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Developer Update: Class Changes and Balance in Game Update 1.4

STAR WARS: The Old Republic > English > General Discussion
Developer Update: Class Changes and Balance in Game Update 1.4
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TriMastering's Avatar


TriMastering
09.04.2012 , 01:53 PM | #101
I've got really mixed feelings about the changes.

1. I thought the problem with resolve was that I can get a 15 second stun, my resolve hits 100% (but I do not break out of stun) by the time the 15 second stun is over my CC immunity is not at ~40% and falling fast, giving me a good 5 seconds where no one can stun me.

2. Resolve was meant to solve the problem of stunlock which in PVP games I still face. I get hit with multiple stuns and when they finish more stuns still work on me.

Less range for stuns is good. I would have loved to see Scoundrel get a move that pushes others :| don't know how many times I face someone in Huttball on a ledge and I know that I'm going to be pushed off and there is nothing I can do about it.

I suppose I'll enjoy sprinting back from the pit as I watch the force sensitive force leap back up.

Bedrayne's Avatar


Bedrayne
09.04.2012 , 01:54 PM | #102
So let me get this straight. The sage/sorc's main way to create separation with melee is Force wave/Overload. The main time we used it was when running away from someone. This change makes us need to face the target. This means we have to stop running or hope that we can hunter jump/turn/cast/re-turn. Thanks BW, but no thanks. Give us back our 360 pushback. Yes the fact that it is now instant is great, but the fact that I won't be able to use it defensively is utterly incomprehensible. Why is the snare/root protection on Force speed only for healers? Seriously that is a basic ability that needs to be either baseline or, at worst, in the first 2 levels of the healer tree so dps sages can get it too. Its not like you let sages dps on the move anyway, so a bit more defense for a clothwearer who has no personal damage reduction cd would be appreciated.

ArcaneXtasy's Avatar


ArcaneXtasy
09.04.2012 , 01:55 PM | #103
Quote: Originally Posted by RickyChavez View Post
Dark Resilience/Valiance: Now additionally increases the healing dealt by Unnatural Preservation/Force Mend by 15% per point.

Is this a new ability? I cant seem to find it. So a maximum of 30% more healing from that spell? What is that 30% of?
Pro tip: it helps to read the dev comments before opining about them.

Just before the dev quote you reference, they said "New Sorcerer/Sage ability, Unnatural Preservation/Force Mend: Heal yourself for a moderate amount. Only usable on yourself. Instant, costs no Force, 30-second cooldown. This ability is trainable at level 18."

Dark Resilience/Valiance are existing talents that modify Consumption/Noble Sacrifice--they are not new. The new ability is Unnatural Preservation/Force Mend. It's insta-cast and only works on you, so think of it like a medpack. And per your later comment, since it's instant it shouldn't mess with your healing rotation.

Quote: Originally Posted by RickyChavez View Post
Force Speed now has a 20-second cooldown (down from 30) for all Consulars and Inquisitors.

This is the most useless ability in the game. Its like a button you can push to trigger people's predatory instincts to attack you. It might help if the levels were more complex but they are all open plains and people lol at you and hookshot you/stun you. If it was immune to stun for like 75% of its duration or something it might have some escape use. I see it possibly helping to get you out of the range of stuns now since they aren't so uber long anymore.
Sorry, but I have to disagree there. Force Speed is by far one of the most essential abilities in both PVP and PVE. The fact that it will now have a reduced cooldown AND drop movement-impairing effects for 100% of its durations (if talented for Fadeout/Egress) makes it even more useful in both.

@all -- I think this is why most Sorcs aren't complaining too much about the Overload conal change. Because in PVP who cares if you can knock back an enemy a few yards if they can just close the gap and stun you again? With the change to Force Speed, you'll be able to immediately escape snares/roots (no trinket required!) and insta-heal yourself with Unnatural Preservation. Can't wait to see this in action on the PTS!
ARCANE XTASY

