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SWTOR – class changes and balancing coming with Update 1.4

Tuesday, 4th September 2012 21:44 GMT By Stephany Nunneley

SWTOR Update 1.4 will address several issues with class gameplay usability and balance when it launches for the MMO. According to a new developer post from senior designer Austin Peckenpaugh, foremost among the changes will be an adjustment to crowd control and the Resolve system, and a “reevaluation of stealth spec gameplay.”

According to Peckenpaugh, changes in crowd control will provide abilities which will allow the player to “take control of a fight, turn the tables, and feel great for taking charge.”

“Prior to Game Update 1.4, it was simple to control a target from a great distance and do so instantly, often as a surprise opener or from an unseen location off-screen,” he wrote. “The way control abilities were designed encouraged this behavior, and the resulting gameplay could be frustrating.

“In Game Update 1.4, we’ve made adjustments to the range of control abilities under a new philosophy. We want control to be something more readable, more predictable, and less chaotic in effect.”

The following changes will be applied to crowd control:

  • Electro Dart and Cryo Grenade now have a 10-meter range.
  • Electrocute and Force Stun now have a 10-meter range.
  • Whirlwind and Force Lift still have an activation time and still have a 30-meter range.
  • Plasma Probe and Incendiary Grenade still require an effect and still have a 30-meter range. Mind Trap, Mind Maze, Sleep Dart, and Tranquilizer still require stealth and still have a 10-meter range.
  • Dirty Kick and Debilitate still have a 4-meter range and still have the shortest stun cooldown in the game.
  • Flash Bang and Flash Grenade still have a 30-meter range and are exceptions to this philosophy, as they provide essential gameplay for the Sniper and Gunslinger.

In addition, tweaks to Overload and Force Wave as well as Jet Boost and Concussion Charge will give Advanced Classes a better way to play as well as a stronger ability on a longer cooldown.

Changes to the Resolve system are also coming with Update 1.4, such such as an adjustment to the gain logic of Resolve, and once applied, “unorganized teams will no longer pay huge penalties for overlapping control effects at critical moments.”

“Holes” introduced to existing class gameplay will be addressed as well, with ability changes in PvP. Peckenpaugh listed various class changes for: Scoundrels, Operatives, Mercenaries,Commandos, Sorcerers and Sages.

Future game updates will “be similar in scope and purpose,” to address usability issues, improve “quality of life,” and make the most non-invasive changes to correct emerging balance issues.

Update 1.4 will also include the Terror From Beyond operation when it’s released.

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8 Comments

  1. GrimRita

    Dirty Kick and Debilitate still have a 4-meter range and still have the shortest stun cooldown in the game.

    I wished my feet could reach almost 13ft with a kick. So much wrong with class balance in this game, its hard to know where to start. So I wont. However, I am still trying to figure out in which Star Wars film I saw Han Solo vanish in to stealth mode……

    #1 2 years ago
  2. Talkar

    @1
    So now you’re trolling based on how a game that takes place in a fictional universe with fictional characters aren’t behaving like the real world? Really? Come on, you’ve trolled better before.

    #2 2 years ago
  3. GrimRita

    @2 The game is called Star Wars. Ive always had an issue with Smugglers and stealth. Its a total piss take. Only the force using classes should have had this ability, not every man and his dog.

    Once you get caught in that Smuggler stun lock, you’re essentially fucked. Is it any wonder over 1 million players left?

    #3 2 years ago
  4. epictoon1

    And they should also make swtor credits cheaper or they lose more subscribers.

    #4 2 years ago
  5. Talkar

    @3
    Of course it makes sense for a smuggler to be able to stealth. They are smugglers, they are supposed to be able to get into places others can’t.

    And the stun lock? You’ve been complaining about being stunned all the time since launch, and i’ve yet to encounter that problem, you’ve seen the resolve bar each and every player has?

    #5 2 years ago
  6. viralshag

    Stealth generators have been knocking about in TOR universe since KOTOR. Anyone who’s played KOTOR will know going into stealth is not a big deal.

    I have to agree with Talkar with regards to PvP. I’ve always found it pretty decent. My talent builds/skills always get me through/out of stuns.

    Getting stunned and burned down is something that happens or could happen in EVERY game with PvP.

    #6 2 years ago
  7. GrimRita

    @5 I wasnt the only one complaining about the stun lock and that stupid resolve bar that didnt always work.

    And I will stand by what I have said. Force users should be the only classes to have stealth. Yes, you can break out of the stun fest but if your ONLY break ability is on its 1m 30 cool down and you’ve just been dealt your 1 millionth stun, kinda makes it all pointless.

    #7 2 years ago
  8. Aaron shiffnold

    What you presented was well researched and well worded in order to get your stand on this across to all your readers.
    http://www.researchpapermentor.com/

    #8 2 years ago

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