Jump to content

New 3.3 Changes


Kaos_KidSWTOR

Recommended Posts

Star Wars™: The Old Republic™ PTS

Game Update 3.3

 

 

All content and features on the Public Test Server are not final and are subject to change.

 

 

Classes + Combat

Jedi Consular

Sage

Noble Sacrifice has been redesigned and renamed Vindicate: Vindicate restores 30 Force and heals a friendly target. The cooldown has been removed and a 2 second activation time has been added.

All Sages will need to visit their class trainer to attain Vindicate.

Benevolence now has a base Force cost of 65 (up from 50) and its healing has been significantly increased.

Rejuvenate now has a base Force cost of 45 (up from 30) and its healing has been increased.

Force Mobility now additionally allows Vindicate to be channeled while moving.

Seer

Deliverance now has a base Force cost of 45 (up from 30) and its healing has been significantly increased.

Healing Trance now has a base Force cost of 60 (up from 40) and its healing has been increased.

Salvation now has a base Force cost of 75 (up from 60) and its healing has been increased.

Wandering Mend now has a base Force cost of 60 (up from 50) and its healing has been significantly increased.

The Noble Sacrifice effect of Resplendence has been removed and redesigned with Vindicate: Vindicate restores 5 additional Force and reduces activation time by 0.25 seconds for each of the first two Resplendence charges, or makes it activate instantly with the third charge. Consumes all charges.

Conveyance no longer highlights its associated healing abilities when active.

Increased the healing granted by Renewal after refreshing Rejuvenate on a target.

Amnesty has been redesigned: Vindicate grants Amnesty, healing the target over 6 seconds. This can only occur once every 15 seconds.

The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 10 Force.

 

Sith Inquisitor

Sorcerer

Consumption has been redesigned and renamed Consuming Darkness: Consuming Darkness restores 30 Force and heals a friendly target. The cooldown has been removed and a 2 second activation time has been added. All Sorcerers will need to visit their class trainer to attain Consuming Darkness.

Dark Heal now has a base Force cost of 65 (up from 50) and its healing has been significantly increased.

Resurgence now has a base Force cost of 45 (up from 30) and its healing has been increased.

Force Mobility now additionally allows Consuming Darkness to be channeled while moving.

Corruption

Dark Infusion now has a base Force cost of 45 (up from 30) and its healing has been significantly increased.

Innervate now has a base Force cost of 60 (up from 40) and its healing has been increased.

Revivification now has a base Force cost of 75 (up from 60) and its healing has been increased.

Roaming Mend now has a base Force cost of 60 (up from 50) and its healing has been significantly increased.

The Consumption effect of Force Surge has been removed and redesigned with Consuming Darkness: Consuming Darkness restores 5 additional Force and reduces activation time by 0.25 seconds for each of the first two Force Surge charges, or makes it activate instantly with the third charge. Consumes all charges.

Force Bending no longer highlights its associated healing abilities when active.

Increased the healing granted by Renewal after refreshing Resurgence on a target.

Reverse Corruptions has been redesigned: Consuming Darkness grants Reverse Corruptions, healing the target over 6 seconds. This can only occur once every 15 seconds.

The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 10 Force.

 

Trooper

Commando

Medical Probe is now available to all Commandos at level 10. The healing dealt by Medical Probe has been reduced.

Advanced Medical Probe is now part of the Combat Medic Discipline and has been removed from all other Commandos.

The healing dealt by Med Shot has been reduced.

Target Lock now increases the critical chance of Medical Probe by 5%, but no longer increases the critical chance of Advanced Medical Probe.

All Commandos may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.

Combat Medic

Advanced Medical Probe is now part of the Combat Medic Discipline, available at level 10. The healing dealt by Advanced Medical Probe has been increased.

Medical Probe has been removed from the Combat Medic Discipline and is now available to all Commandos. The healing dealt by Medical Probe has been reduced.

Quick Thinking has been redesigned: Quick Thinking now increases the critical healing chance of Medical Probe by 5%.

Field Medicine now increases the healing dealt by Medical Probe by 5%, but no longer increases the healing dealt by Advanced Medical Probe.

