SWTOR Patch 2.7 Class changes

A list of the proposed SWTOR class changes players can expect in patch 2.7 which will land in early April 2014. Included are changes to sorcerer/sage, marauder/sentinel, juggernaut/guardian, sniper/gunslinger, operative/scoundrel.

General

Below you will find links to individual threads for each class that is currently receiving changes in 2.7. I want to stress that this is not a comprehensive list of all of the class changes coming in 2.7. As the Combat team continues their work and more changes are implemented, I will be sure to pass them on.

One thing to keep in mind is that Game Update 2.7 marks the end of Season 1 of Ranked Arenas. You will notice quite a few of these changes are targetted at PvP specifically, it is our goal that you will typically see "bigger" Class PvP changes between seasons. On the topic of seasons, it is our goal that either tomorrow or early next week we will be publishing a blog with all of the nitty gritty details around the end of Season 1. You will get to see the rewards we have planned for Season 1 and the ranks required to achieve them. I am very excited for you guys to see them.

Sorcerer

Below you will find our current list of changes slated for Game Update 2.7, again this is not a comprehensive list of all changes and all changes are subject to change. Our goal with these changes was to address the classes survivability/viability along with some "quality of life" for Lightning. Here ya go:

swtor-patch-2.7-sorcerer-corruption-changes

  • Force Barrier now has an additional effect. While you are protected by Force Barrier, charges will build up and grant Enduring Bastion. Enduring Bastion is a shield that absorbs an amount of damage based off the charges (1-4) that are present when Force Barrier ends. Enduring Bastion also grants immunity to interrupt and lasts for up to 5 seconds after Force Barrier ends.
  • Polarity Shift will now make the caster immune to pushback along with interrupts.
  • Innervate is now immune to pushback.
  • Lightning Barrage now has a 50%/100% chance to grant a Lightning Barrage charge when using Lightning Strike on a target affected by your Affliction. A Lightning Barrage charge causes your next Force Lightning to channel and tick twice as fast.
  • Lightning Storm now builds a charge whenever you deal damage with Lightning Strike, Thundering Blast, or Force Storm. At 2 charges, Chain Lightning’s cooldown is reset and the next cast of Chain Lightning activates instantly and has no Force cost. This effect can only occur every 10 seconds.
  • Wrath now builds up a charge whenever the Sorcerer deals damage with Force Lightning. At 3 charges, the next Lightning Strike or Crushing Darkness is cast instantly and deals 35% more damage.

Sage

Below you will find our current list of changes slated for Game Update 2.7, again this is not a comprehensive list of all changes and all changes are subject to change. Our goal with these changes was to address the classes survivability/viability along with some "quality of life" for Telekinetics. Here ya go:

swtor-patch-2.7-sage-seer-changes

  • Force Barrier now has an additional effect: while you are protected by Force Barrier, charges will build up and grant Enduring Bastion. Enduring Bastion is a shield that absorbs an amount of damage based off the charges (1-4) that are present when Force Barrier ends. Enduring Bastion also grants immunity to interrupt and lasts for up to 5 seconds after Force Barrier ends.
  • Mental Alacrity will now make the caster immune to pushback along with interrupts.
  • Healing Trance is now immune to pushback.
  • Psychic Projection now has a 50%/100% chance to grant a Psychic Projection charge when using Disturbance on a target affected by your Weakened Mind. A Psychic Projection charge causes your next Telekinetic Throw to channel and tick twice as fast.
  • Tidal Force now builds a charge whenever you deal damage with Disturbance, Turbulence, or Forcequake. At 2 charges, Telekinetic Wave’s cooldown is reset and the next cast of Telekinectic Wave activates instantly and has no Force cost. This effect can only occur every 10 seconds.
  • Presence of Mind now builds up a charge whenever the Sage deals damage with Telekinetic Throw. At 3 charges, the next Disturbance or Mind Crush is cast instantly and deals 35% more damage.

Marauder

I wanted to let you know of some changes that were coming to you guys in Game Update 2.7, specifically a change to how Smash deals damage:

  • Smash now requires a Primary target to activate.
  • Secondary player targets are no longer affected by the additional damage granted by Shockwave, or the critical chance granted by Dominate.
  • Secondary NPC targets are still affected by Decimate, Shockwave, and Dominate.

Sentinel

I wanted to let you know of some changes that were coming to you guys in Game Update 2.7, specifically a change to how Force Sweep deals damage:

  • Force Sweep now requires a Primary target to activate.
  • Secondary player targets are no longer affected by the additional damage granted by Singularity, or the critical chance granted by Felling Blow.
  • Secondary NPC targets are still affected by Swelling Winds, Singularity, and Felling Blow.

Juggernaut

With Game Update 2.7, we are addressing some balancing issues that have been present for a while, the primary of which is the damage of Smash.

  • Smash now requires a Primary target to activate.
  • Secondary player targets are no longer affected by the additional damage granted by Shockwave, or the critical chance granted by Dominate.
  • Secondary NPC targets are still affected by Decimate, Shockwave, and Dominate.

