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Utility Changes coming in GU 5.6


EricMusco

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Marauder

Carnage

  • Ferocity is now stack-based with 2 stacks lasting 10 seconds, affecting Devastating Blast, Gore, Vicious Throw and Massacre, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Carnage discipline from players that could successfully “clip” a Vicious Throw in a Ferocity window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Ferocity during the original 3 second window instead of 2. To remedy this, we changed Ferocity to be stack based, with 2 stacks lasting 10 seconds. Additionally, Ferocity now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack Ferocity.

 

Although this will look like a DPS loss, Carnage’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Carnage’s DPS to our target.

 

 

 

 

i dont even...

With enough alacrity we could always use 3 abilities even without clipping.

Under berserk it was 3 abilities without clipping again no matter what. So what is this 2 stack thing?

This just confirms that the balance guy doesnt play the game.

We are talking about at least 800 dps loss,does he know that??

Not to mention that Fury now will have more burst than carnage.With the recent buff to it it will also have more substained so may i politely ask what is the role that carnage will fill now???

Edited by giorgo
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Can someone explain me the new prototype armor utility for pt??? will it work as entropic field for deception (stacks and will be always on pt) or it will last 15 secs and then will go on some kind cd for some time until being able to start giving stacks again? Because if it wont work as entropic field deception has, PT WILL CONTINUE TO BE A GARBAGE IN PVP
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The deathmark fix is a really terrible idea. It was done to prevent stacked dots. So you are nerfing deception again? Because it was top tier dps with elite survivability? Getting rid of my stun damage defense is going to get my class globalled

 

join the club, PT and DPS juggs are still gonna be priority global material in ranked. even more so now that PT lost its 30% DR , that was literally the biggest problem with PT was its ability to be stun locked, the only minor saving grace WAS that 30% when stunned.

 

and now its gone. hahahhahahah..... BW needs to do stand up comedy cause this is truly jaw dropping.

Edited by DenariusJay
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Can someone explain me the new prototype armor utility for pt??? will it work as entropic field for deception (stacks and will be always on pt) or it will last 15 secs and then will go on some kind cd for some time until being able to start giving stacks again? Because if it wont work as entropic field deception has, PT WILL CONTINUE TO BE A GARBAGE IN PVP

 

anyone has ideas about it?

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Hijacking this topic to request an animation and ability change for Carnage Marauder: "Devastating Blast" and/or Deception Assassin's "Ball of Lightning".

 

Devastating Blast is the Carnage Marauder's highest damage hitter. However the animation and concept is just weird. The player points both their sabers together as if to form a dousing rod which then fires a laser ball projectile at opponent. (Deception Assassin has a similar Ball of Lightning move).

 

Instead I would like to see Dual Saber Throw take on Devastating Blast's critical and damage stats. (2 sabers = twice the damage). Also replace Deception Assassin's "Ball of Lightning" with a saber throw of their own.

Edited by jimmorrisson
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Hey folks,

 

As we alluded to in the roadmap, we are planning a host of utility changes in Game Update 5.6 coming on 11/28. Instead of splitting them up by Class we decided to just deliver all of them to you at once. Below you will find every utility change that is currently planned:

 

 

Imperial

------------------------------------------------------------------------------------------------------------------------

Sniper

  • The heal given to Ballistic Shield by Defensive Safeguards has been reduced from 3% to 1% of maximum health per second while under Ballistic Shield

DevNotes: The Sniper’s defensive cooldowns were too strong, so we reduced the effectiveness of Defensive Safeguards.

--

Virulence

  • Lethal Purpose now restores 1 energy each time a poison effect deals damage, instead of 2 energy each time a poison effect deals critical damage

DevNotes: We changed Lethal Purpose to smooth out energy regain and provide better resource management for Virulence Snipers, and lower their reliance on the Critical Rating stat.

--

Operative

Lethality

  • Lethal Purpose now restores 1 energy each time a poison effect deals damage, instead of 2 energy each time a poison effect deals critical damage

DevNotes: We changed Lethal Purpose to smooth out energy regain and provide better resource management for Lethality Operatives, and lower their reliance on the Critical Rating stat.

