We've heard a few things about incoming class changes, balance, gear, and more to Game Update 1.4 but now with Austin Peckenpaugh joining the discussion, it's a bit more solid. In a developer post on the official Star Wars: The Old Republic website, BioWare Senior Designer Austin Peckenpaugh gives fans an idea of what is coming in Game Update 1.4 in regards to class and balance changes.
In Game Update 1.4, you’ll notice the following changes:
- Electro Dart and Cryo Grenade now have a 10-meter range.
- Electrocute and Force Stun now have a 10-meter range.
- Overload and Force Wave have been redesigned. These abilities now knock back all targets within a 15-meter 120-degree cone in front of you. Furthermore, these abilities now knock back all potential targets instantly; they no longer wait for an animation note at the end of the ability animation.
Mercenaries and Commandos:
- Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target's current action and prevents that ability from being used for the next 4 seconds. This ability can be trained at level 18.
- Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect. The knockback previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary/Commando’s ability to further escape the attacker.
- Tracer Lock/Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan/Advanced Medical Probe by 20% per stack.
- Kolto Residue: Now additionally snares enemies struck by your Kolto Missile/Kolto Bomb by 50% for 3 seconds.
- New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit.
Sorcerers and Sages:
- Force Speed now has a 20-second cooldown (down from 30) for all Consulars and Inquisitors.
- New Sorcerer/Sage ability, Unnatural Preservation/Force Mend: Heal yourself for a moderate amount. Only usable on yourself. Instant, costs no Force, 30-second cooldown. This ability is trainable at level 18.
- Dark Resilience/Valiance: Now additionally increases the healing dealt by Unnatural Preservation/Force Mend by 15% per point.
- Fadeout/Egress has been redesigned. Now causes Force Speed to remove all roots and snares and grant immunity to roots and snares for the duration.
- Polarity Shift/Mental Alacrity now additionally grants immunity to interrupts for the duration. Improved visual FX to demonstrate this effect.
- Backlash/Kinetic Collapse: The incapacitation effect caused by this skill no longer breaks on damage.
Scoundrels and Operatives:
- Disappearing Act/Cloaking Screen now has a 2-minute cooldown.
- Energy Screen has been renamed to Ghost. Fight or Flight/Ghost: Now this skill finishes the cooldown on Sneak when you exit stealth mode. Furthermore, this skill allows Sneak to be used out of stealth mode, increasing movement speed by 50% for 6 seconds. This skill still removes the healing done and healing received penalty caused by Disappearing Act/Cloaking Screen.
- Flee the Scene/Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. Now reduces the cooldown of Disappearing Act/Cloaking Screen by 15 seconds per point (down from 30 seconds per point).
Shadows and Assassins:
- Force Cloak now has a 2 minute cooldown.
- Infiltration Tactics/Duplicity: Now when triggered, your next Shadow Strike/Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
- Celerity/Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
- Masked Assault/Darkswell: Now additionally finishes the cooldown of Blackout when you exit Stealth mode. In addition, Masked Assault/Blackout causes Shadow's Respite/Dark Embrace to reduce all damage taken by 25% while active.
- Fade now additionally reduces damage taken from area effects by 15% per point. Kinetic Field/Entropic Field no longer provides this effect. Now reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point).
- Kinetic Field/Entropic Field has been redesigned. Now critical hits cause you to build a Kinetic/Entropic Field, increasing damage reduction by 1% per point per stack. Stacks up to 3 times.
- Humbling Strike/Magnetism is a new 1-point skill. Causes the target of your Spinning Kick/Spike to be slowed by 70% for 3 seconds when the knockdown effect ends.
- Clairvoyant Strike/Voltaic Slash: Using Project/Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike/Assassinate during execute phases.
The developer blog has a bit more to it beyond the above mentioned items. Should you want to see the entire thing from start to finish, head over to the post.
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Posted 9/5/2012 10:46:39 AM/giddy zomg, Merc buffs? BUFFS? Finally! I may have to resub!
But does this change apply it's own buff, or does it consume Tracer Lock? Does it make it always instant while x5 Tracer Lock is up until it wears off? Healing Scan does have a 12 second cooldown, so it may. Either way, kickass.
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Posted 9/5/2012 8:08:43 AMand nothing for juggernauts
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Posted 9/5/2012 2:54:06 AMThe changes are interesting. We'll see how they play out.
What I really wonder about is if 1.4 will finally bring us chat bubbles. I really hope so, they've been long overdue.
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Posted 9/5/2012 9:11:08 AMI dont think so...
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Posted 9/4/2012 4:42:37 PMMERC INTERRUPT!
And some interesting changes to the merc/commando AC in general.
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Posted 9/4/2012 4:09:05 PMIf they are talking 1.4 I hope they release it soon. I mean real soon because my Sub is up on the 17th and my time can be better used for other games i have.
Just picked up the witcher 2 for 10 dollars.
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Posted 9/4/2012 3:58:20 PMYeah, because sorcerers needed to have their KB and Electrocute nerfed on top of them not being the best healing class. If the KB was nerfed then their healing abilities should have been buffed.
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Posted 9/4/2012 4:42:45 PMYou're looking at it in only one way, you get a new instant ability with a 30 second CD, that's actually quite a large buff especially considering that it uses no force.
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Posted 9/5/2012 8:47:48 AMI am confused by your statement... You DO realize that Sorcs/Sages are by far the most OP healing class in this game right? If you're having trouble as a healing Sorc/Sage, you are doing something very very very wrong.
Think about it this way... Healing Sorcs/Sages are the only class that gets an 8-man AoE heal. With the right procs, the force cost on our AoE heal can be as low as 61 force. And (the way I am geared anyway) my AoE heal does an average of (depending on crits) 7k total heals/each, over 10 seconds to a maximum of 8 people. That is impossible for any other class. Furthermore, we have the ability to sacrifice HP to regain force. Meaning, if you manage your HP and force w/ procs appropriately, a good Sorc/Sage healer can heal indefinitely without running out of resource. The only problem can become, when you aren't able to stand in your own circle of love AoE to regain HP after sacrificing.
Now... add a 30s cooldown, FREE instant self-heal... During the course of a 6m 30s boss fight, it means a Sorc/Sage can pop a medpack once, and their self-heal 13 times during the course of that fight, which effectively means, you aren't "forced" to stand in your own AoE heal to regain HP after sacrificing, which lets you drop it on the melee DPS/tanks, and be able to be out of range of most melee/aoe attacks.
It's actually, as I see it... a pretty big buff to Sorc/Sage healers.
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Posted 9/6/2012 11:19:00 AMIndeed. That free heal is going to more than make up for the loss of Electrocute. And we will still have Jolt. While it does no damage, it is still a 30m interrupt.