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Patchnote provisoire de la 1.4 (en anglais)


Makhno

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Star Wars™: The Old Republic™

Game Update 1.4 PTS Patch Notes

 

Last Updated: 9/10/2012

 

 

The patch notes published for the Public Test Server are not final and are subject to change. The Public Test Server Patch Notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.

 

 

 

 

 

Highlights

Terror from Beyond, a new Operation, is now available! Travel to the remote planet of Asation, where the Dread Masters have commandeered an ancient Gree Hypergate in order to unleash untold horrors upon the galaxy. Terror from Beyond features 5 powerful new boss encounters that can be challenged in 8- and 16- player Story or Hard Mode, offering some of the most challenging group content yet!

A new set of PvE gear is available! Dread Guard gear is now the most powerful PvE equipment in the galaxy. It can be acquired from deep within Terror from Beyond (Hard Mode).

Significant changes have been made to crowd control to address the amount of control a player can be subject to at once. See the Classes and Combat section for details.

 

 

 

 

Classes and Combat

 

 

General

The crowd control gameplay has been adjusted to address the amount of control a player can be subject to at once. The majority of this change comes from reduced ranges on a number of crowd control abilities, as well as some adjustments to area of effect knockback abilities. To complement these changes, some small Resolve system tweaks (found in the PvP section) have been put in place to polish the system as a whole.

The ground targeting reticule is no longer cleared when a channeled ability completes channeling.

Players no longer receive the error message "You cannot cast while moving" when moving, stopping, and then immediately using a ground-targeted ability.

When a player is defeated immediately after applying a damage over time effect to another character, the player is no longer occasionally put back into combat after being revived.

 

 

Jedi Knight

 

General

Force Sweep's timing has been adjusted; the ability now executes more quickly.

Force Stasis has a new animation.

 

 

Sentinel

Guarded by the Force now lasts 4 seconds (down from 5 seconds).

Zen (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Zen consumes 1 charge every .5 seconds, generating 2 Focus for each charge consumed.

Valorous Call can no longer be activated when you already have 30 stacks of Centering

 

Focus (Sentinel)

Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.

Swift Slash now additionally affects Dispatch.

Saber Strength now additionally affects Dispatch.

Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.

Shii-Cho Mastery's armor penetration has been increased to 15% per point.

 

 

Guardian

 

Focus (Guardian)

Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.

Swift Slash now additionally affects Dispatch.

Saber Strength now additionally affects Dispatch.

Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.

Inner Focus now additionally causes Combat Focus to generate 2 Focus per point.

Shii-Cho Mastery: Armor penetration has been increased to 15% per point.

 

Sith Warrior

 

General

Smash's timing has been adjusted; the ability now executes more quickly.

Ravage's audio now plays reliably when the ability is used.

 

 

Marauder

Undying Rage now lasts 4 seconds (down from 5 seconds).

Berserk (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Berserk consumes 1 charge every .5 seconds, generating 2 Rage for each charge consumed.

Frenzy can no longer be activated when you already have 30 stacks of Fury.

 

Rage (Marauder)

Overpower has been redesigned. It now gives Assault, Battering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.

Brutality now additionally affects Vicious Throw.

Saber Strength now additionally affects Vicious Throw.

Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.

Shii-Cho Mastery's armor penetration has been increased to 15% per point.

 

 

Juggernaut

 

Rage (Juggernaut)

Overpower has been redesigned. It now gives Assault, Sundering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.

Brutality now additionally affects Vicious Throw.

Saber Strength now additionally affects Vicious Throw.

Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.

Empowering Rage now additionally causes Enrage to generate 2 Rage per point.

Shii-Cho Mastery: Armor penetration has been increased to 15% per point.

 

Jedi Consular

 

General

Force Stun now costs no Force and has a 10-meter range.

Force Speed now has a 20-second cooldown (down from 30).

Force Wave now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes more quickly.

 

 

Sage

Force Mend: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.

 

Seer

Valiance now additionally increases the healing of Force Mend by 15% per point.

Egress has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.

 

Telekinetics

Mental Alacrity now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.

Telekinetic Effusion no longer reduces the cooldown of Force Speed.

Telekinetic Wave has a new animation.

Kinetic Collapse: The Incapacitation effect caused by this skill no longer breaks on damage.

 

 

 

Shadow

Force Cloak now has a 2 minute cooldown.

