ChrisDurel

ChrisDurel



15 Nov

Comment
23 minutes ago, Sikssix said:

What was unbalanced about it?  The current (live) choices are some what valid, use one for focus target, another for AOE specific applications.  Could you show us what you mean by the DPS targets?  What are you referring to?

I would have to disagree.  While there is still a certain amount I still don't understand, taking away the ability to build stacks of center (watchman reference) will require us to rely on RNG for other abilities to build centering and focus regen more heavily than it already does.  While I was able to obtain 34K DPS on both live and PTS, the issue with the PTS was I had to wait 1-3 GCDs on Force Melt just to get Zen, so using that with the X2 Force Melt damage (instead of X4) will hurt more than expected.

 

It isn't quite the rotation, while it does the job nicely, it's more so on stability in operations.  

 

...
Read more
Comment

Hello all,

I wanted to respond to some of the things brought up in this thread. First of all, I want to thank everyone for their feedback on these changes.

There has been a lot of discussion around Marauder changes, particularly Annihilation. I would like to give a little reasoning as to why these changes are being made, so as we continue feedback y'all can have the context of what the goal here is.

Annihilation / Watchmen (from here out I'll just call them Annihilation) were consistently outperforming our DPS targets slightly and we noticed their level 23 mod choices were very unbalanced. While we enjoyed the gameplay this offered, unfortunately it made their optimal DPS require a strict rotation that was only usable if they selected the Draining Center mod choice. The redesign for these choices was to make all mods at level 23 competitive with one another. On PTS, any choice Annihilation makes at level 23 is a now a good one. While some are ...

Read more

07 Sep

Post

Hi all!

First of all, I wanted to thank you again for all your feedback. We're reading all of it and we really appreciated the well thought out posts.

I also wanted to share a few changes we've decided upon after doing some additional internal balance and taking your feedback into consideration.

The first note is we are changing the new Madness Sorc tactical from the design in the OP to:
"Demolish hits all nearby targets affected by your Deathmark."

We are also giving Darkness back their DR on Severing Slash. The originally intended design is still something we want to do, but not without moving that DR somewhere else. You can expect future Darkness changes in upcoming patches to address or re-allocate where their DR bonuses come from.

Although we felt the proposed changes to Hatred were fair, we understand some concern regarding force management based off of the feedback we are reading. As such, we're also making... Read more

01 Sep

Post
Hi all!

Just wanted to let you all know I've been reading all this feedback and I really appreciate all the well thought out posts! I wanted to give a couple quick notes to ease some concerns.

We are going to look into making some changes or redesigning the Sorcerer's AOE Tactical, as we understand some people have some concerns with the usefulness of slow and also introducing more slows into into the game.

I also wanted to take a moment to address some Assassin tank concerns as well. The intention of removing the DR from Severing Slash was simply to not force that choice on all tanks. But seeing as some players are feeling that is too much right now, we have decided to roll back that change for 7.1.1. In a future tank balance pass (more on that later), we may circle back to this and address is another way. If we do end up changing the functionality of Severing Slash, it's important for us to give that mitigation back somewhere else. So, for now, we're ... Read more

31 Aug

Post
Hi everyone!

We really appreciate all your feedback and have been reading all of it. I just wanted to make a post to clarify somethings accidentally missed in the OP. One is that we missed some Sorcerer / Sage changes, which will be added to the OP in the changes section.

The second is the new AP/Tactics Tactical. I accidentally wrote an older design description to that, which has since been changed. The cooldown reset that would have occurred to reset Thermal Detonator now affects Rocket Punch instead. That part of the tactical now reads:
"Energy Burst: The cooldown of Rocket Punch is reset your next Rocket Punch costs no heat."

As a final point, the "Reactive Substance" mod change does not have values since we can't communicate that very well on the forums. But power-wise a single stack of Reactive Substance would be similar to one Kolto Waves tick. You can stack it twice on a single target and get 2x the effect whenever damage is dealt to them.
... Read more

30 Aug

Post
Hello everyone,

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). I�ve 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 ... Read more

01 Jun

Post

Hi all,

I'm Chris Durel and I�m a Gameplay Designer on the SWTOR team! I wanted to take a moment to speak about some upcoming changes we�re going to be making to class balance in 7.1 and future patches. The plan is to focus on those combat styles most in need of adjustment for 7.1 and then branch out from there to the remaining combat styles in future patches such as 7.2 and 7.3. Balance is, and always will be, an ongoing process, and we want to take our time to do our due diligence before making any changes.

With 7.1 comes changes to Marauders, Juggernauts, Snipers, and Mercenaries, in the form of balance adjustments, passive mod redesigns and quality of life improvements. The goal here is to bring these combat styles closer to their intended experiences and make disciplines more competitive with one another. Of special note, and after listening to lots of feedback and gathering data, are the changes to Fury and Carnage Marauders (Concentration and Combat ... Read more

16 Sep

Post
Hi all,

I wanted to communicate some changes we are making to guard for 6.1.4 that are going to be live on PTS soon. We�ve heard your feedback about Guarding in PVP and we are hoping to address some of those concerns with this change.

We�ve added a 50% damage penalty to DPS disciplines while they are guarding allies. The full text of the new DPS guard is:
Spoiler
�While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
You deal 50% less damage while guarding.�

All this means is that while you guard allies as a DPS discipline, you do less damage while you are guarding that ally. It�s worth noting that this only applies to the DPS disciplines, Tank disciplines do not suffer this penalty and can freely guard as usual with no penalty.

... Read more