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Class Changes Coming in Game Update 4.5


EricMusco

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Regarding Autocrits. Innovative Ordnance, Lethality, and Concealment want to say hello. We have no Autocrits either. (I think Arsenal is also sans autocrit, haven't played it in years though so I don't remember)

 

I don't really have a point except the base of your argument is flawed. As a lethality main (conceal once upon a time) I kinda feel for ya having been nerfed but... you've been fotm so I'm not gonna empathize with you. Maybe if I get buffed I'll toss you a 'so sorry for your nerf' or something.

 

This stuff seems pretty balanced and deserved from my point of view. Sorcs needed a nerf. I'm a little worried about the impact in arenas where resource management is not as much an issue for sorc healers. depends I suppose.

PTs shouldn't have had such a hard hitting and frequent ability at 30m range. They're melee with 15m filler attacks. This looks good. Time to join the rest of us melee in the danger zone.

 

Concealment- Volatile substance

Lethality- Cull

IO- Magshot

6 set bonus autocrits.

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My Opinion: I hate the generic nature of the 6set.

I wasn't talking about them in my prior post.

 

Madness/Deception/Hatred all share an effective autocrit every minute and a half. Recklessness. (Its actually 2 per minute and a half with utilities and set bonuses to bring it to 3 but who is counting amirite?)

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My Opinion: I hate the generic nature of the 6set.

I wasn't talking about them in my prior post.

 

Madness/Deception/Hatred all share an effective autocrit every minute and a half. Recklessness. (Its actually 2 per minute and a half with utilities and set bonuses to bring it to 3 but who is counting amirite?)

 

That is a false statement. Force Potency/Recklessness increase crit chance by 60%, not guarantee crits. Its up to 3 charges for Sages/Sorcs with 6 piece set bonus. With the autocrits, your crit chance gets added to crit damage, resulting in what some folks call supercrits (highest I've done is about 25k on my merc).

 

DPS Shadows/Assassins have an autocrit for their 6 piece set bonus:

(6) After activating Voltaic Slash and Thrash or Clairvoyant Strike and Double Strike your next Assassinate and Maul or Spinning Strike and Shadow Strike will critically hit. This effect can only occur once every minute.

 

Here is a link for all the set bonuses:

http://ootinicast.com/2016/02/pve-and-pvp-set-bonuses-4-0/

 

See for yourself. The dps sets are Vindicator (Guardian/Juggernaut), Weaponmaster (Sentinel/Marauder), Force Master (Sage/Sorc), Stalker (Shadow/Assassin), Combat Tech (Vanguard/Powertech), Eliminator

(Commando/Mercenary), Enforcer (Scoundrel/Operative) and Field Tech (Gunslinger/Sniper).

 

Also, Smuggler's Luck/Laze Target increase crit chance of certain abilities by 100%, you get 2 charges with Field Tech 6 piece set bonus, and the ability has a 1 min CD.

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What is the plan then for Explosive Dart in the AP spec? What would the point of reducing that that to 10m when we can just use Magnetic Blast in that case? And if you leave it at 30m, what is the point of having it at that range, when it is used specifically to refresh the proc for Rail Shot, which is now only usable at 10m?

 

And this is just what REALLY bothers me, how are Ptechs using GUNS that still shoot 30m away, but all skills have to used at 10m? Ok, maybe it's because the "rail driver" on a ptech is not the actual gun, but rather a trinket hidden on invisible Ptech gadgetry. Alright, then that makes even less sense on Vanguards, where the skill descriptions are for BOLTS coming out of a rifle, that has a range of 30m?

 

And another thing about that explosive dart, are you planning on re-adjusting the entire skill tree, or are you just going to leave it some half "fixed" mess of gimmicky garbage?

 

Does anyone else see how these devs have zero clue how the classes actually work?

