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2.8 PTS class changes


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Trooper

Commando

 

General

Tech Override now grants 6 seconds of interrupt and pushback immunity after it has been consumed. For Commandos with Reserve Round, the immunity comes after the second activation.

 

also:

 

Bounty Hunter

Mercenary

 

Pyrotech (Mercenary)

Superheated Rail no longer gets damage from both Primary Hand and Off-Hand Rail Shot attacks.

 

http://www.swtor.com/community/showthread.php?p=7388163#edit7388163

 

More interrupt immunity for the AC as a whole, and fixing the extra Rail Shot damage for Mercs.

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Seems legit.

 

Since they fixed the issue of unwanted alacrity for Assault Specialist Vanguards, I wouldn't mind seeing them doing something about Assault Specialist Commandos having 4% alacrity from talents mucking up the internal cooldown on Ionic Accelerator.

 

They goofed in writing the patch note, though. The skill is called Overclock now, and hasn't been Reserve Round for a while.

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Merc change, good to hear they listened.

 

Not good to hear they took the question about alacrity and the point about VG losing it, changed the VG tree and left Commando with it.

 

TO effect is what we are going to have to get used to if they do anything more, it's been said we won't get any more abilities, changes will simply be glued onto existing skills.

 

So this is what we get.

 

Medic gets interrupt protection without blowing shield

 

Gunnery gets to open on melee or anything with an interrupt again without having to use shield to protect the cast.

 

Assault gets this as its only interrupt protection, better than nothing, worse than I'd have liked to see regarding improvements to this branch specifically regarding PVP.

 

Watchman has been lined up for a uncleansable DoT, Sage get irremovable DoT, Scoundrel gets DoT which needs to be cleansed twice. See where I'm going with this? Right.

 

If we say that the TO change is a gesture that may help some way toward Assault interrupt vulnerability there's still the very poor defensive and control (which itself is defensive/offensive) talents in Assault.

 

You can take the whole Assault tree and still be as vulnerable to damage as a Commando without any talent points.

 

The control bonuses it grants are flat out garbage and I blame this entirely on the curse that is a "SHARED TREE" since the playstyle of VG Assault is a mile from that of Commando Assault but the control and defence side is only beneficial for the Vanguard partner of the tree.

 

Of course I'm still banging the same drum, the tree is still playing the same tune in PVP.

Edited by Gyronamics
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And the moon is made of cheese too.

 

There are 4 "focused" threads stuck on the PTS forum which together have goddam near all the developer response for the whole PTS section.

 

Funnily enough Vanguards got a galactic drive by damage buff and they don't have a response thread.

 

Mind you. When I did a thread on the PTS section to whine about it there was no interest at all from the player base so as a developer I'd assume the thread starter was an out of touch idiot and ignore it as well.

 

There's not even any other threads moaning about commandos so perhaps I am the only one giving one about it and should be ignored.

Edited by Gyronamics
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And the moon is made of cheese too.

 

There are 4 "focused" threads stuck on the PTS forum which together have goddam near all the developer response for the whole PTS section.

 

Funnily enough Vanguards got a galactic drive by damage buff and they don't have a response thread.

 

Mind you. When I did a thread on the PTS section to whine about it there was no interest at all from the player base so as a developer I'd assume the thread starter was an out of touch idiot and ignore it as well.

 

There's not even any other threads moaning about commandos so perhaps I am the only one giving one about it and should be ignored.

 

To be fair, Vanguards were saying:

 

"We like Assault's playstyle

We like how its performing in PvP

We dont like how alacrity is screwing with Ionic Accelerator

We wish we could do a little more DPS in PvE"

 

And the devs said

 

"Ok, we'll keep the playstyle and wont screw around with the burst. The Alacrity will be taken out for more crit, and we'll slightly (as in, expected ~15% boost) boost the damage done by DoTs"

 

And then, they increased DoT damage by 35%, and knew this would make any vanguard happy forever. Unless they play tactics :p

 

Ironicly, with the change to Vanguard DoTs and the bug fix for Pyro Mercs, Assault/Powertech is now 100% superior for both PvE and PvP on the Vanguard/Powertech. I honestly feel bad for you mandos. Well only a little, Assault/Pyro is still the best RDPS spec.

 

One other thing to note: Devs brought up the changes for Vanguards were going to happen just before the 2.7 PTS changes were announced, and so the Vanguards/Powertechs felt left out. I wouldn't be surprised if Assault/Pyrotech Commandos/Mercs get their 100% PvP fix in patch 2.9, as well as a sustained boost for Gunnery/Arsenal via improved resource management and stuff.

