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Shabir_Dhillon

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Everything posted by Shabir_Dhillon

  1. Hey everyone just wanted to give an update on some changes based on some feedback from PTS. These changes will be available to test on the next round of PTS. Sniper/Gunslinger: The knockback for Series of Shots/Speed shot and Penetrating Blasts/Penetrating Rounds has been moved to Sniper Pillbox/Lay Low from Ruthless Efficiency/ Efficient Ammo. Dev Notes: After looking through the feedback and seeing some data from PTS we found that the knockback changes synergize better on Sniper Pillbox/Lay Low over Ruthless Efficiency/Efficient Ammo for both PvE and PvP players. Powertech/Vanguard: Energized Vambrace - Gaining an Energy Lode stack increases the damage on Retractable Blade's / Gut’s bleed and increases the damage of Magnetic Blast / Tactical Surge 5% for 10 seconds. Stacks up to 4 times. Prototype Weapon Systems/Havoc Training - Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15% up from 10%. Dev Notes: After looking through some feedback, data, and some experimentation on PTS with the tactical, it had become clear that too much power was placed on it. To compensate, we removed Energy Burst and Rail Shot from the damage bonus and shifted a buff to the critical damage on various abilities. This should help keep the power distributed and open the door for more itemization for Advanced Prototype/Tactics. Thanks for the feedback, everyone.
  2. Hey everyone, after looking through the feedback I wanted to update everyone on the following changes and clarify some details on a couple of the changes. I will also update the original post as well with the new changes. So first up we have some additional changes we want to roll out to the coming PTS when it opens at a later time: Mercenary/Commando: Hunter Killer Droid/Advanced Recon Droid - Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. Stealth Scan has its cooldown increased to 20 seconds up from 15. This is the full tooltip for the Stealth Scan change for Mercenary/Commandos, hopefully this clears up any confusion anyone has on the effects of the ability. Arsenal/Gunnery: Increase the damage for Blazing Bolts/Boltstorm by 2.3%. Sniper/Gunslinger: Vital Regulators will have its healing increased to 3% of your maximum HP every 2 seconds while in cover. The knockback effect that used to be Reestablished Range will be placed on Ruthless Efficiency. Our intent for the change to the knockback was primarily done so that players in PVE would not accidentally move mobs out of the group's range or into dangerous spots that could potentially kill the group. We shifted this effect to the utility Ruthless Efficiency, so that players can opt into the previous playstyle with the knockback, the heal while in cover, or Damage Reduction. Powertech/Vanguard: Terminator Droid/Suppression Droid - Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. Stealth Scan has its cooldown increased to 20 seconds up from 15. This is the full tooltip for the Stealth Scan change for Powertechs/Vanguards, hopefully this clears up any confusion anyone has on the effects of the ability. Sorcerer/Sage: Lighting/Telekinetics: Lightning Flash/Telekinetic Gust’s damage is increased by 5%. Madness/Balance: Death Brand/Shifted Balance’s Slow Effect should no longer reapply to players that have been defeated and respawn. Following those changes, I wanted to clarify some changes for the Mercenary/Commandos new legendary item Overcharged Cells. The first thing I wanted to cover was that the Thermal Detonator applies the 3 charges of Supercharge when it deals direct damage. Also the rate limit will adjust to the abilities cooldown for Priming Shot and Thermal Detonator. The next question I wanted to address in relation to the Mercenary/Commando is their new version of Stealth Scan “Hunter Killer Droid.” The damage reduction while stunned is designed to have a lengthy uptime for the following reasons: The other options it is competing with are all also strong. We wanted this mod to be a anti-stealth choice for players and provide some additional benefits beyond revealing a stealth player and a slow that does not apply any hindrance to the target. The immobilization effect only occurs if the Mercenary/Commando reveals the target. This change is also targeted at making Stealth Scan less of a niche option and have more application in more scenarios in PVP. Similarly the Powertech/Vanguards effects are also being applied with the same goal of making Stealth Scan less niche and provide more benefits in a wider variety of scenarios. Powertech/Vanguards lean more toward a support buff with the reduced accuracy because of their class identity as a tank. In addition, “Terminator Droid” is competing with fairly strong defensive and offensive choices across the skill trees for the Powertech/Vanguard. The accuracy reduction will not apply to Operation Bosses. We appreciate all the feedback everyone has taken the time to give and look forward to seeing the various changes being tested on pts.
