Willkommen auf Tulak Hord, wer noch Chars in den T3-M4 Gilden hat, kann diese jetzt wieder in unsere VC Gilden holen.

SWTOR: Star Wars™: The Old Republic™ - Roadmap 2017

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    • Nächste Klassenänderungsinfos , diesmal für die DoT Kommandos / Söldner :

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



      Mercenary

      Innovative Ordnance

      • Reduced the critical damage bonus given by Ordnance Expert from 30% to 15%
      • Reduced the burn damage of Incendiary Missile by 10%
      • Reduced the bleed damage of Serrated Shot by 12%


      Commando
      Assault Specialist

      • Reduced the critical damage bonus given by Assault Trooper from 30% to 15%
      • Reduced the burn damage of Incendiary Round by 10%
      • Reduced the bleed damage of Serrated Bolt by 12%

      DevNotes: We adjusted Ordnance Expert / Assault Trooper to reduce the burst damage potential of the discipline, which also lowered its
      overall DPS. However, that change alone was not enough to bring the discipline down to its target DPS, so we reduced the periodic damage of
      two key abilities as well. The cumulative effect of these changes is that both the burst damage potential and sustained damage potential for
      Innovative Ordnance Mercenaries / Assault Specialist Commandos have been reduced by a fair amount to bring them down to their target DPS.


      Quelle
    • Taraq schrieb:

      der Arsenal ist um so vieles einfach auch mit Ress Managment und das bei ungefähr gleicher DPS
      Die beiden Speccs sind aber auch in 2 verschiedenen Kategorien , während Arsenal mehr der Burst Specc ist , ist der DoT Specc mehr der gleichmässige Schadenstyp.

      Das die beiden Speccs unterschiedliche Schwierigkeitsgrada haben , fand ich bisher nie so schlimm , wobei ich seit 2.x schon nicht mehr Arsenal wirklich spiele und den DoT Specc bevorzuge, auch weil ihn nicht jeder gespielt hat und ich ehrlich gesagt mit dem Specc weitaus besser klarkam.

      Ich finde es schade das sie jetzt erst mal generell die Nerfkeule schwingen , statt die unterperformenden Klassen auf par zu bringen , mit den überperformenden , nur weil deren "Metrics" sagen das die Ziel DPS zu hoch ist , letztendlich leiden wieder mal die noch verbliebenden Raider dadrunter und haben es im Endeffekt noch schwerer ordentliche Gruppen zu finden.
    • Nächste Klassenänderungsinfos , diesmal für die Scharfschützen/ Revolverhelden ( Engineering and Saboteur) :

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


      Sniper
      Engineering
      • Reduced the damage of Plasma Probe by approximately 10% and reduced the effectiveness of its slowing effect to 50% (down from 70%)
      • Reduced Cluster Bombs given by Imperial Methodology from 2 to 1
      • Increased energy generation on exploding Cluster Bombs given by Imperial Methodology from 5 to 6
      • Reduced Electrified Railgun damage by 20%
      • Added Takedown to Electrified Blast, yielding an Electrified Railgun stack from using Takedown



      Gunslinger
      Saboteur
      • Reduced the damage of Incendiary Grenade by approximately 10% and reduced the effectiveness of its slowing effect to 50% (down from 70%)
      • Reduced Contingency Charges given by Insurrection from 2 to 1
      • Increased energy generation on exploding Contingency Charges given by Insurrection from 5 to 6
      • Reduced Blazing Speed damage by 20%
      • Added Quickdraw to Hot Shot, yielding a Blazing Speed stack from using Quickdraw


      DevNotes: To bring the Engineering / Saboteur discipline down to its DPS target, we made several changes. We changed skills that affect Cluster Bombs / Contingency Charges to both reduce damage output and overall energy regeneration slightly, because we found Engineering / Saboteur was swimming in too much energy and dealing more damage than intended. But those changes weren’t enough to bring them all the way down to their DPS target, so we also reduced the damage dealt by Electrified Railgun /Blazing Speed and Plasma Probe / Incendiary Grenade to finish the job.


      We didn’t like that Engineering / Saboteur players might sometimes need to choose between using Takedown / Quickdraw to deal damage or Snipe and Fragmentation Grenade / Charged Burst and Thermal Grenade to keep Electrified Railgun / Blazing Speed rolling on their target, so we added Takedown / Quickdraw to the list of abilities that can apply and refresh Electrified Railgun / Blazing Speed.


      There are also two more changes we’ve made not related to damage that affect Engineering Snipers / Saboteur Gunslingers. The first is shown in the notes above, where we reduced the effectiveness of Plasma Probe’s / Incendiary Grenade’s slowing effect because it now has an 8 meter
      radius (up from 5 meters prior to 5.0). We gave it a larger radius in 5.0 because it deals its damage over time, making it easier to avoid
      than other area of effect attacks like Death Field / Force in Balance and Smash / Force Sweep which deal their damage instantly and only have 5
      meter radii. But with the new, larger radius for Plasma Probe /Incendiary Grenade, the old 70% slow turned out to be too strong, so we
      are toning it down in the 5.3 update.


      The second change isn’t listed in the notes above because it isn’t a change specific to Engineering / Saboteur. It’s not even a change that
      has any effect on PvE. For a very long time now, single-target damage over time effects have not interrupted characters from capturing PvP
      objectives, largely because if they did it would make capturing PvP objectives extremely difficult (nigh impossible, some might say). But
      until now, that hasn’t prevented all of the area of effect damage over time abilities in the game from interrupting a character who is trying
      to capture a PvP objective. In 5.3, this will be changing: all AoE DoT abilities, including Plasma Probe / Incendiary Grenade, will be joining
      Toxic Haze / Bushwhack as abilities that do not interrupt a character who is in the process of capturing a PvP objective.