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Apologies in advance for the Merconese, but:

 

I'm looking at both ACs' versions of the Automated Defenses talent (Reflexive Battery for Commando, Adrenaline-Fuelled for Vanguard)...

 

...

 

And, serious question:

 

What possible reason would there be to not give Merc/Mando the same damage-reduction/active cooldown redux on Kolto Overload/Adrenaline Rush as Vanguard/PTech? Arguably, we need it most urgently.

 

Yeah, basically: Why not?

 

(And @EAWare, if you could finally get it thorough your heads that Alacrity isn't the Next Great Invention that you seem to want to believe it is --until/unless it starts benefitting internal cooldowns and/or resource-regeneration, and this coming in at amounts that don't massively gimp one everywhere else!-- then I'd love you long-time :confused:)

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Apologies in advance for the Merconese, but:

 

I'm looking at both ACs' versions of the Automated Defenses talent (Reflexive Battery for Commando, Adrenaline-Fuelled for Vanguard)...

 

...

 

And, serious question:

 

What possible reason would there be to not give Merc/Mando the same damage-reduction/active cooldown redux on Kolto Overload/Adrenaline Rush as Vanguard/PTech? Arguably, we need it most urgently.

 

Yeah, basically: Why not?

 

(And @EAWare, if you could finally get it thorough your heads that Alacrity isn't the Next Great Invention that you seem to want to believe it is --until/unless it starts benefitting internal cooldowns and/or resource-regeneration, and this coming in at amounts that don't massively gimp one everywhere else!-- then I'd love you long-time :confused:)

 

Most likely b/c were range and can heal as an AC not that it makes a difference in most situations but that's prob the reasoning bioware uses for an ability like that.

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Most likely b/c were range and can heal as an AC not that it makes a difference in most situations but that's prob the reasoning bioware uses for an ability like that.

 

Yeah, that's probably it, but...

 

Try getting any off-heal out that isn't either Kolto-Missile or 3+ Tracer-lock-hasted Healing Scan when things go pear-shaped. It ain't gonna happen, and Pyro has no such option for the second case to begin with. (No pushback-protection or cast-time reduction for Rapid Scan for either flavour of damager, unless you want to sacrifice talent-points that, IMO, you really shouldn't.)

 

I misremember exactly where this was now, and I could be remembering wrong here, but I seem to recall someone from EAWare saying that they're starting to understand that Heavy armour + off-heals are not the cure for all ills that they had previously thought...At least to the point that we're much less likely to get another "L2P/H2F n00bz!!!" débacle. Assuming I'm right, then let's hope that that person

 

A) Knows how to play office-politics well enough to get some pull with the brain-trust.

 

B) Still works at EA/BioWare at all.

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I'm sure I'm not the only one that finds it interesting that when having a shared tree screwed us, they were all too happy to make any changes apply to both ACs, but that when it's a beneficial change like the change to alacrity, they can't seem to connect the dots and make the change for both ACs.

 

Not that that would fix all of assault's problems in PVP, but it'd be a nice start.

 

I do think, since they went out of their way to mention it on our own questions, that they were focusing on the buffs they're doing, that it's not too much to think we might have our concerns addressed in 2.9.

 

 

might.

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Fairly sure I take time to complain about the splashing of **** onto commandos every time someone takes a dump on the VG Assault tree.

 

Ever since Assault Plastique was changed to a second DoT to dampen VG burst and all defensive abilities in Assault Commando were ripped out, given to Gunnery or left on Vanguard I've been pretty vexed about how it gets messed about.

 

In the dumbest most inanimate fights it parses high, Gunnery can't touch it on the dummy.

 

And yet on the most challenging NiM content back I go to the far more rounded spec of Gunnery and not the one trick pony which is the single target tunneling spec of Assault!

 

Hey it's Draxus, spec gunnery, need to burst and swap targets all fight

 

Hey it's Corruptor, spec gunnery, need to aoe and swap targets all fight

 

Hey it's Brontes, spec gunnery, need to burst and swap targets all fight, nice to sponge balls quickly too.

 

Hey it's Bestia, spec gunnery, need to aoe and swap targets all fight, nice to take less damage too.

 

And so on...

 

Wait it's Nefra, stand in one spot and tunnel til its dead. Ah yes, time for Assault.

 

Wait it's Grobthok, move occasionally but mostly stand in one spot and tunnel til it's dead. Ah yes time for Assault.

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