 

Kinetic Combat

Elusiveness has been redesigned. It now requires Double-Bladed Saber Defense and increases the Force recovered by Double-Bladed Saber Defense. Successful shielding, parries, and deflects now reduce the active cooldown of Resilience by .5 second per point. This effect cannot occur more than once every second.

 

Infiltration

Infiltration Tactics: When Find Weakness activates, your next Shadow Strike deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.

Celerity now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.

Masked Assault now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Masked Assault causes Shadow's Respite to reduce all damage taken by 25% while active.

Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Kinetic Field no longer provides this effect.

Kinetic Field has been redesigned. Critical hits now cause you to build a Kinetic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.

Situational Awareness is now located in tier 6 of the skill tree.

Deep Impact is now a 2-point skill with the same overall effect.

Humbling Strike is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spinning Kick to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Subduing Techniques.

Clairvoyant Strike: Using Project no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike during execute phases.

Clairvoyant Strike now correctly increases Project's damage with 1 stack.

 

Sith Inquisitor

 

General

Electrocute now costs no Force and has a 10-meter range.

Force Speed now has a 20-second cooldown (down from 30).

Overload now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes more quickly.

 

 

Sorcerer

Unnatural Preservation: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.

 

Corruption

Dark Resilience now additionally increases the healing of Unnatural Preservation by 15% per point.

Fadeout has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.

 

Lightning

Polarity Shift now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.

Lightning Effusion no longer reduces the cooldown of Force Speed.

Backlash: The blindness effect caused by this skill no longer breaks on damage. The visual explosion effect now plays on the correct target.

 

 

Assassin

Force Cloak now has a 2 minute cooldown.

 

Darkness

Lightning Recovery has been redesigned. It now requires Lightning Reflexes and increases the Force recovered by Lightning Reflexes. Successful shielding, parries, and deflects now reduce the active cooldown of Force Shroud by .5 second per point. This effect cannot occur more than once every second.

 

Deception

Duplicity: When Exploit Weakness activates, your next Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.

Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.

Darkswell now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Darkswell causes Dark Embrace to reduce all damage taken by 25% while active.

Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Entropic Field no longer provides this effect.

Entropic Field has been redesigned. Critical hits now cause you to build an Entropic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.

Resourcefulness is now located in tier 6 of the skill tree.

Cracking Blasts is now a 2-point skill with the same overall effect.

Magnetism is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spike to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Static Cling.

Voltaic Slash: Using Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Assassinate during execute phases.

Static Charges now correctly refers to the damage dealt by your next Surging Charge's Discharge.

Voltaic Slash now correctly increases Shock's damage with 1 stack.

 

Smuggler

 

General

Defense Screen: This ability's tooltip now mentions that it absorbs damage up to a moderate limit and that it does not break stealth.

Flash Grenade no longer has an Energy cost.

An issue that could prevent players from taking cover correctly has been corrected. This issue could cause the error "Unknown Effect Result" to display.

 

 

Gunslinger

Scrambling Field has a new icon.

Pulse Detonator's timing has been adjusted; it now executes more quickly.

 

Saboteur

Hot Pursuit: This ability can now only be triggered once every 20 seconds.

Incendiary Grenade's appearance no longer incorrectly displays 2 grenades in the air. Some timing issues with the throwing animation have been addressed.

 

Sharpshooter

Trickshot is now usable within the 5 seconds immediately following Charged Burst, Aimed Shot, or Quickdraw.

 

Dirty Fighting (Gunslinger)

Wounding Shots has a new animation.

 

 

Scoundrel

Disappearing Act now has a 2 minute cooldown.

 

Scrapper

Fight or Flight has been redesigned. It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Disappearing Act.

Flee the Scene now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Disappearing Act by 15 seconds per point (down from 30 seconds per point).

 

Imperial Agent

 

General

Flash Bang no longer has an Energy cost.

 

 

Sniper

Ballistic Shield has a new icon.

Cover Pulse's timing has been adjusted; it now executes more quickly.

 

Marksmanship

Followthrough is now usable within the 5 seconds immediately following Snipe, Ambush, or Takedown.

 

Engineering

Calculated Pursuit: This ability can now only be triggered once every 20 seconds.

 

 

Operative

Cloaking Screen now has a 2 minute cooldown.

