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7.1 Balance Changes and Plan


ChrisDurel

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I don't recall asking you for any input on anything, you literally replied to me saying you didn't care about what I was giving feedback on :csw_jabbapet:

 

I don't recall asking you to do the same thing though?

 

Eh, was to be expected from someone in salt miners. I remember when I was there, literally the worst experience I've ever had in any raiding team.

 

Obviously giving feedback on something like AOE DR is way more important that the arsenal merc tactical nobody would play ANYWHERE anyway. How are the devs supposed to filter out what is important what just simply doesn't matter? By commenting on those little trashy things you completely undervalue usefulness of a passive AOE DR - it's massive, bosses like apex are not going to be killed without aoe dr on marauders! It's just straight facts. Meanwhile oh no little donkey man doesn't know what tactical to pick for his merc because sometimes he even AOEs, yeah great... and you even encourage them...

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I don't recall asking you to do the same thing though?

 

Eh, was to be expected from someone in salt miners. I remember when I was there, literally the worst experience I've ever had in any raiding team.

 

Obviously giving feedback on something like AOE DR is way more important that the arsenal merc tactical nobody would play ANYWHERE anyway. How are the devs supposed to filter out what is important what just simply doesn't matter? By commenting on those little trashy things you completely undervalue usefulness of a passive AOE DR - it's massive, bosses like apex are not going to be killed without aoe dr on marauders! It's just straight facts. Meanwhile oh no little donkey man doesn't know what tactical to pick for his merc because sometimes he even AOEs, yeah great... and you even encourage them...

 

So you quote me out of nowhere, complain about my feedback, ask a question and then deny you did that.

 

Eh, was to be expected from someone who I didn't ask.

 

I'm loving the fact that you have done zero feedback about marauders suffering from lack of AOE DR right up until complaining to me. That's how much it matters to you, not making a proper post or thread about it, just complaining to someone else that you feel is stealing attention from the nothing you posted.

Edited by Gyronamics
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Hello,

 

First of all: I had the chance now to test some of the reworks on pts in raids like r-4 anomaly hm and some other nims and i have to say there is at least one bad rework going on atm.

 

your decision to rework aoe damage reduction on every class in general is not a bad thing. I think if it is good and fair designed along all classes it would be pretty fine.

So: on current live patch all range classes lost their aoe damage reduction compared to 6.0. Now all melee dps just have temporary aoe damage reduction. This is in general ok because range classes are not restricted to ability range so it makes sense to give melee dps temporary aoe damage reduction because they need it when they have to commit to bosses in raids with less range more often.

 

But in detail there is a really big issue and uptime gap for the marauder compared to other melee dps. thats because of the following redesign for annihilation and carnage:

 

The “Defensive Roll” passive mod has been redesigned to do the following:

“Increases internal and elemental damage reduction by 3%. In addition, activating Bloodthirst reduces the damage you take from area effects by 30% for 20 seconds.”

 

Juggernaut gets for 15 sec 60% aoe damage reduction every 45 seconds on threatening scream

Assassin gets for 15 sec 60% aoe damage reduction every 45 seconds on mass mind control

Powertech gets for 15 sec 60% aoe damage reduction every 45 seconds (on pyro even all 35 seconds) on sonic missile

Marauder gets for 20 sec 30% aoe damage reduction every 5 minutes on bloodthirst (raidbuff) and only then if you are the marauder who pulls bloodthirst and not another one in the group that would give you a 5 min debuff for bloodthirst

 

-> although the marauder has like the juggernaut the most 4 meter abilities (most abilities with very short range) those classes have to adjust in raids in a much more difficult way because of that. But you decided to give him only 30% and attach this to a 300s cd raidbuff which does not make sense at all and compared to all other melee dps it's only half the aoe damage reduction for even 7 times less uptime.

 

The solution: give the marauder also 60% aoe damage reduction and attach this to an ability with comparable uptime (for example: during predation (for 10 seconds every 30 seconds) or during cloak of pain duration (for maximum 30 seconds every 60 seconds) to provide the same aoe damage reduction with the same flexibility other melee dps already have (60% aoe dr during predation actually seems perfect because it would be literally the same uptime (10/30 on mara and 15/45 on other melee dps is in both cases exactly the same uptime (1/3)) so that it is not worse and also not better but just fair for all melees. also predation makes more sense because you use it not just in either gap closing or escaping situations but also for specific boss commitment situations that are often combined with incoming aoe damage. -> This would totally compliment the intended experience of the combat style which is an agile very close combat style and it would make it competitive while sustaining this playstyle.

 

There is no way to justify 60% aoe damage reduction every 35 sec on Pyro Powertech which has almost only 10 meter damage abilities when the marauder gets just 30% every 5 minutes with luck which needs more commitment with almost only 4 meter abilities.

