Friday Update: Advanced Classes Update



This week's Star Wars: The Old Republic Friday Update is the Advanced Classes Update Developer Blog by Principal Lead Combat Designer Georg Zoeller. The update includes a deep dive from Georg Zoeller on the Advanced Classes in general, talent trees, abilities, and a few interesting tidbits from the testing program. Developer Blogs normally are not huge updates but this one is definitely not a normal Developer Blog.

Two choice quotes from the update:

Georg Zoeller
Jedi Shadow (Roles: Close - Mid Range Damage Dealing, Tanking)
Sith Assassin (Roles: Close - Mid Range Damage Dealing, Tanking)


Plenty more is covered in the Advanced Classes Update. Be sure to check it out and let us know your feedback on it in the comment section of this post. The Official DevTracker post follows after the jump.
DevTracker Post


Alyson Bridge
Georg Zoeller returns with more details about the Advanced Class system.

Hello there, I'm Georg Zoeller, and I'm Principal Lead Combat Designer on Star Wars: The Old Republic. In my previous developer blog, I introduced you to the Advanced Classes Game System in the game. In today's blog I'm going to explain how the system has evolved over the last few months based on iteration, gameplay testing and focus groups.

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Comments

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  • #133 Ripoff
    So... if I'd want to play a classic rogue. What class do I play now? Inquisitor? Agent? Marauder? I'm confused.
  • #134 Stenmark
    Depends on how you define "a classic rogue". And "confused" is good, it means you have a choice.
  • #135 Ripoff
    Pretty much the melee stealth class is what I meant with classic rogue.Traditionally he would be wearing leather. But I do tend to agree that confusion is a good thing in this case. I love stealth classes and by the looks of it I get to play 3 different ones :)
  • #138 Stenmark
    Imo, there are 2 main different types of "a classic rogue" -
    - "ninja" - the acrobatic melee type;
    - "Robin Hood" - the sharpshooting ranged type;

    I'd say, these represent eastern and respectively western view of "a classic rogue" and they offer very different gameplay. I guess, the Assassin AC will emulate "ninja" style and the Gunslinger/Sniper AC will emulate "Robin Hood" style. The choice is yours.:)

    It seems, Marauders are, basically, half "ninja" + half "warrior". A hybrid. For some people they will be "light warriors", for other "heavy rogues" - matter of personal perspective.
  • #136 Xavier
    I would say you're still looking at a Sith Inquistior (Assassin AC) spec'd in the DPS tree if you want to play a traditional melee dps stealth class. While the Marauder is melee DPS and does now have a stealth ability, it doesn't look like it lasts very long. While I believe the Agent (Operative AC) will have a full on steath capability like the Assassin and will have some melee abilities (the energy dagger seen in Threat of Peace and mentioned by devs) I don't think it's a melee centric class. It will still focus on short to mid range dps via a blaster of some kind, much like the DPS tree of the Scoundrel on the Republic side.

    So yes, there are three different ACs that will give you some Stealth capability. However, I think the one that most fits your vision of a "traditional Rogue" will be the Sith Assassin.
  • #137 DarthShnooky
    ^ This!

    Bioware has really impressed me lately by showing how the trinity and class roles we are used to can really be changed to create new opportunities. The problem with games like Warhammer Online is that they were too closely tied to what had come before. Like it or not, WoW pretty much perfected what had come before -- the only way to make a game that doesn't just completely feel like a reskinned WoW is to make the classes really feel new.

    Other games have figured out different ways to do this -- Champions Online with open power sets you can combine, Rift with inherent multiclassing within larger roles. Old Republic seems to be doing this as well, by presenting us with roles and classes we can immediately identify, but then changing those classes significantly through the ACs and the trees available in each. I'm loving what i'm seeing so far, hopefully Bioware delivers on all this potential. Also, can only hope they never go the route of WoW and lock you into a particular tree based on your first decision -- that has killed that game for me.
  • #131 Galaks
    The name Jedi Shadow doesn't suit that AC any more. Shadow Tank? I don't think so. What do you think?
  • #132 DarthShnooky
    Depends on the way in which the AC tanks. We know nothing about the mechanics of a Jedi Shadow tank beyond the expectation that it can a) build and hold aggro and b) take more of a beating than other characters. There are a lot of different ways in which a character can do those two things, so it is still possible that a Shadow tank will make sense. Consider a tank that is largely built around avoidance of attacks -- it would have a lower defense and hit points than a Jedi Knight tank, but would have equal survivability due to less incoming damage.

