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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
First BioWare Post First BioWare Post

BoushhDC's Avatar


BoushhDC
09.09.2012 , 12:01 AM | #631
Okay, Commando interrupt was long overdue, but reducing cryo from 30m to 10m so we can "get away" from an attacker? LMAO. And no knock back on the stock strike? Yeeaaaahhhh.... I hate you too.
All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved. --Sun Tzu

Karkais's Avatar


Karkais
09.09.2012 , 02:00 AM | #632
The only change that I immediately see as good, is changing overload into a cone, as it was completely overpowered in huttball and utterly useless in PVE.

As for resolve, I am not entirely sure what this change means, but the problem of resolve in PVP is in my opinion effective and practical chain-stunning, instead of making someone accidentally immune to stun by causing too much resolve. This gives me a feel that the devs are trying to fix the wrong problem.

I would suggest that the resolve bar should persist as full a couple seconds longer than it currently does. As it is, it starts to diminish again really quick allowing the person to be stunned again. And/or I think person should be automatically released from stun when his resolve bar fills up.

edit: If Im reading other peoples posts right, this means that the resolve bar fills LESS than before, which makes this change terribad.
"Their strength became my own. Their minds became my own. All flesh is my flesh. None move, save I will it. This is the rule the Sith were promised, and I have made it real!"
- From the codex of Karness Muur

Kissakias's Avatar


Kissakias
09.09.2012 , 04:24 AM | #633
Quote: Originally Posted by Karkais View Post
The only change that I immediately see as good, is changing overload into a cone, as it was completely overpowered in huttball and utterly useless in PVE.
same thinking
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HATE AC change - Gear Score - SWG BH system - Biolink on PickUp

Asavrede's Avatar


Asavrede
09.09.2012 , 04:50 AM | #634
My one comment is that you can't keep adding new abilities without adressing the issue of lack of space on hotbars. Either extend the ones we have or add a 5th hotbar option. I dont really get how that can be something that is "slated for sometime later". It's a hotbar for petes sake - not the sistine chapel.

A question regarding the notes though - this:

Quote:
New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit.
Does that mean you'll be depleting the 10 charges of the Kolto Shell even though you may be at full health since the trigger is now you dealing damage instead of taking it? Or is it not taking charges when it heals you this way?

NoaFlux's Avatar


NoaFlux
09.09.2012 , 08:05 AM | #635
Quote: Originally Posted by DeltaCharlieTwo View Post
Only thing I'm worried about Force Wave/Overload's change, it seems like it could be frustrating when you're surrounded, fire it the wrong way during combat, and maybe die cause of it (in PvE). other than that looks good I guess, can't say it ever was a concern of mine since I don't PvP that often. On the other hand I like the idea of that because it makes me think of the movies when they'd just Force Push several droids to the ground. lol

Other than that, most of the skill add-ons they're putting in seem like they'll be very helpful for PvE. I'm looking forward to the Trooper's new skill canceling skill
Your right it will be frustrating. One of the common ways to kill someone (especially as a shadow). Is to approach someone from behind. Overall I will be able to damage those of my class more because I have stealth, and I have special abilities for standing behind a character (stab). Now they won't be able to escape. Think about it. It certainly leaves us vulnerable.

Now on to what you said about Force Push. That's already in the game but for a different class. Point is the game already has that, and it's cool. So why do we need it? It just makes the game less diverse and more boring. In addition I might feel like I'm missing something. It was my very first AOE move. It's a part of my character and myself.

It's like changing Mario's fireball. It's part of him.

But I admire Bio Ware's efforts. At least they are trying. I agree with you as well them some things seem like they will help the game. But I still don't get why they don't address the major issues. I don't think any Jedi shadow/sage out there wanted three abilities altered in one shot. That's a lot to deal with. We will have a handicap compared to other classes now...a learning curve.

I said it once today, and I will say it again.

MMO's NEED TO LEARN TO STOP TAKING THINGS AWAY FROM CUSTOMERS, I FEEL CHEATED. IN A WAY IT"S ALMOST LIKE STEALING. YOU TAKE AWAY MY ABILITIES I'M USED TO, YOU TAKE AWAY COSMETIC LOOKS FROM MY CHARACTER, YOU REDESIGN ABILITIES, YOU TAKE AWAY MY DAMAGE.

I FEEL LIKE SWTOR JUST TAKES, AND DOESN'T GIVE.

MMO'S NEED TO START PUTTING IN PLACE A POLICY WHERE THEY DON"T REMOVE THINGS. THEY SHOULD ONLY FIX PROBLEMS BY ADDING SOLUTIONS.

an example? give people a force push option instead of force wave. obviously a lot of people would use it, this would help balance maybe, but those want the old way could use it as well. GIVE, don't TAKE. It JUST FEELS WRONG.

MidichIorian's Avatar


MidichIorian
09.09.2012 , 11:36 AM | #636
Quote: Originally Posted by Kissakias View Post
same thinking
And the following arent?:

*Immunity to stuns
*UR
*Tankassins running the ball
*Leaps
*Even sorc/sage pulls although I personally think that the use of this is exaggerated in normal warzones
*Grapple
*Roots

Overload/FW probably had the least amount of impact on huttball. It was at the same time one of the main life-savers for the squishiest class in the game. People will roll operatives now with the intent of only killing sorcs/sages.

MythicalKnight's Avatar


MythicalKnight
09.09.2012 , 02:17 PM | #637
Quote: Originally Posted by Karkais View Post
The only change that I immediately see as good, is changing overload into a cone, as it was completely overpowered in huttball...
And the Commando/Merc full circle AoE knockback isn't???


Do it to one, do it to all.
Talking heads? What talking heads?

TwistedTony's Avatar


TwistedTony
09.09.2012 , 02:27 PM | #638
Quote: Originally Posted by CourtneyWoods View Post
Hello everyone,

Please discuss this week's Developer Update: Class Changes and Balance in Game Update 1.4 blog in this thread!
So let me get this straight, that's ALL the class balance changes coming in 1.4?
The Bastion - Descension
Rexas - Juggernaut, Predatus - Marauder, Malitus - Assassin
Vigilax - Guardian

IAmAlphaOne's Avatar


IAmAlphaOne
09.09.2012 , 02:43 PM | #639
More Schematics for crew skills/A better sorting system for all of your schematics.
* *insert schematic* 1 20% RE chance
*insert schematic* 2 10% RE Chance
*Insert schematic 3* 5% RE Chance
*insert schematic* 4 2% RE Chance <--Very hard to gather ingredients! (Gold not yellow)

I would also like to see the ability to make *These crystal being incredibly hard and time consuming to make!*:
Purple-Black
Red-Black
Magenta-Black
Blue-Black
Cyan-Black
Green-Black
Yellow-Black
Orange-Black
White-Black*
Pure Black
Pure White
Ect. Crystals. Plus more of a selection would be sexy too :3

Possible ability to do Heroic4 with 3 Companions? Would be nice and interesting or even having more than 1 companion out at a time on Illum?

Metalmac's Avatar


Metalmac
09.09.2012 , 03:45 PM | #640
I always wanted to do missions with all my companions at same time.

It would be fun to tackle a Boss and not have to micro manage all the Companions through the whole fight.

Or...

Let us done missions or PVP with companions. That even sound fun.