--

Medicine

  • Surgical Steadiness now grants Unshakable for 4 seconds of interrupt immunity whenever Exfiltrate is put on cooldown

DevNotes: We felt the Medicine Operative didn’t have enough defensive options in relation to the other healers, so we gave them the ability to apply Unshakeable to themselves after using Exfiltrate.

--

Mercenary

  • Trauma Regulators now heals for 4% per stack instead of 5% and stacks 10 times instead of 15
  • The heal from Kolto Overload given by Kolto Surge can only heal the Mercenary up to 60% of their maximum health instead of 70%
  • Trauma Regulators is a now a Heroic utility and Kolto Surge is now a Legendary utility

DevNotes: The Mercenary’s defensive options were too good, so we reduced the effectiveness of Trauma Regulators and Kolto Surge.

--

Innovative Ordnance

  • Fusion Missile and Explosive Dart now spread both Incendiary Missile’s burn and Serrated Shot’s bleed effects

DevNotes: Innovative Ordnance seemed to have some difficulty spreading their damage over time effects, so we altered Fusion Missile and Explosive Dart to both spread each damage over time effect.

--

Powertech

  • In addition to its other effects, the Hitman utility now reduces the damage taken from area of effect attacks by 30% for the Pyrotech and Advanced Prototype disciplines, and reduces the damage taken while stunned by 30% for the Shield Tech discipline

Advanced Prototype

  • Stabilized Armor has been replaced by Prototype Armor, which increases damage reduction by 2% for 15 seconds each time you are dealt critical damage, stacking up to 3 times.

DevNotes: We felt that Pyrotech Powertechs lacked the same defensive effectiveness as Advanced Prototype Powertechs, so we moved the protection against area of effect attacks from the Advanced Prototype discipline to a utility available for both disciplines. To fill the void, we gave Advanced Prototype the Prototype Armor passive, a new ability that replaces Stabilized Armor. Finally, we gave Shield Techs that take the Hitman utility some protection against damage while stunned.

--

Sorcerer

Madness

  • Deathmark stacks are now only consumed by your own periodic damage, and only your periodic damage gains a damage benefit from your Deathmark
  • Madness (the passive skill) now grants you a 10% armor bonus while your Resurgence is healing you

DevNotes: Deathmark stacks were getting consumed by other Sith Inquisitor players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage. Additionally, Madness needed some extra defensive options, so we gave the discipline a slight defensive boost after using Resurgence on themselves.

--

Lightning

  • Convection now grants 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s Static Barrier

DevNotes: The Lightning discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s Static Barrier.

--

Assassin

  • The Formless Phantom utility has been redesigned and now reduces damage taken from area of effect attacks by 30% for the Deception and Hatred disciplines and reduces damage taken while stunned by 30% for the Darkness discipline

Deception

  • Entropic Field no longer reduces damage taken from area of effect attacks by 30%

Hatred

  • Deathmark stacks are now only consumed by your own periodic damage, and only your periodic damage gains a damage benefit from your Deathmark

DevNotes: We felt that Hatred wasn’t as effective on defense as Deception, so we altered Entropic Field to remove the protection against area of effect attacks and added that effect to the Formless Phantom utility available to both disciplines, and made it so the damage protection while stunned is only available to the Darkness discipline.

Additionally, Deathmark stacks were getting consumed by other Sith Inquisitor players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage.

--

Juggernaut

  • Pooled Hatred now applies its full damage bonus to Shatter and Force Crush, and is no longer consumed prematurely by a damage tick from a Rage-costing ability that deals damage over time
  • The Whiplash utility has been replaced by Hardened Defense, which reduces the damage taken from area of effect attacks by 60% for 15 seconds after Threatening Scream is used for the Vengeance and Rage disciplines, and reduces damage taken while stunned by 30% for the Immortal discipline
  • The Thrown Gauntlet utility’s Intercede-improving effects have been moved to the Reckoning utility, and Thrown Gauntlet now additionally immobilizes any target hit by Saber Throw

Vengeance

  • Deafening Defense no longer causes Threatening Scream to provide protection against area of effect attacks

DevNotes: Pooled Hatred was not applying its damage bonus to damage over time effects, so we changed it to make sure it was giving a damage boost to all the appropriate abilities.

