Bioware Developer Forum Posts
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Category: Developer Forum Posts
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Published: Friday, July 6th, 2018
Originally Posted by EricMusco ( Original Post ) | 05.07.2018 03:47PM
Hey folks,
Please use this thread to post your feedback on the 5.9.2 Warzone Changes. A few reminders:- Our goals are to shorten the average time of our Warzones to be around 12 minutes each. Also, we have some WZs that are exploitable due to environment hacking, we want to fix that.
- Please try to reserve your feedback until after you have played the Warzone changes on PTS.
- Make sure to include which Warzone your feedback is targeted at.
- If your feedback is about a bug, please use the PTS bug report forum. This thread is aimed solely at feedback.
You can find a full list of the changes, here:
Arenas- Characters who hack their way into places they shouldn’t be, such as outside the arena or in the ground, will die.
- Currently, acid causes characters to take 10% of their max health in damage every second, prevents stealth and all healing.
- Acid will now work as follows:
- Characters will take 1% of their max health in damage every second and reduce all healing done/received by 2% per stack.
- Characters affected by acid will begin with one stack and gain one stack per second.
- Acid will still inhibit stealth.
Alderaan - Turrets now damage ships for 12 damage per tick (up from 10)
- Characters exploiting by hacking inside of the capture terminals will now die when they do so
Ancient Hypergates - Orbs now score more points (up from 6, review below)
- Orbs scores ramp up each round of the game:
- Round 1 = 12 points per orb delivered
- Round 2 = 15 points per orb delivered
- Round 3 = 18 points per orb delivered
- Round 4 = 21 points per orb delivered
- Round 5 = 24 points per orb delivered
- Round 6+ = 27 points per orb delivered
- Player corral forcefields have had their up-time reduced, the forcefield is now down for 10 seconds and up for 15 seconds (previously 30 seconds)
Huttball- The Hutt will become bored of a single ball carrier and kill them after 45 seconds (down from 2 minutes)
- To win before time expires, the winning team will need to score 10 times (up from 6 times)
- The match will now last for a maximum of 10 minutes (down from 13 minutes)
- Players can no longer catch the Huttball while stunned. This creates more opportunities for counter-play, such as intercepting passes intended for a target you stun.
- Adding attacker points for catching a pass from a friendly target:
- Currently the thrower of the Huttball receives 500 points, but not the receiver. We will increase the receiver to gain 250 points.
- We would also like a touchdown pass to award both players equally (currently the thrower gets 500 more points). Here is what the new breakdown would look like:
- Thrower: 2750 Attacker Points total
- 500 Attacker Points from completing pass successfully
- 2250 Attacker Points for throwing a scoring pass
- Receiver: 2750 Attacker Points total
- 250 Attacker Points from receiving a friendly pass
- 2500 Attacker Points for possessing the ball for a score
Novare Coast- Any characters who leave the starting area prior to the match starting will die.
- Players will no longer be able to cap a point outside of the intended 20m range (we’re looking at you, Phase Walk)
Voidstar - Door now take 6 seconds to arm (down from 8)
- Defenders now have 15 seconds to disarm door bombs (down from 20)
- Extending the bridges and lowering the shields now takes 6 seconds to channel (down from 8)
- Forcefields are now blocking the reactor room doors until the bridges are extended
- Characters who hack their way into unintended areas of the map will now die.
Yavin - Teams now start with 500 points (down from 600)
- When players die they reduce their teams score by 2 (up from 0)
- Characters exploiting by hacking inside of the capture terminals will now die when they do so
-eric