In an update that appeared on Friday, Public Test Server patch notes for the next update were unveiled by BioWare. Included in the patch notes are some changes to the Global Cooldown and ability activation along with the usual assortment of bug fixes. For the full Public Test Server patch notes, hit the jump.
Note: These are not final release notes for the 1.1.1 patch and may contain more items later. Final release notes will be provided at the time of the official patch release.
Patch Notes
Star Wars: The Old Republic - 1.1.1 Patch Notes
Note: The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.
Classes and Combat
General
- Fixed a bug that could cause the Global Cooldown to appear as if it has been cancelled when it is actually still in effect, resulting in a feeling of unresponsiveness to input.
- Corrected an issue that could cause an ability icon to appear usable but be unresponsive to clicks or keypresses for several seconds.
- Players revived by other players, including by in-combat revival abilities, now revive with 25% of maximum health.
Jedi Knight (Forum / Talent Calculator / Abilities)
Guardian
- Freezing Force: Now correctly lasts 9 seconds (up from 6 seconds).
Jedi Consular (Forum / Talent Calculator / Abilities)
Sage
- Mental Alacrity: Now correctly costs no Force to activate.
- Salvation: No longer heals targets twice on application. It now correctly heals all affected targets once when applied.
Smuggler (Forum / Talent Calculator / Abilities)
Scoundrel
- Flechette Round: Now provides 30% armor penetration while active.
- K.O.: This ability now knocks the target down for 1.5 seconds.
- Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
Imperial Agent (Forum / Talent Calculator / Abilities)
Operative
- Acid Blade: Now provides 30% armor penetration while active.
- Jarring Strike: This ability now knocks the target down for 1.5 seconds.
- Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
Bounty Hunter (Forum / Talent Calculator / Abilities)
Mercenary
- Sweeping Blasters can now be made free with Thermal Sensor Override.
Powertech
- Oil Slick now correctly costs no heat to activate.
Flashpoints and Operations
Flashpoints
Directive 7
- Bulwark’s Area of Effect cone abilities now properly fire in the direction Bulwark is facing.
- Some of Bulwark’s abilities were incorrectly susceptible to interruption. Bulwark is now immune to interrupts.
The False Emperor
- Fixed a conversation that could cause the cinematic with Arkis Wode to function incorrectly.
The Foundry
- Fixed an issue that could prevent the final fight in this Flashpoint from beginning after the cinematic.
- The final boss can no longer become stuck in an invulnerable state; there was still a small window where this could occur.
The Red Reaper
- Lord Kherus now grants less experience.
- Some of Lord Kherus’s abilities have had their damage values adjusted to be more in line with the level of the Flashpoint.
- Players now enter into melee range with Lord Kherus in order to stop him from throwing crates.
Operations
Eternity Vault
- Players no longer randomly die in this Operation after being in Gharj’s lava.
Karagga’s Palace
- Foreman Crusher’s enrage now includes a movement speed increase, allowing him to catch players who attempt to run.
- Fixed an issue that prevented the Materials Disposal Unit’s main control station from becoming useable again after the Operation Group is defeated by the G4-B3 Heavy Fabricator on 16-man Hard Mode.
- Fixed an issue that prevented the G4-B3 Heavy Fabricator from deploying the correct number of Proximity Pulse Mines and Security Stun Drones during combat.
- Karagga no longer snaps up above portions of the walls during combat.
Bug Fixes
General
- Fixed an issue that prevented some players in Operations Groups from receiving credit for the missions “[WEEKLY] Deadly Operations,” “[WEEKLY] Galactic Operations,” and “Journey to the Belsavis Depths.” The entire Operations Group now receives credit when the objective is completed.
Items
Bug Fixes
- Comparative tooltips for researched items no longer have their stats reversed.
Missions and NPCs
Missions
Imperial
- Number One with a Bullet: Corrected an issue that prevented Bounty Hunters from leaving The Founder.
- The Eagle’s Nest: The Assassin’s Fortress mission is now correctly a prerequisite for this mission.
- The Mandalorian Killer: Thendys Noori no longer continues to heal Kellian Jarro after she has surrendered.
Republic
- Death Spiral: Fixed an issue that prevented Jedi Knights who completed the Commander Rayfel encounter from using the shuttle back to Belsavis Orbital Station.
PvP
Warzones
- Fixed an issue that could prevent players from receiving mission rewards for completing Warzones.
Space Combat
General
- Added two daily mission commendations to the high-level space dailies Operation Ascendant Pride (Imperial) and Operation New Eclipse (Republic).
UI
General
- Attempting to loot an item in a group when the Master Looter is off-planet now generates an error message.
Bug Fixes
- The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.
Miscellaneous Bug Fixes
- Special items related to different editions of the game have been re-sent if they were deleted by the mail system prior to being claimed.
Comments
The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed. <-- FINALLY :D
Oh yes.. also the biggest change for me ^^
I wish they would give us a weapon preview, that doesn't seem like something that needs to be part of a big patch and I consider it something foundational to their stance on encouraging players to look the way we want
well expect to see something that might be helpful to DHDB :)
The claim is that these nerfs are due to faster than intended PvP kills. Any wagers as to wether or not Bioware will release the intended time for a PvP kill, the average pre-nerf time and the average test server time so it can be revealed to all wether or not the nerfs are having the intended effect or just caving to QQ?