 

Concealment

Energy Screen has been redesigned. It is now called "Ghost." It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Cloaking Screen.

Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Cloaking Screen by 15 seconds per point (down from 30 seconds per point).

 

Trooper

 

General

Hold the Line now has more noticeable visual effects.

Cryo Grenade now has a 10-meter range.

 

 

Vanguard

 

 

Tactics

Pulse Generator: Each stack now causes 20% additional damage. This can stack up to 3 times.

Shock Absorbers now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.

 

Assault Specialist (Vanguard)

Sweltering Heat's snare has been reduced to 30%.

Incendiary Round's range has been reduced to 10 meters.

Assault Plastique's range has been reduced to 10 meters.

 

Commando

Due to changes in the Commando skill trees, all Commandos have had their skill points refunded.

Disabling Shot is a new ability that interrupts the target's current action and prevents that ability from being used for the next 4 seconds.

 

Gunnery

Concussive Force: Stockstrike now immobilizes the target for 4 seconds instead of knocking it back.

Cover Fire: This ability's snare has been increased to 70%.

Charged Barrel: Each stack of Charged Barrel now additionally reduces the activation time of your next Advanced Medical Probe by 20% per stack.

 

Combat Medic

Kolto Residue now additionally snares enemies struck by your Kolto Bomb by 50% for 3 seconds.

Potent Medicine is now a 3-point skill with the same overall effect.

Frontline Medic is a new 2-point skill. While protected by your own Trauma Probe, firing Hammer Shot at an enemy now triggers your Trauma Probe (this can only happen once every 3 seconds). This does not trigger if your health is full.

 

Assault Specialist (Commando)

Sweltering Heat's snare has been reduced to 30%.

 

Bounty Hunter

 

General

Electro Dart now has a 10-meter range.

Unload has a new animation when used with a single blaster pistol.

 

 

Powertech

 

Advanced Prototype

Prototype Flame Thrower: Each stack now causes 20% additional damage. This can stack up to 3 times.

Stabilized Armor now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.

 

Pyrotech (Powertech)

Sweltering Heat's snare has been reduced to 30%.

Incendiary Missile's range has been reduced to 10 meters.

Thermal Detonator's range has been reduced to 10 meters.

 

Mercenary

Due to changes in the Mercenary skill trees, all Mercenaries have had their skill points refunded.

Disabling Shot is a new ability that interrupts the target's current action and prevents that ability from being used for the next 4 seconds.

 

Arsenal

Afterburners: Rocket Punch now immobilizes the target for 4 seconds instead of knocking it back.

Pinning Fire: This ability's snare has been increased to 70%.

Tracer Lock: Each stack of Tracer Lock now additionally reduces the activation time of your next Healing Scan by 20% per stack.

 

Bodyguard

Kolto Residue now additionally snares enemies struck by your Kolto Missile by 50% for 3 seconds.

Warden is now a 3-point skill with the same overall effect.

Peacekeeper is a new 2-point skill. While protected by your own Kolto Shell, firing Rapid Shots at an enemy now triggers your Kolto Shell (this can only happen once every 3 seconds). This does not trigger if your health is full.

 

Pyrotech (Mercenary)

Sweltering Heat's snare has been reduced to 30%.

 

 

 

Companion Characters

 

 

General

Players can now use "match color to chest" for their companions, and can choose to show or hide companion head gear.

Companions no longer have their weapons drawn on the player's starship.

 

 

Companions

 

Gault

Memento Marketing: This conversation is now only available on the player's ship.

 

Lord Scourge

Legends: Affection gained during this conversation is now properly granted to Lord Scourge (instead of Rusk).

 

Tallos Drellik

The conversation for "Failure" now grants affection gains and losses correctly.

 

Vector

Agents on the conversation "The Lost Colony" now properly receive affection rewards for the dialogue.

 

 

 

Crew Skills

 

 

General

Several gathering nodes that were previously inaccessible (for instance, some that were underneath terrain) can now be harvested.

 

 

 

Flashpoints and Operations

 

 

Flashpoints

 

 

General

While participating in a Flashpoint conversation, using Esc to cancel a conversation and then pressing the "x" button to close the window no longer causes the player to exit the Flashpoint instance.

Operations

 

 

General

[WEEKLY] Deadly Operations now awards 30 Daily Commendations.

[WEEKLY] Galactic Operations now awards 10 Daily Commendations and 8 Black Hole Commendations.