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All the issues for powertechs been from AP tree which is honestly bunk since from what I played in pvp powertechs are only good if they have a good team behind them. Without a good team they're like paper even shield techs. They're taking BS from that kid that gets hit by 20k energy blast crit and thinking all powertechs can do that mess or all powertechs want to do it. They ignore shield and pyros just to honestly punish AP since it's a mid range class that can chase down all the others. The last time I played pvp I was thinking about all the classes that have pushes and knockbacks which puts us out of that 10m range where we're gonna be basically locked at. They nerfed railshot which is our only tool to do anything versus an cc immune force user. For a long time I been wondering who hates bounty hunters and troopers so much because they catch the most heat when force users normally go untouched.
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If a pt is supposed to be strictly melee then what is the gun and rockets for??? Honestly if that is what you really wanted then they would use a vibro sword or a tecblade, not a gun. :rak_02:

 

Exactly. Pulling the already artificially low range of certain shots down to a third of what it was is just ridiculous.

I've never understood this need to punish us in PvE while trying (and supposedly failing every time) to balance PvP.

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Hey folks,

 

Vanguard

  • Entangling Tools now reduces the movement speed of targets affected by Tactical Surge, Ion Pulse, and Explosive Surge for 3 seconds (down from 6 seconds).

Designer Note: The Vanguard’s suppressive potential is currently a little too impressive with the Entangling Tools Utility. In its current iteration, players fleeing from Vanguards are far too susceptible to suffering a perpetual state of reduced movement under the effects of Entangling Tools. To better the player experience and balance Vanguard target control potential, we have reduced the duration of movement speed reduction provided by Entangling Tools.

 

  • Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.

Designer Note: Vanguard survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Guard Cannon to bring the class more in line with the other tank classes.

 

Commando

  • Mass Accelerator has returned in a new form: Increases the range of Explosive Round and High Impact Bolt by 20 meters. Acquired as a level 10 passive ability.

Designer Note: Mass Accelerator has returned, granting Commandos a range boost alongside the new Explosive Round and High Impact Bolt maximum range changes to maintain their current range on Live. This additional passive preserves the Commando’s design as a ranged specialist on the battlefield.

 

How about bring the Vanguard and the PT Healing ability as the same as the rest of the tanks???

I forgot Vanguards and PTs don't have a healing ability. The class is too OP!

Edited by DirtyJedi
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First i want to apologize for bad english, but since i read patch notes for 4.5 i feel the time has come to give you my personal feedback ...

 

Thanks Bioware for destroying my favorit class.

Since beginning i play Vanguard / Powertech Tank and i loved the mix between melee and possibility of some range attacks.

You start with destroying the special feeling of playing with this classes since you delete Fullauto / Unload from its abilities and till today i miss animation and possibilty.

But now you top this, remove also my last 2 useful range abilities and make my beloved class uninteressting, the one class i play since the beginning in PVP / PVE / RP and the reason, why i still love this game.

 

To be honest, i dont want to have have an overpowered class, iam only a casual player, but the VG / PT have this play style since the beginning and it was an important characteristic and difference from, for example, the Guardian.

 

From my perspective you killed the class and his characteristics finally with this changings.

Unfortunately this means also, that this game becomes more and more uninteressting for me.

 

Thanks for taking notice.

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First i want to apologize for bad english, but since i read patch notes for 4.5 i feel the time has come to give you my personal feedback ...

 

Thanks Bioware for destroying my favorit class.

Since beginning i play Vanguard / Powertech Tank and i loved the mix between melee and possibility of some range attacks.

You start with destroying the special feeling of playing with this classes since you delete Fullauto / Unload from its abilities and till today i miss animation and possibilty.

But now you top this, remove also my last 2 useful range abilities and make my beloved class uninteressting, the one class i play since the beginning in PVP / PVE / RP and the reason, why i still love this game.

 

To be honest, i dont want to have have an overpowered class, iam only a casual player, but the VG / PT have this play style since the beginning and it was an important characteristic and difference from, for example, the Guardian.

 

From my perspective you killed the class and his characteristics finally with this changings.

Unfortunately this means also, that this game becomes more and more uninteressting for me.

 

Thanks for taking notice.

I pretty much feel the same as this person here as well. This is not a look at me oh the drama but for me if it doesn't work for pve I am thinking I am finished with the game. Oh lets put something in the game without testing it because hey that's a f#*king fantastic idea ehh guys?.

