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6/18 Update - Combat Team Notes

Originally Posted by TaitWatson ( Original Post ) | 18.06.2015 12:10PM
Hey everyone,

Below is the list of 3.3 PTS class and combat updates with supporting information from the team.

------------
Jedi Consular
Sage
  • Valiance now reduces the damage taken by the target of your Rescue by 25% (down from 50%) for 6 seconds after you rescue them. Following community and internal feedback, we decided to reduce the damage reduction effect rendered by Valiance to prevent certain exploitative PvE and PvP defensive tactics.
  • The Force-Mystics 4-piece set bonus now restores 5 Force (down from 10) when using Vindicate. Following community and internal feedback, we decided to reduce the Force restoration bonus granted by the Force-Mystics 4-piece set bonus to further promote the tactical management of Sage resources. With this reduction, it will not be quite as easy to pop back from an aggressive/relentless burst of healing without focused resource management.
Shadow
Serenity
  • Prolific Justice now spreads periodic Force Breach and Sever Force effects with Whirling Blow (instead of Force in Balance). We decided to reinforce the Serenity Shadow as a melee combatant and moved their DoT spread to a melee-range ability.

Sith Inquisitor
Sorcerer
  • Dark Resilience now reduces the damage taken by the target of your Extrication by 25% (down from 50%) for 6 seconds after you extricate them. Following community and internal feedback, we decided to reduce the damage reduction effect rendered by Dark Resilience to prevent certain exploitative PvE and PvP defensive tactics.
  • The Force-Mystics 4-piece set bonus now restores 5 Force (down from 10) when using Consuming Darkness. Following community and internal feedback, we decided to reduce the Force restoration bonus granted by the Force-Mystics 4-piece set bonus to further promote the tactical management of Sorcerer resources. With this reduction, it will not be quite as easy to pop back from an aggressive/relentless burst of healing without focused resource management.
Assassin
Hatred
  • Profuse Horror now spreads periodic Creeping Terror and Discharge effects with Lacerate (instead of Death Field). We decided to reinforce the Hatred Assassin as a melee combatant and moved their DoT spread to a melee-range ability.

Trooper
Commando
Combat Medic
  • Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%. Following continued internal testing, we found that the Combat Medic had room for a slight HPS increase and decided to give Bacta Infusion and Medical Probe some additional impact for improved burst healing.
  • The Combat Medics 4-piece set bonus now properly increases the duration of Supercharged Cell.
Gunnery
  • Charged Barrel now additionally increases the healing dealt by Medical Probe by 20% per stack. At the temporary sacrifice of DPS, Gunnery Commando can now up to double the potency of their Medical Probe through Charged Barrel. This gives Gunnery Commandos a more powerful heal than they had with the old Advanced Medical Probe, while also allowing them to use a formidable heal with no cooldown at the cost of energy.
Assault Specialist
  • Rapid Recharge now additionally reduces the heat cost of Medical Probe by 5. This change was implemented to ease the cost of healing as a form of survivability for Assault Specialist Commando.
  • Blazing Celerity now additionally makes Medical Probe activate instantly after dealing damage with Mag Bolt. Assault Specialist Commando now have the opportunity to activate Medical Probe instantly to heal without being interrupted in situations where healing might be more advantageous than dealing damage.

Bounty Hunter
Mercenary
Bodyguard
  • Empowered Scans now increases the healing done by Emergency Scan and Rapid Scan by 10%. Following continued internal testing, we found that the Bodyguard had room for a slight HPS increase and decided to give Emergency Scan and Rapid Scan some additional impact for improved burst healing.
  • The Combat Medics 4-piece set bonus now properly increases the duration of Supercharged Gas.
Arsenal
  • Tracer Lock now additionally increases the healing dealt by Rapid Scan by 20% per stack. At the temporary sacrifice of DPS, Arsenal Mercenaries can now up to double the potency of their Rapid Scan through Tracer Lock. This gives Arsenal Mercenaries a more powerful heal than they had with the old Healing Scan, while also allowing them to use a formidable heal with no cooldown at the cost of heat.
Innovative Ordnance
  • Rapid Venting now additionally reduces the heat cost of Rapid Scan by 5. This change was implemented to ease the cost of healing as a form of survivability for Innovative Ordnance Mercenaries.
  • Speed to Burn now additionally makes Rapid Scan activate instantly after dealing damage with Mag Shot. Innovative Ordnance Mercenaries now have the opportunity to activate Rapid Scan instantly to heal without being interrupted in situations where healing might be more advantageous than dealing damage.

