SWTOR Class Changes Coming with Patch 4.5
Posted: Tue May 17, 2016 11:08
SWTOR Class Changes Coming with Patch 4.5
SWTOR will be making a list of class changes with Patch 4.5 coming in June.
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%).
Corruption
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%)
Designer Note: Corruption Sorcerers are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Corruption Sorcerer to better fit alongside other healing disciplines and combat encounters witnessed in game.
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).
Designer Note: Death Field’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.
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).
Designer Note: Powertech ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Powertechs are melee onslaught specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Missile Blast and Rail Shot, we place the Powertech’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Mercenaries maintain their 30 meter range through our reintroduction of “Propulsion Systems.”
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).
Designer Note: The Powertech’s suppressive potential is currently a little too impressive with the Suppressive Tools Utility. In its current iteration, players fleeing from Powertechs are far too susceptible to suffering a perpetual state of reduced movement under the effects of Suppressive Tools. To better the player experience and balance Powertech target control potential, we have reduced the duration of movement speed reduction provided by Suppressive Tools.
Shield Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.
Designer Note: Powertech survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Shield Cannon to bring the class more in line with the other tank classes.
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.
Designer Note: Propulsion Systems has returned, granting Mercenaries a range boost alongside the new Missile Blast and Rail Shot maximum range changes to maintain their current range on Live. This additional passive preserves the Mercenary’s design as a ranged specialist on the battlefield.
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%).
Seer
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%)
Designer Note: Seer Sages are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Seer Sage to better fit alongside other healing disciplines and combat encounters witnessed in game.
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).
Designer Note: Force in Balance’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.
Focused Insight now increases the life redistributed by Weaken Mind and Sever Force by 10% (down from 25%).
Designer Note: Balance Sage self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life redistributed by Weaken Mind and Sever Force to better match the self-preservation of similar disciplines.
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).
Designer Note: The Vanguard’s suppressive potential is currently a little too impressive with the Entangling Tools Utility. In its current iteration, players fleeing from Vanguards are far too susceptible to suffering a perpetual state of reduced movement under the effects of Entangling Tools. To better the player experience and balance Vanguard target control potential, we have reduced the duration of movement speed reduction provided by Entangling Tools.
Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.
Designer Note: Vanguard survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Guard Cannon to bring the class more in line with the other tank classes.
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.
Designer Note: Mass Accelerator has returned, granting Commandos a range boost alongside the new Explosive Round and High Impact Bolt maximum range changes to maintain their current range on Live. This additional passive preserves the Commando’s design as a ranged specialist on the battlefield.
SWTOR will be making a list of class changes with Patch 4.5 coming in June.
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%).
Corruption
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%)
Designer Note: Corruption Sorcerers are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Corruption Sorcerer to better fit alongside other healing disciplines and combat encounters witnessed in game.
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).
Designer Note: Death Field’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.
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).
Designer Note: Powertech ranged potential is currently too strong for a class that is intended to be played as a close-quarters combatant. Powertechs are melee onslaught specialists and should be encouraged to engage their targets in close proximity. By reducing the range of Missile Blast and Rail Shot, we place the Powertech’s range potential closer to its design as a close-quarters combatant and further define their unique style in various combat scenarios. Mercenaries maintain their 30 meter range through our reintroduction of “Propulsion Systems.”
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).
Designer Note: The Powertech’s suppressive potential is currently a little too impressive with the Suppressive Tools Utility. In its current iteration, players fleeing from Powertechs are far too susceptible to suffering a perpetual state of reduced movement under the effects of Suppressive Tools. To better the player experience and balance Powertech target control potential, we have reduced the duration of movement speed reduction provided by Suppressive Tools.
Shield Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.
Designer Note: Powertech survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Shield Cannon to bring the class more in line with the other tank classes.
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.
Designer Note: Propulsion Systems has returned, granting Mercenaries a range boost alongside the new Missile Blast and Rail Shot maximum range changes to maintain their current range on Live. This additional passive preserves the Mercenary’s design as a ranged specialist on the battlefield.
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%).
Seer
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%)
Designer Note: Seer Sages are presently exceptional healers who outperform the other healing disciplines in the game and create unbalanced PvE and PvP scenarios. By increasing the Force costs of heals—and counterbalancing the cost increase with a slight healing boost—we are leveling the healing potential of the Seer Sage to better fit alongside other healing disciplines and combat encounters witnessed in game.
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).
Designer Note: Force in Balance’s instant AoE damage and DoT spread potential is currently too effective in PvE and PvP. We are reducing the radius to 5 meters to match all other instant damaging AoE abilities in game.
Focused Insight now increases the life redistributed by Weaken Mind and Sever Force by 10% (down from 25%).
Designer Note: Balance Sage self-healing is currently too effective in PvE and PvP scenarios. We’ve reduced the life redistributed by Weaken Mind and Sever Force to better match the self-preservation of similar disciplines.
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).
Designer Note: The Vanguard’s suppressive potential is currently a little too impressive with the Entangling Tools Utility. In its current iteration, players fleeing from Vanguards are far too susceptible to suffering a perpetual state of reduced movement under the effects of Entangling Tools. To better the player experience and balance Vanguard target control potential, we have reduced the duration of movement speed reduction provided by Entangling Tools.
Guard Cannon now heals you for 3% (down from 5%) of your total health when damaging a target with Shoulder Cannon.
Designer Note: Vanguard survivability currently surpasses the survivability of similar classes. We are reducing the effectiveness of Guard Cannon to bring the class more in line with the other tank classes.
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.
Designer Note: Mass Accelerator has returned, granting Commandos a range boost alongside the new Explosive Round and High Impact Bolt maximum range changes to maintain their current range on Live. This additional passive preserves the Commando’s design as a ranged specialist on the battlefield.