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Game Update 2.7 Operative Changes

STAR WARS: The Old Republic > English > Classes > Imperial Agent > Operative
Game Update 2.7 Operative Changes
 
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EricMusco's Avatar


EricMusco
02.13.2014 , 10:54 AM | #1 Click here to go to the next staff post in this thread. Next  
Hello Operatives!

Below you will find our currently planned changes for Game Update 2.7. Keep in mind this is not a comprehensive list and they are subject to change. Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:
  • Shield Probe has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
  • Exfiltrate has been redesigned. Using Exfiltrate will grant a charge that will allow Exfiltrate to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
    • Exfiltrate no longer costs energy to use.
  • Jarring Strikes now grants a buff that makes Backstab not require position behind the target after using Hidden Strike.
    • Jarring Strikes now causes Hidden Strike to immobilize the target instead of knocking them down.
  • Surgical Precision can now only grant Tactical Advantage every 6 seconds.
-eric
Eric Musco | Community Manager
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Rhesus_TOR's Avatar


Rhesus_TOR
02.13.2014 , 02:02 PM | #2
Quote: Originally Posted by EricMusco View Post
Hello Operatives!

Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:
  • Surgical Precision can now only grant Tactical Advantage every 6 seconds.
-eric
This is a really nasty nerf to Operatives in PvE. Why? You are essentially killing one of the operatives burst heal abilities for tight PvE fights and not really addressing the PVP part of operative survivability at all.

From IMMEDIATE to 6-second lockout on re-grant is a brutal slap to PvE play for Operative heals. This reduces an Operatives GROUP healing ability and as a by-product minimally diminishes their survivability.

And if you insist on holding onto this nerf at the expense of PvE burst healing, please consider raising the cap on Tactical Advantage to atleast 5 for players who choose to go to the top of the healing tree.

Quote: Originally Posted by EricMusco View Post
  • Shield Probe has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
Additionally, this change completely contradicts your stated intention re: PvP. This change is more of a personal survivability boost than the nerf diminishes, but here's the deal - this change only boosts the Operative and doesn't help the group AT ALL.

For players who are PvE and raid-minded these changes seem self-serving and group-weakening. From a PvE perspective these changes weaken the utility of Operative heals in a raid - just in time for new nightmare content too.
Quod Erat Demonstrandum baby!

JaingSkiratapwns's Avatar


JaingSkiratapwns
02.13.2014 , 02:12 PM | #3
You buffed them again?!?!?!?
[
Plays on POT5

Sorei's Avatar


Sorei
02.13.2014 , 02:14 PM | #4
Quote: Originally Posted by EricMusco View Post
  • Jarring Strikes now causes Hidden Strike to immobilize the target instead of knocking them down.
Can't you make this pvp only? I really enjoy knocking NPCs down when starting a fight. I wouldn't want to miss it >.<

KeyboardNinja's Avatar


KeyboardNinja
02.13.2014 , 02:16 PM | #5
Quote: Originally Posted by Rhesus_TOR View Post
This is a really nasty nerf to Operatives in PvE. Why? You are essentially killing one of the operatives burst heal abilities for tight PvE fights and not really addressing the PVP part of operative survivability at all.
If you're relying on spam Surgical Probe to keep people alive (even below 30%), you're doing it wrong. Surgical Probe is far too small of a heal to serve as anything but an emergency instant while your cohealer hits their short-cast heal.

This is a change to prevent Operative healers from being the hard counter to execute phases in PvP.
Computer Programmer. Theory Crafter. Dragonslayer on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (combat sentinel) Nimri (df scoundrel)
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Ottoattack's Avatar


Ottoattack
02.13.2014 , 02:18 PM | #6
Quote: Originally Posted by EricMusco View Post
Hello Operatives!