NICKjnp's Avatar


NICKjnp
09.04.2012 , 01:55 PM | #104
I play both a sage and a sorcerer. You just really hurt the class by making overload/force wave have a 120 angle arc. That makes it useless as a defense when you are trying to get someone who is hitting you from behind. Furthermore you made our only quick stun a 10 meter range. Seriously? So now we have to run into the range of melee classes range attacks if we want to stun. We are a ranged class!!! We need to fight at range. All we asked for was a dps increase with some defensive abilities...and instead you gave us a nerf to our cc (which is all we have going for us) and the ability to run away easier. Running away is what we disliked about the class...we want to stay in the fight and make a difference with damage. So to sum it up...you took away our ability to root an area with our force wave (now only able to do it in a 120 meter arc), forced us to enter melee class range to be force choked, and made it so we can run away more often. Congratulations on not listening to us by not giving us any dps increase and reducing our cc. You have officially killed the class.

dipstik's Avatar


dipstik
09.04.2012 , 01:56 PM | #105
Quote: Originally Posted by FodderofCannon View Post
I think you missed the part about us having a instant cast free force self heal. Also having to move is something healers should have to do anyhow. Also consider the fun to be had in huttball and the new wz for throwing people into FIRE!!!

Overall I like the direction the devs are going with this. Really one minor nerf, and some good buffs. We will have to see about resolve in game, however, to really judge it.
no i didnt. the self heal is a band-aid for their 1.2 mess ups, and this is them not being forward enoguh with their community and just fixing it by making sorcs/sages pree 1.2 with respect to consumption.

and i have been knocking people into fire and green gas since closed beta with overload... no idea why u think we awere not able to...

u must have missed that part of the game for the past year.

dipstik's Avatar


dipstik
09.04.2012 , 02:00 PM | #106
Quote: Originally Posted by moonshoter View Post
I don't understand what you mean sorcs can't heal I heal EC just fine on my sorc. explain plz .
I was being hyperbolic. I'm just listing all the classes they have nerfed without looking back all in the name of PvP QQ'ers that need to L2P.

i can heal echm just fine on my sorc too... that doesnt mean that what they did in 1.2 was a good change, and the fact they gave us another GCD to sure their mess up just illustrates the point.

sorcs are the only ones that MUST use their health to do their job (tanks to this vicariously i guess).. if the group messes us, and they lose life, that means we have to lose life in order to save them, which often times makes us more vunerable.

booziwan's Avatar


booziwan
09.04.2012 , 02:02 PM | #107
Quote: Originally Posted by Bedrayne View Post
So let me get this straight. The sage/sorc's main way to create separation with melee is Force wave/Overload. The main time we used it was when running away from someone. This change makes us need to face the target. This means we have to stop running or hope that we can hunter jump/turn/cast/re-turn. Thanks BW, but no thanks. Give us back our 360 pushback. Yes the fact that it is now instant is great, but the fact that I won't be able to use it defensively is utterly incomprehensible. Why is the snare/root protection on Force speed only for healers? Seriously that is a basic ability that needs to be either baseline or, at worst, in the first 2 levels of the healer tree so dps sages can get it too. Its not like you let sages dps on the move anyway, so a bit more defense for a clothwearer who has no personal damage reduction cd would be appreciated.

i gotta agree with this. overload and force wave are fine the way that they are. the 360 is what makes it a defensive thing. everyone is pushed back.

ArcaneXtasy's Avatar


ArcaneXtasy
09.04.2012 , 02:02 PM | #108
Quote: Originally Posted by NICKjnp View Post
We are a ranged class!!! We need to fight at range.
Quote: Originally Posted by NICKjnp View Post
Running away is what we disliked about the class...we want to stay in the fight and make a difference with damage.
ARCANE XTASY

OrmEmber's Avatar


OrmEmber
09.04.2012 , 02:05 PM | #109
So once again PVP interferes with PVE. Why must what makes pvpers happy almost always negatively impact pve players? Seriously BW separate PVP from PVE completely.

I solo content and overload was very useful for knocking enemys away when I become surrounded. And now it is a good 60% less effective because of PVP? Thanks a lot.

Oh AND you plan to nerf my stun? Are you trying to make PVE an unhappy experience, because that is exactly what you are doing.
Nova
Force Telekinesis is great for stealing pizza

jcurri's Avatar


jcurri
09.04.2012 , 02:06 PM | #110
Quote: Originally Posted by booziwan View Post
i gotta agree with this. overload and force wave are fine the way that they are. the 360 is what makes it a defensive thing. everyone is pushed back.
I agree... it's an "everyone get away from me" ability... Not an "Everyone on this side of me get away from me" ability....

Even more importantly, I used it to detect stealthers. Now that's been completely impaired.
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