 

Thanks for reading!

Edited by funfish
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wat :csw_jabbapet:

 

The marauder stuff is terrible design.

Then there's sorc and merc below terrible design with nothing.

 

You forgot one class in your big list. It's a melee class without defensive cooldowns. :D

Edited by Loc_n_lol
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You forgot one class in your big list. It's a melee class without defensive cooldowns. :D

 

You're right, not gonna lie, in all the years in operations it was astonishingly rare to see operatives OR assassin dps so I forget they exist. They were only ever healers and tanks to me.

 

Put operatives in with their nothing just for you :p

Edited by Gyronamics
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Assassin gets for 15 sec 60% aoe damage reduction

Thanks for reading!

Where did you get this? Assassin has only 30% DR for 6 sec from MMC.

Guys please don't post unchecked information because some of bioware employees can read you whining and decide to nerf classes who don't need it at all :)

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Where did you get this? Assassin has only 30% DR for 6 sec from MMC.

Guys please don't post unchecked information because some of bioware employees can read you whining and decide to nerf classes who don't need it at all :)

 

So as i mentioned i actually tested and looked at these changes and i don't know if you are aware of that but this post is about the upcoming changes for 7.1 and the next future patches which are currently on PTS. In fact when i am on PTS, deception and hatred assassin both get 60% aoe dr for 15 seconds from mass mind control when you choose "formless Phantom" at level 51. It is mentioned in the tooltip and i also checked that it really gives you 60%. So, exactly this is going to happen in either 7.1, 7.2 or 7.3 chris mentioned as balancing updates. Please don't post unchecked information just because you can't read a tooltip on PTS. And also in my understanding, i wouldn't consider it as whining when i show the developers with a detailed explanation and good reasons that the "defensive roll" redesign is not competetive at all compared to all other melees. I would consider your answer as whining because it has no explanation in it, no testing and not any reason why marauder "shouldn't need it". like i already explained: Marauders, just like Juggernauts, even need this more than Powertechs because of their range commitment and playstyle.

Edited by funfish
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So as i mentioned i actually tested and looked at these changes and i don't know if you are aware of that but this post is about the upcoming changes for 7.1 and the next future patches which are currently on PTS. In fact when i am on PTS, deception and hatred assassin both get 60% aoe dr for 15 seconds from mass mind control when you choose "formless Phantom" at level 51. It is mentioned in the tooltop and i also checked that it really gives you 60%. So, exactly this is going to happen in either 7.1, 7.2 or 7.3 chris mentioned as balancing updates. Please don't post unchecked information just because you can't read a tooltip on PTS. And also in my understanding, i wouldn't consider it as whining when i show the developers with a detailed explanation and good reasons that the "defensive roll" redesign is not competetive at all compared to all other melees. I would consider your answer as whining because it has no explanation in it, no testing and not any reason why marauder "shouldn't need it". like i already explained: Marauders, just like Juggernauts, even need this more than Powertechs because of their range commitment and playstyle.

 

I hate to say it, but I couldn't agree more. DPS losing AOE DR (or at least to the extend that marauders do) is terrible game design and it is increasing the difficulty even more. But yeah, I guess arsenal not having an AOE tactical is a bigger issue.

 

Also notice how Pyro is on top of the list of the losing AOE DR again. This can almost be considered a PT buff, well or at least a not so significant nerf as marauders, especially annihilation, will suffer - Fury has somewhat of an okish AOE DR on gravity vortex and why would you play carnage at all.

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Hey everyone,

 

Just wanted to say thank you for all your feedback. We're keeping an eye on everything that's being posted here and on the PTS forums. Making new threads can be helpful too if you have something specific to talk about regarding the balance changes on PTS, but please do this in the PTS forum, though so we can track discussions. Additionally, if you do see a topic already being discussed in a thread, continue the conversation there. That said, the recent Merc DPS and Marauder AOE DR threads in the PTS forums, for example, were very useful feedback, and I appreciate the effort that went into them.

 

Thanks!

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You're right, not gonna lie, in all the years in operations it was astonishingly rare to see operatives OR assassin dps so I forget they exist. They were only ever healers and tanks to me.

 

Put operatives in with their nothing just for you :p

 

AND now melee classes are all ppl wanna play as they are all so overpowered compared to ranged but sentinal/mara are the worst followed closely by jugg/gaurdian with 1 button smash to fluff dps numbers , forget about weither the pvp seems off at the moment you are loosing players hand over fist due to the crap expansion an the love you have given melee forgetting ranged

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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:

 

 

 

Marauder / Sentinel

  • Bloodthirst / Inspiration is now granted at level 51 instead of level 60
  • The “Defensive Roll” passive mod has been redesigned to do the following:
    “Increases internal and elemental damage reduction by 3%. In addition, activating Bloodthirst reduces the damage you take from area effects by 30% for 20 seconds.”
    This is now only available for the Carnage / Combat and Annihilation / Watchman disciplines.

