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#2 Maintenance: October 31st, 2017

Originally Posted by EricMusco ( Original Post ) | 30.10.2017 02:14PM
Quote:
Originally Posted by DarthBatemanJ View Post
Lord Ptach your humble servant beseeches thee to grant a glimpse of the future with your wise and all powerful words
This is pretty amazing^

I am going to work on getting them published shortly (small patch, only a few notes). Should be up in the next 30-45 minutes.

-eric
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#3 List of Scheduled Maintenance - November

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 02:31PM
Quote:
Originally Posted by KeithKanneg View Post
I'll discuss with the Dev and Ops teams and see if we can deploy on Tuesday the October 31st. We'll get back to you.

---Keith
We are going to be doing the maintenance on the 31st to coincide with our standard Tuesday scheduling. However, we are sensitive to the various holidays around the globe in that timeframe. We will do our best to get through maintenance quickly so everyone can get back to gaming. Maintenance messaging is going up now with details.

-eric
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Maintenance: October 31st, 2017

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 02:29PM
Hey everyone!

We will be taking the servers offline on Tuesday, October 31st in order to apply Game Update 5.5a. The website will also be unavailable during this time.

Details:
DATE: 31 October 2017
TIME: 6:00AM - 9:00AM PDT (1300 - 1600 UTC)
VERSION: 5.5a

Patch Notes will be available on Monday, here.

Thank you for your patience as we maintain Star Wars: The Old Republic!

-eric
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Utility Changes coming in GU 5.6

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 01:31PM
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 Snipers 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 didnt 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 Mercenarys 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 Missiles burn and Serrated Shots 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 casters 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 anyones Static Barrier
DevNotes: The Lightning discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyones 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 wasnt 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 casters 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 utilitys 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 Juggernauts 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 Vengeances 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 couldnt, 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, Carnages target DPS has always been calculated without clipping in mind, so this change should effectively normalize Carnages 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 Gunslingers 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 didnt 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 Commandos 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 Rounds burn and Serrated Bolts 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 casters 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 anyones Force Armor
DevNotes: The Telekinetics discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyones 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 wasnt 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 casters 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 utilitys 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 Guardians 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 Vigilances 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 couldnt, 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, Combats target DPS has always been calculated without clipping in mind, so this change should effectively normalize Combats DPS to our target.

Thanks!

-eric
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#17 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 01:30PM
Quote:
Originally Posted by BenKatarn View Post
Good to know, but what about creating new characters on other servers? Will that still be possible even though the game is registering I have too many characters on a different one? Likewise, will the total global amount of characters you can have (which I think is current 390) be affected in any way?
One servers cap does not affect another, so you would be fine there. Let me look into the global cap though.

-eric
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#16 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 01:14PM
Quote:
Originally Posted by BenKatarn View Post
Question:

I'm a subscriber who currently has 52 character slots. After United Forces goes live and the 3 German servers get unified, I will have 156/52 characters. Would anything break if I bought additional character slots after the server maximum was increased to 100? Would I even be able to redeem the tokens while on a server with character overflow?
Ok, good question! Let me try to break it down.

So today, you have 52/52 characters across three servers. When you are on your new server you will have 156 characters and 64 slots (since you will get 12 more from us). You will be able to access all 156, but you cannot create a new character. You can still choose to purchase up to 36 more slots to put you at the new maximum of 100. However, even at this point you cannot create a new character until your total characters is below your total character slots (so 99/100 if you purchase all the slots).

Hope that makes sense!

-eric
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#15 SWTOR Autumn Roadmap 2017

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 12:55PM
Hey folks,

One of the questions that has come up regarding United Forces is character slots and what will be happening for everyone. After the update, it is possible that a player could have more characters than they have slots currently. For subscribers they will still be able to play all of their characters (even if they go over their slots) but they cant make any new characters. We wanted to do our best to alleviate some of the issues for not only subscribers, but F2P and preferred status players as well. Here is what you can expect to see changed on November 8 alongside United Forces:
  • F2P players will have a default of 4 characters per server (up from 2)
  • Preferred players will have a default of 12 characters per server(up from 6)
  • Subscribers will have a default of 24 characters per server (up from 12)
  • The maximum character slots per server has been increased to 100 (up from 52)

These new slot numbers are separate from any character slots which you have purchased. For subs, we are basically adding 12 character slots per server to your account (by making the new default 24 instead of 12). Ex:
  • Today, you are a subscriber who has never bought any character slots, you have 12 character slots per server. After the update on 11/8 you will have 24 slots per server.
  • Today, you are a subscriber who has purchased 30 additional character slots, meaning you have 42 per server (12 default + 30 purchased). After the update you will have 54 (24 new default + 30 purchased slots)

This should give a bit of breathing room for players, especially if they played on more than one server which will be brought into a new server on 11/8.

Thanks everyone.

-eric
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#2 Crash

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 08:20AM
Issue resolved! Thanks everyone.

-eric
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Crash

Originally Posted by EricMusco ( Original Post ) | 27.10.2017 08:05AM
Hey folks,

I am passing the reports onto the team to see what is up. I will pass on more info as I have it.

-eric
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#6 Maintenance: October 24th, 2017

Originally Posted by EricMusco ( Original Post ) | 26.10.2017 01:33PM
Hey folks,

As many of you know, on Tuesday Keith explained that in preparation for United Forces we moved all current west coast servers into our Virginia data center. Heres some of the key questions we have received about the North American datacenter change:

Why not communicate this ahead of time?
We made the decision to not communicate this information ahead of time because we wanted you to have the ability to immediately login and determine the impact to your gameplay experience. This meant we could quickly start gathering feedback on what you were seeing in-game (more on this in the next question). However, we have seen posts from players who made specific decisions based on location (such as character transfers) and we will be in touch with them to discuss. To ensure there is no confusion about this update in-game, we adjusted the server selection screen to reflect that all NA servers are on the east coast.

My ping has gone up since the change and it is affecting my gameplay, what options do I have?
Please continue to report it! As Keith mentioned in his forum post this is something we are actively tracking and working with our network partners to address where possible. We will be working through this especially over the next two weeks as we ramp up to United Forces.

Could there be one data center in the Central US so that pings are more even for each coast?
Creating an entirely new datacenter is a daunting task, even above and beyond the substantial changes we have already made this year. This just isnt something that was viable in the scope of the changes we made for United Forces.

Since all of NA is in one datacenter, shouldnt we just have one server?
Moving all of NA together would create a very heavily populated server. This would introduce several challenges: 1) Players would likely experience queues accessing the server and 2) It would increase the chances for server instability and downtime. There are also a variety of other issues, but a key concern was combining all of North America would result in substantially more character name collisions.

We hope this answers some of your questions and lets you know whats going to happen over the next couple weeks. Please remember, on November 8th we will move all players to their new servers during an extended maintenance (currently looking like 12 hours). We are also discussing starting a few hours earlier than usual (e.g., 2 or 3am CT), but will let you know a few days beforehand.

Thanks everyone.

-eric
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