  3. Hey everyone following up on Jackie’s announcement post, here is the list of 7.3 balance changes. These changes will also be available on the PTS when it opens. And as always we look forward to hearing your feedback on these changes. Powertech/Vanguard: Adjusted timing of some ability grants to smooth out the leveling experience. Stealth Scan has been redesigned and renamed “Terminator Droid”. In addition to revealing stealthed enemies it also slows them and decreases their accuracy Terminator Droid/Suppression Droid - Fires off a Terminator Droid to scan the area for 15, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. Stealth Scan has its cooldown increased to 20 seconds up from 15. Neural Trigger tactical now roots the target instead of stuns. Advanced Prototype/Tactics: Prototype Rail / High Friction Bolts now restore 6 heat / energy when their effect is triggered (up from 5). Prototype Weapon Systems/Havoc Training - Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15% up from 10%. Energized Blade Tactical has been redesigned and renamed Energized Vambrace It does the following: Energized Vambrace - Gaining an Energy Lode stack increases the damage on Retractable Blade's / Gut’s bleed and increases the damage of Magnetic Blast / Tactical Surge 5% for 10 seconds. Stacks up to 4 times. Mercenary/Commando Adjusted timing of some ability grants to smooth out the leveling experience. Stealth Scan has been redesigned and renamed “Hunter Killer Droid”. In addition to revealing stealthed enemies, it also reduces the casters damage taken while stunned. Hunter Killer Droid/Advanced Recon Droid - Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. Stealth Scan's cooldown is increased to 20 seconds up from 15. The Random Charge Legendary has been redesigned and renamed to Overcharged Cells. It now does the following: Priming Shot / Vortex Bolt, Thermal Detonator / Assault Plastique, and Healing Scan / Advanced Medical Probe generate 3 Supercharges. This effect has a rate limit of 15 seconds. Arsenal/Gunnery: Supercharged Gas / Supercharged Cells has been renamed to High Velocity Supercharged Gas / High Velocity Supercharged Cells Duration of High Velocity Supercharged Gas / High Velocity Supercharged Cells has been increased by 4 seconds. Bodyguard/Combat Medic: Supercharged Gas has been renamed to Supercharged Kolto Gas. Sniper/Gunslinger: Reestablish Range / Reset Engagement is now granted at level 43 for all Snipers / Gunslingers, and the knockback effect has been moved to the Sniper Pillbox/Lay Low utility choice. Reestablish Range / Reset Engagement has been replaced by Vital Regulators / Cool Under Pressure as the level 64 choice on the ability tree for all snipers. Vital Regulators/Cool Under Pressure will have its healing increased to 3% of your maximum HP every 2 seconds while in cover. Marksmanship/Sharpshooter: Targeted Ambush / Hotshot now trigger from killing an enemy within three seconds of damaging them with Ambush / Aimed Shot. Virulence/Dirty Fighting: Corrosive Refund / Scrounging has been redesigned. It now causes Corrosive Grenade / Shrap Bomb to refund 2 energy each time it ticks. Operative/Scoundrel: Medicine/Sawbones: Medicine Operative’s / Sawbones Scoundrel’s version of Tactical Overdrive / Hot Streak now grants interrupt immunity while it is active. Lethality/Ruffian: Corrosive Return / Brutal Return no longer extends the duration of Stim Boost / Pugnacity by 5 seconds. The Viral Elements tactical no longer causes Lethal Strike / Point Blank Shot to hit the primary target twice. Concealment/Scrapper: The Best Defense mod’s lifesteal effect has been improved. Assassin/Shadow: Hatred/Serenity: Reduced the damage bonus given from Inevitable Demise / Aching Mind from 30% to 25%. Deception/Infiltration: Increased the damage bonus given by Executioner / Judgement while an opponent is below 30% max health from 3% to 5%. Sorcerer/Sage Madness/Balance: Dark Echo's / Resonating Pulse’s chance to reapply Death Brand's / Shifted Balance’s slow has been reduced to 30%. Vitiates Malice / Warden’s Vigor - Life Steal on Force Lightning / Telekinetic Throw has been reduced to 15% down from 20%. Death Brand/Shifted Balance’s Slow Effect should no longer reapply to players that have been defeated and respawn. Lightning/Telekinetics: Increased the Stormwatch tactical’s duration to 15 seconds up from 10 seconds. Increased the damage of Halted Offensive / Power of the Force by 7%. Lightning Flash/Telekinetic Gust’s damage is increased by 5%. Marauder/Sentinel: Annihilation: The focus / rage generation of the Bloodlust / Burning focus passive has been modified. It now reads: "Your direct damage attacks that hit a bleeding / burning target build 1 rage / focus. This effect cannot occur more than once every 3 seconds." The rest of the passive's effect remains the same. Looking forward to reading your feedback and checking out the changes when PTS is open. I’ll make any follow up posts here in this thread as needed. Shabir