 

Carnage / Combat

  • Increased the damage bonus from Execute given to Devastating Blast from 5% to 10%
  • The “Quickness” mod has been redesigned to the following:
    "Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. Ataru Form deals 3% more damage."
  • Redesigned the “Blood Frenzy” passive to do the following:
    "When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Ferocity. The immunity effect cannot occur more than once every 30 seconds."

 

Fury / Concentration

  • Reduced the critical chance and critical damage bonus received from the Dark Synergy / Zenith passive mod from 20% to 15%
  • The Gravity Vortex passive has been redesigned and is now a Level 51 mod choice for Fury / Concentration, replacing Defensive Roll, it reads:
    "Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds"
  • Changed the Level 60 passive to Gravity Defiance / Gravity Manipulation, which reduces the Rage / Focus cost of Obliterate / Zealous Leap and Force Crush / Force Exhaustion by 1

 

Juggernaut / Guardian

Rage / Focus

  • Reduced the critical chance and critical damage bonus received from the Dark Synergy / Zenith passive mod from 20% to 15%

 

Mercenary / Commando

Arsenal / Gunnery

  • Increased the critical damage bonus given by the Target Tracking / Deadly Cannon passive from 15% up to 30%
  • Increased the critical hit chance bonus from Riddle / Rotary Cannon form 5% up to 10%
  • Blazing Bolts / Boltstorm heat cost has been reduced from 20 down to 16
  • Priming Shot / Vortex Bolt heat cost has been reduced from 12 down to 10

 

Innovative Ordnance / Assault Specialist

  • Increased the periodic damage of Serrated Shot / Serrated Bolt by 16%
  • Changed the functionality of the "Incendiary Ignition" mod from giving more ticks of Combustible Gas Cylinder / Plasma Cell to increasing its damage on targets affected by Incendiary Missile / Incendiary Round

 

Sniper / Gunslinger

  • Redesigned the Augmented Shields / Hotwired Defenses passive mod to additionally give: “When taking damage while Entrench is active the cooldown on Meticulous Preparation / Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds.”

 

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

 

Engineering / Saboteur

 

  • Redesigned Custom Auto Loaders / Jury-Rigged Mods to additionally give:
    “Snipe / Charged Burst deals additional elemental damage to targets affected by Interrogation Probe / Shock Charge”
  • Increased Electrified Railgun / Blazing Speed damage by 25%

 

 

 

 

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!

 

You did a good job but haven't finished it yet. It is good that you nerfing fury marauder's dps because it's overpowered. HOWEVER, deception assassin dps in pvp is also highly overpowered. If you score all classes and specs now, both fury marauder and deception getting 9/10 while all other classes are far behind at 5 or 6 /10. So to make it really balanced both fury marauder and deception assassin require dps nerf while other classes are mostly doing same dps.

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Very cool changes, please nerf maras more - but fury. Class diversity would be a shame anyway.

 

Why not just buff the other classes that are weak?

 

 

You did a good job but haven't finished it yet. It is good that you nerfing fury marauder's dps because it's overpowered. HOWEVER, deception assassin dps in pvp is also highly overpowered. If you score all classes and specs now, both fury marauder and deception getting 9/10 while all other classes are far behind at 5 or 6 /10. So to make it really balanced both fury marauder and deception assassin require dps nerf while other classes are mostly doing same dps.

 

Are you even remotely aware how bad deception/infiltration is in PVE? I guess not making goofy statements like you just did.

Edited by XiPsiDawg
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  • 2 weeks later...

 

 

Fury / Concentration

  • Reduced the critical chance and critical damage bonus received from the Dark Synergy / Zenith passive mod from 20% to 15%
  • The Gravity Vortex passive has been redesigned and is now a Level 51 mod choice for Fury / Concentration, replacing Defensive Roll, it reads:
    "Force Crush / Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects and reducing damage taken from area effects by 15% for 6 seconds. This effect cannot occur more than once every 30 seconds"
  • Changed the Level 60 passive to Gravity Defiance / Gravity Manipulation, which reduces the Rage / Focus cost of Obliterate / Zealous Leap and Force Crush / Force Exhaustion by 1

 

 

 

 

 

Thanks!

 

We asked to reduce fury marauder's dps which is fair and justified. But we didn't ask to take away more of our active abilities....now fury marauder's are forced to choose between force choke and gravity vortex? It was clearly stated in numerous feedback that players disagree and fully against ability pruning, that we don't agree with taking active and passive abilities from us. Yet again you decided to take away one more active ability from us by hidding it behind more important passive choice....this is wrong and i bet 50 millions of credits that most of players won't support it.

