This week's Community Q&A is up and BioWare delves into deception Assassins, Operatives, and the new planet of Makeb. While not as lengthy as past longer-form Q&As, it is still worth a read. Continue after the jump for the Q&A in full.
Anzel: Credit Sinks appear to be one of the hot topics in the community right now. Are there any chances of severely lowering or possibly removing some of these at this early stage in the game?
BobertCole: Could you elaborate please on what role you see deception Assassins playing? Are they close to operating in the way that was envisioned?
In the case of Deception Assassins, we see and hear about a lot of players expecting to go toe-to-toe with tough enemies. They expect that since they're a melee spec, they should have the survivability they need to withstand the frontlines. That's true for some melee specs, but that's not what Deception Assassins were designed for. Deception should epitomize "hit-and-run" and "lone wolf" gameplay. Obviously that's less the case in Operations boss encounters, but if this is a question of sustained DPS, the short answer is that they hit within the same 5% "grace window" targeted by every DPS spec in the game.
In solo and PvP environments, Deception is meant to be a high burst, high mobility, shutdown spec. When played properly, they provide some of the highest burst and highest pressure in the game. However, Deception is not a great partner. He can't take hits, his shutdown requires that he set the pace of the fight, and his escapes leave allies open and vulnerable to counterattacks. I say that, but I've seen players dash my expectations and turn Deception into a spectacular teammate. Unfortunately, I've seen many more players try to facetank and fail. Assassins have a great team support role - Darkness; they also have a great well-rounded, high utility role - Madness. We left Deception to take the opportunity to do something fun and very different, but that comes with the risk of missing player expectation. If you like Deception and you want to pull it off, my suggestion is that you pick your fights and plan ahead, but I'd also warn that Deception is a spec of extremes - I would not describe it as "well-rounded."
Coldin: Every class who fights primarily in melee range (Assassins, Warriors, Powertechs) gets some kind of ability they can use to close the distance outside of 30 meters. That is except for Operatives. What's the reasoning behind the Operative's apparent lack of ability to quickly get within range to deal their most powerful attacks?
Sindorin: When you're discussing a new planet, what sort of criteria do you guys lay out for the design process? How do you determine what's in or out, and what sort of backstory or lore goes into it?
After that, it gets more difficult. Figuring out the details of the world (including whether we want a canon planet to fill the role, or if we want to create a new planet altogether) takes much longer, but the basic criteria stay the same: Does the backstory fit the requirements outlined? Does the planet sound fun to play through? Is it practical? (If the art department can't build a planet full of, say, 90-foot-tall giants who use buildings as melee weapons, then that idea isn't practical, no matter what writing may want). Elements that contribute to the overall goals of the planet are retained; elements that don't get put to one side.
Writing, art and world design work together closely during this process, and if all goes well, we get a planet that has a clear purpose while being broad enough to support a wide variety of interesting missions.
Talius-LH: Is there any plan in place for either re-implementing the removed codex entries and titles or removing them entirely from the codex?