I wager they don't release such math as it would reveal the truth (whatever side the truth may fall on).
I can't imagine them releasing that information. The reason being people would latch onto the average time they say and then spam the forums each time they get killed in less time no matter the real reason (say being attacked by two players).
At a guess I think the time would be (1v1) sometime between 30 seconds and a 1 minute depending on class/spec. More importantly either player should have a chance at winning, something that isn’t the case when 30%+ of your HP is gone in the first 3 seconds of a fight.
So... if you're not supposed to be able to interrupt Bulwark's Stun/OHK on the tank, what's the intended solution to that fight?
The -20% to hidden strike is warranted, the rest is not. Honestly all of the big hidden strike crits I was getting were pre-nerf to biochem and pre 50 warzones. Now that the warzones are 50 only with relatively geared players even buff stacking I can sometimes break 5k. Im probably 50/50 bm geared.
The nerf scares me on a few levels. One BW is basing this information that we require a nerf from info prior to the nerf to buff stacking. They cannot have aqquired statistical data on how we preform in the 50 only brackets for one day post patch before they announced the new ones.
These nerfs cant be properly tested on the PTR, no way for anyone to hit 50 and provide valid and valuable feedback on such a drastic change. Which bega the question why even have a ptr at all.
Our burst is high because our sustained is low, if they remove our high burst and we remain a low sustained I guess we should just call gg. The problem I personally have with this is Im a huge PVPer and just spent the last 5 weeks grinding to battle master the real way. I cant see myself just rerolling.
I understand from BW's point of view OP's make up a small percent of players and nerfing them into oblivion will cause much rejoicing among a large population of the other players. But at what cost? If half the people who play ops now quit/reroll your looking at 1-2% population for ops.
Did ops need a tweak? It sure did. But no one deserves to have the class they play brutalized. And to all the people playing something else laughing at us ops, what makes you so sure you class isnt next?
Insufficient challenge
Sorry this nerf is needed. Operatives and scoundrels can kill anything in a 1v1 as stealth spec. I have seen them kill a tank with 20k hit points in seconds. I have jumped them as my Assassin, and got destroyed when they pop vanish face plant and back stab (3 hits for 5k in 4.5 seconds = 90% of my health). The Operative/scoundrel burst is way to high. When your burst damage matches that of the fire in The Pit something needs to be done. Actually i think I have seen tanks last longer in the fire with the Huttball than with an operative getting the jump on them.
Without a damage meter it is hard to justify if the nerf is to much. I agree with your PTR comments, but something had to be done.
I agree, all bioware did was listen to the qq on the forums and made action. There's no way on the ptr without copy your heros or getting premade 50's that it was tested enough to be "balanced"
You are either lying or mistaken. Anecdotal evidence, is well anecdotal. Also, often made up.
Either way, there is no way since the recent patch and change that Bioware could have gathered enough metrics to justify this change in anyway. Listening to players is not a good. Players are stupid, greedy solipsistic entities, and especially relevant to PvP enthusiasts, thrive off the discomfort and pain of others.
Nice to see some opinions on this from someone on the PvP side. This nerf really doesn't affect me on the PvE side of things (Lethality - I gave up opening with Hidden Strike a long time ago, and most likely will until they give operatives a dash ability that lets you get into position faster), but I can see where it would be pretty harsh for a PvP Concealment build. That first hit goes a long way toward helping you open the fight the way you want, and especially against meatier opponents that take longer to die. Burst is the great equalizer for ops since they are squishier than most melee classes. To significantly decrease the effectiveness of some of the PvP ops most important openers and burst moves? That's rough.
However, like bigdeadbug pointed out, these are patch notes from the test realm. Things can always change.
I wouldn’t jump the gun and say they will put these changes in till they say they will. This is the first set of 1.1.1 patch notes and (as with all PTR patch notes) are subject to change.
Personally it seems a bit of an over nerf, especially to their sustained damage (but then again armour only mitigates certain types of damage). Having said this they may well warrant this kind of nerf, I know they have extensive monitoring software at BW and I wouldn’t be surprised if a week is more than enough time for them to gauge the performance of these classes. The fact that these changes did not come in on the back of 1.1 shows that they didn't want to implement such a nerf till they were sure they needed to.
I can't see them using this nerf as a way to garner support from other classes; in fact jumping to that conclusion does more harm to your argument than good.
If these changes do go through and end up "brutalizing" the classes then I don’t doubt a quick patch can and would be deployed to fix that issue.
If these changes do go through and end up "brutalizing" the classes then I dont doubt a quick patch can and would be deployed to fix that issue. I can't see them using this nerf as a way to garner support from other classes, infact jumping to that conclusion does more harm to your argument than good.
I would seriously not wish that nerf on anyone... Sorry scoundrels and operatives.
50% to 30% of armour, not that crippling i would think?