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7.1 Balance Changes and Plan


ChrisDurel

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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!

Edited by JackieKo
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@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.

Edited by Mephesh
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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?

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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.

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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...

Edited by ThomasCool
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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. Edited by waslaf
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Is this meant to say: reducing the cost of next Massacre/Blade rush because otherwise...

 

FGF got removed because of the Blade Rush/Massacre spam playstyle it allowed for, so I guess this is their compromise for it. I'm holding my opinion until I can play with it and see how I feel. Not fond of the class's already rough resource management, but if this helps out on the DPS without making the playstyle frustrating, hopefully it'll be worth playing around.

 

Kind of annoyed this couldn't have come with 7.0, though. The issues with Combat/Carnage were repeatedly made clear, and the way they handled it meant we all got to spend 3000 TF fragments to go pick Andeddu's Malevolence after FGF got deleted without compensation, and now we probably get to go spend another 3000 TF to go pick up this new one assuming it beats out AM. Thanks for that, Bioware.

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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.

 

It's kinda meh as an AoE anyway, since you'd have no spammable. Just use Sweeping Slash for AoE situations. The cone thingy is meant for pvp anyways, mainly as a slow, with a nice little bonus if you can line it up right.

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I'm glad you're evaluating class balance. But just to get this out of the way: you all really looked at the data in front of you and decided that the solution to a bunch of anni maras in raid was to remove their access to AoE DR. (Make no mistake, AoE DR on a 5 minute cd is effectively the same as not having it). Maybe the thought is that anni heals make up the difference, but where does that leave Carnage? And of course, because reasons you decided that Fury could keep some AoE DR... as long as it was tied to a rotational ability. Sure. That all makes perfect sense. /sarcasm

 

The fury & rage damage changes I get. I do. I don't play merc dps, but the apparent buff is appreciated. It's just... the AoE DR thing just seems odd.

 

As for the sniper changes:

  • I haven't had the impression that Viru is overperforming? I don't quite understand why these changes are necessary.
  • Engi changes look interesting
  • No buff for MM?

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Increadibly dissappointing. Do you guys realize how endgame is going atm? How regid the class selection is because most classes are just not good enough. The IO changes don't sound like it will make them competitive, most poeple will just play sorc now that on top of only having 2 viable ranged specs in the game( Viru and lightning), Viru getting a 1-2k nerf sure consolidates Lightning as the only ranged spec worth playing,

 

Mara lossing AOE DR is a massive nerf, 20 seconds of AOE DR during raid buff??? just remove it all together, there is no point in having it then.

 

Carnage changes sound just like the IO ones, like they may do a small change, if not nerf if the increased cost thing is not a typo.

 

And zero healer/tank changes which im hoping just haven't been posted yet.

 

This is the patch 9/10 NiM raider has been waiting for and it does not address any of the problems.

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@ChrisDurel

I want skills that make me feel like a skilled player who knows what he's doing so I can rub it in Fleet chat's face how much better I am than them.

 

Fixed.

 

And it's a PTS build you imbecile. If you're going to complain, do it there in game.

 

Baseline. Pfft. Buddy I'm a mara that hasn't had the need to use force choke over undying rage since expansion launch. The only reason you want BOTH of these is cause you wanna cheese. THAT'S IT!

 

If I wanted to choose between living for a few seconds by taking 99% less damage and a "DOT" stun? I'll take the Paladin bubble any day.

 

Just admit you're actually not that great and be mad.

Edited by Comshambler
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My 2 cents on the proposed changes:

 

1)

Please listen to community feedback. We play the game more than you do.

 

2)

Arsenal, IO and Engi buffs are all fine

 

3)

Why nerf Virulence? It was not overperforming. Other ranged specs are underperforming.

 

4)

Damage nerfs to Fury and Rage are justified

 

5)

The AOE DR thing on Mara is just terrible. Nobody would take that mod as the DR uptime is miniscule and tied to a raidbuff. Please let Mara keep AOE DR.

Instead: Remove Blood Ward and replace it with a nerfed Obfuscate or Leg Slash.

Nerf Thirst for Rage Healing to 0,5%

Nerf Beserk/Zen Healing on Anni/Watchman to 0,5% or only heal the Mara/Sent or remove it altogether.

 

6)

Please buff Marksmanship/Sharpshooter Single Target DPS. Not burst or AoE. Just Single Target DPS.

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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!

 

Thank you so much for this, however, the proposed changes are still likely to leave mercs wanting, its just not enough.

Were currently as much as 5K behind others, or 20% or more, this alone isnt going to bridge that gap.

Its a great start, but im really hoping thats what it is and well see more as we badly need it being dead last by a mile.

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Hi,

 

I'm going to start with emphasizing how glad I am that you are listening to some of our concerns and how much I personally appreciate this effort in communication. Balancing has indeed been a major concern recently and it is imperative that something be done about it. I would however address a few points that immediately come to my mind. Note that I only really play Gunnery/Arsenal out of these specs, so I'm not super versed and just working with information given to me by other players.

 

1. Carnage/Combat:

I think these changes will be very nice. Out of all melee classes, atm Carnage performes worst by far, even worse than Innovative Ordnance. It will be nice to hopefully see some more diversity in Marauders.

2. Fury/Concentration:

A nerf that is almost as necessary as a boost for Carnage. Couldn't approve more, I really hope that it will be sufficient to take away some of the op damage the class currently has.

3. Rage/Focus:

I don't really know anything about the class other than it's relatively high performing, so I'm not mad about the nerf, although I will wait to see if this actually slightly decreases their damage output overall.

