They plan to nerf PvP gear

Discussion in 'Game Discussion' started by Torch, Feb 2, 2012.

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  1. Offline

    Torch Community Member

    This is way to funny


    It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

    http://www.swtor.com/community/showthread.php?t=260731
  2. Offline

    Doodle Bush Whacker!

    I don't think Gabe knows what he is doing. Someone fire the clown
  3. Offline

    Fizzee Veteran BOON

    Tbh, PvP gear shouldn't be the deciding factor in a fight, but you are right. Gabe is clueless. This change will do nothing when the PvP is broken in so many places, this plaster is a joke.
  4. Offline

    Tvar Veteran BOON

    Hahaha the casuals whines are going strong within the ranks of BW. <3
  5. Offline

    Astarael Vertically Challenged

    bah, another wrong turn with fixes. Won't change anything, we were beating people before we had gear, and we'll beat them again when they take our gear away, just makes our work so far pointless.
  6. Offline

    adagio Moderator

    So wait, you guys spent ages farming for gear to make you better? only to be told its going to be useless in forthcoming patches?
  7. Offline

    Tvar Veteran BOON

    IT'S HAPPENING AGAIN!
  8. Offline

    Fozia Veteran BOON

    oh snap

    time to watch the rage circus on the forums
  9. Offline

    Rev Veteran BOON

    uhm

    isnt this actually a boost since they removed the lvl 50 blue pvp gear? this way ppl will atleast get full centurion much much quicker instead of opening 20 bags with nothing and still having greens and shit? sorry i dont see the nerf part here. also have you seen the difference between champion and bm gear? its just a tiny difference, meaning champion gear should be much harder to get then it is today.

    edit: you have to paste the entire post dehzino, by this change they ment changing the amount of commendations and shit you get in champ and bm bags... not nerfing the gear itself
  10. Offline

    Torch Community Member

    If they nerf it, maybe pve gear would be more viable. Since as i saw pve gear is giving you more stats, and expertize make it up again. And now if they nerf pvp gear, it would looks like 5v5 arenas in wow. Where rouges in pve gear had advantage over best pvp gears you could get.
  11. Offline

    Fozia Veteran BOON

    it wasnt me pasting it Rev :p
  12. Offline

    Tent Community Member

    wtf, is he one of those devs that listens to the forum majority that consists of mindless idiots?
    Be sure to read the whole post, it's mostly about crafting.

    And finally some overdue changes in the next patch (hi sprint after death, soa bugfixing)
  13. Offline

    Rev Veteran BOON

    whoops, dejan then^^

    so tired at work qq
  14. Offline

    Astarael Vertically Challenged

    I dunno, it reads to me like they're talking about lowering the stats on the pvp gear. It doesn't mention anything about commendation changes does it?
  15. Offline

    Rev Veteran BOON

    asta, go read the changes for 1.2, thats what they mean, also they are nerfing biochem even more
  16. Offline

    Astarael Vertically Challenged

    im at work, i can't get on the SWTOR site :(

    about biochem, medpac nerfs are meh. it's the adrenals and stims that'd hit me hard if they nerfed them.

    Everyone should be healing out of combat with refreshing and sustaining water anyway.
  17. Offline

    Tent Community Member

    The way I see it it means both.
    Though lowering expertise might not happen in the next patch.

    Lowering token drops from bags (but increasing commendation drops) is happening next patch.
    Seems counter productive to me when they claim the gap between fresh 50's and geared 50's is too big.
    Yes let those fresh 50's gear less fast by giving them less tokens.

    next patch (ptr) notes : http://www.swtor.com/community/showthread.php?t=260938

    Full patch notes for poor astaman @ work:

    Star Wars™: The Old Republic™ - 1.1.2 Patch Notes


    Classes and Combat

    General
    • Improved response time for ability activation requests in low-framerate situations.
    • Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
    • The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
    • If Sprint was active when a player died, it now remains active when the player is revived.
    • Abilities on cooldown are now more easily distinguished from abilities that can be used.
    Jedi Knight

    Sentinel
    • Pacify: This ability can no longer be used on Operation Boss enemies.
    Watchman
    • Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
    • Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
    • Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.
    Sith Warrior

    Marauder
    • Obfuscate: This ability can no longer be used on Operation Boss enemies.
    Annihilation
    • Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
    • Bleedout: Now correctly modifies critical damage dealt by bleed effects.
    • Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.
    Jedi Consular

    General
    • Unity: Now properly provides damage reduction when used.
    Shadow
    • All Techniques now cost 100 Force.
    • Force Technique’s Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.

