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Utility Changes in Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 05.04.2018 01:22PM
Hey folks,

Following the damage adjustments we made last year, we have been monitoring each Class's performance to see where additional changes would be needed. Right now, we are quite close (but not perfect) on the overall damage output of each Class. One thing that has come to forefront after these changes is the lack of survivability for some of our Disciplines.

In Game Update 5.9 we are planning Utility changes which aim to address the survivability concerns for some Disciplines. Here is the detailed breakdown:

Imperial Agent
Sniper
Virulence
  • In addition to its other effects, Toxic Regulators now increases your damage reduction by 15% for 6 seconds after your Shield Probe collapses or expires
Operative
Lethality
  • In addition to its other effects, Toxic Regulators now increases your damage reduction by 15% for 6 seconds after your Shield Probe collapses or expires

Smuggler
Gunslinger
Dirty Fighting
  • In addition to its other effects, Concussion now increases your damage reduction by 15% for 6 seconds after your Defense Screen collapses or expires
Scoundrel
Ruffian
  • In addition to its other effects, Concussion now increases your damage reduction by 15% for 6 seconds after your Defense Screen collapses or expires

Sith Inquisitor
Sorcerer
Lightning
  • Convection now gives 10% damage reduction while Deionized (up from 5%)
  • Fulgurous Fortification now grants 5% damage reduction per stack (up from 3%)

Jedi Consular
Sage
Telekinetics
  • Clamoring Force now gives 10% damage reduction while Force-imbalanced (up from 5%)
  • Telekinetic Refuge now grants 5% damage reduction per stack (up from 3%)

Bounty Hunter
Mercenary
Innovative Ordnance
  • • Degauss now also grants interrupt immunity (Unshakable) for its duration
Powertech
Pyrotech
  • • Flame Suit provides 30% periodic damage reduction (up from 15%)
Trooper
Commando
Assault Specialist
  • Degauss now also grants interrupt immunity (Unshakable) for its duration
Vanguard
Plasmatech
  • Assault Frame provides 30% periodic damage reduction (up from 15%)

Sith Warrior
Juggernaut
  • Enraged Defense healing now scales better and heals for more at level 70
Rage
  • Enveloping Rage now grants 10% damage reduction (up from 5%)

Jedi Knight
Guardian
  • Focused Defense healing now scales better and heals for more at level 70
Focus
  • Protective Focus now grants 10% damage reduction (up from 5%)

Thanks everyone!

-eric
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Tank Balance Changes in Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 05.04.2018 01:35PM
Hey folks,

Let’s talk about the changes coming to Tanks in Game Update 5.9. There are two things that informed the changes you will find below. First, “skank tanks” are greatly overperforming in PvP. This is a player who is using a Tank Discipline but equipping DPS gear. Second, when comparing all tanks (regardless of gear) against the DPS targets we outlined last year, tanks are doing more damage than intended.

The summary of what we are changing in 5.9 is that tanks across the board will be doing less damage. To ensure that this doesn’t have a negative impact on their ability to tank/hold threat, we are greatly increasing their overall threat generation. This will mean that although they will commit less damage to an encounter, holding threat will not be any more difficult than it is today.

We are going to continue to monitor things beyond 5.9 and see if additional changes are needed.

-eric

Below is the detailed breakdown of changes.
Spoiler


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#3 New Augments Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 05.04.2018 08:11AM
Quote:
Originally Posted by TrixxieTriss View Post
*snip*
Are you going to change Bolster to accomodate these extra stats in REG pvp??
We are not adjusting Bolster as a part of 5.9. However, we are going to monitor power levels as players begin to get the augments and if needed, we can look at increasing Bolster in a later update.

-eric
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#2 New Augments Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 05.04.2018 08:09AM
Quote:
Originally Posted by Joonbeams View Post
This is also confusing to me too. Current schematics are BoL. It seems that these are intentionally NOT that. The question tho is, are these going to be BoP which means you MUST run the FP to get a shot at making these? Or BoE, which although weird to describe schematics, means that you will be able to post/sell/trade these, and you won't have to run the FP whatsoever?

If BoE, I suppose it will work out fine for those that don't want to run the FP (and not clear if it needs to be Master Mode either). But if it's BoP, that would really stink...
I realize the naming is confusing, since you don't actually equip the Schematic. Really, BoE means "not bound until taking a relevant action that would bind the item to you."

These Schematics are BoE, as in, if someone gets one in the Flashpoint they can sell or trade them freely. This means that the source of receiving them is only the Flashpoint but there is way more freedom to get them outside of the FP through the GTN, etc.

Hope that clears up any confusion.

-eric
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New Augments Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 04.04.2018 12:20PM
Hey folks,

One of the things we have talked about is that with the launch of Game Update 5.9, there will be a new set of Augments introduced. These Augments are primarily targeted at players who participate in the games most difficult content, Operations and Ranked Warzones. Lets talk about what they are and how you get them.

The new Augments will all be in a single tier at Item Rating 240 at Legendary quality. The stat distribution for these Augments will mirror the ones which were introduced in Game Update 5.6 (with the Copero Flashpoint).

To craft these Augments will require the same materials as those introduced in Game Update 5.6, but at higher quantities. As a reminder those materials can be found in Command Crates, from Master Mode Operation bosses, and from Ranked PvP Missions. We are also going to add crafting boxes with those materials to Conquests. Medium Yield planets will have a small crafting box and Large Yield Planets will have a large crafting box.

The Schematics to learn these new Augments will not be taught from a trainer. They will be Bind on Equip drops from the new Flashpoint in 5.9. In Master Mode. every boss has a chance to drop a Schematic and the final boss is guaranteed to drop one. Every enemy throughout the Flashpoint has a very low chance to drop one as well.