  4. Hey everyone just wanted to take the time and answer some questions that have come up in the thread. First, I wanted to address what a Turret Zone is. This is essentially the radius in which you gain Defender points when standing near and objective for 30 seconds. This radius also accounts for gaining Attacker and Defender points on player kills. This allows for highly mobile fights that can stray further away from the node to still count towards each player's objective score who is within the radius and contributing to the fight. The second thing I wanted to address is on the topic of stalemates. Currently, if a node is unable to be captured by either team due to a stalemate then neither side will gain objective points. If this situation happens, players should be rotating to other points or attempting to take other objectives on the map. If a team is unable to retake an objective after the other side has taken it, then they will naturally struggle to get objective points. This is because medals are designed to reward the team accomplishing tasks in the Warzone which also encourages players to put their best effort forward in any given match. Lastly, I wanted to address changes in regards to other maps. And the answer to that is yes, we will be making adjustments to the other Warzones in batches since they are all constructed differently and we want to make sure we have a solid amount of time to test the changes made on the various maps. A good example of this would be Alderaan and Denova, very similar in concept but have rule differences between them that could influence how we approach changes to that map. With that in mind, we want to make sure we give our team the ability to iterate on proposed changes. Changes to other Warzones will be rolling out in future releases. I would like to thank everyone for taking the time to give their feedback. Hope everyone is having a great day.
  5. Hey everyone, With PTS opening soon, I just wanted to give an update on some changes coming in 7.2.1 to the medals system specifically on the Alderaan map and our philosophy behind some of these changes. To start with here are the changes: Defender points per tick have been increased from 500 to 700 points per tick. Turret Control Zones have been increased. When within the control zones of a turret controlled by your team, you will receive 500 defender points when defeating a player. When within the control zones of a turret controlled by the opposing team, you will receive 500 attacker points for every player you defeat. These changes should help players reach higher Defender and Attacker point medals as well as reward the team for winning fights as an objective. These adjustments should also assist players in reaching 8 medals while positively contributing to their team. Why are these changes coming only to the Alderaan map? We chose the Alderaan Warzone for two reasons. The first being that it can set a good baseline for the other control point modes such as Novare Coast and Yavin Ruins and secondly, it is one of the more popular maps. It is important to note that we intend on rolling out these changes to various maps over time as each map is constructed and built differently. Our philosophy behind these changes and the medal system as a whole is to encourage players to play the objective and play to win in order to improve quality of matches for their teammates and progress in their own individual PVP Reward Track. With that said, medals are designed to recognize the accomplishments of tasks a player or team completes. This to encourage players to not only put their best effort forward, but also reward the team accomplishing those tasks with improved progress on their PVP Reward Track. In the future, we are going to be adjusting more PvP maps with improvements to help alleviate the difficulty of receiving medals especially when succeeding in a Warzone. As noted above, these changes will roll out in batches, and as always we appreciate everyone for taking the time to deliver feedback on these changes. Shabir
  6. Hi everyone, We wanted to follow up on the discussion regarding PvP Medals, and we’re looking into feedback in relation to their difficulty of being obtained. We would like your feedback on which maps do you feel are the toughest to reach 8 medals on and why. We would really like feedback on both Warzones and Arenas. Thanks for taking the time to let us know your thoughts.