Additionally, we rearranged a lot of the Juggernaut’s utilities to make the Rage discipline more viable on defense. We consolidated Whiplash, Thrown Gauntlet and Reckoning into two utilities, and gave Juggernauts a completely new utility, Hardened Defense, which gives them an area of effect damage reduction. Finally, we took out the damage reduction from Vengeance’s Deafening Defense passive, which is now available with the Hardened Defense utility.

--

Marauder

Carnage

  • Ferocity is now stack-based with 2 stacks lasting 10 seconds, affecting Devastating Blast, Gore, Vicious Throw and Massacre, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Carnage discipline from players that could successfully “clip” a Vicious Throw in a Ferocity window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Ferocity during the original 3 second window instead of 2. To remedy this, we changed Ferocity to be stack based, with 2 stacks lasting 10 seconds. Additionally, Ferocity now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack Ferocity.

 

Although this will look like a DPS loss, Carnage’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Carnage’s DPS to our target.

 

 

 

 

Republic

------------------------------------------------------------------------------------------------------------------------

Gunslinger

  • The heal given to Scrambling Field by Shield Reserve has been reduced from 3% to 1% of maximum health per second while under Scrambling Field

DevNotes: The Gunslinger’s defensive cooldowns were too strong, so we reduced the effectiveness of Shield Reserves

--

Dirty Fighting

  • Fighting Spirit now restores 1 energy each time a bleed effect deals damage, instead of 2 energy each time a bleed effect deals critical damage

DevNotes: We changed Fighting Spirit to smooth out energy regain and provide better resource management for Dirty Fighting Gunslingers, and lower their reliance on the Critical Rating stat.

--

Scoundrel

Ruffian

  • Fighting Spirit now restores 1 energy each time a bleed effect deals damage, instead of 2 energy each time a bleed effect deals critical damage

DevNotes: We changed Fighting Spirit to smooth out energy regain and provide better resource management for Ruffian Scoundrels, and lower their reliance on the Critical Rating stat.

--

Sawbones

  • Smuggled Technology now grants Unshakable for 4 seconds of interrupt immunity whenever Scamper is put on cooldown

DevNotes: We felt the Sawbones Scoundrel didn’t have enough defensive options in relation to the other healers, so we gave them the ability to apply Unshakeable to themselves after using Scamper.

--

Commando

  • Trauma Stabilizers now heals for 4% per stack instead of 5% and stacks 10 times instead of 15
  • The heal from Adrenaline Rush given by Adrenal Surge can only heal the Commando up to 60% of their maximum health instead of 70%
  • Trauma Stabilizers is a now a Heroic utility and Adrenal Surge is now a Legendary utility

DevNotes: The Commando’s defensive options were too good, so we reduced the effectiveness of Trauma Stabilizers and Adrenal Surge.

--

Assault Specialist

  • Plasma Grenade and Sticky Grenade now spread both Incendiary Round’s burn and Serrated Bolt’s bleed effects

DevNotes: The Assault Specialist seemed to have some difficulty spreading their damage over time effects, so we altered Plasma Grenade and Sticky Grenade to both spread each damage over time effect.

--

Vanguard

  • In addition to its other effects, the Frontline Defense utility now reduces the damage taken from area of effect attacks by 30% for the Plasmatech and Tactics disciplines, and reduces damage taken while stunned by 30% for the Shield Specialist discipline

Tactics

  • Shock Absorbers has been replaced by Tactical Armor, which increases damage reduction by 2% for 15 seconds each time you are dealt critical damage, stacking up to 3 times.

DevNotes: We felt that Plasmatech Vanguards lacked the same defensive effectiveness as Tactics Vanguards, so we moved the protection against area of effect attacks from the Tactics discipline to a utility available for both disciplines. To fill the void, we gave Tactics the Tactical Armor passive, a new ability that replaces Shock Absorbers. Finally, we gave Shield Specialists that take the Frontline Defense utility some protection against damage while stunned.

