Chris here again, Gameplay Designer on SWTOR. I wanted to share with you some upcoming balance changes planned for 7.1.1 (Jackie mentioned it in this thread). Ive spoken of our post 7.0 balance plan in the past, and if you are curious about that and our philosophy going forward with regards to balance, you can find that here.
With 7.1.1, we are mostly focused on healer balance and various QoL (quality of life) improvements across the classes. Weve taken a lot of your feedback and applied that to the changes we are making in 7.1.1. This includes changes to every healer with Operatives / Scoundrel, Mercenaries / Commandos, and Sorcerers / Sages in the form of balance adjustments, passive mod redesigns, and QoL improvements. In many cases, weve adjusted their HPS (heal per second) output to be higher, as we noticed they werent reaching our internal targets. Operatives, while their healing is being brought down in some cases, are being brought up in others. Our goal with this change is to equalize healer HPS across all combat styles while retaining their individual class identity.
In addition to balance changes across healers, weve also improved some survivability in a few classes. While these may seem to be small adjustments, we feel these changes will bring them more in line with other classes.
Finally, we have continued to adjust our DPS (damage per second) balance across multiple combat styles for 7.1.1, with the intention to narrow the gap between the top and bottom DPS classes. We continue to strive for making every combat style viable while retaining what makes it unique.
We are also introducing two new Tacticals for 7.1.1 to replace old Tactical items that were removed with 7.0. One is for Advanced Prototype / Tactics Powertechs and the other is for Madness / Balance Sorcerers / Sages.
7.1.1 will not be available on PTS, but you can see a list of tentative changes below. Wed love to hear your thoughts and feedback on our direction, as we appreciated all your contributions to 7.1.
Here are some of the balance changes you can expect from 7.1.1. Note that all of this is subject to change.
Spoiler
Operative / Scoundrel
- Evasion / Dodge now additionally lowers threat by a moderate amount and lasts one second longer.
- Quick Countermeasures and Sly Countermeasures now additionally grant 60% AOE damage reduction while Evasion is active.
- This now additionally works with the Evasive Screen / Skedaddle mod.
Medicine / Sawbones
- Reduced the Kolto Burst mods healing on secondary targets by 50%.
- The Kolto Stim mod now additionally grants 10% increased healing to Kolto Injection.
- Reduced the healing received bonus given by Nano Mark mod from 20% to 10%.
- Redesigned Defensive Injection mod, which is now called Reactive Substance, and does the following:
- Kolto Injection applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they are healed. Stacks up to 2 times.
Concealment / Scrapper
- Reduced the bonus critical hit damage while Stim Boost is active from 20% to 15%.
- The Tactical Acid Lash no longer improves the damage of Acid Blade.
- Increased the duration of the Advanced Stealth mod effect from 4 to 6 seconds.
- Increased the duration of the Tactical Critical / Upper Critical mod effect from 4 to 6 seconds.
- Increased the damage reduction per stack from the Defensive Stance mod from 3% to 5%.
- The Best Defense mod now adds a life steal component to Crippling Slice / Shank Shot.
- Increased the movement speed bonus granted by Quick Countermeasures from 50% to 100%.
Sniper / Gunslinger
Marksmanship / Sharpshooter
- Target Acquired / Illegal Mods now generates a charge of Laze Target / Smugglers Luck whenever it is activated.
- Lazer Focus / Lucky Thoughts no longer relies on critically hitting the target to lower the cooldown on Laze Target / Smugglers Luck but instead has a 50% chance to do so whenever dealing damage.
Mercenary / Commando
- Bodyguard / Combat Medic
- Increased the healing done by Rapid Scan, Emergency Scan, Progressive Scan, Kolto Missile and Kolto Pods by 2%.
- Increased the critical healing bonus given by Warden from 5% to 10%.
- Increased the healing bonus given by Integrated Scanning mod from 3% to 5%.
- Increased the critical chance bonus to Healing Scan from Critical Scanning mod from 5% to 10%.
Powertech / Advanced Prototype
Advanced Prototype
- Magnetic Blast / Tactical Surge damage reduced by 14%.