[WEEKLY] Galactic Crisis Points now awards 10 Daily Commendations and 8 Black Hole Commendations.

Explosive Conflict now awards 10 Black Hole Commendations and crafting materials.

 

Eternity Vault

Annihilator Droid XRR-3 can now be attacked more reliably with abilities that require standing behind the target.

Characters no longer occasionally become invisible when moving through the lava tunnels.

Corrected the location of a misplaced Ancient Power Source during the Soa encounter.

 

Explosive Conflict

Ugnaut Engineers' "Firebomb" now correctly displays visual effects on the ground for the full duration of the effect.

The console that deactivates Colonel Vorgath's minefield is now positioned in a more accessible location.

Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap (in all difficulty modes).

Chests in Explosive Conflict no longer contain Black Hold Commendations. They now have increased amounts of credits and crafting materials.

Bosses in Hard Mode now drop 5 Black Hole Commendations each.

A number of changes have been made to Explosive Conflict's Story Mode in order to make it more accessible for pick-up groups:

 

 

Toth and Zorn

Frenzy now increases damage less per stack.

Toth now waits longer before using area of effect abilities after jumping.

Fearful now increases damage taken by a lower amount.

The amount of time before Toth and Zorn enrage when one dies has been increased.

The enrage timer for the encounter has been increased to 6 minutes 30 seconds.

Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap.

 

Firebrand and Stormcaller

The activation time of Incinerate Armor, Double Destruction, and Defensive Systems has been increased.

Incinerate Armor no longer increases damage taken in addition to its armor debuff.

Shield generators can no longer be damaged by players.

 

Colonel Vorgath

Probe Droids no longer use Cleave.

The enrage timer for the encounter has been increased to 4 minutes 30 seconds.

 

Warlord Kephess

The time before Baradium Bombers explode has been increased.

The damage for the Pulsar Power Droids' rail shot has been decreased.

Kephess' damage in the final phase has been decreased.

The damage from the Trandoshan Warrior's reflective shields has been decreased.

The enrage timer for the encounter has been increased.

 

 

Karagga's Palace

Bonethrasher can now be attacked more reliably with abilities that require standing behind the target.

Proximity Pulse Mines no longer spawn during the G4-B3 Heavy Fabricator encounter in Story Mode.

 

 

 

Group Finder

Players participating in a Group Finder group now have the ability to teleport to the Group Finder instance at any point.

Players who leave an active Group Finder instance can now be returned to the location they were in when they used the "travel now" dialog option to travel to the instance.

Once players reach a checkpoint or defeat an Operation boss, they may choose to exit at the normal area entrance when leaving.

 

 

 

 

Items

 

 

General

A majority of offhand items can now be modified. Shields, Generators, and Foci accept Armoring modifications, and Vibroknives and Shotguns accept Barrels. Additionally, they can contain Color Crystal, Mod, and Enhancement slots (though the Color Crystal slot does not currently impact the visuals of the item). Note that there are some exceptions – not all offhands can be modified.

Bind on pickup and Bind on Legacy items can now be traded for up to 2 hours between players that were eligible to loot the item.

Items purchased from a vendor can now be sold to any vendor for full purchase price (in commendations) for up to 2 hours. Stackable items and mission items cannot be traded or sold back for full value. The 2 hour time is terminated if a mod is added or removed or an augment slot is added. Bind on Equip items cannot be refunded (in commendations) if they are traded, mailed, put in a guild bank, or listed on the GTN.

Lockboxes' 2 hour timer terminates when the lockbox is opened.

The formula that determines extraction costs for modifications has been adjusted. Costs to remove Premium and Artifact quality modifications have been reduced substantially. The cost to remove Prototype modifications has been decreased slightly.

The Heavy Sonic Disruptor can now be drawn correctly by characters.

 

 

 

Missions and NPCs

 

 

General

Several cinematics throughout the game have been improved. In many cases, animations have been cleaned up and missing or extraneous characters have been addressed.

Some instances where the player would enter or leave a mission phase unexpectedly have been corrected. This could, in some cases, cause a player to become stuck.

An issue that could cause a glow effect to be applied to a player’s starship holoterminal several times has been corrected.

 

 

 

World Missions

 

Alderaan

Hive Mined: Imperial Mine Inspectors now run away and despawn correctly when freed.