Gunnery

Charged Barrel now reduces the activation time of the next Medical Probe by 20% (instead of Advanced Medical Probe).

 

Bounty Hunter

Mercenary

Rapid Scan is now available to all Mercenaries at level 10. The healing dealt by Rapid Scan has been reduced.

Healing Scan is now part of the Bodyguard Discipline and has been removed from all other Mercenaries.

The healing dealt by Kolto Shot has been reduced.

Advanced Targeting now increases the critical chance of Rapid Scan by 5%, but no longer increases the critical chance of Healing Scan.

All Mercenaries may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.

Bodyguard

Healing Scan is now part of the Bodyguard Discipline, available at level 10. The healing dealt by Healing Scan has been increased.

Rapid Scan has been removed from the Bodyguard Discipline and is now available to all Mercenaries. The healing dealt by Rapid Scan has been reduced.

Med Tech has been redesigned: Med Tech now increases the critical healing chance of Rapid Scan by 5%.

Empowered Scans now increases the healing dealt by Rapid Scan by 5%, but no longer increases the healing dealt by Healing Scan.

Arsenal

Tracer Lock now reduces the activation time of the next Rapid Scan by 20% (instead of Healing Scan).

 

Smuggler

Scoundrel

The healing dealt by Diagnostic Scan has been reduced.

Increased the immediate healing dealt by Kolto Pack, and reduced the healing dealt by its following duration heal.

Slow-release Medpac now costs 10 energy (down from 15 energy). The healing dealt by Slow-release Medpac has been slightly reduced.

Sawbones

Smuggled Med Delivery now additionally allows Diagnostic Scan to channel while moving.

Kolto Cloud now costs 20 energy (down from 25 energy). The healing dealt by Kolto Cloud has been slightly reduced.

The healing dealt by Underworld Medicine has been significantly increased.

Homegrown Pharmacology now increases the healing dealt by periodic effects by 5% (up from 3%), and Invigorated targets receive 5% more healing (up from 3%) from all sources.

Puissant Poultices no longer reduces the energy cost of Slow-release Medpac by 5.

Bedside Manner now increases all healing done by 5% (up from 3%) for 6 seconds when an Upper Hand is consumed by a healing ability.

The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.

 

Imperial Agent

Operative

The healing dealt by Diagnostic Scan has been reduced.

Increased the immediate healing dealt by Kolto Infusion, and reduced the healing dealt by its following duration heal.

Kolto Probe now costs 10 energy (down from 15 energy). The healing dealt by Kolto Probe has been slightly reduced.

Medicine

Surprise Surgery now additionally allows Diagnostic Scan to channel while moving.

Recuperative Nanotech now costs 20 energy (down from 25 energy). The healing dealt by Recuperative Nanotech has been slightly reduced.

The healing dealt by Kolto Injection has been significantly increased.

Medical Therapy now increases the healing dealt by periodic effects by 5% (up from 3%), and Invigorated targets receive 5% more healing (up from 3%) from all sources.

Durable Meds no longer reduces the energy cost of Kolto Probe by 5.

Tactical Medicine now increases all healing done by 5% (up from 3%) for 6 seconds when a Tactical Advantage is consumed by a healing ability.

The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.

 

Warzones

Warzone Commendation limit has been increased to 200,000.

Exumed and Dark Reaver Gear costs have been dramatically reduced and now cost Warzone Commendations.

Ranked Commendations have been removed from the game. All Ranked Commendations have been converted to Warzone Commendations.

New Season-specific Commendations have been added. These new Commendations are awarded for participating in Ranked Warzone Arenas, and have a limit of 1,000,000.

A Warzone Commendation Legacy Lockbox has been added to PvP Item vendors on the Fleets. This Lockbox can be used to transfer Warzone Commendations to Legacy characters. They cost 99 Warzone Commendations, and award 99 Warzone Commendations when used.

Warzone Experience and Credits have doubled.

Damage-dealing Area of Effect Abilities no longer interrupt Objective Capturing in Warzones. Crowd Control Area of Effect Abilities are not affected by this change.

The Defuse time in Voidstar has been increased to 6 seconds.