- Power Burst / High Yield Explosives mod stacks damage bonus reduced to 4% per stack down from 5% per stack. (total of 16% damage bonus to thermal det down from 20%).
- Serrated Blades damage reduced to 5% down from 15%. (combined into prototype rail)
- Blood Tracker / Triumph damage increase to bleeding targets is reduced to 3% down from 5%.
- Lingering Heat / Superheated Cells damage reduced by 50%.
- New Tactical: Powered Detonator (Burst)
Thermal Detonator remains dormant on the target for 12 seconds, and can be detonated by Magnetic Blast, Energy Burst or Rail Shot. Depending on which is used, a different effect is applied.
Magnetic Blast: Slows the target by 50% for 10 seconds.
Energy Burst: The cooldown of Rocket Punch is reset and your next Rocket Punch costs no heat.
Rail Shot: Your next Shoulder Cannon missile deals 20% more damage.
Pyrotech / Plasmatech
- Charged Gauntlet's / Hyper Assault Cells critical damage bonus for Searing Wave, Flaming Fist, Scorch, and Immolate is now 10% down from 15%.
- Reduced the damage bonus given from Burnout to Immolate / Plasma Flare from 40% to 30%.
Sorcerer / Sage
Corruption / Seer
- Increasing the healing given by Penetrating Darkness / Clairvoyance to Renewal and Resurgence / Rejuvenate from 10% to 15%.
- Dark Heal / Benevolence now gains a 60% healing increase up from 50% from Dark Concentration / Altruism.
- Each stack of Corrupted Bastion / Resurging Power increases the healing done by Dark Heal / Benevolence, Rally / Deliverance, Dark Infusion / Keeper of the Peace by 5% per stack up from 3% per stack.
Madness / Balance
- New Tactical: Killing Field (AOE)
- Death Field slows targets it affects by 50%. Force Storm deals 15% more damage to slowed targets.
- Disintegration - Death Field and Death Brand grant Vitiate's Malice, giving Force Lightning 20% Lifesteal for 12 seconds.
- Force Horrors - Increase periodic damage from 15% to 20%.
- Lightning Barrage - Force Lightning reduced damage changed to -20% from -25%.
- Tempest of Rho - Correctly applies 50% chance for Force Lightning to trigger periodic effects down from 75%
Lightning / Telekinesis
- Reverberating Force - Critical hit damage bonus has been reduced to 12% down from 15%.
- Thundering Blast - Second arc of damage deals 20% of Turbulence's damage down from 25%.
- Storm watch damage decreased by 4%
- Halted Offensive cast time increased from 2.5 seconds to 3.0 seconds. Alacrity still affects cast time.
- Decrease Halted Offensive damage by 15%.
- Convection - Thundering Blast grants Reserved Darkness, making Dark Heal an instant cast and increasing its healing by 30%. Stacks up to 2 times.
Assassin/ Shadow
Deception / Infiltration
- The damage done by the Awakened Flame tactical has been increased by 10%.
- Changed Severing Slash to additionally grant damage reduction per target hit.
- Redesigned "May Cause Injury" Tactical to grant the AOE version of Discharge more often. It now reads: Gaining a stack of Voltage / Clairvoyance causes your next Discharge / Force Breach to arc to multiple targets.
Hatred / Serenity
- Changed the Two Time Trouble tactical so that it can no longer tick from Saber Strike damage.
- Fulguration / Rebounding Force now restores 5 Force when Lightning Charge / Force Technique deals damage, up from 3.
- Increased the damage bonus given by Pervasive Death / Pervasive Balance to Death Field / Force in Balance from 10% to 15%.
- Hungering Force / Longing Force now additionally grants a critical hit damage bonus of 5%.
- Increased lifesteal amount from Severing Slash from 25% to 50%
Darkness / Kinetic Combat
- Changed the Severing Slash effect for Darkness to root its target for 2 seconds, followed by a 3 second slow. Severing Slash no longer grants damage reduction.
Were looking forward to your feedback! As Jackie mentioned, well have more details to share about 7.1.1 in general soon!
-Chris