Paladins: Players can no longer accidentally attack Duke Charle Organa while fighting the Wolf Baron.

Revenge Served Cold: Line of sight issues with the Thul Cryo Dragoon have been corrected.

Thwarting House Thul: Looting Deral Thul's Cybernetic Implant now works properly when the player is in a group.

 

 

Balmorra

Big Guns: Mission indicators now direct players to the correct locations.

Coms Away: The post-mission ambient dialogue from Fixer 66 now properly relates to the player's choices.

Data Corruption: This mission no longer progresses if the player cancels the action while uploading the virus.

Flush out the Snipers: Enemies for this mission's objective now have an appropriate name ("Resistance Sharpshooter" instead of "Gold Neerbray Commando").

Salting the Fields: Each player in a group must now use the Soil Devastators separately.

Storming the Front: The medical supplies item is now displayed in the mission tracker during the step "Heal the Wounded Republic Defenders."

Wild Fire: The mission log text now correctly instructs players to return to the Troida Military Workshop Hangar.

 

 

Corellia

The item "Anti-rad Injector" associated with Glow and Counter Eco-Terrorism now properly removes stacks of radiation poisoning from a character over time.

Asset Liquidation: Usable objective items and enemy NPCs related to this mission now respawn more quickly.

Coronet Shipping Invasion: More Imperial forces in the Coronet Shipping Docks now count towards completion of this bonus mission.

Counter Eco-Terrorism: Objective items related to this mission now respawn more quickly.

Criminal Crackdown: Usable objective items and enemy NPCs related to this mission now respawn more quickly.

Forced Labor: A Drall Engineer no longer runs through the force field when rescued. Usable objects related to this mission now respawn more quickly.

 

 

Hoth

Imperial Interference: This bonus mission is now the appropriate level (previously, it was lower level than its main mission).

Razing the Ice Fortress: The step "Speak to Seeker Kabath" now directs the player to the correct location.

 

 

Ilum

Darkness on Ilum: multiple encounters related to this mission can no longer be activated at the same time.

 

 

Korriban

Allegiance: Players can now consistently complete this mission while in a group.

 

 

Nar Shaddaa

Back Alley: This mission now correctly provides a lockbox in its reward choice.

Recruitment: The Jedi Master now spawns reliably.

Zero Protocol: The step "Return to Commandor Stron" now has an appropriate map link.

 

 

Ord Mantell

Take Back Drelliad Village: Separatist Defenders and Separatist Heavy Gunners now grant credit towards the objective "Dispatch the Separatist Forces."

 

 

Quesh

The Republic Commando and Medical Officer on Quesh now properly show mission indicators if a player is the appropriate level for Quesh.

 

 

Taris

Bashun's Bodyguards: This bonus mission now activates correctly for Imperial Agents. It is a bonus mission for the mission Cathar Assassination.

 

 

Tatooine

Shields Down: Players now receive kill credit for Shielded Mark V Junk Droids if their companion deals the killing blow.

 

 

Voss

A Selfless Act: Log entries for this mission now reflect the proper mission steps.

Dark Rites: Dark Mastery: This mission now correctly awards affection points for Companion Characters.

March of Time: Monument text now remains on screen for a longer period of time.

Signal Fires: Gormak Tower Guards no longer pre-emptively despawn during this mission.

 

 

Class Missions

 

 

Jedi Knight

Vault of the Gormak King: Players can no longer re-enter the Gormak Vault phase once this mission has been completed.

Weapon of the Jedi: Players who did not properly receive the “Jedi Weapons” Codex entry will find it unlocked.

 

 

Sith Warrior

Ambush: A Republic Strike Droid in Darth Vengean's Flagship no longer becomes invisible.

An Army of One: Players can no longer destroy Commander Naughlen’s barricade before they reach the mission step to do so.

Bringing up the Rear: The map note for the task “Defeat the Imperial Rear Guards” now displays correctly.

Choke Point: The map note related to the mission step “Rendezvous with Lieutenant Dargus” now displays correctly.

Distress Call: Halidrell Setsyn now has a mission indicator on the appropriate mission step.

General Durant: The conversation with General Durant is no longer forced upon completion of the mission step "Confront General Durant." Lieutenant Pierce no longer enters combat during this mission.

Power Play: The fight with Darth Vengean now only resets if Lord Draahg is killed.

