Hey folks,
Below you will find the current list of Class changes which are coming with Game Update 4.5. These changes will not be going on PTS so we wanted to give you a heads up on what was coming. Please feel free to read over the changes and provide your feedback in this thread, I will pass it on to the Combat team.
Sith Inquisitor
Sorcerer
- • Dark Heal now has a base cost of 70 Force (up from 55 Force) and heals for slightly more (.49%).
• Resurgence now has a base cost of 40 Force (up from 30 Force) and heals for a bit more (4.94% for the instant heal, and 3.70% for the heal over time.).
• Static Barrier now has a base cost of 45 Force (up from 35 Force) and absorbs slightly more damage (1.43%).
- • Dark Infusion now has a base cost of 45 Force (up from 37) and heals for a bit more (3.25%).
• Innervate now has a base cost of 60 Force (up from 48) and heals for a bit more (4.04%).
• Revivification now has a base cost of 75 Force (up from 60).
• Roaming Mend now has a base cost of 65 Force (up from 50) and heals for slightly more (1.28%).
• The healing done by Renewal has been increased (by 3.70%) to match the healing done by the heal over time portion of Resurgence.
• Penetrating Darkness now increases your bonus healing by 3% (down from 5%)
Some may wonder why we did not just increase the healing capabilities of the other healing disciplines in the game to match that of the Corruption Sorcerer. In this instance, we could not do that because all of the combat math for the game (both PvE and PvP) is balanced around the current healing capabilities of the other healing disciplines. So if we were to increase the healing capabilities of the other healing disciplines to match the healing capabilities of the Corruption Sorcerer, then healing would be more effective than intended, which would cause problems in both PvE and PvP.
We decided to increase Force costs and slightly improve the strength of individual healing abilities in this balancing initiative to prevent Corruption Sorcerers from feeling impotent following these changes. Burst healing should feel like what is on Live, yet the sustained healing experience will be notably decreased. This design lowers the average healing output of the Corruption Sorcerer to better match other healing disciplines while still allowing the Sorcerer’s individual heals to make an impact.
Madness
- • The radius of Death Field has been reduced to 5 meters (down from 8 meters).
- • Parasitism now causes Affliction and Creeping Terror to heal you for 10% of the damage they deal (down from 25%).
Designer Note: Madness Sorcerer self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life stolen by Affliction and Creeping Terror to better match the self-preservation of similar disciplines.
- • Fixed an issue where Devour allowed one Sorcerer's Affliction effect to cause any Sorcerer's Force Leech damage to be increased on that target.
Assassin
Hatred
- • The radius of Death Field has been reduced to 5 meters (down from 8 meters).
Bounty Hunter
- • Missile Blast now has a base range of 10 meters (down from 30 meters).
• Rail Shot now has a base range of 10 meters (down from 30 meters).
Powertech
- • Suppressive Tools now reduces the movement speed of targets affected by Magnetic Blast, Flame Burst, and Flame Sweep for 3 seconds (down from 6 seconds).
- • Shield Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.
Mercenary
- • Propulsion Systems has returned in a new form: Increases the range of Missile Blast and Rail Shot by 20 meters. Acquired as a level 10 passive ability.
Jedi Consular
Sage
- • Benevolence now has a base cost of 70 Force (up from 55 Force) and heals for slightly more (.49%).
• Rejuvenate now has a base cost of 40 Force (up from 30 Force) and heals for a bit more (4.94% for the instant heal, and 3.70% for the heal over time.).
• Force Armor now has a base cost of 45 Force (up from 35 Force) and absorbs slightly more damage (1.43%).
- • Deliverance now has a base cost of 45 Force (up from 37) and heals for a bit more (3.25%).
• Healing Trance now has a base cost of 60 Force (up from 48) and heals for a bit more (4.04%).
• Salvation now has a base cost of 75 Force (up from 60).
• Wandering Mend now has a base cost of 65 Force (up from 50) and heals for slightly more (1.28%).
• The healing done by Renewal has been increased (by 3.70%) to match the healing done by the heal over time portion of Rejuvenate.
• Clairvoyance now increases your bonus healing by 3% (down from 5%)
Some may wonder why we did not just increase the healing capabilities of the other healing disciplines in the game to match that of the Seer Sage. In this instance, we could not do that because all of the combat math for the game (both PvE and PvP) is balanced around the current healing capabilities of the other healing disciplines. So if we were to increase the healing capabilities of the other healing disciplines to match the healing capabilities of the Seer Sage, then healing would be more effective than intended, which would cause problems in both PvE and PvP.
We decided to increase Force costs and slightly improve the strength of individual healing abilities in this balancing initiative to prevent Seer Sages from feeling impotent following these changes. Burst healing should feel like what is on Live, yet the sustained healing experience will be notably decreased. This design lowers the average healing output of the Seer Sage to better match other healing disciplines while still allowing the Sage’s individual heals to make an impact.
Balance
- • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).
- • Focused Insight now increases the life redistributed by Weaken Mind and Sever Force by 10% (down from 25%).
- • Fixed an issue where Mind’s Eye allowed one Sage's Weaken Mind effect to cause any Sage's Force Serenity damage to be increased on that target.
Shadow
Serenity
- • The radius of Force in Balance has been reduced to 5 meters (down from 8 meters).
Trooper
- • Explosive Round now has a base range of 10 meters (down from 30 meters).
• High Impact Bolt now has a base range of 10 meters (down from 30 meters).
Designer Note: Vanguard ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Vanguards are melee assault specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Explosive Round and High Impact Bolt, we place the Vanguard’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Commandos maintain their 30 meter range through our reintroduction of “Mass Accelerator.”
Vanguard
- • Entangling Tools now reduces the movement speed of targets affected by Tactical Surge, Ion Pulse, and Explosive Surge for 3 seconds (down from 6 seconds).
- • Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.
Commando
- • Mass Accelerator has returned in a new form: Increases the range of Explosive Round and High Impact Bolt by 20 meters. Acquired as a level 10 passive ability.