4. Arsenal/Gunnery:

I really, really hope that this will achieve what it promises and make Gunnery viable for raids again. I really can't play my merc in raids atm, simply because I get kicked as soon as other group members learn about my class, so this change is a very welcome and much needed one. Very excited to see how this will work on the PTS.

5. IO/AS:

Again, I'm not super informed about this class but a friend has had the same issues with it that I've had with Gunnery, so I think that these changes will be very welcome and hopefully make the spec usable in raids as well.

6. Virulence/Dirty Fighting:

This is the one change where I don't see where you're coming from at all. Virulence is the only ranged class atm to even get something similar to close to the dps output of the melees. Why in the name of everything would you think it is a good idea to nerf the only ranged class that might be considered useful in raids (damage wise). I will get into that a bit more in a minute, just let it be said that I think this is a horrible idea and I really don't see the necessity. And I don't even play a sniper, it might be even worse for those who main that class.

7. Saboteur/Engineering:

A class that has been performing slightly worse than Virulence but still better than every other ranged spec (I will include the Parsely statistic I'm referring to below), so I don't think this buff is necessary, but good on them I suppose.

8. Closing notes:

In general I really appreciate these changes. I am slightly worried as I am playing Telekinetics Sage/Lightning Sorc as main and these most likely will ensure that instead of my merc I then will not be able to take my main spec which I have been playing since the beginning of the game, but alas. I really hope that 7.2 will not take you as long as 7.1 as I probably will raid much less if my main spec becomes anymore useless than it already is. That being said, I just want to add some final things: I think it is absolutely horrendous and unbearable how much worse literally all ranged specs perform in comparison to melees (Carnage/Combat excluded) at the moment. With said exception the five worst performing specs are all ranges and there are a lot of people playing ranged classes that are considering changing to a melee due to the fact that we often feel we are only taken for a raid because people need a ranged role for some mechanic or other. In comparison to Vengeance Jugger with his ridiculous aoe dps, every other class might as well just do nothing (roundabout 70k in a decently sized add group vs 30k in the same group from a Madness Sorc). It really is just depressing trying to hit that 25k mark during a boss fight while the melee classes are easily hitting 30k and more. I just hope that these changes are a first step to remedying some of these issues, even though I would have preferred other ranged classes to receive a buff first.

 

Okay, my apologies. Rant over, have a lovely day whoever is reading this.

 

source: https://parsely.io/parser/stats/5000//live/1/

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It's cool to see some things changing, truly it's great to see.

However, the problems run deep. Over the years careless changes disregarding specs throughout nearly an entire expansion while raising others to new extremes.

We sort of end up where we are now, not only are most of the options in talent trees not competitive with each other - they're nowhere near competitive compared to the favored specs or the metaclasses over the past few years.

Some things are just so much stronger it's hardly fair, I would rather everything be really strong to at least have diversity and then nerf or buff accordingly. Just having yet again an expansion of 3-4 specs is disappointing.

 

I spent a lot of time giving feedback for PTS and so did many others. I even went out of my way to give a more in-depth view of

which is the spec I have the most gameplay time on. It's the spec that kept me from getting bored with the game and quitting, now I look at it and it's not even recognizable as it once was. I know a developer probably wouldn't watch a video, but it's really not criticism or negative in any light.

 

Along with that, augments not working in PvP really highlights more issues in class balance as our stat pools are at a record low - I don't think we even had this pitiful of stats in 50 @ 1.0. Some people don't seem to realize that or how important critical rating is now that it's tied to the critical multiplier. I would love to see augments once again working in PvP (also crystals) let alone a different scaling system or overall more secondary stat to work with so players aren't having drastically lower critical rates than any previous expansion we've ever had.

 

Anyway, thanks for the update, excited to test stuff on PTS in my free time.

Edited by Beyrahl
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what kind of genius thinks putting an AE damage reduction of just 30% on a 5 minute cooldown and tied to a group wide DPS buff is a good idea? Especially after many classes simply weren't considered because they lack AE reduction or generally lack defensive cooldowns against your idiotically overtuned raid bosses that allow for only a few select specs to be played. I'd rather not have any DR instead of being insulted by the sheer stupidity of this design.

 

A smart decision would have been to just either tune down the goddamn raid inc dmg OR give mercs/sorcs even the hint of a chance to come close to agent ae heal or just give all DPS 30% reduce. And maybe give AP Powertechs a single goddamn tactical option that's not just a stupid generic one while you're at it? What is the design philosophy here? Remove all 30% reduces and then just stack melee with an agent spamming kolto inject on himself? Is that your idea of fun?

 

We know you don't play the game. You've shown you aren't capable of doing basic math either. So why don't you just listen to the few people who have not yet abandoned nightmare mode raiding in swtor and went to play FF XIV instead? The raid groups on my server are just breaking apart one after another. And then you come with your nonsense patch, fixing nothing and creating 10 new problems.

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6. Virulence/Dirty Fighting:

This is the one change where I don't see where you're coming from at all. Virulence is the only ranged class atm to even get something similar to close to the dps output of the melees. Why in the name of everything would you think it is a good idea to nerf the only ranged class that might be considered useful in raids (damage wise). I will get into that a bit more in a minute, just let it be said that I think this is a horrible idea and I really don't see the necessity. And I don't even play a sniper, it might be even worse for those who main that class.

 

100% agree. There is no reason at all to bring out a virulence/dirty fighting nerf in the midst of all of this.

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