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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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cmhDK's Avatar


cmhDK
09.04.2012 , 05:53 PM | #231
Quote:
Force Cloak now has a 2 minute cooldown
as an assassin I cloak before I attack, taking down a mob doesn't take that long, but for argument sake, let's say it takes 30 sec
I am now going to have to wait 1½ minutes before I can attack the next mob
let's say I have to clear out 10 mobs in a mission, that mission will now take 15 minutes longer for me to complete

I play the game to have fun, not to sit around waiting
if this change is because of PvP then a simple if statement will fix that.. check if a player is flagged for PvP!

with this change, my assassin won't be fun for me to play

Aikiyc's Avatar


Aikiyc
09.04.2012 , 05:54 PM | #232
I like the changes, honestly. Considering this is an overview, not a complete patch notes list.

First up, in response to the people complaining about Mara/Sent and PT/Vanguard. Did you not notice that the whole overview was completely focused on mechanical changes? The more fine-tune info (i.e. damage nerfs/buffs and other tweaks) is coming later. Cool your jets until the full patch notes come out. >.>

Second, the resolve changes don't necessarily change a whole lot if you know when to use your CC breaker. If you get tagged with a 4 second stun, and then another 4 second stun .5 seconds into the first, you will get the .5 seconds added to your resolve (as far as I can understand). In essence, resolve functions more accurately to the actual stun duration. Really not a positive or negative, because we'll all be on both sides. Glad it didn't white out your target cause 3 people landed a stun at once; disappointed cause it didn't white out on yourself in a similar scenario. :P

On the same note, with the above in consideration, a large amount off CC is now only usable in the 10 meter range. People will have to get all up in your face to use CC that was originally usable at max range. The end result is likely to be less chaining, cause even groups coordinated on vent can't just whip the camera around while 30 meters away for a clutch CC. It's something we'll have to play with to see, but that's my guess. CC range nerf means less available for clutch chaining.

Overload nerf isn't too much a big deal. 120 degrees in front is a pretty wide zone. And if you're mouse turning (like you're supposed to *coughcough*) then you're used to kite CCing and the like. With a buff to Force Speed, it all evens out, in my opinion. (And speaking as a tank, who hates when anyone uses that blasted knockback in PvE... Why you PvEers all up in arms about it? ._. If your sorc/assassin is getting mauled by mobs that completely surround them, it's probably the tank's fault. )

Rocket Punch/Stockstrike root is a major buff as an escape mechanism. Doesn't add resolve, and possible an extra second or two (provided no damage to target) as a means of creating distance. d(^.^)b

Last one off the top of my head, the issue of roots and snares. They currently don't add resolve because most (if not all) can be dispelled by at least one of the healer classes. The problem is that all dispells are on a 5 second CD, effectively limiting who gets free to 1 person per available healing capable AC. I see several solutions, but none that don't create other problems.

Solution 1 would be something like a blanket nerf to root/snare duration or %age effectiveness. This would cut down on a lot of the 'chaining' problem, but would be a huge nerf to sniper/slinger survivability. Unless it was a targeted nerf, leaving sniper/slinger alone, and nerfing other roots/snares? Solution 2 would be buffing dispells by way of lowering or eliminating the CD. But that poses the problem of shutting out several skill trees completely with one spammable ability. Roots/snares could be made to add resolve, but that would be a nightmare for resolve balance, in my opinion. Example: Sniper trying to survive via Leg Shot and Cover Pulse, whites out target's resolve bar, gets squashed before being able to hard CC. :/

Anywho, that was just my thoughts. Looking forward to 1.4, BioWare!
The Teltae Legacy
There's no escape from the mind.

Imhotep's Avatar


Imhotep
09.04.2012 , 05:54 PM | #233
Quote: Originally Posted by Jurgen-Ferik View Post
Yeah you don't know what you're talking about.
I gave up the highest skill in my pyro merc tree so I could buy Rocket Punch. It's essential for kiting for a merc.
Did you read what you just typed? If you are kiting then a root will suffice for melee, the INTERRUPT will suffice for ranged. All I see on these boards today are f'ing crybabies that arent thinking before they type.
The Ofali Legacy
Imhotep - Mercenary
Anubis - Marauder | Nama'Kubi - Sniper | Sėkhmet - Sorcerer

Guildmaster of the Nemesis Syndicate - The Harbinger - Maybe™

Aikiyc's Avatar


Aikiyc
09.04.2012 , 05:56 PM | #234
Quote: Originally Posted by cmhDK View Post
as an assassin I cloak before I attack, taking down a mob doesn't take that long, but for argument sake, let's say it takes 30 sec
I am now going to have to wait 1½ minutes before I can attack the next mob
let's say I have to clear out 10 mobs in a mission, that mission will now take 15 minutes longer for me to complete

I play the game to have fun, not to sit around waiting
if this change is because of PvP then a simple if statement will fix that.. check if a player is flagged for PvP!

with this change, my assassin won't be fun for me to play
I think you read the update wrong... Force Cloak is your mid combat vanish ability. Not your usual enter stealth ability that you always use when sneaking up on someone. It's actually a buff.
The Teltae Legacy
There's no escape from the mind.