    This, coupled with acrobatic or quasi-stealth mechanics to keep aggro could create a tanking class that would still make sense as a "shadowy" class. I have no idea how they're doin' it, but just throwin' this out there.
  • #121 Loekii
    In my opinion, Georg is the best source of PR for the game.

    Direct and to the point, with quality information.

    He is the 'Carfax' at BW, imo.
  • #118 DarthShnooky
    So every class can tank and/or heal? Amazing! Pure DPS is a horrible idea, unless every class is a pure role then hybrids always end up with an advantage. Skip the middle man and make every class a hybrid, with pure roles relegated to AC's if that's what someone chooses. There may still be issues with Marauders and Sentinels not finding groups -- but hopefully Bioware understands this issue and gives them buffs or access to such high DPS it makes up for this drawback.

    To people who still don't get the association between different film characters and the classes/AC's -- just think of it as archetypal figures that represent the philosophy of the class. Han Solo is a film character, and cannot be neatly slotted into a class in a video game that is balanced around playing with other people. But he serves as the prototypical smuggler (alongside Calrissian) for players to consider as they choose a class.

    In the same way, Darth Maul serves as an archetype for the concept of the Assassin AC. If the Assassin plays as a lightly armored, stealthy, acrobatic type of lightsaber warrior (having not played the game I can't say) then the model of that from the films is certainly Maul. Vader is not lithe and acrobatic, perhaps somewhat as Anakin, but even then he was more forceful and less assassin-y. Darth Vader is not a Sith Warrior and Darth Sidious is not a Sith Inquisitor. They are film characters that provide archetypes for how characters in a game can be built to resemble them in various ways.
  • #125 Elkesai
    Personally, I wish BW would get away from claiming each class has an archetype, and get on with creating something original that they don't have to make excuses for. But then again, I know without explaining EXACTLY which character EACH class will be similar to, they would be alienating those who won't enjoy the thought of playing a character that isn't a copy of something they know.

    Unfortunate.
  • #128 DarthShnooky
    I would much rather have them connect the idea of a particular character with certain classes to help along casual players, than have them actually make classes that are intended as clones of the film characters. Keep in mind, the use of film characters is to a) give us a quick reference to the concept of a class or AC, and b) give casual players who only see a little info about the game a sense of what they can play.

    You can't avoid it, a lot of people will play the game hoping to play a character like their favorite film characters. If you can honestly say your favorite characters from the films have had no impact on what classes you might want to play in game, then you're a better man than i. While i certainly will want to play characters more based on the role and playstyle i prefer, the fact that I have always loved Darth Vader certainly helps me decide to play a Sith Warrior. But i also know I prefer melee to ranged and i enjoy tanking.

    Those of us on here make decisions based on information we have due to our obsessive love for a game that is not even out yet. There are a lot of players who are not currently following the game this closely, and for them it's easy to see "Oh i can play a character like Han Solo" or "I want to be Boba Fett, i'll be a bounty hunter!"
  • #130 Elkesai
    Yes, I do understand your point. And I do understand the marketing reasons. I'm just a little disappointed that instead of creating their own character archetypes for us to get to know and compare others to, we're stuck right now comparing to archetypes that are far more complex characters than any one video game class, which causes some amount of dull-witted arguments.

    They have done a bit of it with their main NPC characters (like Malgus and Satele)--I just wish they'd go more off of what they have created that's new.

    I'm sure this will become more the case in the future as we get to know the game, and era, better. But for now, it'll be, "Hey look--you can play a character who's like (so-and-so)," instead of, "Hey, look--you can play this cool character who's great at (this-and-that)."
  • #115 adipokerface
    Why is everyone QQing over this? I love the fact that Bioware are daring to be different with the classes. Just because it's out of your comfort zone, it doesn't mean that the variation in classes won't work..
    "But but but.. On WoW, they do it this way!" Well keep playing wow then.. I'll be on TOR deciding on what kind of Inquisitor I want.
  • #102 Grimfate
    I loved the update, but im seeing a bad pattern coming out. Ill reserve all judgment tell i get to actually see it in action, but this just leaves a bad taste. I do like how most points in the tree are 0/2 or 0/1... If i ever put points to increase my damage by 1% again ill go blind
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