Alderaan Civil War, Voidstar, Novare Coast and Ancient Hypergates will be the only Warzones active during PTS in the unranked queue in order to ensure testing of the Area of Effect changes.

 

This is straight from the PTS Forums. I'm indifferent to the Sage Healer changes, i don't have one, and don't intend to make a Sage/Sorc Healer. I HATE the Commando/Merc Healer changes... Really? That did damn near nothing to buff us in PvP... I want 5 charges of Chaff Flare healing! Operative Healer changes are nice, but I would rather have Kolto Waves be our on the move skill, Mercs get their new AOE heal on the move, and so do Sorcs, so why not Operatives?

 

The Warzone Comm changes are MUCH needed, but it makes me wonder how much they lowered the costs, and what is going to cost remotely near 200k Warzone Comms.... The new Ranked Changes make me really interested in doing Ranked now. Also, I wonder if they forgot to add that they made Ranked require 2018 Expertise, or if they are still working on it...

 

Ok, now that i've made my comments, You do the same!

Link to comment
Share on other sites

My list of Demands.

Buff sniper Immediately. We Snipers have not been touched in weeks and please put orbital back the way it was.

Buff Marauders.

Make new PvP maps.

Do something about the frequent server disconnections.

Fix the server lag.

Actually do something about the credit spammers.

 

Please stop adding new stuff that people don't want things like:

Recolored Cartel pretties(NOT WANT)

 

And add stuff we do want like cross server queues, you should try to improve what is already in the game not add new stuff you can't balance stop buffing the sages they have enough already!

Edited by charlieferari
Link to comment
Share on other sites

My list of Demands.

Buff sniper Immediately. We Snipers have not been touched in weeks and please put orbital back the way it was.

 

Perhaps the reason they haven't been touched in weeks is because they're fine? Perhaps asking for buffs simply because "they haven't been touched in weeks" is a stupid reason to buff them? Buffs are not candy. You don't just get them for being a good boy, or because it's your turn to get them.

Link to comment
Share on other sites

My list of Demands.

Buff sniper Immediately. We Snipers have not been touched in weeks and please put orbital back the way it was.

Buff Marauders.

Make new PvP maps.

Do something about the frequent server disconnections.

Fix the server lag.

Actually do something about the credit spammers.

 

Please stop adding new stuff that people don't want things like:

Recolored Cartel pretties(NOT WANT)

 

And add stuff we do want like cross server queues, you should try to improve what is already in the game not add new stuff you can't balance stop buffing the sages they have enough already!

 

Marauders and snipers are totally fine with a guard and healer, aka trinity comp. If you go in as a 4 dps team (aka solo ranked), you're gonna have a bad time. PT, Sorc, and Sin win there, hands down. Not even remotely close.

Link to comment
Share on other sites

To the OP, about warzone comms: IIRC, my friend listened to the podcast with this announcement and they are reducing the cost of pvp gear by a huge amount. Over half. This is intended to lower the barrier of entry for new players, and also help players get full ranked gear quickly. Something like less than 2% of the population (BioWare's own numbers) have full ranked gear. Hell, I'm considered and extremely hardcore player, and I still don't have the weapons due to how bolster works (weapons are the least worth it item).
Link to comment
Share on other sites

Perhaps the reason they haven't been touched in weeks is because they're fine?

 

Then, pleasae, explain to me why no-one is playing them ?

 

Then, please, explain to me why aren't they FOTM, either, then ?

 

Because only "fine" classes are FOTM at the moment.

Edited by AlrikFassbauer
Link to comment
Share on other sites

Then, pleasae, explain to me why no-one is playing them ?

 

Then, please, explain to me why aren't they FOTM, either, then ?

 

Because only "fine" classes are FOTM at the moment.

 

Lot's of people play Snipers.

 

They aren't FOTM because they're fine.

 

Because FOTM isn't fine, FOTM is overpowered.

Link to comment
Share on other sites

Marauders and snipers are totally fine with a guard and healer, aka trinity comp. If you go in as a 4 dps team (aka solo ranked), you're gonna have a bad time. PT, Sorc, and Sin win there, hands down. Not even remotely close.