 

 

Jedi Consular

Deep Cradle, Dark Heart: The conversation with Sophia Farash now triggers correctly.

Nightmares: The step "Find Doctor Kerrian" now directs players to the correct location.

Old Blood: The mission step "Enter Bekvalen Hall" now has an appropriate map note. Hollow Voice now uses the correct language.

 

 

Sith Inquisitor

The Dark Council: The step "Defeat Darth Thanaton" now points the player to the correct location.

 

 

Smuggler

Eco-Terrorists: This mission now correctly provides a Premium Skill Barrel 8 in addition to the reward choice.

Heist of the Millennium: The Droid head now has the appropriate model, and it is now more obvious that players are removing a piece of it.

Into the Fire: The conversation with Lokir-Ka no longer auto-triggers again if the player uses Esc to end the conversation.

The Endless Abyss: This mission now correctly provides a Prototype Artful Mod 14 if you do not keep the blaster.

 

 

Imperial Agent

Imperial Agents who are simultaneously on the "Travel to Nar Shaddaa" step of Kaliyo's mission "What You Do for a Partner" and the "Closing the Deal" class mission can now satisfy both mission steps by traveling to Nar Shaddaa.

The Assassin's Prize: Players can no longer accidentally leave Denri Ayl's mission area.

The Sky Burns: Players no longer see this mission progress until the beacons are fully planted.

 

 

Trooper

Public Relations: Sergeant Jaxo can no longer die during one of the steps requiring the player to speak with her. Re-opening the door after closing it during the bomb sequence can no longer cause this mission to become blocked. Players can no longer infiltrate Port Raga until they have spoken to Jaxo.

Welcome Party: Colonel Gaff's conversation no longer begins automatically when the player approaches.

 

 

Bounty Hunter

Electrocution: Jicoln's electric floor now properly stuns players, and its debuff has an appropriate icon.

Honor or Glory: The conversation with Toran is no longer forced if the player uses Esc to cancel the conversation.

Meeting the Admiral: The last step of this mission no longer directs you back to Hangar Bay 59 if you helped the Admiral.

The Alderaan Target: All companion affection changes during this mission are now properly applied at the end of the mission.

 

 

NPCs

The Nightmare Pilgrim can now be respawned every 30 minutes (down from 2 hours).

Intelligence Officer Breerdin no longer treats all alien characters as Chiss.

Corsec Blaster Droids on Corellia are no longer invisible.

Members of the Black Sun and Coruscant Security now engage in combat appropriately in several areas on Coruscant.

Several common NPC Boss encounters have had their loot adjusted to be more in line with their rarity.

Conquest Droids on Balmorra no longer attack other Imperial NPCs that enter their range.

 

 

 

PvP

 

 

General

Level 50 daily Warzone missions (No Quarter and March Them Down) now only require 4 Warzone completions (down from 6). Winning a Warzone still counts as an extra completion.

The Resolve system has been adjusted in the following ways:

 

When a player becomes immune to control due to Resolve, his Resolve meter will not start decaying until after all the current controlling effects expire (instead of decaying immediately after the immunity begins).

Players under the effects of a control ability now build less Resolve for other control abilities that target them. The exact amount of Resolve the player builds is based on the time remaining on the ability currently controlling the player and the relative strength of that ability's effect. If two stuns of similar strength (such as Electrocute and Debilitate) target a single player at the same time, the second ability would generate very little Resolve. However, if the two effects were applied so that the duration of their effects overlapped very little, each effect would grant its full (or nearly full) Resolve to the target.

A new Codex entry can be found in the Game Rules section to help players who are unfamiliar with the details of the Resolve system.

 

New Recruit MK-2 gear is now available. This gear replaces the Recruit set, which is no longer available.

Unranked Warzones now backfill empty player slots more frequently.

 

 

 

Warzones

 

 

General

Leaving a Warzone queue from the queue window now properly closes the "join Warzone" dialog.

 

 

Huttball

Frogdogs now hear voiceover when they score their second point.

The maximum time limit in Huttball has been reduced from 15 minutes to 13 minutes.

 

 

Novare Coast

The fire rate for each of the turrets has been increased from 8 seconds to 9 seconds.

Players are no longer required to press Spacebar to exit the loading screen before this Warzone.

 

 

Voidstar

In the event that neither team breaches the first set of doors, the winner of the match is now the team that scored the most kills.