There are also some other changes coming, which includes a redesign of Enraged Defense and a change for Through Passion:

  • Enraged Defense no longer costs Rage to activate, and will hold a number of charges based on if the Juggernaut is above or below 50% health. Every time the Juggernaut takes damage, a charge is expended to heal for 4% of his maximum life.
  • Enraged Defense’s cooldown has been increased to 3 minutes.
  • Through Passion now reduces the cooldown of Enraged Defense by 15/30 seconds.
  • Threatening Scream now immediately reduces threat by a moderate amount while not in Soresu Form.

Guardian

With Game Update 2.7, we are addressing some balancing issues that have been present for a while, the primary of which is the damage of Force Sweep.

  • Force Sweep now requires a Primary target to activate.
  • Secondary player targets are no longer affected by the additional damage granted by Singularity, or the critical chance granted by Felling Blow.
  • Secondary NPC targets are still affected by Swelling Winds, Singularity, and Felling Blow.

There are also some other changes coming, which includes a redesign of Focused Defense and a change for Through Peace:

  • Focused Defense no longer costs Focus to activate, and will hold a number of charges based on if the Guardian is above or below 50% health. Every time the Guardian takes damage, a charge is expended to heal for 4% of his maximum life.
  • Focused Defense’s cooldown has been increased to 3 minutes.
  • Through Peace now reduces the cooldown of Focused Defense by 15/30 seconds.
  • Challenging Call now immediately reduces threat by a moderate amount while not in Soresu Form.

Sniper

There are some survivability changes coming to Snipers in Game Update 2.7 that I wanted to let you all know about:

  • Shield Probe’s cooldown has been reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
  • Hold Position now causes Evasion to give the Sniper a 100% chance to resist Tech and Force attacks for 3 seconds.
  • Entrench is no longer removed when you leave cover. However, you must return to cover to gain the protection offered by Entrench.
  • Flashbang now only affects a single target.
  • Hold Your Ground will now reduce the cool down of Shield Probe by 3/6 seconds. (Down from 7.5/15 seconds) 

Gunslinger

There are some survivability changes coming to Gunslingers in Game Update 2.7 that I wanted to let you all know about:

  • Defense Screen’s cooldown has been reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
  • Hold Position now causes Dodge to give the Gunslinger a 100% chance to resist Tech and Force attacks for 3 seconds.
  • Hunker Down is no longer removed when you leave cover. However, you must return to cover to gain the protection offered by Hunker Down.
  • Flash Grenade now only affects a single target.
  • Hold Your Ground will now reduce the cool down of Defense Screen by 3/6 seconds. (Down from 7.5/15 seconds) 

Operative

Below you will find our currently planned changes for Game Update 2.7. Keep in mind this is not a comprehensive list and they are subject to change. Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:

  • Shield Probe has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
  • Exfiltrate has been redesigned. Using Exfiltrate will grant a charge that will allow Exfiltrate to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
    • Exfiltrate no longer costs energy to use.
  • Jarring Strikes now grants a buff that makes Backstab not require position behind the target after using Hidden Strike.
    • Jarring Strikes now causes Hidden Strike to immobilize the target instead of knocking them down.
  • Surgical Precision can now only grant Tactical Advantage every 6 seconds.
  • Flashbang now only affects a single target.
  • Preparedness will additionally allow Flashbang to blind up to 5 targets within 5m.
  • Shadow Operative Elite will now give the Exfiltrating Operative a short window of defense against all attack types (which stacks with Exfiltrate’s normal defense bonuses).
  • Escape Plan will now reduce Shield Probe by 3/6 seconds. (Down from 7.5/15) 

Scoundrel

Below you will find our currently planned changes for Game Update 2.7. Keep in mind this is not a comprehensive list and they are subject to change. Know that one of our goals with these changes were to "tone down" the inherent power of Operative healers in PvP. Here are the current changes:

  • Defense Screen has had its cooldown reduced to 20 seconds, its maximum duration reduced to 10 seconds, and now absorbs slightly more damage per cast.
  • Scamper has been redesigned. Using Scamper will grant a charge that will allow Scamper to be used again before the ability goes on a 10 second cooldown, allowing for 2 rolls in succession.
    • Scamper no longer costs energy to use.
  • K.O. now grants a buff that makes Backblast not require position behind the target after using Shoot First.
    • K.O. now causes Shoot First to immobilize the target instead of knocking them down.
  • Emergent Emergencies can now only grant Upper Hand every 6 seconds.

Source: http://www.swtor.com/community/showthread.php?p=7204678#edit7204678

  • Lord Zalla

    So smash is no longer an aoe? >.> this blows

    • PhantomSheep

      Well it is, but it will only do super buff damage to one target, and anyone else in the aoe will take vanilla smash damage.

      • Sciclex

        Only in a PvP environment, in PvE it now requires a target but still has the same effect on all targets in range.