  7. Hi, thanks for the feedback on the PVP medals. We are keeping an eye on this thread for feedback and are always looking for ways we can improve the medal system. One of our goals was to encourage players to play objectives in Warzones and get rewarded for them. An example of that is planting the bomb giving an additional medal along with attacker points. Another goal is to discourage players from number farming in Warzones. This is why certain medals were removed and additional ones were added in other areas like objective interactions and attacker and defender points. Lastly, we want players to feel as if medals are rewarding to get, but we are always looking to adjust the current medals based on feedback. We are reading feedback about medals being difficult to gain for the losing team along with being unable to complete enough objectives. This appears to be holding true for stalemate matches, as well. We will review your feedback and compare it to our data to determine the adjustments we may need to make. We will also look into damage, healing, and protection and make adjustments with those as needed. Thank you for taking the time to write such detailed feedback and we will be keeping an eye on this thread for more feedback. Happy Holidays, Shabir Dhillon
  8. Hey everyone, Shabir here back with another update. After looking over data collected from PTS and player feedback on Fury/Concentration, we will be making changes in regards to their DPS performance. We are implementing the following changes: Fury/Concentration Gravity Fissure - Berserk/Zen no longer causes your next ability to auto crit. Vehemence/Fervor - Critical Strike damage from all attacks increased back up to 10% from 5%. Dev Feedback: I wanted to add a bit of insight on this change as it does not come lightly. Since Fury/Concentration is a hybrid spec, we saw that Fury/Concentration was leaning too far as a burst spec and wanted to bring back into balance as a hybrid spec. This change also gives more flexibility to the player when they can activate Berserk/Zen. This also allows Carnage/Combat to further establish itself as the burst specialization and Annihilation/Watchman to establish itself as the sustain spec. We appreciate the time taken for giving feedback. We are keeping an eye on this thread and will be making updates when changes occur. Take it easy.
  9. Balance Changes Coming to Game Update 7.2 Hey everyone, Shabir here with another round of balance changes. On this pass, we took a look at Tanks across all 3 disciplines and made adjustments to bring up their Threat generation as well as damage in line with our targets for tanks. There are also adjustments made to Marauder/Sentinel and Mercenary/Commando. We look forward to seeing your feedback on these balance changes and will post updates on any changes that may occur in this thread. Be sure to check out these changes on the PTS and leave feedback here. Thanks and take it easy. General Threat generation has been increased for all tank combat styles. Assassin/Shadow Darkness/Kinetic Combat Depredating Volts/Cascading Debris damage has been increased by 5% Mounting Darkness/Pulsating Force now increases Discharge/Force Breach and Wither's/Slow Time’s damage by 30%, up from 20%. Energize/Particle Acceleration now additionally reduces the Force cost of Shock/Project by 15 while in effect. Assassinate/Spinning Strike now has a 100% chance to trigger Energize/Particle Acceleration. Spike's/Spinning Kick’s stun duration is increased by 1 second. Spike/Spinning Kick now applies 10% damage reduction to the user whenever it deals damage for 6 seconds. The Dark Forces/Light Forces ability mod now heals for 2% of max health whenever damage is dealt to a taunted target, up from 1%. Increased the damage reduction given by the Dark Charge/Combat Technique passive ability from 2% to 5%. (15) Severing Slash/Cleaving Cut has been redesigned for Darkness/Kinetic Combat. It now does the following: Strikes targets in a cone, dealing weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off. (68) The Ward of the Continuum tactical has been redesigned. It