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SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 02.10.2017 02:04PM
Hey folks,

Use this thread to discuss Keith's Roadmap, which you can find here. Let us know your thoughts, questions, and more.

Thanks!

-eric
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#2 SWTOR Roadmap - The Autumn Update!

Originally Posted by KeithKanneg ( Original Post ) | 29.09.2017 01:42PM
Hi all,

The final changes are done and we're prepping the Roadmap to be available in the afternoon on Monday, October 2, 2017 in English, French, and German.

I know with the last Roadmap, I gave you tidbits of information along the way, but I haven't this time as I really wanted you to experience the entire message. When you see it on Monday, it'll all make sense and I honestly can't wait to hear your feedback about what we have planned.

Have a great weekend.

---Keith
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Class Changes: Bodyguard Mercenary and Combat Medic Commando

Originally Posted by EricMusco ( Original Post ) | 27.09.2017 12:39PM
Hey folks,

Below you will find the upcoming changes to Bodyguard and Combat Medic coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Mercenary
Bodyguard
  • Healing Scan now heals for 6.45% less
  • Progressive Scan now heals for 7% less
  • The heal-over-time provided by Proactive Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Emergency Scan and Rapid Scan by Empowered Scans is now 3%
  • The healing bonus given to Kolto Missile, Kolto Pods, and Progressive Scan by Peacekeeper is now 3%
  • The critical healing bonus given by Warden is now 5%
  • Bodyguard (the passive skill) now increases the healing each charge of Kolto shell does by 3%

Commando
Combat Medic
  • Advanced Medical Probe now heals for 6.45% less
  • Successive Treatment now heals for 7% less
  • The heal-over-time provided by Preventative Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Bacta Infusion and Medical Probe by Field Medicine is now 3%
  • The healing bonus given to Kolto Bomb, Kolto Pods, and Successive Treatment by Frontline Medic is now 3%
  • The critical healing bonus given by Potent Medicine is now 5%
  • Probe Medic now increases the healing each charge of Trauma Probe does by 3%

DevNotes: The Bodyguard / Combat Medic was overperforming in HPS output, so it needed some changes to various abilities.

First, we reduced the effects of Proactive Medicine / Preventative Medicine, in addition to reducing the overall healing done by Healing Scan / Advanced Medical Probe and Progressive Scan / Successive Treatment. Finally, we reduced the healing and critical healing bonuses given to the discipline through passives, which brought the Bodyguard / Combat Medic to its target HPS.
-eric
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#2 Class Changes: Medicine Operative / Sawbones Scoundrel

Originally Posted by EricMusco ( Original Post ) | 27.09.2017 12:38PM
Hey folks,

Below you will find the upcoming changes for Medicine and Sawbones coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Operative
  • Kolto Infusion no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Curative Agent now changes Kolto Infusion back to its heal over time version, and the rest of Curative Agent's effects are unchanged
Medicine
  • Each tick of Recuperative Nanotech now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Doctor no longer affects Surgical Probe, and the critical healing bonus it grants to Kolto Injection and Kolto Infusion is now 10%, while its other effect remains unchanged
  • Medical Therapy no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Durable Meds no longer increases the healing done by each tick of Recuperative Nanotech, but still increases its duration
  • Surgical Precision no longer increases the healing done by Surgical Probe, but its other effects remain unchanged
  • The chance of getting a Tactical Advantage from a Kolto Waves, Kolto Probe, or Recuperative Nanotech tick granted by Medical Engineering is now 10%

Scoundrel
  • Kolto Pack no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Sly Surrender now changes Kolto Pack back to its heal over time version, and the rest of Sly Surrender's effects are unchanged
Sawbones
  • Each tick of Kolto Cloud now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Sawbones no longer affects Emergency Medpac, and the critical healing bonus it grants to Underworld Medicine and Kolto Pack is now 10%, while its other effect remains unchanged
  • Homegrown Pharmacology no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Puissant Poultices no longer increases the healing done by each tick of Kolto Cloud, but still increases its duration
  • Emergent Emergencies no longer increases the healing done by Emergency Medpac, but its other effects remain unchanged
  • The chance of getting an Upper Hand from a Kolto Waves, Slow-release Medpac, or Kolto Cloud tick granted by Medpac Mastery is now 10%

DevNotes: The changes made to Medicine / Sawbones bring the discipline to the target HPS while relatively improving its burst-healing capabilities. Overall, the majority of the healing reduction was aimed at the Operatives / Scoundrels heal-over-time abilities, which are usually more prone to over-heal.

