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Game Update 4.5: Mandalore's Revenge Patch Notes

Originally Posted by swtor.com ( Original Post ) | 06.01.2016

Highlights

Chapter XIV: Mandalore’s Revenge! Join forces with Shae Vizla and a fearsome Mandalorian army in a heated battle to unlock the secrets of the Eternal Fleet. Players subscribed on June 1st have immediate access to this new Chapter, and it will be available for all other Subscribers on June 3rd.
New Alliance Alert: The Last of His Kind! Talz mercenary Broonmark has been hunting a Wookiee diplomat on Alderaan. Will you sway him to join your Alliance or put an end to his murderous ways for good?
Bounty Contract Week Returns! Hunt wanted criminals in this returning event. The event begins June 14th at 04:00 PST/12:00 GMT and ends June 21st at 04:00 PST/12:00 GMT.

Originally Posted by swtor.com ( Original Post ) | 06.01.2016

Highlights

Chapter XIV: Mandalore’s Revenge! Join forces with Shae Vizla and a fearsome Mandalorian army in a heated battle to unlock the secrets of the Eternal Fleet. Players subscribed on June 1st have immediate access to this new Chapter, and it will be available for all other Subscribers on June 3rd.
New Alliance Alert: The Last of His Kind! Talz mercenary Broonmark has been hunting a Wookiee diplomat on Alderaan. Will you sway him to join your Alliance or put an end to his murderous ways for good?
Bounty Contract Week Returns! Hunt wanted criminals in this returning event. The event begins June 14th at 04:00 PST/12:00 GMT and ends June 21st at 04:00 PST/12:00 GMT.

General

  • Fixed a bug that caused players to be unable to remove Modifications from equipment.
  • The weapons awarded at the end of Chapter XII now have Weapon Tuning slots.
  • Fixed an issue where Smugglers and Bounty Hunters were not getting credit for completing Act 3 if certain conversation choices were made during the final Missions.
  • New Legacy Perk: Legacy Cargo Hold! Unlocks a Legacy cargo hold on your personal ship.
  • New Legacy Perk: Item Modification Station! Unlocks an Item Modification Station on your personal ship.
  • Legacy Cargo Hold: An additional storage tab may now be purchased for the Legacy Cargo Hold.
  • Numerous Item Modification Stations have been added to both the Imperial and Republic Fleets.
  • A Quick Travel point has been added to the Cartel Bazaar on both the Imperial and Republic Fleets.

Cartel Market

  • Companion Customizations for Companions obtained via Cartel Packs can now be purchased from the new vendor Tsorkeg in the Cartel Bazaar on both the Imperial and Republic Fleets.
  • The Appearance Options: Human Hairstyles 1 bundle now unlocks Hairstyle options for Cyborg, Chiss, Mirialan, Sith and Miraluka species in addition to Humans. Additionally, these hairstyles that were previously only available to humans to purchase at Appearance Modification stations may now be purchased by Cyborg, Chiss, Mirialan, Sith and Miraluka species.
  • The Appearance Options: Human Hair Colors 1 bundle now unlocks Hair Color options for Cyborgs in addition to Humans.
  • New Togruta customization options have been added! These are available to all players via Character Select or Appearance Modification Stations.

Classes + Combat

Jedi Consular
Sage

  • Benevolence now has a base cost of 70 Force (up from 55 Force) and heals for slightly more (.49%).
  • Rejuvenate now has a base cost of 40 Force (up from 30 Force) and heals for a bit more (4.94% for the instant heal, and 3.70% for the heal over time.).
  • Force Armor now has a base cost of 45 Force (up from 35 Force) and absorbs slightly more damage (1.43%).

Seer
Designer Note: Seer Sages are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Seer Sage to better fit alongside other healing disciplines and combat encounters witnessed in game.

