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Utility Changes coming in GU 5.6


EricMusco

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BW didn't give a finger. The cut the whole hand off.

 

PT tanks can spec into DR on stuns but the DPS spec loses it. DPS PT is the worst class to play in PvP right now because it has 1 dcd and 1 stupid kolto thinggy that no one cares about because you melt through it anyways.

 

Ungrateful is not the term you should be throwing at the player here, but at BW. We put up with there garbo broken specs for years and they still don't get how bad other specs are. All the complaining is 1000% justified. "Patience" ... are you serious

 

How many people play Ranked?

 

In unranked, it does not matter. People play for the fun of it. They'll play whatever's fun to them.

In PvE, this could very well work. In solo PvE, most definitely. I've a hunch it'll work just as well in group PvE.

 

It's just Ranked. While nobody should be ignored by a company...a question begs itself. Should they prioritize obnoxiously loud 5% over the other 95%? Not to mention that hardcore PvPers have been known to ruin MMOs.

 

So, if the change works in ~90% of content...you know. What's the logical thing to conclude?

 

I actually agree with Combat arguments(it changes it too much, the fact I like the change's irrelevant right now). But PT / Guard / Shadow? Come on! They are giving us versatility and things we asked for and someone's still crying! So much about "gratitude".

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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.

 

Thanks!

 

-eric

Combat could use 3 abilities inside the Precision window without clipping, 4 when clipping Dispatch and Dual Saber Throw. Please make it 3 stacks and add Blade Barrage to the list. You're killing this spec...

Edited by Davarsus
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Why are you guys the way you are. Your explanations are lazy and not even good. For some reason you are barely nerfing the defenses of sniper/mercs...and then nerfing sins? Deception dmg in pvp is mediocre now, I guess survivability needs to be screwed over as well, nice.
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How many people play Ranked?

 

In unranked, it does not matter. People play for the fun of it. They'll play whatever's fun to them.

In PvE, this could very well work. In solo PvE, most definitely. I've a hunch it'll work just as well in group PvE.

 

It's just Ranked. While nobody should be ignored by a company...a question begs itself. Should they prioritize obnoxiously loud 5% over the other 95%? Not to mention that hardcore PvPers have been known to ruin MMOs.

 

So, if the change works in ~90% of content...you know. What's the logical thing to conclude?

casuals have been known to ruin MMOs (read: this one)

 

only a bioware sycophant could watch AP get passive stun and AOE damage reduction ripped away so they could have the less universally useful of the two offered back in a utility along with some irrelevant passive DR and tell anyone annoyed by this how grateful they should be

 

and let's not forget we waited like 10 months for this

 

give me a break dude

Edited by yellow_
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casuals have been know to ruin MMOs (read: this one)

 

only a bioware sycophant could watch AP get passive stun and AOE damage reduction ripped away so they could have the less universally useful of the two offered back in a utility and along with some irrelevant passive DR and tell anyone annoyed by this how grateful they should be

 

and let's not forget we waited like 10 months for this

 

give me a break dude

 

See someone gets it!

 

It's just simple balance mechanics. AP PT is not balanced. IT suffers heavily in PvP. These changes bring nothing to help the class. What PT really needed was a buff, a small way to have stun immunity or a small dcd change to make them alittle more resilient to being globalled. As it stands now, the one thing that helped them while being focused and stunned is now gone. This is backwards. The 6% passive DR is not going to help when you get focused, which you will every single time as a PT/Vang.

 

Anyways. Not gonna argue anymore with pve'rs and people who have the "everyone who whines is bad" glasses on. Any person with 1 brain cell left should know this is not a good change for pvpers and totally irrelevant for PvE.

 

The only UPSIDE to this are PT tanks are stronger against being globalled if they spec into Hitman. That is the only upside, but at the cost of GUTTING an already poorly defensed DPS spec. Poorly though-out by the combat disgrace team (they don't have the right to have "balance" in there title)

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Why do the devs hate this game so much and want to drive everyone away? Did Keith's dad say his was going to go out and buy the game and never come back so now Keith blames the game for his dad leaving and want to ruin it?