Smuggler
Scoundrel
  • The healing dealt by Diagnostic Scan has been increased. We discovered an issue that was causing Diagnostic Scan to heal for less than intended, and we fixed it.

Imperial Agent
Operative
  • The healing dealt by Diagnostic Scan has been increased. We discovered an issue that was causing Diagnostic Scan to heal for less than intended, and we fixed it.

Cheers, all!

The SWTOR Combat Team
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PTS Update Notes - 6/18/2015

Originally Posted by TaitWatson ( Original Post ) | 18.06.2015 08:56AM

Classes + Combat
Jedi Consular
Sage
  • Valiance now reduces the damage taken by the target of your Rescue by 25% (down from 50%) for 6 seconds after you rescue them.
  • The Force-Mystics 4-piece set bonus now restores 5 Force (down from 10) when using Vindicate.
Shadow
  • Prolific Justice now spreads periodic Force Breach and Sever Force effects with Whirling Blow (instead of Force in Balance).

Sith Inquisitor
Sorcerer
  • Dark Resilience now reduces the damage taken by the target of your Extrication by 25% (down from 50%) for 6 seconds after you extricate them.
  • The Force-Mystics 4-piece set bonus now restores 5 Force (down from 10) when using Consuming Darkness.
Assassin
  • Profuse Horror now spreads periodic Creeping Terror and Discharge effects with Lacerate (instead of Death Field).

Trooper
Commando
Combat Medic
  • Field Medicine now increases the healing done by Bacta Infusion and Medical Probe by 10%.
  • The Combat Medics 4-piece set bonus now properly increases the duration of Supercharged Cell.
Gunnery
  • Charged Barrel now additionally increases the healing dealt by Medical Probe by 20% per stack.
Assault Specialist
  • Rapid Recharge now additionally reduces the heat cost of Medical Probe by 5.
  • Blazing Celerity now additionally makes Medical Probe activate instantly after dealing damage with Mag Bolt.

Bounty Hunter
Mercenary
Bodyguard
  • Empowered Scans now increases the healing done by Emergency Scan and Rapid Scan by 10%.
  • The Combat Medics 4-piece set bonus now properly increases the duration of Supercharged Gas.
Arsenal
  • Tracer Lock now additionally increases the healing dealt by Rapid Scan by 20% per stack.
Innovative Ordnance
  • Rapid Venting now additionally reduces the heat cost of Rapid Scan by 5.
  • Speed to Burn now additionally makes Rapid Scan activate instantly after dealing damage with Mag Shot.

Smuggler
Scoundrel
  • The healing dealt by Diagnostic Scan has been increased.

Imperial Agent
Operative
  • The healing dealt by Diagnostic Scan has been increased.
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Warzone AoE Interrupt Change Feedback Thread

Originally Posted by AlexModny ( Original Post ) | 18.06.2015 09:31AM
Hello PvPers!

First, let me thank and congratulate yall on the successful PTS tests last weekend. We were blown away by how many of you showed up just to test Warzones (yes and get some coins and hunt us down :P) and it further cements the passion that this community has in our eyes. Definitely a pleasure to witness and be a part of.

Now to the nuts and bolts.

The AoE Interrupt change will not be going into Live in 3.3. We have read tons of feedback, looked at metrics, added in our own experiences and we feel that the change doesnt do enough to positively alter the gameplay in Warzones and therefore it is not worth it to go through with the change.

