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7.1 Balance Changes and Plan

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7.1 Balance Changes and Plan
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ChrisDurel's Avatar


ChrisDurel
06.01.2022 , 11:46 AM | #1 Click here to go to the next staff post in this thread. Next  

Hi all,

I'm Chris Durel and I’m a Gameplay Designer on the SWTOR team! I wanted to take a moment to speak about some upcoming changes we’re going to be making to class balance in 7.1 and future patches. The plan is to focus on those combat styles most in need of adjustment for 7.1 and then branch out from there to the remaining combat styles in future patches such as 7.2 and 7.3. Balance is, and always will be, an ongoing process, and we want to take our time to do our due diligence before making any changes.

With 7.1 comes changes to Marauders, Juggernauts, Snipers, and Mercenaries, in the form of balance adjustments, passive mod redesigns and quality of life improvements. The goal here is to bring these combat styles closer to their intended experiences and make disciplines more competitive with one another. Of special note, and after listening to lots of feedback and gathering data, are the changes to Fury and Carnage Marauders (Concentration and Combat Sentinels) and Arsenal and Innovative Ordnance Mercenaries (Gunnery and Assault Specialist Commandos).

It is important to note that these changes will be available for testing in an upcoming phase of PTS! What some of these changes look like:

Spoiler


In addition to class balance for 7.1, some disciplines are also receiving new Tacticals. With 7.0 we removed a handful of Tacticals from specific disciplines, and in many cases, rolled their functionality into the discipline’s ability tree. This created a bit of an imbalance between combat styles’ access to Tactical items, as some disciplines simply had more Tacticals to choose from than others. In 7.1, we are filling these gaps by introducing a few new Tacticals into the game for certain disciplines.

Carnage Marauders are receiving a new Tactical to replace Fanged God Form
  • Shard of Mortis - Using Massacre / Blade Rush adds Hyper stacks to you, increasing your critical chance by 25% per stack and increasing the cost of your next Massacre / Blade Rush by 1 rage / focus per stack, up to 3. When you deal damage with another ability, Hyper is removed.

Arsenal Mercenaries will receive a new Tactical to replace Thermonuclear Fusion
  • Unstable Fusion - Activating Supercharged Gas / Cell accelerates heat out from you, dealing elemental damage to up to 8 enemies within 8 meters and applying Heat Signature to them. Targets with Heat Signature are vulnerable to Rail Shot / High Impact Bolt and take additional damage from Heatseeker Missiles / Demolition Round.

Innovative Ordnance Mercenaries will received a new Tactical to replace Magnetized Shrapnel
  • Magnetic Resonance - Exploding Thermal Detonator / Assault Plastique early with Mag Shot / Mag Bolt causes your next Power Shot / Charged Bolts to deal additional Elemental damage.

Bodyguard Mercenaries will receive a new Tactical based on their old Rocket Fuel Vapors item
  • Kolto Vapors - The Kolto Pods left by Kolto Missile / Kolto Bomb last a second longer and heal for an additional 5%.

Another important note, our intention isn’t to introduce new Tactical items at a steady cadence into the future; instead, we are looking to balance access to Tactical items. You can expect a few more discipline-specific Tacticals in the next patch to further balance what is available for each discipline, but moving forward from that, there are no immediate plans of introducing more.

To reiterate, all of you will have a chance to try out the above changes on PTS soon! The PTS forums will have an updated Changelog, so you can see everything that’s been updated since the last phase of PTS was live. We’d love to get your feedback on everything. Please play around with the class changes and new Tactical items and give us your thoughts.

Thanks!
Chris Durel | Gameplay Designer
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ZUHFB's Avatar


ZUHFB
06.01.2022 , 12:07 PM | #2
Very cool changes, please nerf maras more - but fury. Class diversity would be a shame anyway.
professional combat rez farmer

Mephesh's Avatar


Mephesh
06.01.2022 , 12:09 PM | #3
@ChrisDurel
I think you dont understand the real problem, that is the "skilltree" and it's horrendous choices between abilities that should be absolute baseline.

Marauders have to choose between not having a stun (force choke) and not having 6-seconds-godmode ,
In both pvp and pve I would never want to miss out on godmode.

So it's basically a class that does not have a single stun.
In a MMORPG, that is extremely bad game design / class balance and unheard of.

The WoW-style skilltrees are a nice idea. But not if you put absolutely mandatory baseline skills on a choice.

DamageCorp's Avatar


DamageCorp
06.01.2022 , 12:19 PM | #4
Thank you. I hope these help out.
Qojon Peregrinus Smuggler on Drooga's Pleasure Barge

SWG Vet-Qojan on Ahazi
"Never tell a Smuggler SOON"

Mycroft-Tarkin's Avatar


Mycroft-Tarkin
06.01.2022 , 12:29 PM | #5
Quote:
Virulence / Dirty Fighting
Viral Targeting / Blood Sights no longer increases poison effect / bleed effect damage by 10%
Decay / Nice Try damage bonus decreased from 5% to 3%
Critical Grenade / Sharp Objects applied critical hit damage bonus from periodic effects is reduced to 5% down from 10%, and its effect has been fixed so it correctly applies the critical hit damage bonus
Hello why virulence nerf??? where is roll heal?

MaximusRex's Avatar


MaximusRex
06.01.2022 , 12:34 PM | #6
7.0 made AOE threat and mobility for Immortal worse, where are fixes for that? Mad Dash should be baseline, not a choice against Saber Reflect. Telling my guarded DPS to go stand in stuff so I can get a speed boost is insanity.

Making Force Scream into an AOE isn't a great choice either since the chances it actually hits more than one target due to its super tiny cone is very low. The cone needs to be massively widened or the damage has to chain between targets.

ThomasCool's Avatar


ThomasCool
06.01.2022 , 12:42 PM | #7
Quote: Originally Posted by ChrisDurel View Post

Carnage Marauders are receiving a new Tactical to replace Fanged God Form
  • Shard of Mortis - Using Massacre / Blade Rush adds Hyper stacks to you, increasing your critical chance by 25% per stack and increasing the cost of your next Massacre / Blade Rush by 1 rage / focus per stack, up to 3. When you deal damage with another ability, Hyper is removed.
Is this meant to say: reducing the cost of next Massacre/Blade rush because otherwise...
Lunagazer (Gunslinger) - Iahgazer (Scoundrel DPS) - Phoebegazer (Vanguard DPS) - Lonagazer (Commando DPS/Heals) - and more
<The Olde Guard>

Mephesh's Avatar


Mephesh
06.01.2022 , 12:46 PM | #8
Yeah, these skilltree choices of 7.x are weird and bad.

WE HOPE FOR CHANGE!

GIVE BACK BASELINE ABILITIES!

waslaf's Avatar


waslaf
06.01.2022 , 12:57 PM | #9
im happy you are at least adressing some issues with balance and tacticals, really hopeing to see a workable tactical for tactics/AP again (other than overwhelming offense, thats the most annoying thing i ever used). Also im still hopeing to see Pacify/Obfuscate added back in for sent/mara, at least as a choice. Maybe make force choke baseline and put obfuscate in that choice instead.

ZUHFB's Avatar


ZUHFB
06.01.2022 , 01:00 PM | #10
Quote: Originally Posted by ThomasCool View Post
Is this meant to say: reducing the cost of next Massacre/Blade rush because otherwise...
no, it's not a typo
professional combat rez farmer