Edited by GolgoXIII
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If the Vanguard and Power-tech are Melee class why do they have a Range weapons? :(

 

I always wanted to have a tech staff or a shotgun as Vanguard. Would make more sense. Don't give me a mid-range weapon and call it a melee class. Powertech makes more sense, at least, with his puny pistol and his other attacks coming from the armor.

Edited by Iffyluse
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*sarcasm mode on*

Deep thanks for lowering range of Death Field. You sure dont want to cut all damage of the Madness sorcs to null?

*sarcasm mode off*

 

Madness Sorcs had the only plus which could make playing them comfortable: survivability on the field. What I should do with lower dps than Lightning, high assailability to melees, and not any chance to overcome a good healer 1v1?

 

"Thanks", Bioware, now my doubts have come to the very end. It's simple: my card is expiring in a month, and I don't intend to continue subscribing after that. Before the patch I intended to. Now I am even thinking: why not cancelling subscription right now? The only thing that holds me is the storyline. And it does break frequently, too...

 

P. S. If this infuriates me, I can't even imagine what Hatred Sins are going to do with the balance team...

Edited by de_Torio
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*sarcasm mode on*

Deep thanks for lowering range of Death Field. You sure dont want to cut all damage of the Madness sorcs to null?

*sarcasm mode off*

 

Madness Sorcs had the only plus which could make playing them comfortable: survivability on the field. What I should do with lower dps than Lightning, high assailability to melees, and not any chance to overcome a good healer 1v1?

 

"Thanks", Bioware, now my doubts have come to the very end. It's simple: my card is expiring in a month, and I don't intend to continue subscribing after that. Before the patch I intended to. Now I am even thinking: why not cancelling subscription right now? The only thing that holds me is the storyline. And it does break frequently, too...

 

P. S. If this infuriates me, I can't even imagine what Hatred Sins are going to do with the balance team...

 

Since when does Madness do less dps than Lightning? Sure lightning does better burst than Madness. But in dps Madness is miles ahead of Lightning.

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I pretty much feel the same as this person here as well. This is not a look at me oh the drama but for me if it doesn't work for pve I am thinking I am finished with the game. Oh lets put something in the game without testing it because hey that's a f#*king fantastic idea ehh guys?.

 

It's a really minor change for pve anyways, since you'll spend most of your time in melee, maybe 10m range to be able to properly damage/hold aggro. I have yet to really notice any fight becoming the least bit harder for my powertech tank.

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How about bring the Vanguard and the PT Healing ability as the same as the rest of the tanks???

I forgot Vanguards and PTs don't have a healing ability. The class is too OP!

 

No healing ability, you know because kolto overload doesn't heal you, it just makes you get your health back! That's totally not healing.

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If a pt is supposed to be strictly melee then what is the gun and rockets for??? Honestly if that is what you really wanted then they would use a vibro sword or a tecblade, not a gun. :rak_02:

 

Tbh techblade or vibrosword class would be pretty cool imo

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  • 3 weeks later...

As a primarily Sage healer, I guess my only request would be if they would take Vindicate off the GCD so I can manage my resources without blowing 3 gcd's where I should be healing.

 

That is all.

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As a primarily Sage healer, I guess my only request would be if they would take Vindicate off the GCD so I can manage my resources without blowing 3 gcd's where I should be healing.

 

That is all.

 

Why would they do that? The whole point of having it on the gcd is so when you burst, you're going to get low on force and you'll have to spend some time recovering your force, while when you're sustained healing you can slip vindicate in between your heals to keep your force high (and keep the uptime on the bonus force regeneration high). If they'd make it off the gcd you'd just use it with your instant heals and sages/sorcs would go back to being a bottemless well of burst healing.

Edited by AdjeYo
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Do not understand why u'd nerf sins again... If anything we sorely need a damage buff. No raid utility and pretty much at the bottom of the ladder in terms of dps rn. Bring us back to the 2.8 glory days.
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Do not understand why u'd nerf sins again... If anything we sorely need a damage buff. No raid utility and pretty much at the bottom of the ladder in terms of dps rn. Bring us back to the 2.8 glory days.

 

Yeah Sins/Shadows are trash right now. DPS is terrible compared to the other dps classes and no raid utility at all. And pvp? I won't even start.