Despite the change, we did see an increase in stalemates on PTS but we are attributing that to the increased healer population. Typically on Live, healers make up ~20% of the queue but on PTS last weekend they made up ~27%. The ~7% increase in healer population led to increased healing, which led to more characters being alive and able to defend/attack and thus increased stalemates. We dont want to overreact to this because the makeup of the queue was not what would be considered normal but we are keeping an eye on the healing numbers in Warzones and arenas to make sure it doesnt lead to stalemated matches.

We are going to keep an eye on things and possibly in the future take another PTS-focused stab at a change to decrease stalemates in certain Warzones post-3.3. We will use the same format and wont push such a change to Live unless we are confident it is having a positive impact. Thank you again for all the feedback, discussion, your time on the PTS and dedication to PvP.

Cheers!
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KOTFE Story and Companions

Originally Posted by CharlesBoyd ( Original Post ) | 17.06.2015 01:08PM
Hey folks!

Seeing all of the discussion around our Knights of the Fallen Empire announcement has been awesome! It means a lot to the writing team to see how much y’all care about the details of the story and characters of SWTOR, and all of the insightful questions and debates that flow from that. I’m here to hopefully shed a bit of light on a few of the most common questions I’ve seen.

Up front, I think the best answer I can give to any story question is that it’s always best to wait and see how the story itself will answer it. I personally just hate giving out spoilers, so I won’t be doing that here. I promise, the main storyline of KOTFE is all about the things y’all have been asking, and October is going to be here very soon. In the meantime, though, let’s see if we can’t at least clarify a couple of things now:
  • The Outlander: your character’s past will be a key part of their identity as the Outlander moving forward. The choices you’ve made, romances you’ve pursued, your class, etc are all a part of who your character is, and those decisions will be honored in KOTFE; often in unexpected ways. How that works for characters who are created at level 60 is something we’ll dive into in the future, but we will not be setting a “canon” version of any class or world storyline. Your choices matter – that’s at the heart of our storytelling philosophy at BioWare.
  • Companions: there’s a ton of stuff going on with companions in this release, and we’re not ready to dive into most of it just yet. What I can say is that past companions will return in the story, sometimes as very critical parts of the overall story shared by all Outlanders. Which classes can recruit which characters, who can be romanced, who can you kill and who might betray you? You’ll have to play and see Finally, I’ve seen a lot of people referencing the KOTFE page’s character list as a list of companions – not everyone on that list will become a companion, and not every companion in the story is included in that list.
  • Valkorion: who is this guy? What happened to that other Emperor? Aren’t they both actually Jadus, who’s secretly Kephess, who’s actually a mutated clone of Kai Zykken created by Fez Burba for the Star Cabal’s secret war against the Shroud? OK, so I actually haven’t seen that theory, but IT’S ALL TRUE TELL EVERYONE BEFORE IT’S TOO LA----

[Charles had to take a few days off to relax, but he’ll be back in time to answer more questions at our Community Cantina event at San Diego Comic Con next month! - Musco]
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Do we get to keep our stuff? And question re crafting

Originally Posted by EricMusco ( Original Post ) | 17.06.2015 02:18PM
Quote:
Originally Posted by Minigal View Post
As a frequent cartel market user and owner of 4 Strongholds, would just like confirmation that we get to keep all our gear, outfits, credits, pets, vehicles, decorations and strongholds and other stuff after the expansion hits.

Also, I am big into crafting --its how I've made my SWTOR fortune. Will crafting remain the same after the expansion? I am confused about it due to the information on having to "find" old companions and gaining new ones.

Thanks! I'm mostly excited about the expansion, but I'm pretty attached to my characters, companions, their stuff and the in-game economy.
Yup, you absolutely get to keep your stuff! How Crafting will work is something we will talk about more down the line. Thanks.

-eric
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