That is the breakdown of what you can expect of the new Augments, coming in Game Update 5.9. Thanks everyone, let us know if you have any questions.

-eric
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Cartel Event NO direct decorations what a ....missed opportunity

Originally Posted by EricMusco ( Original Post ) | 03.04.2018 09:42AM
Hey folks,

We definitely share your interest in getting more decos on the CM! I will spare you the details but simply put, most decos weren't originally built in a way that we can easily place them on the market. It is our goal to have all CM decos be available on the market in some form (whether individually or in a bundle) at some point in the future. Hopefully sooner than later, we just couldn't get them ready in time for this sale.

Thanks everyone.

-eric
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Musco, CXP drop rate changed in 5.8?

Originally Posted by EricMusco ( Original Post ) | 02.04.2018 01:19PM
Quote:
Originally Posted by TrixxieTriss View Post
*snip*

So whats happened Eric? Have you guys nerfed it during the 5.8 patch or am I the most unlucky RNG player in this game
Hey TrixxieTriss,

Triple checked with the team, no changes have been made to drop rates in Command Crates. Hopefully your luck changes!

-eric
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#3 Conquest Changes in Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 30.03.2018 01:08PM
Quote:
Originally Posted by HKtheindomitable View Post
Thank you for the clarity on that.

Query: Why are Daily Repeatables once per day, per *legacy*, rather than per toon?

The reason I ask, is because it makes sense for the one-time to be per legacy. But the daily does not. Even if it were restricted to five or ten toons, it would still make more sense than Legacy only. And this is what we have the hardest time understanding.
Good question, let me try to lend some clarity to that question. The pre-5.8 Conquest system worked almost identically in this regard. Objectives were either infinitely repeatable, or you could only complete them one time per Legacy. The only "restriction" change that happened with 5.8 is we added Daily Objectives, and then shuffled around what Objectives fell into what category. Technically, the system is either infinite, or by Legacy, there isn't actually a "by character" component to Objectives. Which may seem strange since Conquest points are tracked by character, but Objectives are all Legacy based.

Now, this could mean that when we reshuffled, we ended up with too many Objectives which had Legacy restrictions. That would hamper the viability of alts which definitely seems to be the feedback we are hearing. We can continue to address that by adding more Objectives which can be infinitely repeated. This would directly mirror the alt viability of the pre-5.8 system, which was separated only by repeatable and once per Legacy.

I think what is most helpful for us (and many of you on the forums have been doing this) is providing specifically what you felt you could do on alts previously, that you can't do now. This way we can look at the areas where you feel the changes are impacting your daily play and ability to play multiple characters.

My post ended up longer than I planned, but hopefully that adds some clarity.

-eric
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#2 Conquest Changes in Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 30.03.2018 11:08AM
Quote:
Originally Posted by curulz View Post
are the repeatable and daily repeatable objectives per toon? or per legacy?
The Conquest system is based around Legacy, so it looks like this:
  • Repeatable - Infinitely repeatable on anyone
  • Daily Repeatable - Once per day, per Legacy
  • One-time - Can be completed one time, per Legacy, per Conquest
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Conquest Changes in Game Update 5.9

Originally Posted by EricMusco ( Original Post ) | 30.03.2018 10:50AM
Hey folks,

With the 5.8a Conquest changes out the door, lets talk about what we have planned for 5.9. We hope to address concerns over the viability of completing Conquests on alts, points for crafting, and ability to run Operations more frequently. We are going to address this through a few different changes:
  • Increasing points gains for Objectives for repeatable and daily repeatable Objectives.
  • An additional buff for GSF, Warzone, and Flashpoint Participation Objectives.
    • The Play a Flashpoint Objective is being changed to Play a Flashpoint or Uprising.
  • The Kill X Enemies Daily Objective will now be split into three Objectives. Kill 50 / 100 / 150. Additionally, progress on this Objective will not reset everyday (if you killed 40 enemies, it wont reset back to 0).
  • We are going to introduce a new repeatable Daily Objective for completing 3 and 5 Activity Finder Activities (FP, Op, WZ, GSF, Uprising).
  • We are introducing a new Daily Repeatable Objective to Defeat the Final Boss in an Operation.
  • We are introducing a new repeatable Objective for Craft 50 items."
    • This Objective gives another path for crafters to earn points and is also a mechanism for characters of any level to participate. We will monitor the number of items required to craft closely and will make changes in the future if it is too high, or too low.

The goal of these changes is that if you complete the bigger value one-time Objectives on a given character, you have a lot more ability to earn points via repeatable Objectives. Not only are there more Objectives to work towards, they are worth more points as well. One of our goals is to encourage that you play multiple types of content and so that will always remain the most optimal path to Conquest points. However, these changes will allow a player to more easily get their Conquest points even if they just play one type of content on repeat.

As always, keep your feedback coming! We will continue to monitor the state of Conquests and make changes as needed. Thanks everyone.

-eric

Detailed breakdown of changes:
Spoiler
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So....... the new augments

Originally Posted by EricMusco ( Original Post ) | 28.03.2018 03:21PM
Quote:
Originally Posted by Sattee View Post
When will we start getting info about this?

I know yall are wrapped around discussing conquest, but that's your own fault. Shouldn't of "fixed" something that wasn't broken, and was perfectly fine. I don't really care about conquest, not my cup of tea, but I do want to know about the new augments. Any timeline on when you guys will start giving us details about them?
For both Augments and the Class changes coming in 5.9, those posts are in the works right now. My goal is to have both of them out next week.

-eric
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