SWTOR Upcoming Warzone Changes in July

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Corvinius
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SWTOR Upcoming Warzone Changes in July

Post by Corvinius »

Bioware is looking to make some warzone changes starting in July.
Planned Warzone Changes | 05.30.2018, 08:17 AM

Hey folks,

As Keith mentioned in the roadmap we are looking to make some Warzone changes this year, starting in July. It is our plan to try to get these on PTS as well, but before we get to that point we wanted to get your opinion on our plans. Below you will find the changes along with our goal for these changes. Let us know your thoughts.

The goals of these changes are:

To shorten the average time of our Warzones to be around 12 minutes. We have a few WZs that are taking quite a bit longer than that currently.
We have some WZs that are exploitable due to environment hacking, we want to fix that.

Voidstar changes – We want to give the offense a much better chance of completing the objectives. We want to make Voidstar more about a race to complete the objectives as opposed to a map which often ends in a stalemate. Less stalemates will shorten the overall time of the map.

Door now take 6 seconds to arm (down from 8)
Defenders now have 15 seconds to disarm door bombs (down from 20)
Extending the bridges and lowering the shields now takes 6 seconds to channel (down from 8)
Forcefields are now blocking the reactor room doors until the bridges are extended
Characters who hack their way into the last two rooms of the Warzone before the bridge has been extended or the forcefield is down will be killed

Ancient Hypergates – We want running orbs to be more impactful to the WZs gameplay, with the goal of shortening each map.

Orbs now score more points (up from 6, review below)
Orbs scores ramp up each round of the game:
Round 1 = 12 points per orb delivered
Round 2 = 15 points per orb delivered
Round 3 = 18 points per orb delivered
Round 4 = 21 points per orb delivered
Round 5 = 24 points per orb delivered
Round 6+ = 27 points per orb delivered
Player corral forcefields have had their up-time reduced, the forcefield is now down for 10 seconds and up for 15 seconds (previously 30 seconds)

Alderaan – Shortening the match time.

Turrets now damage ships for 12 damage per tick (up from 10)
Characters exploiting by hacking inside of the capture terminals will now die when they do so

Yavin – Further differentiate the map from Alderaan Civil War along with shortening the match time.

Teams now start with 500 points (down from 600)
When players die they reduce their teams score by 2 (up from 0)
Characters exploiting by hacking inside of the capture terminals will now die when they do so


-eric
Planned Warzone Changes | 05.30.2018, 11:20 AM
Quote:
Originally Posted by Mycroft-Tarkin View Post
If you die by keeping at least more than one player busy with you for a while then you ARE contributing. Know that somewhere your team has a numbers advantage and will likely clear the enemies there faster because of you

But yeah I can see this not going down too well. We already have premades who just farm kills without capping anything. At least they used to let the other team have the pleasure of winning in most cases. Now, farming kills will simply give them a win unless the other team is somehow 3-capped.

Just to set some context on kills being worth points. Based on the way that it is balanced in the changes above, holding two points is absolutely the way you need to win. Ex: if one team is holding two points, the other is holding one and trying to farm kills, the team with two points will still win.

Kills being worth points will help accelerate the map and to differentiate it from Alderaan. It is not setup as a new strategy to win. Now, all of this is based on current gameplay data from the Warzone. If these changes somehow dramatically shift how people play Yavin, then things could change. Again, based on our data, killing players is still not going to be a viable strategy to win this Warzone!

-eric


Source: Dulfy

http://dulfy.net/2018/05/30/swtor-upcom ... nges-july/
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