Some may wonder why we did not just increase the healing capabilities of the other healing disciplines in the game to match that of the Seer Sage. In this instance, we could not do that because all of the combat math for the game (both PvE and PvP) is balanced around the current healing capabilities of the other healing disciplines. So if we were to increase the healing capabilities of the other healing disciplines to match the healing capabilities of the Seer Sage, then healing would be more effective than intended, which would cause problems in both PvE and PvP.

We decided to increase Force costs and slightly improve the strength of individual healing abilities in this balancing initiative to prevent Seer Sages from feeling impotent following these changes. Burst healing should feel like what is on Live, yet the sustained healing experience will be notably decreased. This design lowers the average healing output of the Seer Sage to better match other healing disciplines while still allowing the Sage’s individual heals to make an impact.

  • Deliverance now has a base cost of 45 Force (up from 37) and heals for a bit more (3.25%).
  • Healing Trance now has a base cost of 60 Force (up from 48) and heals for a bit more (4.04%).
  • Salvation now has a base cost of 75 Force (up from 60).
  • Wandering Mend now has a base cost of 65 Force (up from 50) and heals for slightly more (1.28%).
  • The healing done by Renewal has been increased (by 3.70%) to match the healing done by the heal over time portion of Rejuvenate.
  • Clairvoyance now increases your bonus healing by 3% (down from 5%)

Balance

  • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).Designer Note: Force in Balance’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.
  • Focused Insight now increases the life redistributed by Weaken Mind and Sever Force by 10% (down from 25%).Designer Note: Balance Sage self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life redistributed by Weaken Mind and Sever Force to better match the self-preservation of similar disciplines.
  • Fixed an issue where Mind’s Eye allowed one Sage's Weaken Mind effect to cause any Sage's Force Serenity damage to be increased on that target.

Shadow
Serenity

  • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).

Sith Inquisitor
Sorcerer

  • Dark Heal now has a base cost of 70 Force (up from 55 Force) and heals for slightly more (.49%).
  • Resurgence now has a base cost of 40 Force (up from 30 Force) and heals for a bit more (4.94% for the instant heal, and 3.70% for the heal over time.).
  • Static Barrier now has a base cost of 45 Force (up from 35 Force) and absorbs slightly more damage (1.43%).

Corruption
Designer Note: Corruption Sorcerers are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Corruption Sorcerer to better fit alongside other healing disciplines and combat encounters witnessed in game.
Some may wonder why we did not just increase the healing capabilities of the other healing disciplines in the game to match that of the Corruption Sorcerer. In this instance, we could not do that because all of the combat math for the game (both PvE and PvP) is balanced around the current healing capabilities of the other healing disciplines. So if we were to increase the healing capabilities of the other healing disciplines to match the healing capabilities of the Corruption Sorcerer, then healing would be more effective than intended, which would cause problems in both PvE and PvP.
We decided to increase Force costs and slightly improve the strength of individual healing abilities in this balancing initiative to prevent Corruption Sorcerers from feeling impotent following these changes. Burst healing should feel like what is on Live, yet the sustained healing experience will be notably decreased. This design lowers the average healing output of the Corruption Sorcerer to better match other healing disciplines while still allowing the Sorcerer’s individual heals to make an impact.

  • Dark Infusion now has a base cost of 45 Force (up from 37) and heals for a bit more (3.25%).
  • Innervate now has a base cost of 60 Force (up from 48) and heals for a bit more (4.04%).
  • Revivification now has a base cost of 75 Force (up from 60).
  • Roaming Mend now has a base cost of 65 Force (up from 50) and heals for slightly more (1.28%).
  • The healing done by Renewal has been increased (by 3.70%) to match the healing done by the heal over time portion of Resurgence.
  • Penetrating Darkness now increases your bonus healing by 3% (down from 5%)

Madness

  • The radius of Death Field has been reduced to 5 meters (down from 8 meters). Designer Note: Death Field’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.
  • Parasitism now causes Affliction and Creeping Terror to heal you for 10% of the damage they deal (down from 25%). Designer Note: Madness Sorcerer self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life stolen by Affliction and Creeping Terror to better match the self-preservation of similar disciplines.
  • Fixed an issue where Devour allowed one Sorcerer's Affliction effect to cause any Sorcerer's Force Leech damage to be increased on that target.

