue Value of whether Assassins are wearing Heavy Armour or not

If a Juggernaut/Powertech is only hit 60% or 70% of the time due to high Defence rating. Heavy Armour only benefits when the tank is actually HIT.
An Assassin has much lower Defence and is hit 80% of the time meaning that the affects of armour on a Shadow/Assassin Tank is applied more often and that a reduction in current armour means that they will take more damage than the other two tanks because of this lack of avoidance almost Twice as often.


4) Multiple Mobs, multiply the damage reduction exponentially
Assassins Dark Ward has but 10 Charges and without it makes their mitigation from shielding Worse than other 'Heavy Armor' tanks that have a base shield mechanic and do not have to rely on charges or a resource that can diminish quickly in a multi mob situation. An additional 10% shielding over the other tanks for only 10 attacks every 12 seconds or have 10% less shielding diminishes its effectiveness on multi mob tanking. This Multiplies the amount of damage an Assassin TANK will take over the other tanks in amulti mob tanking situation.

Conclusion
ALL of this will inevitably render the tank as the WEAKEST and Last choice for Flashpoint and Operations groups.
I have no idea its effects in PVP I play only to RAID. But a Change to fix PVP that destroys the optimal viability of a class Spec is a BAD change. PVP will need to be adjusted some other way.

To balance the classes if the change in armour mitigation is to go ahead:
If the Armour Mitigation of an Assassin Tank is to have Heavy Armour, it should have equal affect to the other tanks.
Reduce the other tanks Avoidance/Abilities to the level of the Assassin. Or Increase the Assassins Avoidance to the level of the other tanks.

Shield mechanics should be equal across the board, they should not use a resource and be limited by charges or use. They should mirror identically the affects of all tanks.

The classes mitigate armour in completely different ways and the adjustments planned significantly decrease the affectiveness of the assassin tank to Well below a '2%' target below other tanks. It doesnt need to be play tested when mathematically and theoretically shouldn't balance with other tanks. Testing the current changes is affectively formalising the changes as working as intended and is not a true test of viability. Largely due to the target group of gear level being FAR and WIDE.

______________________

My Own personal Circumstances and Whine is in the Spoiler because Im sure people dont want to see it
But these changes could spell the end of the game for me. And there is no other game id rather play.
Spoiler
Saying that have been the most nerfed class is flat out wrong. DPS Ops/Scoundrels have that distinction by a long shot.
Originally Posted by GoergZoeller
"If we leave the Operative the ability to stun lock and kill people — yes, there aren’t many Operatives — but over the long term, that means people will quit the game cause it’s not fun."