--

Sage

Balance

  • Force Suppression stacks are now only consumed by your own periodic damage, and only your periodic damage gains a benefit from your Force Suppression
  • Telekinetic Balance now grants you a 10% armor bonus while your Rejuvenate is healing you

DevNotes: Force Suppression stacks were getting consumed by other Jedi Consular players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage. Additionally, Balance needed some extra defensive options, so we gave the discipline a slight defensive boost after using Rejuvenate on themselves.

--

Telekinetics

  • Clamoring Force now grants 5% damage reduction for Telekinetics Sages while Force Imbalanced by anyone’s Force Armor

DevNotes: The Telekinetics discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s Static Barrier.

Shadow

  • The Intangible Spirit utility has been redesigned and now reduces damage taken from area of effect attacks by 30% for the Infiltration and Serenity disciplines and reduces damage taken while stunned by 30% for the Kinetic Combat discipline

Infiltration

  • Kinetic Field no longer reduces damage taken from area of effect attacks by 30%

Serenity

  • Force Suppression stacks are now only consumed by your own periodic damage

DevNotes: We felt that Serenity wasn’t as effective on defense as Infiltration, so we altered Kinetic Field to remove the protection against area of effect attacks and added that effect to the Intangible Spirit utility available to both disciplines, and made it so the damage protection while stunned is only available to the Kinetic Combat discipline.

Additionally, Force Suppression stacks were getting consumed by other Jedi Consular players’ periodic effects, so we redesigned it to only be consumed by the caster’s own periodic damage.

--

Guardian

  • Gather Strength now applies its full damage bonus to Plasma Brand and Force Exhaustion, and is no longer consumed prematurely by a damage tick from a Focus-costing ability that deals damage over time
  • The Whiplash utility has been replaced by a new utility: Stalwart Defense, which reduces the damage taken from area of effect attacks by 60% for 15 seconds after Challenging Call is used for the Vigilance and Focus disciplines, and reduces damage taken while stunned by 30% for the Defense discipline
  • The Jedi Warden utility’s Guardian Leap-improving effects have been moved to the Thwart utility, and Jedi Warden now additionally immobilizes any target hit by a Saber Throw

Vigilance

  • Commanding Awe no longer causes Challenging Call to provide protection against area of effect attacks

DevNotes: Gather Strength was not applying its damage bonus to damage over time effects, so we changed it to make sure it was giving a damage boost to all the appropriate abilities.

 

Additionally, we rearranged a lot of the Guardian’s utilities to make the Focus discipline more viable on defense. We consolidated Whiplash, Jedi Warden and Thwart into two utilities, and gave Guardians a completely new utility, Stalwart Defense, which gives them area of effect damage reduction. Finally, we took out the damage reduction from Vigilance’s Commanding Awe passive, which is now available with the Stalwart Defense utility.

--

Sentinel

Combat

  • Precision is now stack-based with 2 stacks lasting 10 seconds, affecting Clashing Blast, Lance, Dispatch, and Blade Rush, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Combat discipline from players that could successfully “clip” a Dispatch in a Precision window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Precision during the original 3 second window instead of 2. To remedy this, we changed Precision to be stack based, with 2 stacks lasting 10 seconds. Additionally, Precision now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack of Precision.

 

Although this will look like a DPS loss, Combat’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Combat’s DPS to our target.

 

Thanks!

 

-eric

 

Let's get cracking:

 

Gunslinger / Scoundrel:

 

Dirty Fighting / Ruffian: Even though DF / Ruffian lost some POTENTIAL energy, these disciplines will now have MUCH more stable energy gain. Let's see what the crit rates were for DoTs on average...45-50%. Meaning that at worst, it's going to be same and at best a bit more reliable. But this'll help the newcomers to these Disciplines the most(as well as leveling players). I like this change very much. Good job!

 

Gunslinger:

 

Scrambling Field: Sure, the nerf's valid and called for. But it shouldn't be that much of a nerf, so we'll see about the future.

 

Scoundrel:

 

Sawbones: Can't comment, sorry.

 

Commando:

 

Utility nerfs: Sure, this is a welcome change. I still think that the Vanguard should also have Adrenal Surge(at the very least) and, ideally, Trauma Stabilizers. Because, who's the short range class here? But even this is welcome.