    Kinetic Combat
    • Technique Mastery: No longer increases the duration of Force Technique’s Breach effect. It now increases the damage dealt by Force Technique.
    • Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
    • Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.
    Infiltration
    • Circling Shadows: Now requires the purchase of the Shadow Technique skill. Shadow Technique must be active in order to trigger the Circling Shadows buff. This skill now also triggers from Spinning Strike.
    Balance (Shared Tree)
    • Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
    • Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique’s Breach effect. This effect now triggers more easily but cannot trigger as frequently.
    • Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
    • Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.
    Sith Inquisitor

    Assassin
    • All Saber Charges now cost 100 Force.
    • Lightning Charge’s Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

    Darkness
    • Charge Mastery: No longer increases the duration of Lightning Charge’s Discharge effect. It now increases the damage dealt by Lightning Charge.
    • Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
    • Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.
    Deception
    • Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.
    Madness (Shared Tree)
    • Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
    • Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge’s Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
    • Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
    • Devour: Now doubles the amount of healing generated by Death Field and Parasitism.
    Smuggler

    Gunslinger

    Sharpshooter
    • Diversion: This ability can no longer be used on Operation Boss enemies.
    Imperial Agent

    Sniper

    Marksmanship
    • Diversion: This ability can no longer be used on Operation Boss enemies.
    Bounty Hunter

    Powertech

    Advanced Prototype
    • Hydraulic Overrides: Visual and sound effects are now easier to recognize.
    Trooper

    General
    • Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.
    Vanguard

    Tactics
    • Hold the Line: Visual and sound effects are now easier to recognize.
    Companion Characters

    General
    • Companion Characters no longer occasionally appear unclothed when summoned.
    Companions

    Doc
    • Crazy Talk (mission): Male characters can now complete the conversation related to this mission.
    Crew Skills

    Crafting Skills
    • Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

    Biochem
    • Energized and Exotech stims and adrenals no longer require Biochem to use.
    • Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
    • Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.
    • The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.
    Gathering Skills
    • Slightly lowered the amount of resources gathered from harvested droids and creatures.
    Flashpoints and Operations

    General
    • Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.
    Flashpoints

    The False Emperor
    • Jindo Krey’s ship no longer occasionally enters a state that prevents it from taking damage.
    Kaon Under Siege
    • Infected Mercenaries can no longer permanently stun players.
    Operations

    Eternity Vault
    • Soa no longer resets if he uses Mind Trap on the main tank.
    Karagga’s Palace
    • The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall and now properly spawns.
    • Foreman Crusher’s Perforating Rend now correctly applies itself to targets caught within the conical attack.
    • Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
    • Karagga no longer appears above portions of the walls during the fight.
    Items

    General
    • Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
    • The number of commendations in Champion and Battlemaster Bags has been greatly increased, and the direct item trade tokens appear less frequently in Champion Bags. This change allows players to obtain PvP gear at a steady and significantly more predictable rate with an occasional bonus.
    Vendors
    • It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.
    Legacy

    General
    • The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.
    Missions and NPCs

    General
    • Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.
    Missions

    Imperial
    • General Faraire: Khourlet’s Elite Guards no longer hide behind a door, preventing progression in this mission.
    • Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
    • The Big Show: Using Force Cloak, dying, or leaving the phase while on the step “Defeat the Screaming Blade Cultists” can no longer cause the necessary NPCs to disappear and prevent mission progress.
    Republic
    • Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
    • Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
    • Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
    • The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
    • The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.
    Bug Fixes
    • Bonus Series missions on Tatooine can now be abandoned.
    PvP

    World PvP

    Ilum
    • Particle Cannons can no longer be permanently disabled.
    • Players now receive notification when they kill a target that is not worth Valor due to being killed too recently.
    Space Combat

    General
    • The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.
    UI

    General
    • The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.
    Miscellaneous Bug Fixes
    • Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
    • Facial animations no longer fail to play correctly in some instances.
    • During brief teleports, the splash screen does not appear incorrectly over loading screens.
    • Players will no longer experience limited audio, black portraits, or the inability to initiate conversations when they reconnect after being disconnected.


    And profession notes:

    Hi,

    I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

    First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

    Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

    It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

    On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

    Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

    Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

    Regards
    Georg
  18. Offline

    Astarael Vertically Challenged

    gutted, they are nerfing my precious adrenals and stims :(
  19. Offline

    Tvar Veteran BOON

    Casualized.
  20. Offline

    Alaisy Veteran BOON

    To be honest, I saw it coming since I rolled Biochem. What I am annoyed with, is that it took them so long to figure it out. It should've been done when Slicing was fixed.
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