joshfoust Posted September 21, 2017 Share Posted September 21, 2017 "Due to the nerf that hit mercs and them underpreforming for the past few weeks, we have decided that mercs need a damage bonus. Tracer missle will now deal 10% more damage and will proc into railshot having a critical right away. We will be adding a overall 5% Damage boost to mercs as well for now." "Snipers/Slingers were still not survivable enough after recent changes, so we changed Ballistic shield to be a passive and always tick the extra heals, as well as increasing the duration of dodge to 45 seconds to compensate for the loss of the Ballistic shield ability." "We've taken time to look at the Mercenary class since the original 5.0 update and have determined that Responsive Safeguards did not perform based on our combat projections. We have increased the duration of Responsive Safeguards to 26 seconds and reduced the cooldown time by 35 seconds in order to rectify this issue and provide a more balanced experience for all affected classes." "PT/VG survivability was overperforming so we removed kolto overload and shield for for the class. To compensate the loss of abilities, we have increased the amount of heat generated by all abilities by 50%." Feel free to post more:) Link to comment Share on other sites More sharing options...
joshfoust Posted September 21, 2017 Author Share Posted September 21, 2017 “Corruption Sorcerers were over performing. So we decided to increase Innervate’s channel to 5.5 seconds and lower the Healing it does by 70%. As well as increasing the global cooldown for sorcerers to 5 seconds, and increasing all cooldowns by 30%. They also now will have a new passive that will decrease your overall health by 10%.” Link to comment Share on other sites More sharing options...
Caeliux Posted September 22, 2017 Share Posted September 22, 2017 This thread has some serious substance! Link to comment Share on other sites More sharing options...
Hoppinswtor Posted September 22, 2017 Share Posted September 22, 2017 (edited) "Deception is underperforming massively, even though it does more damage than hatred, so we buffed the damage of surging charge by 2,000 percent and reduced its chance to activate down to 5 percent. Enjoy the RNG." Edited September 22, 2017 by Hoppinswtor Link to comment Share on other sites More sharing options...
Mocaccino Posted September 22, 2017 Share Posted September 22, 2017 "Marksmanship / Gunslinger Sharpshooter was slightly overperforming, so we reduced the critical hit chance and damage of Snipe / Charged Burst by a small amount through a passive, which brought the discipline in line with its DPS target : Honed Shots now grants a 3% bonus to critical hit chance and damage done by Snipe / Charged Burst per stack, down from 5%" Erratum : Oh wait, a few players are actually playing this class, so to be sure what nobody will play it again : Damage done by Embush will be reduce to 15%, and Penetrating Blasts by 30%. Link to comment Share on other sites More sharing options...
Wimbleton Posted September 22, 2017 Share Posted September 22, 2017 "Sorry guys but the dart landed on Nerf Operatives" Link to comment Share on other sites More sharing options...
Foambreaker Posted September 22, 2017 Share Posted September 22, 2017 Assassins are underperforming, as a result Voltaic Slash, if used from Stealth, will not break Stealth. Link to comment Share on other sites More sharing options...
Amaste Posted September 22, 2017 Share Posted September 22, 2017 (edited) Assassins are underperforming, as a result Voltaic Slash, if used from Stealth, will not break Stealth. "Assassins are underperforming, as a result Voltaic Slash, if used from Stealth, will not break Stealth. In addition, Voltaic Slash while used from stealth grants a new passive buff, "Mantle of the Shadow God", which makes the stealth user unable to be pulled from stealth for 5 seconds. 3 second cooldown." Hey folks. Our group ranked volunteer employee based test center meta data showed the voltaic slash change didn't create the desired effect, so we revisited additional paths and addressed what we believe was needed to bring Deception back in balance. May the Force be with you! Edited September 22, 2017 by Amaste Link to comment Share on other sites More sharing options...
DenariusJay Posted September 22, 2017 Share Posted September 22, 2017 (edited) "Hey folks! We have heard your feedback regarding Powertech's survivability and after reviewing our options, we have decided to go ahead and increase Trauma Regulators max stacks to 25 and add an additional 4 seconds to Kolto Surge. Kolto Surge will also offer immunity to all stuns for the first 4 seconds of the cast. We felt like the TTK a Powertech was abit high, these changes should bring its TTK in line with our intended target. Give us your feedback down below! Now get in there and go bersek!" Edited September 22, 2017 by DenariusJay Link to comment Share on other sites More sharing options...
Hoppinswtor Posted September 22, 2017 Share Posted September 22, 2017 "Hey folks! We have heard your feedback regarding Powertech's survivability and after reviewing our options, we have decided to go ahead and increase Trauma Regulators max stacks to 25 and add an additional 4 seconds to Kolto Surge. Kolto Surge will also offer immunity to all stuns for the first 4 seconds of the cast. We felt like the TTK a Powertech was abit high, these changes should bring its TTK in line with our intended target. Give us your feedback down below! Now get in there and go bersek!" intended target: the city dump Link to comment Share on other sites More sharing options...
Severith Posted September 22, 2017 Share Posted September 22, 2017 Hey folks, All further class balances will be handled via 8 separate kickstarter accounts, refreshed monthly. Each advanced class has their own account, and the class associated with the account with the most donations at the end of each month will receive a nerf. We feel that voting with your wallet is the most effective feedback and positive gaming experience EA can provide. Thank you so much for your ongoing support of Star Wars, The Wallet Squeeze! Link to comment Share on other sites More sharing options...