 

Assault: YES! I'll no longer need to lug that stupid *** rocket around as an Inn.Ord! THANK YOU! <3 (btw, that detail was also stupid as fk on Boba ; otherwise he was cool as fk, but that rocket! Han simply needed to shoot the damn thing to splat him)

 

Vanguard: AT LAST! <3

 

Utility changes: Yes, us PlasmaTechs needed that AoE damage reduction BADLY because given that at least 5% of Vanguard damage comes from Into the Fray...you know. I've another idea for PlasmaTechs, but later. Added resilience for Tanks is always welcome. Very, very good changes! I LOVE them! They're beautiful.

 

Tactics: Yes, make Tactics super tanky again! :D

 

Overall, these changes should impact Vanguards in rather nice way and help us Plasma / Pyro Techs more than could be obvious at first glance. Nice job. But there's another thing. Electro / Pyro Shield utilities also give us at the very least 5% damage. Given that we Plasma / Pyros have no way to reduce Reactive / Energy Shield cooldowns, this gives Tactics / AP Disciplines undue advantage. I suggest that you also move the Shield recharge bit from Reflexive Shield to an utility of sorts. Leave the mini shield procs as they are. This'd be all that Plasma / Pyro Techs need atm imo. Besides old Immolate / DfA animation, ofc :D

 

Sage:

 

Balance: The DoT bugfix is VERY WELCOME. It was a stupid feature of a Discipline that unduly nerfed Balance's potential in real situations. But, what I'd like to see is MORE OFFENSE, NOT MORE DEFENSE! Balance has some problems with DPS, not as much with defenses.

 

TkT: Talk about stupid change! Again, Sages can reach up to ~70% DR(if not more!) for short periods of time. They DO NOT NEED MORE DEFENSE! TkT especially has HUGE PROBLEMS with DPS. BUFF THE DPS! TkT NEEDS a DPS BUFF! I repeat: TkT NEEDS A DPS BUFF!

 

Shadow:

 

Can't comment. But from passing glance, the Serenity change is very nice(just as is Balance's) and the retool of AoE damage redux to an utility is also welcome(just as it is on Vanguard). Nice job!

 

Guardian:

 

Utility changes: Gather Strength, sure whatever. A bugfix's always welcome! AoE damage redux being available to everyone is also very nice. Very, very nice changes.

 

Sentinel:

 

Yes, thank you for taking care of that stupid clipping crap. The dps and performance should be only as random as crit / hit rng is. Being dependent on lag, phases of moon etc was very moronic. Plus, I like overall "CASUL" direction you've sent Combat down. Maybe it'll be playable now below 50 APM...

 

Overall:

 

With the exception of TkT changes(stupid, unnecessary ****), I LOVE these changes! Keep it up, you're great! At least in this aspect. ;)

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anyone has ideas about it?

 

Seems like it will always be on. So basically every time you receive crit damage, you gain 2% passive dmg reduction for a total of 6%. If 15 seconds go by without receiving a crit, you will lose the passive, and will need to be restacked.

 

SO basically, you have to take big damage in order to get a tiny buff to DR....

 

At the end of the day it doesn't matter, the DPS class with the worst defensive's just got nerfed in defenses cause we lose 30% DR when stunned, which is basically all you need to do to kill a PT, 2 stuns and some good deepz and PT is insta dead.

 

Why the nerf? Who knows!

 

Cuz BW!

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Sentinel

Combat

  • Precision is now stack-based with 2 stacks lasting 10 seconds, affecting Clashing Blast, Lance, Dispatch, and Blade Rush, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Combat discipline from players that could successfully “clip” a Dispatch in a Precision window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Precision during the original 3 second window instead of 2. To remedy this, we changed Precision to be stack based, with 2 stacks lasting 10 seconds. Additionally, Precision now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack of Precision.

 

Although this will look like a DPS loss, Combat’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Combat’s DPS to our target.

 

 

Think you might want to make it 3 stacks, because even without clipping, we could still use 3 abilities in precision window when Zen is active. Also, can you say what kind of rotations are u using for these testings for "target dps" ?