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  • 1 month later...
Hey folks,

 

Below you will find the current list of Class changes which are coming with Game Update 4.5. These changes will not be going on PTS so we wanted to give you a heads up on what was coming. Please feel free to read over the changes and provide your feedback in this thread, I will pass it on to the Combat team.

 

Bounty Hunter

  • Missile Blast now has a base range of 10 meters (down from 30 meters).
  • Rail Shot now has a base range of 10 meters (down from 30 meters).

Designer Note: Powertech ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Powertechs are melee onslaught specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Missile Blast and Rail Shot, we place the Powertech’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Mercenaries maintain their 30 meter range through our reintroduction of “Propulsion Systems.”

 

 

 

***? I don't care about any of the other stuff but seriously? WHY make a character that has FRIGGIN MISSILES be reduced to a CLOSE COMBAT character? HOW does that make any sense? Playing my PowerTech, using missile blast from a range away is one of the best aspects of the character, now it just cramps my style when I play and realize I can't blast fools from a distance with my RANGED WEAPON. Jeez come on, that aspect of play wasn't broke. There was no reason to fix it. PT should at least be a range or mid-distance type character, not close quarters. Makes zero sense for a character that SHOOTS PROJECTILES to be limited to 10 meters. Takes all the fun out of the class. It'd make sense if that had a staff or something and no missiles, but that's clearly not the case. Stop trying to make a BH into a Sith or Jedi.

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Hey folks,

 

Below you will find the current list of Class changes which are coming with Game Update 4.5. These changes will not be going on PTS so we wanted to give you a heads up on what was coming. Please feel free to read over the changes and provide your feedback in this thread, I will pass it on to the Combat team.

 

Bounty Hunter

  • Missile Blast now has a base range of 10 meters (down from 30 meters).
  • Rail Shot now has a base range of 10 meters (down from 30 meters).

Designer Note: Powertech ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Powertechs are melee onslaught specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Missile Blast and Rail Shot, we place the Powertech’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Mercenaries maintain their 30 meter range through our reintroduction of “Propulsion Systems.”

 

 

 

***? I don't care about any of the other stuff but seriously? WHY make a character that has FRIGGIN MISSILES be reduced to a CLOSE COMBAT character? HOW does that make any sense? Playing my PowerTech, using missile blast from a range away is one of the best aspects of the character, now it just cramps my style when I play and realize I can't blast fools from a distance with my RANGED WEAPON. Jeez come on, that aspect of play wasn't broke. There was no reason to fix it. PT should at least be a range or mid-distance type character, not close quarters. Makes zero sense for a character that SHOOTS PROJECTILES to be limited to 10 meters. Takes all the fun out of the class. It'd make sense if that had a staff or something and no missiles, but that's clearly not the case. Stop trying to make a BH into a Sith or Jedi.

 

A little late to the party, arent you?

 

P.S. missile blast on a PT is useless. Dont use it it. Ever.

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A little late to the party, arent you?

 

P.S. missile blast on a PT is useless. Dont use it it. Ever.

 

Missile Blast range nerf seems to only affect Bounty Hunters before picking an advanced class. :)

Edited by AdjeYo
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  • 1 month later...
Why would they do that? The whole point of having it on the gcd is so when you burst, you're going to get low on force and you'll have to spend some time recovering your force, while when you're sustained healing you can slip vindicate in between your heals to keep your force high (and keep the uptime on the bonus force regeneration high). If they'd make it off the gcd you'd just use it with your instant heals and sages/sorcs would go back to being a bottemless well of burst healing.

 

It USED to not be on the gcd. Now it is.

 

You are thinking in terms of pvp and I'm your enemy. However, in a raid environment, when I am responsible for keeping you alive, you might like that I can SUSTAIN my burst heals long enough so we don't wipe, don't you think?

 

Of course, I see how this is going. All pvp, pvp, pvp. The fights in raids are LONGER and we need more resources.

 

Just wait, now that they've upped the costs, next they'll just lower the heals again and we will no longer be viable. Then raid with us..just have fun. Hope you enjoy your repair bill.

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