Assassin
Hatred

  • The radius of Death Field has been reduced to 5 meters (down from 8 meters).

Trooper

  • Explosive Round now has a base range of 10 meters (down from 30 meters).
  • High Impact Bolt now has a base range of 10 meters (down from 30 meters).

Vanguard
Designer Note: Vanguard ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Vanguards are melee assault specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Explosive Round and High Impact Bolt, we place the Vanguard’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Commandos maintain their 30-meter range through our reintroduction of “Mass Accelerator.”

  • Entangling Tools now reduces the movement speed of targets affected by Tactical Surge, Ion Pulse, and Explosive Surge for 3 seconds (down from 6 seconds). Designer Note: The Vanguard’s suppressive potential is currently a little too impressive with the Entangling Tools Utility. In its current iteration, players fleeing from Vanguards are far too susceptible to suffering a perpetual state of reduced movement under the effects of Entangling Tools. To better the player experience and balance Vanguard target control potential, we have reduced the duration of movement speed reduction provided by Entangling Tools.
  • Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon. Designer Note: Vanguard survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Guard Cannon to bring the class more in line with the other tank classes.

Commando

  • Mass Accelerator has returned in a new form: Increases the range of Explosive Round and High Impact Bolt by 20 meters. Acquired as a level 10 passive ability. Designer Note: Mass Accelerator has returned, granting Commandos a range boost alongside the new Explosive Round and High Impact Bolt maximum range changes to maintain their current range on Live. This additional passive preserves the Commando’s design as a ranged specialist on the battlefield.

Bounty Hunter

  • Missile Blast now has a base range of 10 meters (down from 30 meters).
  • Rail Shot now has a base range of 10 meters (down from 30 meters).

Powertech
Designer Note: Powertech ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Powertechs are melee onslaught specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Missile Blast and Rail Shot, we place the Powertech’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Mercenaries maintain their 30-meter range through our reintroduction of “Propulsion Systems.”

  • Suppressive Tools now reduces the movement speed of targets affected by Magnetic Blast, Flame Burst, and Flame Sweep for 3 seconds (down from 6 seconds). Designer Note: The Powertech’s suppressive potential is currently a little too impressive with the Suppressive Tools Utility. In its current iteration, players fleeing from Powertechs are far too susceptible to suffering a perpetual state of reduced movement under the effects of Suppressive Tools. To better the player experience and balance Powertech target control potential, we have reduced the duration of movement speed reduction provided by Suppressive Tools.
  • Shield Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon. Designer Note: Powertech survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Shield Cannon to bring the class more in line with the other tank classes.

Mercenary

  • Propulsion Systems has returned in a new form: Increases the range of Missile Blast and Rail Shot by 20 meters. Acquired as a level 10 passive ability. Designer Note: Propulsion Systems has returned, granting Mercenaries a range boost alongside the new Missile Blast and Rail Shot maximum range changes to maintain their current range. This additional passive preserves the Mercenary’s design as a ranged specialist on the battlefield.

Flashpoints + Operations

Dread Fortress

  • Fixed an issue where the Hands of Brontes would occasionally spawn at full health in later phases of the encounter.

Items + Economy

  • Fixed an issue that caused weapon effects to go missing from the Volatile Derelict Saberstaff after using an Ability.

Warzones

  • Players are no longer able to get on top of the center turret in the Alderaan Civil War Warzone.
  • Warzone Bolster no longer looks for Augments in the wrong slot on Weapons, resulting in Bolster’s effect being returned to normal.
About the Author
Hayward
Author: Hayward
Hayward founded TORCommunity in 2008 the day after SWTOR was announced. Engineer by day, software dev by night, he does his best to keep the site up to date.