Space Combat

Items that grant repeated upgrades of the same type are now correctly accounted for.

Power Conversion Module abilities now appear in the correct quickslot during Space Combat Missions for Imperial Agents.

 

 

 

UI

 

 

General

The title row in panels such as the Guild Roster and who list no longer occasionally disappear.

The "inspect" window now closes when the inspected character is too far away.

The "promote" and "demote" buttons are now more visible in the guild UI.

Players can now set their moods, altering your character's facial expression. You can find these moods in the emote browser near the chat window.

Activating multiple UI panels in very rapid succession no longer causes the game to become unresponsive.

Players can now use shift+right click to equip an item directly on their active companion.

 

 

Chat

PvP messages (such as becoming flagged) can now be toggled off in chat tabs.

The description of the chat preference "Group Awareness Ping" now more accurately describes its effect. The tooltip now reads: "Plays an audible tone when your name is said in a Group chat channel. If you have heard an audible tone in the last 30 seconds, you won't hear one."

 

 

Maps

The accuracy of the Promenade map on Nar Shaddaa has been improved.

The map for the Dark Temple Approach on Dromund Kaas now better reflects the world.

Several areas where the map would incorrectly transition to a new map have been corrected.

 

 

 

Miscellaneous Bug Fixes

Jedi Consulars arriving on Balmorra are no longer facing their ship door upon entering the spaceport.

The Dromund Kaas Nexus Cantina rest zone has been slightly adjusted.

The Fernell Research Facility on Balmorra now displays the correct name.

Trees and large moving objects now cast animated shadows in the game world. Shadows are smoother, and players will notice improved self-shadowing. Additionally, the shadow system has been optimized to increase performance. Players utilizing AMD Crossfire or Nvidia SLI options will see a boost in performance. To see these changes, the shader settings and shadow settings must be set to "high."

Several minor art issues, like floating objects, seams in the terrain, and issues with disappearing geometry have been corrected.

Many places in the world where players could get stuck have been fixed.

Several typographical errors have been corrected.

An issue that could cause display problems after changing a video card out has been addressed.

Players performing certain emotes while riding the Jawa Balloon on Tatooine are no longer teleported back to the balloon's start position.

Changes to the Grass Quality slider in the options now apply immediately when the player presses "OK" or "Apply."

 

 

source : http://www.swtor.com/community/showthread.php?p=5060141#edit5060141

Edited by Makhno
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Normal la nouvelle difficulté c'est "Cauchemar venu d'ailleurs" (z'auriez pas pu faire plus court ...) est-ce que les grosses guildes retournent souvent sur Karagga ou cde? A part pour stuff ses nouveaux membres/rerolls je ne pense pas, en espérant qu'elle sera au niveau de Denova en terme de difficulté. Les gros gamers diront ce qu'ils veulent moi je la trouve bien calibrée, il ne faut pas oublier que le mode hm n'est pas la plus haute difficulté et si on part de là je trouve que c'est un intermédiaire tout à fait honorable. L'on a pas encore vu le cauchemar, ça c'est ennuyeux par contre et explique la frustration de ces même gamers, frustration que je partage également n'ayant plus d'intérêt à Denova actuellement.

 

Pour revenir au sujet, Denova ne sera plus qu'une zone de stuff pour les petites guildes et les rerolls, il est normal qu'il n'y ait pas un besoin de groupe parfaitement optimisé et déjà bien équipé pour la tomber, le nerf est donc justifié.

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Je suis d'accord avec toi sur le principe. Il est normal que denova soit plus accessible.

 

Mais quand même, faut laisser un peu challenge. Là je trouve que c'est trop.

 

-on peut plus péter les boucliers des chars.

-temps plus long entre les phases pour le chars.

-timer des bombes de kephess allongé

-dégats réduit des pack d'add de kephess

-dégats réduits des 2 gros droides

-dégats réduits de kephess en phase final.

-plus de cleave pour les sondes de vorgath

-enrage timer du champ de mines augmenté

-temps plus long entre les phases de toth et zorn

-toth qui va plus faire sa grosse aoe apres avoir sauté sur zorn (temps allongé du moins)

-

-

-et j'en passe.

 

Autant nous donner directement les marques...