Chessalavakia's Avatar


Chessalavakia
09.04.2012 , 05:59 PM | #235
As a Hybrid Sage I'm not happy with the update as it seems to be a nerf for anyone not in the tk line.

Honestly, the Sage changes seem unnecessary.

Don't break something that works.

Imhotep's Avatar


Imhotep
09.04.2012 , 05:59 PM | #236
Quote: Originally Posted by Aikiyc View Post
I think you read the update wrong... Force Cloak is your mid combat vanish ability. Not your usual enter stealth ability that you always use when sneaking up on someone. It's actually a buff.
Thats the problem right there. A lot of people arent reading all of the blog and/or arent understanding it.
The Ofali Legacy
Imhotep - Mercenary
Anubis - Marauder | Nama'Kubi - Sniper | Sėkhmet - Sorcerer

Guildmaster of the Nemesis Syndicate - The Harbinger - Maybe™

Mavery's Avatar


Mavery
09.04.2012 , 06:01 PM | #237
Quote: Originally Posted by dipstik View Post
just like when 1.2 hot and all the sorc healers said, its all good sicne we have another healer to keep us up while we consume...

playing to weaknesses is a byproduct of PvP changes that never took PvE into account. when you say we parse higher, I assume you mean threat and not dps (becuse PT take the cake on this one too), but never when tanking on my shadow was I unable to maintain threat without a proper gaurd on sosmone.

Every fight is going to vary, but the only fights i prefer shadows are on firebrand and jarg.... for everything else I prefer a PT or a knowledgable jugg... for healing.


and the fact that you think armor doesnt matter when talking about mitigating damage is lulz.
I mean DPS. Shadows/Assassins out DPS VG/PT in a raid environment. Parses prove this. I don't want to sound condescending, but if you lost aggro to a melee (who didn't have Guard) then you were doing something wrong. The Sentinels in my guild do very high DPS, and I don't always have Guard on them. I don't lose aggro.

I will address your last two points in tandem. Armor ONLY affects energy and kinetic mitgation. Let me repeat that for emphasis: armor ONLY affects energy and kinetic mitigation. When I'm DPS gear my armor goes down (I don't have all 61s) and that is reflected in my damage reduction. But my internal / elemental? It only goes down to the extent that I lose my 4pc set bonus. Which means... yes... armor doesn't mean ANYTHING when you are tanking Zorn or Stormcaller. Why? It's nothing but internal / elemental which is NOT influenced by armor AT ALL.

Do we understand this now? I hope so.

If you really want to see the difference, run Stormcaller & Firebrand on 16 HM with each tank doing Stormcaller once. You will see the MASSIVE difference in mitigation.

This is why it has to be on a fight-by-fight basis. But even when you mix the damage types, the sheer enormity of a Shadow/Assassin tanking stats (29% defense, 64% shield, 64% absorb) more than makes up for the loss in pure armour. Not to mention, by the way the whole game is designed, Shadows aren't being supplanted for internal/elemental tanks ANY time soon.

miglor's Avatar


miglor
09.04.2012 , 06:05 PM | #238
Once again PVP QQ's ruin it for PVE folks. Thanks BW!

ZORG's Avatar


ZORG
09.04.2012 , 06:09 PM | #239
Quote: Originally Posted by Cmdluke View Post
totally agree with you there. was always nice to knock a enemies away from my sage when they run up behind me in a fight. don't really understand why this is necessary.
The question I have is why does this effect PVE?

I will tell you they still havent separated the skill trees into 2 catagories.
Why is it so hard to have to different trainers?
Just give everyone at level 50 all the points they need to spend on abilities.
3 trees for PVE pree 1.4
3 trees for pvp post 1.4
The only thing i see thats good for PVE is trooper/commando interupts. This should have been added long ago..
Fear leads to Anger
Anger leads to hate
HATE leads to suffering

jadynfortysix's Avatar


jadynfortysix
09.04.2012 , 06:12 PM | #240
*stands and applauds* I'll trade that knockback for the interrupt gladly!
"Don't tell Mom I'm a bounty hunter. She thinks I play the Ludurian nose flute at a seedy cantina."