The changes to Kolto Infusion / Kolto Pack and Curative Agent / Sly Surrender give the Operative / Scoundrel a quick, bursty heal in their baseline toolkit, while still allowing players who prefer a more proactive HoT-based playstyle to preserve that gameplay by taking the Curative Agent / Sly Surrender utility. On the whole, Medicine Operative / Sawbones Scoundrel HPS has been brought in line with that of Corruption Sorcerers / Seer Sages, but its baseline ability to burst heal is comparatively better than it was before these changes.


-eric
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Class Changes: Lightning Sorcerer / Telekinetics Sage

Originally Posted by EricMusco ( Original Post ) | 25.09.2017 12:45PM
Hey folks,

Below you find the Lightning and Telekinetic changes coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Sorcerer
Lightning
  • Fixed a bug where Forked Darkness and Forked Lightning's secondary attacks weren't doing 25% of the original abilitys damage
  • Reduced Reverberating Force's critical damage bonus from 10% to 5%
  • Convulsing Currents now gives Shock a 35% damage increase when the enemy is affected by Crushing Darkness, up from 20%

Sage
Telekinetics
  • Fixed a bug where Mental Momentum and Telekinetic Momentum's secondary attacks weren't doing 25% of the original abilitys damage
  • Reduced Reverberation's critical damage bonus from 10% to 5%
  • Magnifying Vibrations now gives Project a 35% damage increase when the enemy is affected by Mind Crush, up from 20%

DevNotes: To bring the Lightning Sorcerer / Telekinetics Sage to their DPS target, we reduced the critical damage bonus given from Reverberating Force / Reverberation by 5% and increased the damage dealt by Shock / Project while Crushing Darkness / Mind Crush is on the target. We also fixed a bug where the secondary attacks from Forked Darkness / Mental Momentum and Forked Lightning / Telekinetic Momentum were not properly calculating their damage. These changes leveled out their damage more consistently and brought them to their target DPS.

-eric
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Class Changes: Deception Assassin / Infiltration Shadow

Originally Posted by EricMusco ( Original Post ) | 25.09.2017 12:45PM
Hey folks,

Below you will find the planned changes for Deception and Infiltration in Game Update 5.5:
Quote:
Note: All changes below are currently in development and are subject to change before being released.

Assassin
Deception
  • Reduced the damage done by Ball Lightning by 5.15%
  • Amped Voltage no longer increases the damage of Discharge, but retains the rest of its effects
  • Dominating Slashes no longer increases the damage of Assassinate and the damage bonus it gives to Lacerate and Voltaic Slash has been reduced from 10% to 5%
  • Reduced the critical damage bonus given to Discharge and Ball Lightning by Crackling Blasts from 10% to 5%
  • Reduced the low-health damage bonus given by Sith Executioner from 5% to 3%

Shadow
Infiltration
  • Reduced the damage done by Psychokinetic Blast by 5.15%
  • Fracturing Force no longer increases the damage of Force Breach, but retains the rest of its effects
  • Prevailing Strikes no longer increases the damage of Spinning Slash Strike and the damage bonus it gives to Whirling Blow and Clairvoyant Strike has been reduced from 10% to 5%
  • Reduced the critical damage bonus given to Force Breach and Psychokinetic Blast by Deep Impact from 10% to 5%
  • Reduced the low-health damage bonus given by Judgement from 5% to 3%

DevNotes: The Deception / Infiltration discipline was overperforming, so we made multiple changes to bring their DPS down to target levels. We reduced the damage of Ball Lightning / Psychokinetic Blast in addition to changing a couple passives to reduce the damage of other abilities.