Edited by DamzTheShadow
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Marauder

Carnage

  • Ferocity is now stack-based with 2 stacks lasting 10 seconds, affecting Devastating Blast, Gore, Vicious Throw and Massacre, and consuming a stack each time they are used

DevNotes: We noticed a disparity between damage output on the Carnage discipline from players that could successfully “clip” a Vicious Throw in a Ferocity window and those who couldn’t, due to factors outside of their control like server latency. Clipping lead to being able to use 3 abilities affected by Ferocity during the original 3 second window instead of 2. To remedy this, we changed Ferocity to be stack based, with 2 stacks lasting 10 seconds. Additionally, Ferocity now only affects certain abilities, making it possible for players to use a less optimal ability during the window without sacrificing a stack Ferocity.

 

Although this will look like a DPS loss, Carnage’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Carnage’s DPS to our target.

 

This is totally false. Right now it's possible to fit 3 abilities inside the Ferocity window without clipping regardless of whether Berserk is up. Clipping only lets you fit the extra Dual Saber Throw into the Berserk Ferocity as a 4th ability.

 

With this change Ataru Form Strikes won't be affected by Ferocity and every Ferocity window will buff 1-2 fewer hits. Based on some of my parses, this is >750 dps loss (assuming every Ferocity is Devastating Blast + Vicious Throw/Gore). This will put Carnage 200 dps behind Concealment and on par with Madness, making it the lowest parsing melee spec and tied for the lowest parsing spec in it's DPS tier. This is also going to be a huge nerf to its burst capabilities as well as its AOE capabilities.

 

This will turn one of the most engaging specs into braindead ability spam. The stacks should be 3 to at least preserve some of the current feel of the spec and not result in a huge over-nerf.

Edited by Machricar
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This is totally false. Right now it's possible to fit 3 abilities inside the Ferocity window without clipping regardless of whether Berserk is up. Clipping only lets you fit the extra Dual Saber Throw into the Berserk Ferocity as a 4th ability.

 

With this change Ataru Form Strikes won't be affected by Ferocity and every Ferocity window will buff 1-2 fewer hits. Based on some of my parses, this is >750 dps loss (assuming every Ferocity is Devastating Blast + Vicious Throw/Gore). This will put Carnage 200 dps behind Concealment and on par with Madness, making it the lowest parsing melee spec and tied for the lowest parsing spec in it's DPS tier. This is also going to be a huge nerf to its burst capabilities as well as its AOE capabilities.

 

This will turn one of the most engaging specs into braindead ability spam. The stacks should be 3 to at least preserve some of the current feel of the spec and not result in a huge over-nerf.

 

What he said.

 

The combat balance guy doesnt even know the spec.

 

Eric can you please tell him to PM me so i can explain him how carnage is played????

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Hey folks,

 

As we alluded to in the roadmap, we are planning a host of utility changes in Game Update 5.6 coming on 11/28. Instead of splitting them up by Class we decided to just deliver all of them to you at once. Below you will find every utility change that is currently planned:

...

 

Cheap ploy to take our minds off the screwing we just took with the servers.

 

Too little, too late and won't matter once they F up the merge.

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This is totally false. Right now it's possible to fit 3 abilities inside the Ferocity window without clipping regardless of whether Berserk is up. Clipping only lets you fit the extra Dual Saber Throw into the Berserk Ferocity as a 4th ability.

 

With this change Ataru Form Strikes won't be affected by Ferocity and every Ferocity window will buff 1-2 fewer hits. Based on some of my parses, this is >750 dps loss (assuming every Ferocity is Devastating Blast + Vicious Throw/Gore). This will put Carnage 200 dps behind Concealment and on par with Madness, making it the lowest parsing melee spec and tied for the lowest parsing spec in it's DPS tier. This is also going to be a huge nerf to its burst capabilities as well as its AOE capabilities.

 

This will turn one of the most engaging specs into braindead ability spam. The stacks should be 3 to at least preserve some of the current feel of the spec and not result in a huge over-nerf.

 

I absolutely agree. Especially on the braindead spam. First you took our cast from last content, which required at least some planing/thinking and now the clipping. There is nothing interesting left about this spec and with only 2 ferocity stacks there will be almost no reason left to play this. I think this is a pretty bad idea and the justification that people couldn't do it becaus of server lack is just stupid. Maybe the 4th skill doesn't fit always with bad connection but 3 every window easily. You really should reconsider this.

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