Edited by omaan
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Sniper / Gunslinger

  • Redesigned the Augmented Shields / Hotwired Defenses passive mod to additionally give: “When taking damage while Entrench is active the cooldown on Meticulous Preparation / Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds.”

 

 

Who cares about prep cd reduction. This is what sniper really need :

 

-Offheals back on crouch and roll

-evasion should be 5s like before 7.0 not 3s and it shouldn't be a skilltree choice

-flash / stun or both

 

Also nerf explosive probe damage on engi, it's just stupid to be able to take 70% hp of a player while standing behind a wall.

Buff ambush damage on marksman, it does the same damages as in 6.0 while it actually have more buffs and while players have 70k more hp.

 

here I'm only talking about sniper but all the changes in this post are either bad/useless or insufficient. The only interesting thing was the changes about the stun immunity on fury and carnage

 

 

SWTOR is dying, the actual balance between combats styles is so bad, it would take more than adding and removing 5% here and there to fix it. If you want this game to be actually playable in PvP and PvE you need to go through BIG changes. We know you can do good stuff, 6.0 was one of them even if it wasn't perfect. So pls wake up, balancing combats styles should be your absolute priority. I personnaly don't care about having new content if I can't play the class and the spec I want to play.

Edited by Ajalkaar
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We asked to reduce fury marauder's dps which is fair and justified. But we didn't ask to take away more of our active abilities....now fury marauder's are forced to choose between force choke and gravity vortex? It was clearly stated in numerous feedback that players disagree and fully against ability pruning, that we don't agree with taking active and passive abilities from us. Yet again you decided to take away one more active ability from us by hidding it behind more important passive choice....this is wrong and i bet 50 millions of credits that most of players won't support it.

 

Who plays force choke anyway ? also you won't have to chose between force choke and gravity vortex. In pvp you'll have to drop double jump for gravity vortex wich is a good mobility nerf for fury.

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Who plays force choke anyway ? also you won't have to chose between force choke and gravity vortex. In pvp you'll have to drop double jump for gravity vortex wich is a good mobility nerf for fury.

 

Who doesn't? Force choke is needed for some mechanics in PVE. It's also really fun to use in PVP. But then again, I haven't played pvp for years, maybe it's not supposed to be fun. All the abilites they've taken away from various classes imply we are not supposed to have fun anymore.

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Who doesn't? Force choke is needed for some mechanics in PVE. It's also really fun to use in PVP. But then again, I haven't played pvp for years, maybe it's not supposed to be fun. All the abilites they've taken away from various classes imply we are not supposed to have fun anymore.

 

I don't know what pve your playing but all the boss in swtor are immune to stuns so there there is no mechanics that require a stun (maybe in some flashpoint on adds idk). In pvp stun is maybe fun but it not worth it. You should take endless rage or mad dash instead.

Edited by Ajalkaar
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I don't know what pve your playing but all the boss in swtor are immune to stuns so there there is no mechanics that require a stun (maybe in some flashpoint on adds idk). In pvp stun is maybe fun but it not worth it. You should take endless rage or mad dash instead.

 

Obviously stun is not used for bosses, it even says so in the tooltip. There are adds that need stunning, Dxun and Gods for example, adds with mechanics. But I guess you wouldn't know that if you've never done those ops. Just don't assume people don't know what they are talking about when it's YOU who is clueless.

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I don't know what pve your playing but all the boss in swtor are immune to stuns so there there is no mechanics that require a stun (maybe in some flashpoint on adds idk). In pvp stun is maybe fun but it not worth it. You should take endless rage or mad dash instead.

 

On first few Dxun bosses it can be quite useful. Depending on your setup, you might absolutely want a Mara to grab Force Choke.

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Fanged God form completely changed how u play carnage marauder. It's the whole reason why I loved the class. It was by no means the strongest tac and Defel Spliced Genes was by far the most popular tac for mara. I don't think I'm the only one who misses the playstyle.

 

The tac allowed you to start building rage instead of consuming it when hitting 3 times with massacre and used to be the best filler move in the game at the cost of double stealth. It still built fury and if you were good at predicting enemy movement ...if u could stay on top of them and with your high alacrity combined with this tac made your rotation simple when your main rotation was on cd all while building fury and rage. I no longer play carnage because of this. There was a ton of skill expression in this (predicting enemy movement to build up for your next rotation. That being said, I like some of the new skill tree changes. I like the movement speed I get from massacre and I think u guys get more hate than love. I just don't enjoy the class anymore and I know it's a small team working on the game, but there are some of us who loved this playstyle and it doesn't exist without the tactical.

Edited by SicoBob
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