now does the following: Dark Ward/Kinetic Ward now has 10 charges and Dark Bulwark/Kinetic Bulwark can no longer restore charges. Consuming a charge of Dark Ward/Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward/Kinetic Ward is reactivated. (43) Fixed an issue where Reckless Defense/Potent Defense was incorrectly adding multiple stacks with Depredating Volts/Cascading Debris. Gloom Ward now does 50% more damage upon Dark Ward/Kinetic Ward breaking from damage. Increased the duration of Reckless Defense/Potent Defense from 6 seconds to 10 seconds. Juggernaut/Guardian The Warmonger/Battlefield Command utility has been redesigned. It now additionally enables Vicious Throw/Dispatch or Hew/Whirling Blade after using Force Charge. War Master utility has been redesigned per discipline, with Immortal replacing War Master with a new utility called Field Commander/Front Line Veteran. Vengeance/Vigilance War Master's has been redesigned to add movement-impairing and push and pull effects to the immunity granted by Unstoppable. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw/Dispatch from Force Charge/Force Leap. Brawn has been replaced by Deafening Defense/Commanding Awe, which increases damage reduction at all times and by an additional 15% while Endure Pain/Enure is active. Deafening Defense/Commanding Awe was previously a passive gained at level 1, although hidden from the tree. This is now part of the ability tree at level 51. Rage/ Focus War Master's has been redesigned to add movement-impairing and push and pull effects to the immunity granted by Unstoppable. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw/Dispatch from Force Charge/Force Leap. Immortal/ Defense War Master has been replaced by Field Commander/Front Line Veteran. It reads: Force Charge/Force Leap finishes the cooldown of Disruption/Force Kick and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Conquering Defense/Abating Defense - Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Crushing Blow's/Guardian Slash’s damage is increased by 12%. Lash Out/Lunge - Retaliation/Riposte consumes 1 less rage, has its damage increase by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%. Crushing Rage/Guardian Focus is being replaced with Crushing Grip/Stasis Mastery. Crushing Grip/Stasis Mastery - Dealing damage with Crushing Blow reduces the cooldown of Force Choke/Force Stasis by 2 seconds and generates one additional Rage/Focus. Aegis Shield/Warding Shield is replacing Targeting Assault mod. Aegis Shield/Warding Shield - Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds. Marauder/Sentinel Annihilation/Watchmen Deadly Saber’s/Overload Saber’s damage has been increased by 3.5%. Devious Wounds/Smoldering Burns now lasts for 6 seconds and increases bleed damage by 5%, up from 3%. Juyo Mastery now additionally increases bleed damage by 1% per stack of Juyo Form. Pulverize/Mind Sear now resets the cooldown of Dual Saber Throw/Twin Saber Throw and has a 30% chance to trigger, up from 20%. Swift Demise/Acceleration Victory no longer grants stacks of Swift Demise from Annihilate/Merciless Slash. Instead, it increases Vicious Throw/Dispatch damage by 10%. The rest of its effect is unchanged. Damage done by the Blood Fury/Burning Zen ability mod has been increased by 6%. The Bleeding Center/Burning Center ability mod now generates 4 rage/Focus whenever Berserk/Zen is activated. Force Fracture damage has been increased by 10%. The Juyo Rend/Juyo Melt ability mod has been redesigned. It no longer increases the damage of Force Rend per stack of Juyo Form. Instead, it causes Force Rend to immediately grant 6 stacks of Juyo Form and build 10 Fury/Centering stacks. The Draining Center/Melting Center ability mod has been redesigned. It now reads: “Force Rend deals twice its initial damage whenever it consumes a stack of Berserk and heals you for 50% of the damage that it deals.” Fury/Concentration Reduced the critical strike damage bonus given by Vehemence/Fervor from 10% to 5%. Decreased the Fury/Centering stack bonus given by Furious Discovery/Zealous Revelation from 6 to 4. The Furious