Alles anzeigenHey 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
SWTOR: 5.9 Utility / Tank / Marauder / Sentinel Changes
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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.
Assassin
Darkness- Dark Charge’s threat generation bonus has been increased from 100% to 150%
- Dark Charge’s internal damage has been reduced by 50%
- The damage bonus given to Shock from Electrify has been reduced from 25% to 20%
- The damage bonus given to Depredating Volts from Harnessed Darkness per stack has been reduced from 25% to 15%
- The Wither and Discharge damage bonus given from Mounting Darkness has been reduced from 30% to 20%
Powertech
Shield Tech
- Ion Gas Cylinder’s threat generation bonus has been increased from 100% to 150%
- Fixed a bug in Power Armor that wasn’t calculating damage correctly
- Power Armor now gives a 5% damage bonus to Ion Gas Cylinder (down from 10%)
- Reduced the base damage of Heat Blast by 18.75%
- The damage bonus given to Firestorm and Searing Wave by Flame Engine has been reduced from 100% to 40%
- Reduced Ion Overload’s damage by 50%
- Reduced Ion Gas Cylinder’s damage by 20%
Juggernaut
Immortal
- Soresu Form’s threat generation bonus has been increased from 100% to 150%
- The damage bonus given by Pillar of Strength to Crushing Blow, Ravage, and Backhand has been reduced from 30% to 15%
Shadow
Kinetic Combat
- Combat Technique’s threat generation bonus has been increased from 100% to 150%
- Combat Technique’s internal damage has been reduced by 50%
- The damage bonus given to Project from Bombardment has been reduced from 25% to 20%
- The damage bonus given to Cascading Debris from Harnessed Shadows per stack has been reduced from 25% to 15%
- The Slow Time and Force Breach damage bonus given from Pulsating Force has been reduced from 30% to 20%
Vanguard
Shield Specialist
- Ion Cell’s threat generation bonus has been increased from 100% to 150%
- Fixed a bug in Power Armor that wasn’t calculating damage correctly
- Power Armor now gives a 5% damage bonus to Ion Gas Cell (down from 10%)
- Reduced the base damage of Energy Blast by 18.75%
- The damage bonus given to Ion Storm and Ion Squall from Pulse Engine has been reduced from 100% to 40%
- Reduced Ion Overload’s damage by 50%
- Reduced Ion Cell’s damage by 20%
Guardian
Defense
- Soresu Form’s threat generation bonus has been increased from 100% to 150%
- The damage bonus given by Beacon of Might to Guardian Slash, Blade Barrage, and Hilt Bash has been reduced from 30% to 15%
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Hey folks,Marauders /Sentinels are the only Classes in 5.9 that are receiving slightly different changes than the other Classes this patch so I wanted to call them out separately. Here are the changes:
Maurader
- The Ruthless Aggressor utility has been changed so that activating Obfuscate temporarily yields a 75% increase in damage reduction for Force and tech attacks instead of a 75% chance to resist all Force and tech attacks.
Fury
- Reduced the damage done by Bloody Slashes by 18.5%
Sentinel- The Zealous Judgment utility has been changed so that activating Pacify temporarily yields a 75% increase in damage reduction for Force and tech attacks instead of a 75% chance to resist all Force and tech attacks.
Concentration- Reduced the damage done by Burning Slices by 18.5%
We are making two changes. First, following last year's balance pass, these Classes are still slightly overperforming. The change to Bloody Slashes / Burning Slices is looking to address this.The second change is more of a functionality change. Ruthless Aggressor / Zealous Judgment would create a situation where there was very little counterplay against a Marauder / Sentinel during the effect of Obfuscate / Pacify. Since it created a chance to resist effects, it meant damage and crowd control were inconsistent against them. The change we are making is that instead of a 75% chance to miss, it adds 75% damage reduction. Now, a Marauder or Sentinel can be crowd controlled during the effect, but it will still allow them to take greatly reduced damage.
Thanks everyone!
-eric
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So ein verd*** sche***, Tanks kriegen immer einen Nerf während DDs mehr Defense kriegen. Sollen die doofen DDs doch mal lernen aus Voids zu gehen dann brauchen sie auch keine Defense etc.
Jetzt machen die Tanks auch noch weniger DMG, was lohnt es sich denn noch einen PT mit seinen 2,5 Def CDs mit zu nehmen wenn er jetzt nicht mal DMG machen kann.