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Pour revenir au sujet, Denova ne sera plus qu'une zone de stuff pour les petites guildes et les rerolls, il est normal qu'il n'y ait pas un besoin de groupe parfaitement optimisé et déjà bien équipé pour la tomber, le nerf est donc justifié.

 

Sauf qu'il est d’ors et déjà extrêmement facile de se constituer un stuff rakata/trou noir + augmentations... ce qui permet d'ors et déjà, même pour les plus casus d'entre nous, d'aborder Denova HM beaucoup plus facilement que lors de sa sortie. Entre ça et les quelques nerfs/fix déjà effectués : ce nouveau nerf n'a rien de justifié. C'est juste rendre totalement free-loot une opération qui n'a jamais étée hardcore.

 

Et comme tu le dis, tout cela sans aucunes nouvelles de denova nightmare.

 

Bref....... :mad:

Edited by zetroll
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Ce possible nerf sur denova hm m'agace...

Pourquoi ? nous essayons actuellement de le nettoyer en guilde.

Beaucoup l'on deja fait, pas nous.

Nous démarrons ces dernière semaines, et nous avisons des strats au fur et à mesure.

Au fur et à mesure des essais, on perfectionne la strat et tout et tout, et hier, poof, cay est, on tombe le premier boss, première pièce campagne qui tombe :D youhou !

 

Et la, misère de misère, on nous annonce que tous les boss vont faire moins mal, enrager moins vite, et avoir des phases plus lente ?

 

Pourquoi se casser le cul, dans 3 semaine, ca sors, et hop, on farme le set en 5/5.

Pas drole, et franchement moins de plaisir a réussir des try niquel pour tomber les boss.

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Ouais enfin ça fait quand même 5-6 mois que l'opération est sortie, il faut bien passer à autre chose un jour et ce jour est arrivé (on l'attendait même) pas de chance pour vous qui venez de commencer l'opération mais c'est comme ça, dans tous les mmo de ce type lorsqu'un nouveau raid sort, le dernier est nerf pour que les gens puissent rouler dessus sans se poser trop de questions. Après c'est vrai que cette fois ils y sont peut-être allé un peu fort.
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C'est le mode histoire de Denova qui est facilité, en aucun cas le mode difficile.

A number of changes have been made to Explosive Conflict's Story Mode in order to make it more accessible for pick-up groups:

Edited by Ashlack
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C'est le mode histoire de Denova qui est facilité, en aucun cas le mode difficile.

 

Ah merci. J'aurai mieux fait de relire 7 fois mes patchnotes avant de sauter sur le premier troll qui passe.

 

Mais , en même temps... nerf denova story mode ?... bah pourquoi faire ? C'est d'ors et déjà une instance freeloot même en pick-up...

Edited by zetroll
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Mais , en même temps... nerf denova story mode ?... bah pourquoi faire ? C'est d'ors et déjà une instance freeloot même en pick-up...

 

Quant tu es bien stuff oui, en Columi c'est une autre histoire... (Denova sm donne du rakata donc normalement pas besoin d'être full rakata pour la faire).

 

Et selon Bioware, le but est de rendre plus accessible les modes histoires et d'augmenter la difficulté des modes difficiles. Cauchemar en hm devrait être assez corsée. D'ailleurs la différence dans les loots l'exprime assez à mon sens. du Rakata (mods 58) en histoire, du nouvel équipement (mods 63) en difficile.

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Quant tu es bien stuff oui, en Columi c'est une autre histoire... (Denova sm donne du rakata donc normalement pas besoin d'être full rakata pour la faire).

 

Et selon Bioware, le but est de rendre plus accessible les modes histoires et d'augmenter la difficulté des modes difficiles. Cauchemar en hm devrait être assez corsée. D'ailleurs la différence dans les loots l'exprime assez à mon sens. du Rakata (mods 58) en histoire, du nouvel équipement (mods 63) en difficile.

 

Sauf que plus besoin d'aller à Denova pour farmer des mods trous noirs, ton argument du stuff ne s'applique plus.

N'importe qui peut se balader en presque full 61 aujourd'hui; que ce soit via les distinctions trou-noirs ou carrément le craft...

Et denova story en columi c'est un gentil challenge, pas un haut-fait.

 

Mais je peux comprendre la volonté de rendre le story mode encore plus facile afin de permettre à chacun de l'accomplir et donc ça ne me choque pas outre-mesure.

Edited by zetroll
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