 

You do your testing against straw dummies, that have no combat mechanics, no knock backs and sure as hell don't try and kite you and then test utilities against some other number or gut feeling. We felt that, we had a hunch that, it crossed our minds that, you seem to be testing against what?

 

Take Carnage, the most bizare option, you set the dps against a straw dummy and then say this nerf wont effect target dps cause we only calculated for 2. What you failed to account for is that in no fight do people just let you beat on them without a knock back, mechanic or simply having to run to the target, so this target number is not achievable in the real game but its what your basing the nerfs off.

 

Hows about you get the dev team together and show us you clearing hard mode temple of sacrifice with 4 carnage spec marauders and see how easy it is to hit that target dps. Cause as it stands every change seems to be for the worse and its hard to understand how anything the dev team are doing this year is meant to do anything other than sink this game. Which if this is a ploy to get back at tor for taking his dad away, Keith can just come in and say it and we can stop this farce of posting on these boards thinking anyone cares enough about this game to take note.

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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

 

Really you're only saving IO 15 heat. Not much of a buff guys. Really not going to make much of a difference.

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The change to carnage is a tragic gutting of an iconic spec that takes discipline and focus to play at the highest level in both competitive pvp and pve.

 

Multiple people have already alluded to the fact that a ferocity window was 4 abilities with beserk and 3 abilities outside of beserk, so the 2 stack proposal surely shows a lack of understanding for how the spec works.

 

In the 1.X era Carnage's beserk ability caused massacre to be on a 0.5 GCD CD for 6 stacks of the ability. You essentially popped beserk and smashed your massacre button 6 times.

 

You rightfully made the spec more sophisticated and not only a joy to play, but a challenge for skilled players to master. I would've rather seen a flat DPS reduction than this awful change.

 

You are essentially forcing people into fury spec which is easy to play and doesn't offer top players a spec to differentiate themselves with. Carnage, which is supposed to be a melee burst spec, will have significantly less burst than fury.

 

Very disappointed with this change. You hit some of the right notes with mercs/snipers, but missed the mark on PTs (they need their stun DR), deception (weak dps right now) and chiefly Carnage.

 

Proposal: At least make ferocity 3 stacks or no one will play carnage in a competitive environment.

Edited by EnzoForMe
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Delete the carnage change. Delet.

 

Also, I get that you're trying to get at least a couple people to play the abysmal spec that is Pyro PT by trying to equalize its survivability compared to AP spec, but what you're ending up doing is just nerfing the survivability of the only DPS spec that PTs play in pvp, which is already squishy. AP straight up losing DR when stunned and having to waste a utility point just to get the AOE DR back is an unacceptable blow to a spec that's already one of the worst to play in solo ranked particularly, as everyone knows you don't have real DCDs and just hard tunnels you. Not having DR while stunned will turn AP from a spec that's nearly impossible to do well with in solo ranked, to one that's literally impossible to do well with.

 

A similar thing goes for dps sins I guess. Now dps sins can't access DR when stunned at all? Deception having to waste a utility point to get back their AOE DR loss? That's rough.

Edited by KittyKat_Karrot
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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.

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.

 

No where do I read that the devs are removing 30% DR while stunned from AP/Tactics basic abilities. All I read is that they are ADDING it to the tank specs via utility. Additionally, Tactics/AP will receive up to 6% DR buff during combat.

 

Please learn to read. It's clueless people that make these forums unbearable sometimes.

 

What is the rationale of removing stun dr from dps specs? Could we get a dev response on this?

Reading comprehension.

AP straight up losing DR when stunned and having to waste a utility point just to get the AOE DR back is an unacceptable blow to a spec that's already one of the worst to play in solo ranked particularly, as everyone knows you don't have real DCDs and just hard tunnels you. Not having DR while stunned will turn AP from a spec that's nearly impossible to do well with in solo ranked, to one that's literally impossible to do well with.

Reading comprehension.

 

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!

 

No where does it say AP is losing 30% DR while stunned.