Below you will find our currently planned changes for Game Update 2.7. Keep in mind this is not a comprehensive list and they are subject to change. Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:
  • Shield Probe has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
  • Exfiltrate has been redesigned. Using Exfiltrate will grant a charge that will allow Exfiltrate to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
    • Exfiltrate no longer costs energy to use.
  • Jarring Strikes now grants a buff that makes Backstab not require position behind the target after using Hidden Strike.
    • Jarring Strikes now causes Hidden Strike to immobilize the target instead of knocking them down.
  • Surgical Precision can now only grant Tactical Advantage every 6 seconds.
-eric
I am not sure why probe CD for "all" ops is being reduced. Medicine defiantly DOES NOT need a buff to survivability. And this barely improve survivability of the dps specs, which was what was needed and the community asked for to begin with. This is an extremely wrong change on so many levels, that the community did not ask for, and further makes ops the only usable PvP healer and semi immortal in WZs...

VoW_LugNut's Avatar


VoW_LugNut
02.13.2014 , 02:18 PM | #7
Quote: Originally Posted by KeyboardNinja View Post
If you're relying on spam Surgical Probe to keep people alive (even below 30%), you're doing it wrong. Surgical Probe is far too small of a heal to serve as anything but an emergency instant while your cohealer hits their short-cast heal.

This is a change to prevent Operative healers from being the hard counter to execute phases in PvP.
You mean operative/scoundrel healers might actually die in regs now?
Lugnut - PT Tank
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Quote: Originally Posted by BruceMaclean View Post
16-man is also more forgiving to mistakes and should increase the chances of a successful group.

akabane_k's Avatar


akabane_k
02.13.2014 , 02:21 PM | #8
Quote: Originally Posted by Rhesus_TOR View Post
This is a really nasty nerf to Operatives in PvE. Why? You are essentially killing one of the operatives burst heal abilities for tight PvE fights and not really addressing the PVP part of operative survivability at all.

From IMMEDIATE to 6-second lockout on re-grant is a brutal slap to PvE play for Operative heals.

And if you insist on holding onto this nerf at the expense of PvE burst healing, please consider raising the cap on Tactical Advantage to atleast 5 for players who choose to go to the top of the healing tree.
surgical probe should be used for energy management, not burst. ITS HPCT is on the low end, but it doesnt cost energy.

Rhesus_TOR's Avatar


Rhesus_TOR
02.13.2014 , 02:22 PM | #9
Quote: Originally Posted by KeyboardNinja View Post
If you're relying on spam Surgical Probe to keep people alive (even below 30%), you're doing it wrong. Surgical Probe is far too small of a heal to serve as anything but an emergency instant while your cohealer hits their short-cast heal.

This is a change to prevent Operative healers from being the hard counter to execute phases in PvP.
If you've ever healed the final phase of HM DP Council in 16m as a raid healer, you'll find that keeping 14 people above 30% consumes a LOT of Tactical Advantages. The goal during that phase is to just keep the non-tank members of the raid alive and burning out of Tactical Advantages in that particular phase could easily mean the difference between finishing the fight or wiping.

As for extending execution phases of fights, things like flashbang, Evasion, and Sever Tend+infinite Exlfiltrate are far more useful to me in PvP than my Surgical Probes. Usually my opponents EXECUTION abilities trump my otherwise infinite supply of Tactical Advantages sub-30%.
Quod Erat Demonstrandum baby!

Rhesus_TOR's Avatar


Rhesus_TOR
02.13.2014 , 02:29 PM | #10
Quote: Originally Posted by EricMusco View Post

[LIST]
*]Exfiltrate has been redesigned. Using Exfiltrate will grant a charge that will allow Exfiltrate to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
  • Exfiltrate no longer costs energy to use.
This is actually a good change. Exfiltrate needed a nerf because it provided for too easy an escape mechanism for Operatives AND it gives too much of an dvantage in the opening for Huttball matches.

Also, I like the idea of rate-limiting Exfiltrate so it works more like the Sniper roll works.
Quod Erat Demonstrandum baby!