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SWTOR: Utility Changes coming in GU 5.6

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    • SWTOR: Utility Changes coming in GU 5.6

      EricMusco schrieb:

      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 Sniper’s 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 didn’t 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 Mercenary’s 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 Missile’s burn and Serrated Shot’s 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 caster’s 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 anyone’s Static Barrier

      DevNotes: The Lightning discipline was weak on defensive utilities, so we added 5% damage reduction for Lightning Sorcerers while Deionized by anyone’s 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 wasn’t 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 caster’s 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 utility’s 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 Juggernaut’s 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 Vengeance’s 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 couldn’t, 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, Carnage’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Carnage’s DPS to our target.







      Thanks!


      -eric




      Quelle
    • 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 Gunslinger’s 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 didn’t 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 Commando’s 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 Round’s burn and Serrated Bolt’s 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 caster’s 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 anyone’s Force Armor

      DevNotes:
      The Telekinetics discipline was weak on defensive utilities, so we
      added 5% damage reduction for Lightning Sorcerers while Deionized by
      anyone’s 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 wasn’t 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 caster’s 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 utility’s 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 Guardian’s 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 Vigilance’s 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 couldn’t, 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, Combat’s target DPS has always been calculated without “clipping” in mind, so this change should effectively normalize Combat’s DPS to our target.
    • Afiekoenei Iopeacafin schrieb:

      EricMusco schrieb:

      ...


      Innovative Ordnance
      [list]Fusion Missile and Explosive Dart now spread both Incendiary Missile’s burn and Serrated Shot’s bleed effects[/list]
      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.....




      Quelle
      Nach knapp 6 Jahren eindlich mal eine kleine verbesserung für den DoT Spread :)