Edited by Rion_Starkiller
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No where do I read that the devs are removing 30% DR while stunned from it's basic abilities. All I read is that they are ADDING it to the tank specs via utility. Additionally, Tactics/AP will receive up to 6% DR buff during combat.

 

Please learn to read.

 

"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."

 

FYI, Stabilized Armor: "Reduces damage taken from area attacks by 30%. Additionally, while stunned, you take 30% less damage from all sources."

 

"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."

 

So yeah, you might wanna delete your comment, I'm right.

Edited by KittyKat_Karrot
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Stabilized Armor is an AP only skill: AOE reduction + 30% DR while stunned. It was changed to 2% stacking DR ~6% + 30% DR while stunned.. The AOE reduction was moved to Hitman, along with adding 30% DR while stunned for shield spec.

 

Unfortunately, it means AP has to take Hitman now if they want their 30% DR vs aoe.

Edited by Rion_Starkiller
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It was changed to 2% stacking DR ~6% + 30% DR while stunned.

 

There is literally no reason to think that lol. Stabilized Armor is being replaced by a new skill that provides 2% stacking DR only.

 

"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."

 

It doesn't say "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. Additionally, while stunned, you take 30% less damage from all sources."

Edited by KittyKat_Karrot
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Please learn to read.

 

You're wrong though.

 

There is literally no reason to think that lol. Stabilized Armor is being replaced by a new skill that provides 2% stacking DR only.

^^^^

 

this is correct, they've taken the stun and aoe DR away and offered the worse of the two in pvp (aoe DR) back in a utility

 

almost everything they've done to bring mercs and snipers down has been mitigated by other nerfs to really squishy specs so, relatively speaking, not a whole lot changes. fury marauders are the big winners of patch 5.6

Edited by yellow_
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Stabilized Armor is an AP only skill: AOE reduction + 30% DR while stunned. It was changed to 2% stacking DR ~6% + 30% DR while stunned.. The AOE reduction was moved to Hitman, along with adding 30% DR while stunned for shield spec.

 

Unfortunately, it means AP has to take Hitman now if they want their 30% DR vs aoe.

 

NO where do I read that Stabilized Armor was changed or modified, but rather replaced:

 

""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.""

 

Stabilized Armor appears to be presented as a brand new thing, that doesn't mention anyhting about the 30% DR when stunned. The AOE Protection is the only thing the DPS spec can get back and they have to spend a utility point to boot just to get that part back. But AOE protection is not what helps when being inevitably tunneled by 4 players. AOE protection is practically worthless in PvP.

 

Either BW has the worst way of presenting changes and didn't clarify it enough or forgot..., or it means what it says.

 

I mean I hope your right. Maybe they screwed up with the wording , but I don't see how that is a reading comprehension issue, way to take stabs at peoples intelligence when none was warranted.

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It really annoys me because they straight up say they removed 30% dr for aoe and put it in a utility, but didn't say anything about 30% DR while stunned. However, they say it for sins/shadows in the dev notes section.

 

If they remove 30% stun DR from all non-tanks, do they want people to be globaled?

 

What non-tank specs are left with 30% stun DR?

 

I mean I hope your right. Maybe they screwed up with the wording , but I don't see how that is a reading comprehension issue, way to take stabs at peoples intelligence when none was warranted.

 

You guys are probably right and it is wishful thinking on my part.

I apologize.

Edited by Rion_Starkiller
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It really annoys me because they straight up say they removed 30% dr for aoe and put it in a utility, but didn't say anything about 30% DR while stunned. However, they say it for sins/shadows in the dev notes section.

 

If they remove 30% stun DR from all non-tanks, do they want people to be globaled?

 

It would seem to a casual observer that they are purposefully trying to eradicate the final few brave souls who dare to q solo ranked on a PT, but the reality is they just don't have any grasp on the pvp meta and have no idea what they're doing.

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Please reconsider the carnage/combat changes. If the spec was overperforming (it's not, but let's say it is), then give it a dps nerf. Don't change the way it's played. It's one of the few classes that really require decent apm and knowledge/experience/skill to play well. It has a unique playstyle that rewards you when you pull off something difficult. Please don't take that away from us.
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Unlike many here who prefer to outright whine about everything, I am the let's wait and see how it goes type of guy...