Additionally, we reduced the critical hit damage on Discharge / Force Breach and Ball Lightning / Psychokinetic Blast through a passive, and slightly reduced the magnitude of the damage bonus given when enemies are at low health. These changes put Deception / Infiltration at their DPS target.
-eric
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Swtor at NYCC this year

Originally Posted by EricMusco ( Original Post ) | 22.09.2017 01:18PM
Hey folks,

We will absolutely be in NY for another cantina this year. We announced the details last month in a blog post. You can find the details here.

-eric
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Class Changes: Annihilation Marauder / Watchman Sentinel

Originally Posted by EricMusco ( Original Post ) | 22.09.2017 01:19PM
Hey everyone,

Below you will find the changes planned for Annihilation and Watchman in Game Update 5.5:
Quote:
Note: All changes below are currently in development and are subject to change before being released.

Marauder
Annihilation
  • Reduced Deadly Saber's damage by 6%
  • Juyo Mastery now gives bleed effects an additional 1% critical hit chance per stack of Juyo Form, down from 2%,
  • The temporary bleed damage bonus applied by Annihilate due to the Devious Wounds passive has been reduced from 5% to 3%

Sentinel
Watchman
  • Reduced Overload Saber's damage by 6%
  • Juyo Mastery now gives burn effects an additional 1% critical hit chance per stack of Juyo Form, down from 2%,
  • The temporary burn damage bonus applied by Merciless Slash due to the Smoldering Burns passive has been reduced from 5% to 3%

DevNotes: The Annihilation / Watchman discipline was overperforming, so we made some changes to bring its overall DPS in line with its target. Deadly Saber / Overload Saber made up a large part of its damage, so we brought that down slightly to level its damage out with some of the disciplines other abilities, while still maintaining its place in the rotation.

Additionally, we slightly lowered the effectiveness of some other damage over time abilities through changes to a couple of passives which brought the disciplines DPS to where it needed to be.
-eric
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SWTOR Roadmap - The Autumn Update!

Originally Posted by KeithKanneg ( Original Post ) | 21.09.2017 02:02PM
Hey everyone,

I have seen quite a few questions about the status of the Roadmap, both in timing and in content. I know this is more of an announcement of an announcement, but the plan is to deliver the updated version before our October 6th SWTOR Cantina in New York. I also realize Ive been more quiet this past month, but weve been hard at work making sure we avoid the issues we had last month with Game Update 5.4.

As a result, we pushed back the release date of Game Update 5.5 to October 10, 2017, and as youll find out, we have lots of activity happening every couple weeks. In the Roadmap, I will provide you with exactly what were doing through the end of 2017 plus a glimpse of early 2018. After it's published, well make sure we are available to answer your questions, address your concerns, and offer any additional insight. For those of you participating at the Cantina, we have a fun surprise for you that well announce in an upcoming Livestream.

Talk with you soon,

---Keith
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#3 Class Changes: Rage Juggernaut / Focus Guardian

Originally Posted by EricMusco ( Original Post ) | 21.09.2017 01:33PM
Quote:
Originally Posted by Lionflash View Post
That does answer my question, thank you.

Speaking of utilities; is there anything a player can do to help with the upcoming utility changes, specifically, there are a handful of utilities which don't work correctly or not exactly as the tool tips describe...

...is there a place we can post screens or videos or anything related to our experiences with utilities? With regard to this, will 5.6 also be addressing some bug fixes? If you have that information available.
Absolutely! I would make a new thread in the bug reports forum that compiles any of those issues. I will make sure the team is aware.

-eric
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#2 Class Changes: Rage Juggernaut / Focus Guardian

Originally Posted by EricMusco ( Original Post ) | 21.09.2017 12:40PM
Quote:
Originally Posted by Lionflash View Post
Any update for when you'll start tackling utilities?

Because it sort of looks like you've started.
Good question!

Game Update 5.5 will mark the end of the primary balance changes to DPS and HPS as we outlined in the original post around balance targets. I will be posting the remaining 5.5 Class changes over the next few days (into next week).

Game Update 5.6 will be where we begin adjusting utilities. This is also where we would begin making any additional tweaks to balance as needed for Classes that are over // underperforming. Hope that answers your question.

Thanks.

-eric
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