Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

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
First BioWare Post First BioWare Post

TSDx's Avatar

06.13.2012 , 08:19 AM | #381
Quote: Originally Posted by Shouei View Post
Tell you what how about you tell me the next class your gonna nerf before i make another lvl 50.
Obviously not Marauders.

TheRedNalroni's Avatar

06.13.2012 , 08:23 AM | #382
Assassin/Shadow Tanks will receive multiple adjustments (or should) Every time they bring out a new teir of content.

In their own words they equate Survivability as a two edged sword between Armour and Self Healing.

Armour is a %, It scales with new items new teir of equipment.
Dark Charge Does not. Its 425 healing proc Whether your in Normal False Emperor or Hard Mode Explosive conflict.
Damage after Mitigation from Malgus = Damage After mitigation from Kephess

erm I think not.

It does not scale and will need to be adjusted every single time they bring out New Content.
The Damage Mitigation from Self healing is fundamentally flawed. Bioware cant seem to see this.

StJohnLimbo's Avatar

06.13.2012 , 09:07 AM | #383
Quote: Originally Posted by TSDx View Post
Obviously not Marauders.
I get tired of people blaming sentinels and their defensive cooldowns for their woes. I've said it before - the easiest way to negate a sentinel's cd's is to use well timed cc.

Why do you think sentinels have these awesome, albeit, short lived defensive cd's? Because they are like a big piece of glass taking on a kid and his bike. The glass will still cut, but it will be easily shattered in the process.

I've even been killed while my 99% damage reduction was up and running. Use it, get cc'd and have 3 or 4 players pounding on you. Makes it pointless to use a med pack at that time too. Revive and jump back in the fight only to be reminded with a prompt death that the defensive abilities are still on cd. Ignoring a sentinel is like ignoring a sniper or a healer. They will make your wz hell if left alone.

Do remember that this game is completely gear/stat dependent, which is the root of a lot of balance issues. So trying to defeat a sentinel maxed out in top tier gear will always be a futile effort unless your gear and the gear of your allies are at least equal. Player skill will never take the driver's in a game that is gear/stat dependent.

Foghammer's Avatar

06.13.2012 , 09:40 AM | #384
i am hope the price of legacy sytem reflect better on 1.3 all stuff in 1.2 was so over priced to me its easy just go get normaly
jawas are our masters, jawa are cool, and i want one and twillic slave girl dancer

GwynnRavenn's Avatar

06.13.2012 , 10:55 AM | #385
ok so in 1.2 the healers where nerfed , making force /power management a nightmare now your nerfing the tanks. really? I realize the pvp people where boo hooing , However it is the PVE people who are going to suffer most, unless Bioware doesn't REALY want people to be doing ops in the first place. Then by all means carry on , if you don't care about your membership why should I, never mind.

I just have to wonder why you would create a class type then render it useless, all for the sake of ONE aspect of the game. Shame.

Aelaias's Avatar

06.13.2012 , 02:10 PM | #386
In what world is nerfing effectiveness of anything by 1/3 is considered to be small? Can't help but feel the shadows are ****ed after this patch.

DinesenDK's Avatar

06.14.2012 , 03:00 AM | #387
This has probably been answered already, but I couldnt find it so here goes.

How does your stuff in your bank and Inventory transfer with your characters?

Nevermind, found it.
Tomb of Freedon Nadd - Fauhn lvl 55 Warrior - Juggernaut.

Moscardo's Avatar

06.14.2012 , 06:52 AM | #388
While I'm usually critic about the Devs choice, I found the article interesting.
That I agree or not, I think reasoning and motivations add an important layer between what we "players" see and perceive, and what the Devs decide and intend.

I welcome the modifications to the Tanks.
A Tank can now focus totally on "survivability", without having to juggle his stats for damage, in order to produce enough threat to do his work.
Also, the "smart" AoE will allow the use os some key skill even in cc situation, where they were currently impratical (Slow Time, for instance is essential to shadow Tanking, and not being able to use it was actually a problem).

On the other side, my concern is that tanking in swtor is already quite easy. It requires less positional awareness and skill savvy/resource management than many other games (imho).
I hope Tanking will not turn into a mindless rotation, with threat given as granted and survivability basically depending on gear and healers.
As I said this is a concern... but I will gladly see what happens.

Regarding the comparison between different Tanks, I find the slight nerf of the Shadow surprising.
It may be my perception but in a difficult combat (and a difficult combat is the only combat that matters when talking about survability) the self healing skill of a Shadow/Assassin Tank counts zero to nothing. What makes the difference are usually the emergency cooldown abilities. Still, as I don't think the self healing relevant, I won't probably suffer the little nerf.

Only one thing I would like to say... I think that it's a mistake (even if it's easier to balance, necessarely) to force a single rotation as better than any other. Balance should open up different strategies from the same charachters... different skills and rotations that are all effective, roughly to the same extent.
Right now, most classes use always one and only rotation. THAT is boring, and that makes gameplay uninspired.
One day I would like to compare different Shadow Tanks, and not a Shadow Tank vs a Guardian Tank or a Vanguard Tank. The use of "stances" should help, but if you are Tank (and no, respec does not help, because gear is too specialized) you just use one. It's not a real choice... it's just white noise on the skillbar.

Sorry for the long post,
Al have fun.

HarleysRule's Avatar

06.14.2012 , 08:45 AM | #389
Quote: Originally Posted by JeramieCrowe View Post
This might help answer some...

Lots of good info in that interview, but especially this:

DPS is not a focus for a tank in PvP. Thus, if survivability is increased, DPS must be decreased.

This, of course, extends to PvE as well. With threat and survivability being increased, you no longer need so much damage to hold aggro, thus in the interest of proper balance, something has to give, and in this case the trade-off is DPS.
They're nerfing the damage of the lowest DPS tanks in the game by minimum 7%, and probably more like 10% or more. Who says my survivability is increased by that much? I can already hold aggro. They can keep this change.

TradeLA's Avatar

06.15.2012 , 01:40 AM | #390
I'm a carnage marauder who doesn't pvp, and while I hear a lot of people complaining that my class/build is overpowered in pvp, in pve, it feels like nobody wants us. The extra damage is not enough to make up for the difficulty that comes with being melee instead of ranged. I wish whatever changes are made would address this. An ability that doesn't work or isn't useful in pvp but is very useful in pve would help.