      This change is intended to make it easier for attacking teams to capture PvP objectives and reduce the frequency of stalemates in certain PvP
      Warzones. It is a small change, and it affects few abilities. For example, abilities like Death from Above / Mortar Volley and Suppressive
      Fire / Sweeping Gunfire which require a character to actively maintain a channel and are not considered “damage over time” effects in SWTOR will still interrupt an enemy character who is trying to capture a PvP objective.




      Quelle
    • Infoschnipsel zum 5.3 Patch , der nächste Woche live gehen soll :

      EricMusco schrieb:

      MAN, what A great question. Let me see if I can get you AN answer to that :rak_03:.


      For starters, with 5.3 you can now have an additional Stronghold unlocked (up to a max of 6). Next, pricing:
      • Stronghold unlock: 2,500 CC or 2,500,000 Credits
      • Room 1 - Interior Expansion: 1,400 CC or 2,000,000 Credits
      • Room 2 - Rooftop Garden: 800 CC or 975,000 Credits
      • Room 3 - Deepwater Sanctuary (South): 1,150 CC or 1,450,000 Credits
      • Room 4 - Deepwater Sanctuary (North): 1,150 CC or 1,450,000 Credits


      Quelle
    • Ansichtssache , ich persönlich habe alle meine Festungen mit Credits freigeschaltet , auch weil ich BW nicht noch Kohle für Kartellmünzen in den Hals stecken möchte und die freien nutze ich für günstigere Sachen , wie Angebote und Freischaltungen für Sachen die mir gefallen.

      Aber ich habe auch nie wirklich mit dem Gedanken gespielt auf einen anderen Server zu wechseln , daher juckt mich das nicht sonderlich und ich hoffe , das dass Problem gelöst wird , bevor BW Zwangstransfers durchführt , womit ich durchaus rechne , das sie kommen werden.
    • Sie gefielen mir mal ein bisschen, bevor BW die glorreiche Idee hatte , die Haken sinnloserweise fast zu verdoppeln und wenn man Eroberungen gemacht hatte , man mehr oder weniger gezwungen war , alles vollzuballern und speziell bei der Yavin Festung , war das ganze kein besonderer Spass ;) .

      Jeder der das SWG Housing kennt , dürfte auch mit diesem System nicht gänzlich zufrieden sein , daher kam mir das ganze immer nur etwas halbbacken vor , hätte man mehr draus machen können , genau wie es auch mit GSF ist.
    • Hier mal ein Post , mit Gründen , warum sie die Klassenänderungen so gemacht haben, wie sie es nächste Woche machen wollen :


      EricMusco schrieb:

      Hey folks,


      One of the topics we have seen come up a bit in the past couple of weeks is all of your feedback regarding Class changes and what is happening with it. We understand we have not kept you updated on the threads where we posted the Class changes so we want to talk through what happens next and how we will use your feedback.


      For a multitude of reasons, Class balance is one of the most challenging communication topics. We dislike having to nerf a Class as much as you do, but sometimes we have to do it for the overall health of our game (as we talked about in our "How Class Balance Happens” thread). We understand that no one ever likes to see the effectiveness of their Class reduced. It can change the way you play, take enjoyment out of playing that Class, and make you feel slighted if you believe the changes happened because of another type of gameplay (PvE or PvP) which you don't even participate in. We are very sensitive to all of these things.


      We knew Class changes were a top priority, so we provided insight about how we intended to balance all Classes ahead of next week’s patch. Since we took so long to make changes after the release of KOTET (5.0), we had quite a few big changes to make, and that’s what you’ve been reading the last few weeks. It is going to be rough for some Disciplines as they are way over target, but it is important that we bring them in line. Additionally, we may have missed the mark with some of the changes and if we went too far or not far enough, you can expect to see additional adjustments in the future. Going forward, it is our intent to stay on top of Class balance so changes will be less severe/sweeping than they are in 5.3 and the upcoming 5.4 patch in August.


      Let's get a little more specific! The following list is not comprehensive, but here is some of the key feedback we have read coming out of the Class change posts:
      • Arsenal/Gunnery needed survivability/utility nerfs, not DPS - As we said in the balance thread, we want to get damage targets in line first before we touch too much utility. They did get a slight nerf to survivability in 5.3, and we will monitor both their damage and ability to stay alive going forward.
      • Corruption/Seer nerfs went too far and may also negatively impact DPS - Admittedly those two Disciplines were substantially overperforming and will receive the most significant nerfs in 5.3. But, we will watch their performance closely and make changes if we’ve gone too far. The same is true of the impact on "Sorc/Sage bubble" for DPS. We’ll change it or give them other defensive options to compensate if needed.
      • Madness/Balance buffs are nice but they are still Force negative! - Beyond the changes already listed, they are receiving a buff to their Force regeneration to no longer be rotationally negative. We have doubled the effect of Sith Efficacy / Psychic Barrier so that each channel of Force Lightning / Telekinetic Throw will restore 8% of total Force (minus the cost). To be clear, that’s a net of +3 per tick of damage or +12 total Force per channel, not including the ongoing passive Force regeneration that also occurs during the channel.



      When we start talking about 5.4 changes, we will work to do better in keeping the conversation alive around Class balance. This way we can make sure everyone has a clear understanding of all concerns/feedback going into the update.


      Thanks everyone!


      -eric



      Quelle