Rumination/Focused Meditation ability mod has been redesigned. It no longer grants a guaranteed critical hit after activating Berserk. Instead, this has been moved to the Gravity Fissure passive. Gravity Manipulation has been redesigned and renamed Gravity Fissure. It now reads: (60) “Obliterate/Zealous Leap and Force Crush/Exhaustion each consume 1 less rage. Activating Berserk/Zen causes your next direct damage attack to critically hit.” Carnage/Combat Shard of Mortis critical hit chance bonus per stack has been reduced from 25% to 15%. Powertech/Vanguard Shield Tech/Shield Specialist Payday/ Disruptor Rifle - Payday/Disruptor Rifle benefits from Heat Screen’s cooldown reduction in addition to Heat Blast. Thermal Screen - Thermal Screen tactical correctly applies its effects to Payday/Disruptor Rifle. Payday’s/Disruptor Rifles damage is increased by 12%. Ion Overload - Shock has its duration increased to 9 seconds. Flame Engine/Pulse Engine - Firestorms/Ion Storms damage increased by 50% up from 40% when Flame Engine/Pulse Engine is triggered and proc chance is increased to 75% up from 50%. Shield Vents/Shield Cycler - Ion Gas Cylinders damage is increased to 10% up from 5%. Mercenary/Commando Rocket Out/Propulsion Round is taking Hydraulic Overrides'/Hold the Line’s place on the ability tree as a level 68 mod choice. Rocket Out/Propulsion Round includes the utility Smoke Screen. Smoke Screen: Rocket Out/Propulsion Round generates a Smoke Screen when used keeping you from being pulled or lept to and making you immune to interrupts and ability pushback for 4 seconds. In addition, taking melee or tech damage within 4 seconds of previously using Rocket Out/Propulsion Round, refreshes its cooldown. These effects cannot occur more then once every 40 seconds. Jet Escape/Tenacious Defense no longer reduces the cooldown of Rocket Out/Propulsion Round but instead increases the duration of Hydraulic Overrides/Hold the Line by 4 seconds. Rocket Out's/Propulsion Round’s cooldown reduction from Jet Escape/Tenacious Defense is now the default cooldown for Rocket Out/Propulsion Round. Innovative Ordnance/Assault Specialist Innovative Particle Accelerator/Ionic Accelerator - Rate limit reduced from 7.5 to 7.0 seconds.
  10. Hello everyone, Shabir here and I am a Gameplay Designer on SWTOR. I wanted to start by saying we appreciate everyone for taking the time and effort to give feedback on the changes. I wanted to explain some of the changes we are making in the upcoming patch: Lightning/Telekinetics: Patch Notes: Convection/Clamoring Force - Critical hit damage bonus goes to 12% (down from 15%). Thundering Blast/Turbulence - Second arc of damage deals 20% of Turbulence's damage (down from 25%). Storm watch damage decreased by 4% Halted Offensive/Power of the Force cast time increased to 3.0 seconds (up from 2.5 seconds). Alacrity still affects cast time. Decrease Halted Offensive’s/Power of the Force’s damage by 15%. Convection/Clamoring Force - Thundering Blast/ Turbulence grants Reserved Darkness/Reserved Light, making Dark Heal/Benevolence an instant cast and increasing its healing by 30%. Stacks up to 2 times. Thunder and Lightning/Incoming Turbulence ability mod have their damage increased to 10% (up from 5%) and includes Halted Offensive/ Power of the Force. Developer Feedback: Lightning/Telekinetics is exceeding our DPS targets as a Ranged Burst spec role. For this reason, we are making the following changes: Halted Offensive/Power of the Force cast time increased to 3.0 seconds (up from 2.5 seconds). An increase to cast time allows players to not feel as if they have to hard cast this ability especially in situations that require mobility. Decrease Halted Offensive’s/Power of the Force’s damage by 15% This change was made to bring the ability’s damage into line to its intended damage value and bring the Ranged Burst spec’s damage correctly into line with the DPS targets. Convection/Clamoring Force - Thundering Blast/Turbulence grants Reserved Darkness/Reserved Light, making Dark Heal/Benevolence an instant cast and increasing its healing by 30%. Stacks up to 2 