 

Why is it ok for some classes to have to rely on trinity comps and the others dont? It isn't BW needs to either bring those classes down or the underperforming up.

Link to comment
Share on other sites

Wow, lets make sorcerer stronger and make the rest of the healing classes weaker!

 

BW continues to cement their position of making sage / sorc gods and *********** blaster users.

 

Sages are not getting buffed. Costs going up; heals going up in proportion. Force regen going down. Net = slight nerf.

Link to comment
Share on other sites

Why is it ok for some classes to have to rely on trinity comps and the others dont? It isn't BW needs to either bring those classes down or the underperforming up.

 

It's not ok. Those classes that don't need group support to survive in group settings need to be nerfed. Otherwise they become unstoppable when they DO get group support.

Edited by fujeothree
Link to comment
Share on other sites

It's not ok. Those classes that don't need group support to survive in group settings need to be nerfed. Otherwise they become unstoppable when they DO get group support.

 

Exactly. That is my point, but some people don't see that.

Link to comment
Share on other sites

Sages are not getting buffed. Costs going up; heals going up in proportion. Force regen going down. Net = slight nerf.

 

Their costs NEEDED to go up, they were insanely low to begin with, but that didn't mean their healing strength should go up too.

Link to comment
Share on other sites

Exactly. That is my point, but some people don't see that.

 

You should probably include that point whenever you ask that question in your posts from now on then. Otherwise people might take it the wrong way and think you're leveraging for buffs.

Link to comment
Share on other sites

Its funny that they are reducing the operatives HoT-Heals and increase their castheals.

They should've reduced the cast-time of Kolto-Injection bei .5 seconds and leave the rest as it is and the Operative would be just fine.

 

Scoundrel is a HOT healing class, which is what attracted me to them, it seems BW wants to move them to a casting class which is just stupid. Their mobility is what made them attractive, we don't need to turn into the commando healers. But the name of the game is "We have to buff sages because they are really popular, and nerf other classes so the sages have an easier time"

 

:rak_04:

Link to comment
Share on other sites

Scoundrel is a HOT healing class, which is what attracted me to them,

 

 

This.

 

I really like the way, the Scoundrel is supposed to heal but one thing is just a pain in the ***. Burst healing.

i dont want to buff it straight up or switch the mechanic of the class, because it just would be stupid.

I dont have full dark reaver gear with my scoundrel so i dont really know how much your underworld medicine autocrit heals in average.

In exhumed its about 8 to 10k depending on relic proccs and buffs.

In my opinion the major problem is the 2s cast time which is painfully long in comparison to the healing output. Merc and Sorc heal with their 2s casts much bigger heals.

 

I dont want to increase the healing, underworld-medicine provides, but just decrease the casttime about .5 seconds so that you have a better chance in keeping a target that is getting bursted alive a bit easier.

 

So you will get for 1,5 s casttime double the amount of healing as if you would use your emergency medpack which is instant and consumes a 1,5s gcd. I dont know how this would affect the overall gameplay and balance to the other healing classes.

 

But its just an idea. Scoundrel should stay an HoT healing Class.

Edited by Lord_Unterhemd
Link to comment
Share on other sites

Scoundrel is a HOT healing class, which is what attracted me to them, it seems BW wants to move them to a casting class which is just stupid. Their mobility is what made them attractive, we don't need to turn into the commando healers. But the name of the game is "We have to buff sages because they are really popular, and nerf other classes so the sages have an easier time"

 

:rak_04:

 

Sages aren't being buffed. You can keep saying it, but the force regen is taking a beating. I would much prefer they did nothing to Sages instead of what they are doing.

 

Stop being so lost in envy that you can't see things as they are.

Link to comment
Share on other sites

All of these complaints... Mean little when you have not even tried it yet. Get on PTS please... and try it, and then we can give feedback to BW/devs on what is good and what is not.

 

Copy your toons to PTS, download the PTS stuff so you can log into it and try the changes. I am waiting right now for it to finish the DLing.

 

The changes are not final, they are on PTS where we can try the changes first, and then give feedback on them.

Link to comment
Share on other sites

Then, pleasae, explain to me why no-one is playing them ?