 

I suspect that carnage will suffer a radical gameplay change, while it's performance won't be impacted much. I play only marauder and play all 3 specs in PVP and I am looking forward to the new carnage.

 

People don't like new things, it's a fact. So no surprises here.

 

Times change in this game. Deception had it's glory days in 4.0 and so far into 5.0 but it seems that is changing now.

 

Also carnage was very good spec in 4.0 and 5.0 but not sure where it goes now.

 

Fury, Mercs/Snipers will dominate PVP for a while .

Edited by DavidAtkinson
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I suspect that carnage will suffer a radical gameplay change, while it's performance won't be impacted much. I play only marauder and play all 3 specs in PVP and I am looking forward to the new carnage.

800dps according to the first tests.Burst worse than fury.

Actually even if you have half a brain you can tell the dps loss just by reading the Dev notes.

If you don't play a spec just don't comment. Inb4 telling me omg i play carnage...

Playing carnage is one thing, knowing how to play it is another.

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Madness (the passive skill) now grants you a 10% armor bonus while your Resurgence is healing you

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

 

While it's nice to see dps Sorcs get some defensive love, though it doesn't make up for the constant nerfs, I feel this isn't the best way to do it. Problem is, both Resurgence and Static Barrier are on-the-GCD, meaning we have to stop dps'ing to use them. Not really a big deal in PvP, but far from ideal in PvE.

A decent portion of our defensive options are already on the GCD, we don't need more. DPS Operatives suffer from a similar problem, we're the only two classes that have to stop what we're doing to mitigate damage/not die, and it's a silly imbalance.

 

For Madness, that buff would be better attached to Unnatural Preservation, which is off the GCD, or alternatively, give Resurgence a proc from Force Leech or something that makes it off the GCD for one use.

 

For Lightning, you can easily benefit from the new buff if there's a Sorc healer with you, assuming that they can spare the GCD's to constantly bubble you, downside being that their De-ionized duration is slightly shorter.

Otherwise, Static Barrier needs to be off the GCD for self-use. Using it on other people should require a GCD, that's fair enough, but on ourselves? C'mon, it isn't that great. I don't know if the game can actually differentiate between off GCD for self-use and on GCD for placing on others, though.

Alternatively, attach the buff to Force Speed instead. Seeing as Convection makes Force Speed proc 2 Lightning Bolts anyway, it's a slightly more logical skill to use it with.

 

 

The whole lack of stun DR thing with PT's and Sin's is concerning, though as others pointed out, the slightly vague wording makes it hard to tell exactly. Neither dps class can really afford to lose the stun DR, they're squishy enough already, especially PT's. There's two ways I can think of to fix this:

 

1. Take out stun/aoe DR from passive trees, have a utility that contains stun & aoe DR, but only applies both DR's to the dps specs, so tank spec only gets stun DR.

 

2. For Sin's, leave the stun DR utility as it is, leave the aoe DR where it is in Deception's tree, and just add the aoe DR to Hatred's tree somewhere (which I think is what should have happened back when they took the aoe DR out of the utility).

For PT's, leave AP the way it is, put the stun & aoe DR into Pyro's tree somewhere, and put stun DR into Shieldtech's tree somewhere.

 

Or a combination of the two, maybe point 1 for PT's, and point 2 for Sin's, whatever works.

Oh, and PT's still need something in the vein of Force Shroud/Saber Reflect for mitigating spiky damage. Sonic Rebounders could work as a stopgap measure, if it applied to the user instead of just everyone nearby except the user, which I never saw the sense in.

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Are u serious about combat dude? This spec was underperforming compared to fury and no one is playing it! Damn i hope the classes you play will be nerfed one day to ground so you will feel how it is to play a class which underperforms so much in pvp

oh snap. what if they don't play pvp at all?:eek::eek: would be hard to feel it then :p

 

Thank you guys for FINALLY fixing the Deathmark stacks :D:D

now can we have a bit more dps plz?? the sage specs are kinda lagging behind. :D:D

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