times. The change to the Convection/Clamoring Force passive is made in addition to the currently existing passive. The new buff is not replacing the old version of Convection/Clamoring Force. In the future, we will make changes like these much clearer. Thunder and Lightning/Incoming Turbulence ability mod have their damage increased to 10% up from 5% and includes Halted Offensive/Power of the Force. This change is being made to make the burst option more appealing in comparison to the sustain and utility based option. Madness/ Balance: Patch Notes: Disintegration/Critical Kinesis - Death Field/Force in Balance and Death Brand/Shifted Balance grant Vitiate's Malice/Warden’s Vigor, giving Force Lightning/Telekinetic Throw 20% Lifesteal for 12 seconds. Force Horrors/Drain Thoughts - Increase periodic damage to 20% (up from 15%). Lightning Barrage/Telekinetic balance - Force Lightning/Telekinetic Throw reduced damage changed to -20% from -25%. Tempest of Rho - Correctly applies 50% chance for Force Lightning/Telekinetic Throw to trigger periodic effects down from 75%. Developer Feedback: The change to the Tempest of Rho Tactical was designed to first bring it in line with its original power level. And in addition to that, changes were made to distribute that DPS back into the class itself. We also wanted to discourage players from prioritizing Force Lightning/Telekinetic Throw over Lightning Strike/ Disturbance when proced in order to get the best DPS output. Advanced Prototype/Tactics: Patch Notes: Magnetic Blast/Tactical Surge damage reduced by 14%. Power Burst/High Yield Explosives mod stacks damage bonus reduced to 4% per stack down from 5% per stack. (total of 16% damage bonus to thermal det down from 20%). Serrated Blades damage reduced to 5% down from 15%. (combined into Prototype Rail/High Friction Bolts) Blood Tracker/Triumph damage increase to bleeding targets is reduced to 3% down from 5%. Lingering Heat/Superheated Cells damage reduced by 50%. Developer Feedback: Advanced Prototype/Tactics is exceeding our DPS targets as a Melee Burst spec role. For this reason we made the following changes: Magnetic Blast/Tactical Surge damage reduced by 14%. Magnetic Blast/Tactical Surge damage was reduced to lower sustain and reduce the amount of DPS this ability contributed to an overall parse. Magnetic Blast/Tactical Surge is intended to be a filler ability and not make up a majority of the DPS output on a burst melee class. Power Burst/High Yield Explosives mod stacks damage bonus reduced to 4% per stack down from 5% per stack. (total of 16% damage bonus to thermal det down from 20%). The change to Power Burst/High Yield Explosives mod was made to bring the mod more in line with the intended DPS increase a player should receive from a burst DPS mod. Serrated Blades damage reduced to 5% down from 15%. (combined into Prototype Rail/High Friction Bolts) Much like the Magnetic Blast/Tactical Surge changes this change was made to reduce the sustain of the spec. Blood Tracker/Triumph damage increase to bleeding targets is reduced to 3% down from 5%. The change to Blood Tracker/Triumph was also made to reduce the sustain of the class. Lingering Heat/Superheated Cells damage reduced by 50%. The change to Lingering Heat/Superheated Cells mod was made to bring the mod further in line with what a sustain mod should give within a burst melee spec. What will happen after 7.1.1: We are going to be taking a look at the tank balance within the game as well as a variety of quality of life changes for various classes. We will be taking a look at other mods across classes and balancing them in order to make them more competitive with the go-to options players tend to take. I just wanted to close by thanking everyone for their feedback and hope to keep seeing more of it in the future. I hope these notes added some additional transparency on the changes and that the feedback keeps on coming. And as always balance is an ongoing process and we will keep you all updated with class changes coming your way in the future. Take it easy, Shabir
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