 

Then, please, explain to me why aren't they FOTM, either, then ?

 

Because only "fine" classes are FOTM at the moment.

 

Just my 2 cents on the why there aren't more of them... they fill the same role as sorcs, and sorcs bring more to the table right now.

It isnt cause the class is weak, just that others are better or fotm.

Link to comment
Share on other sites

Just my 2 cents on the why there aren't more of them... they fill the same role as sorcs, and sorcs bring more to the table right now.

It isnt cause the class is weak, just that others are better or fotm.

 

Semantics. If one class is stronger than another class, doesn't that make the class not stronger the weaker class? lol. My goodness. Let's make it complex and confusing to make a point that makes no sense.

 

Look. If one class fills a role and "brings more to the table", then yes, that class is stronger, better, and that's why it is a FOTM class.

 

In a nutshell, the classes that are not the so-called FOTM classes are weaker. That is a fact. Players always play the class that wins easiest, and that is why there are FOTM classes.

Link to comment
Share on other sites

Semantics. If one class is stronger than another class, doesn't that make the class not stronger the weaker class? lol. My goodness. Let's make it complex and confusing to make a point that makes no sense.

 

Look. If one class fills a role and "brings more to the table", then yes, that class is stronger, better, and that's why it is a FOTM class.

 

In a nutshell, the classes that are not the so-called FOTM classes are weaker. That is a fact. Players always play the class that wins easiest, and that is why there are FOTM classes.

 

No Lhance. Comparing a class to an overpowered class does not make the first class weak. They are as you say "weaker", but they aren't weak.

 

Just because Saturn is smaller then Jupiter, doesn't mean that Saturn is small.

Edited by fujeothree
Link to comment
Share on other sites

Semantics. If one class is stronger than another class, doesn't that make the class not stronger the weaker class? lol. My goodness. Let's make it complex and confusing to make a point that makes no sense.

 

Look. If one class fills a role and "brings more to the table", then yes, that class is stronger, better, and that's why it is a FOTM class.

 

In a nutshell, the classes that are not the so-called FOTM classes are weaker. That is a fact. Players always play the class that wins easiest, and that is why there are FOTM classes.

 

No, all players do not always do that.. I do not do that, i know many others that wont touch FOTM classes. Only those who feel the need for artificial success or know they cannot compete without it run to FOTM.

 

And i dont think youre statement is an absolute regarding classes... while yes in some cases stronger equals more popular, in the case of Sorcs versus Snipers that isnt the case at all. I can do more damage with higher burst on my sniper than i can my Sorc for example... but i dont have the heals, bubbles, garbage AoE damage, and other utilities that a Sorc has making the Sorc far easier to be successful with. In this case its the ease of the success, but not the numbers, that make one more FOTM than the other.

 

In many cases you are right.. flocks of people ran to Sins/PTs for 3.x for no reason other than being OP, but Snipers arent bad at all, may have the best overall burst and a nice defensive utility set, so the reason must be somewhere else or people have invalid views of the class.

Link to comment
Share on other sites

No Lhance. Comparing a class to an overpowered class does not make the first class weak. They are as you say "weaker", but they aren't weak.

 

Just because Saturn is smaller then Jupiter, doesn't mean that Saturn is small.

 

Of course it makes the class weak. Everything is relative in pvp.

Link to comment
Share on other sites

Of course it makes the class weak. Everything is relative in pvp.

 

Exactly. No need to go deeper into why.

 

No Lhance. Comparing a class to an overpowered class does not make the first class weak. They are as you say "weaker", but they aren't weak.

 

Just because Saturn is smaller then Jupiter, doesn't mean that Saturn is small.

 

I don't know why I respond to you, I guess I just like you Fujeo. To answer your comment.... Yes, yes... comparing an "overpowered" class does indeed make a "non-overpowered" class weak in the meta of PVP. As said above, it's relative in the realm of PVP.

 

And, using your logic, actually Saturn is quite small when you realize just how large, or INFINITE the universe really is. So yes, Saturn can be considered actually quite minute if you compare it to the size of the entire universe.

Link to comment
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.