Das kotzt mich gerade mal wieder sowas von an....!
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Du weist doch Taraq... Es gibt die Nerfkeule und es gibt *die* Nerfkeule ...
Bei BW und SWToR ist es immer letzteres ...MfG Ishi
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Kann mich Taraq nur anschliessen: was für eine verf****** Sche******!!!!
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Ich weiss ja nicht , aber irgendwie scheint €AWare grade extremst auf dem Trip zu sein , die Spieler zu vergraulen und wütend zu machen , sie kennen nur noch extreme Schritte , entweder gibts den massiven Nerfhammer , oder gar keinen , nen Zwischenschritt gibt es nicht mehr und im nachhinein verbringen sie dann wieder die nächsten Monate das verhunzte wieder zu richten , so kann man auch "Content" schaffen ... .
Mal schauen wie lange die sich das ganze noch erlauben können , ich denke nicht mehr allzulange.
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das Problem ist, dass Bioware einfach nicht schafft, PVE und PVP getrennt zu betrachten und entsprechend zu balancen
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Das Problem gibt es leider nicht erst seit heute , das hatten die irgendwie schon immer ... .
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das Problem ist, dass Bioware einfach nicht schafft, PVE und PVP getrennt zu betrachten und entsprechend zu balancen
Warum das so ist sollte klar sein. Zwei verschiedene Gear's zu entwickeln und dann auch noch zwei verschiedene Systeme zu Balancen kostet halt mehr als wenn man alles mit nur einem Macht. Das dadurch aber mehr Probleme geschaffen werden als gewollt ist zweitrangig.
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Deswegen sollte man PvP meiner Meinung nach auf *nackte* Player-Chars mit Stöcken reduzieren... Da zählt dann nur noch der Skill und man brauch nicht viel einem Balancing zu unterziehen *hehe* ...
Taraq hat mit dem was er sagt leider recht... Die Einfachheit und die geringen Kosten sind vor allem die Ursache für diese Kombination von Dingen, welche eigentlich nicht kombinierbar sind... Ich weis nicht wie es im Moment ist, aber als ich vor paar Jahren AION noch gespielt hatte war es dort so, dass bestimmte Skills nur funktioniert haben, wenn man einen Player-Char als Ziel hatte... Bei NPCs haben die nicht funktioniert... Andere Skills wiederum hatten eine sekundäre Funktion, welche auch nur bei Player-Chars funktioniert hat... Alles war relativ gut ausgeglichen und konnte auch im weitesten Sinn *einfach* angepasst werden, ohne dabei (so wie hier bei SWToR) die eine oder andere Seite massiv zu beeinflussen ...
Sollten sie mal auch hier bei SWToR so mache...
MfG Ishi
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Die scheinen auch schon wieder teilweise umzufallen , Tankänderungen sind geplant für 5.9.2, ob sie gut sind weiss ich nicht , diese Beurteilung überlasse ich den Tanks unter euch :
Hey folks,One of the topics we have seen quite a bit of feedback about is the viability of tanks in PvP. There are a few reasons for this which we would still like to address down the line, but we have one change planned for 5.9.2 which we hope will help their survivability in PvP. This will also help incentivize tanks to wear tanking gear in PvP.
- Critical hits are now affected by Shield / Absorb.
Currently, only regular hits from players can be impacted by shieldprocs. By including crits, this gives the potential for much more damage mitigation for tanks when being targeted by DPS classes. Here is a very basic example. Let’s say a normal hit would do 1,000 damage and a critical hit would do 2,000 damage. You are a tank and when your shield procs, you reduce damage by 25%. Previously you could reduce the normal hit to 750 damage, but would always take the 2,000 from a crit. After 5.9.2 you can also reduce the critical hit damage down to 1,500. This allows shield and absorb to be a direct counter-stat to Crit Rating for DPS classes.
Let us know your thoughts.
-eric
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Hier wäre die einfache art der anpassung gewesen das der Def Wert die Crits reduziert und es wäre nie soweit gekommen das es Skank Tanks gegeben hätte und somit der DMG Nerf nicht gekommen wäre.
Das ist einfach mal wieder eine annehmbare Idee, zu spät und nicht fertig gedacht.
P.S. Nichts desto trotz, jede art von verbesserung was das Tanken anbelangt nehmen "wir" gerne mit.