Transcendent Posted September 23, 2017 Share Posted September 23, 2017 (edited) Hey everyone, Below you will find the changes planned for Commando and Mercenary in Game Update 5.6: Note: All changes below are currently in development and are subject to change before being released. Commando Gunnery / Assault Specialist Trauma Stabilizers stacks have been reduced to 10. Healing from each stack has been increased to 8%.Sticky Mods movement speed reduction has been increased to 90% and now lasts for 30 seconds.Adrenal Surge now heals five times as fast, up to 90% of maximum health. Cooldown on Adrenal Surge has been reduced to 30 seconds.Echoing Deterrence cooldown has been reduced to 60 seconds.Smoke Screen has now been merged as standard into the Propulsion Round ability.Smoke Screen has been replaced with Tactical Retreat, which extends the range of Propulsion Round to 40 Meters and reduces the cooldown to 10 seconds.Hold the Line cooldown has been reduced to 30 seconds and now increases movement speed by 50%. The ability also now grants immunity to interrupts. Mercenary Arsenal / Innovative Ordinance Trauma Regulators stacks have been reduced to 10. Healing from each stack has been increased to 8%.Adhesive Supplements movement speed reduction has been increased to 90% and now lasts for 30 seconds.Kolto Overload now heals five times as fast, up to 90% of maximum health. Cooldown on Adrenal Surge has been reduced to 30 seconds.Responsive Safeguards cooldown has been reduced to 60 seconds.Smoke Screen has now been merged as standard into the Rocket Out ability.Smoke Screen has been replaced with Great Escape, which extends the range of Rocket Out to 40 Meters and reduces the cooldown to 10 seconds.Hydraulic Overrides cooldown has been reduced to 30 seconds and now increases movement speed by 50%. The ability also now grants immunity to interrupts. DevNotes: Commando and Mercenary DPS disciplines are still under performing, we made the changes in 5.0 to improve the survival chances of the classes to bring them in line with the TTK target. This however hasn't happened to the extent we intended, so we're further improving the utilities of the respective classes to address this. Trauma Stabilizers / Trauma Regulators wasn't working how we intended, as players started to learn not to cause damage when Reactive Shield / Energy Shield was being used. By reducing the number of stacks required it gives players less chance to react to the ability and the utility supporting it. Sticky Mods / Adhesive Supplements wasn't providing enough ability for Commandos / Mercenaries using this utility to effectively kite classes, so we've increased it's movement speed reduction and duration.Adrenal Surge / Kolto Overload was in edge cases being negated by 7 other players attacking the target, we've adjusted the healing speed and amount to account for this tactic.Echoing Deterrence / Responsive Safeguards wasn't performing quite as we anticipated, as players adjusted to the reflect ability, we decided to lower the cooldown on the ability to help catch other players off guard more frequently.Smoke Screen as a utility simply wasn't being used by players, so we've merged it into the respective gap creation abilities and replaced it with a further improvement on these abilities to try to entice players to use it. We'll monitor this going forward and adjust it further if required. Additionally, we will continue to monitor the effectiveness of some other abilities and utilities for these classes and potentially make changes to a couple of them to ensure the TTK is where it needs to be. We're not currently seeing them survive as long as we would like to. Edited September 23, 2017 by Transcendent Link to comment Share on other sites More sharing options...
BenitsubasaChiyo Posted September 25, 2017 Share Posted September 25, 2017 Hey everyone, Below you will find the changes planned for Commando and Mercenary in Game Update 5.6: On a serious note, I'd have gladly taken these over h2f and Trauma Regulators, but... meh Smoke Screen has now been merged as standard into the Propulsion Round ability. Smoke Screen has been replaced with Tactical Retreat, which extends the range of Propulsion Round to 40 Meters and reduces the cooldown to 10 seconds. Hold the Line cooldown has been reduced to 30 seconds and now increases movement speed by 50%. The ability also now grants immunity to interrupts Link to comment Share on other sites More sharing options...
Transcendent Posted September 25, 2017 Share Posted September 25, 2017 On a serious note, I'd have gladly taken these over h2f and Trauma Regulators, but... meh Well, I'd rather kite than tank to be fair. Link to comment Share on other sites More sharing options...
LeglessChair Posted September 25, 2017 Share Posted September 25, 2017 (edited) Using an area-of-effect elemental attack on your oil slick causes it to vaporize, releasing toxic fumes and rendering your opponents within the area high af, reducing their ranged and melee accuracy by 75% for 5 seconds. Droids are immune to this effect. Edited September 25, 2017 by LeglessChair Link to comment Share on other sites More sharing options...
Ooha Posted September 25, 2017 Share Posted September 25, 2017 (edited) cinatas lautir Edited July 24, 2018 by Ooha Link to comment Share on other sites More sharing options...
BenitsubasaChiyo Posted September 26, 2017 Share Posted September 26, 2017 Droids are immune to this effect. Does that mean I can cheat my way around it with full cybernetic armor set? Link to comment Share on other sites More sharing options...
Recommended Posts