        • Sean

          I don’t see anything in the description that says the change will be PvP-only; the lead-in says that the changes are mainly targeted at PvP, but there’s nothing that says the changes are _only_ in PvP.

          • Jabroni

            *Secondary NPC targets are still affected by Swelling Winds, Singularity, and Felling Blow.*

    • Blackdeathteal

      Oh god no you actually have to target something while mindlessly mashing one button …

    • Prv8J0k3r

      Does not blow it was a ridiculously overpowered spec in pvp that needed to be nerfed a long time ago. Took no skill to play and was kind of a troll spec

    • Eric

      Try being a sniper. Looks like the nerf bat is swinging for the fences!

  • martin

    Through Peace now reduces the cooldown of Enraged Defense by 15/30 seconds. Should be focused defense not enraged

    • http://dulfy.net/ Dulfy

      Fixed :)

  • Haggardbr

    I didn’t like the change in shoot first for scoundrels so much… one of the coolest things besides its massive damage is to knock the mob / player on the ground for a few seconds. At least now flying fists is a 100% chance to be proc’ed with the points in the right place…

  • Kenjer

    All in all, wow…. some legitmately good attempts to balance the game for PVP. Color me impressed.

  • zenight

    God I hope they do something for assassins/shadows…
    When playing them I feel like I’m doing twice the work of all my other classes for half the return.
    I like the changes to Smash, it indicates that they are planning to make adjustment to skills for PvP without messing with PvE viability, a move in the right direction!

    • Stefano Inox Innocente

      Well on pvp we are fine

      • zenight

        True, but the fact they can target changes to PvE or PvP without hurting both means Sins/Shadows may finally reach a real balance and be viable in both.

        • Prv8J0k3r

          What’s wrong with Sins? I roll a madness assassin in pve and can hold my own just fine.

  • Stefano Inox Innocente

    mmm seem pretty good but I don’t get these:

    1. the buff (mi) to scamper
    2. the new “resilience” to guns

    :S

    • BM

      I agree, I have a gunslinger and they already have so much survivability it isn’t even funny. These devs are clueless. Can’t listen to the QQ’ers they are usually just bad players that don’t know you need to know the class you’re fighting, not just your own.
      What to interrupt, when to stun, etc.

      • Stefano Inox Innocente

        Yes.. Sometimes I find some guns that I 4 shot down… Some others with scamper they can kite good and survive so long! Meh

  • Andrew

    I’m so happy that operative healers are getting their surgical probe nerfed. I don’t know how many times I’ve healed the Dread Council and thought to myself “man, this is too easy, I sure hope they can find some way to screw me without buying me dinner first”.

  • Mupf

    After Hidden Strike, I alsways stand behind the enemy, because I have to to use Hidden Stricke. This change is useless!

    • Robert Hindy

      Without the knockdown, the enemy can now spin around quickly when hit with Hidden Strike. This change will allow you to still use Hidden Strike -> Backstab no matter what happens.

      • Anthony Phillip Cuchra

        They changed the knockdown to an immobilize, or basically a root. The target player cannot spin around, but is free to pop Cds or defensive abilities, but even so, you are correct in the fact you would still be able to use backstab

        • Evenmoardakka

          Rooted players can still rotate, If it was a Stun then they’d could not. but the KD was still a stun with a slight displacement and different animation

  • Jay

    Do you have any info about shadows? They don’t seem to get a lot of love. I would be so happy if they got a buff to make them viable in pve and make people actually want them in the group.

    • Robert Hindy

      Currently, there are no changes to shadows in 2.7. They recently got a few changes. Most of these classes have not had any changes in a long while.

  • Cal

    Anything on shadows?

    • Kevin Del Gatto

      dude, shadows/sins tanks got a massive buff in 2.5 be happy we haven’t been nerfed yet.

      • Cal

        I don’t consider a 6% damage increase to clairvoyant strike a “massive buff”.

        • Robert Hindy

          He said tanks, not all shadow/sins.

          DPS only got a small buff in 2.5.

      • BM

        Shadow tanks got nerfed in 2.5, if you were playing the class correctly in pvp.

        • Kevin Del Gatto

          Actually, not really. I can survive way longer now in PVP then I could before, well open world pvp/1v1. I don’t pvp anymore in arenas since I got my gear.

  • Dragothy

    I do hope there is something for Commandos/Mercenary dps, they can leave Pyro/Assault the way RNG works but Gunnery/Arsenal needs something to stop the need of Grav/Tracer spam. And of course something to ease ammo/heat management would not hurt.

  • iceberg265

    I was hoping for a little bit more adjustments for Defense Guardians, but another defensive cooldown I can use is definitely nice.

  • ptd163

    When it comes to gunslingers and scoundrels Dory from Finding Nemo comes to mind.

    “Just keep buffing, just keep buffing.”

  • Mitts281

    Is this like a foreshadow of an april fools joke? They’re nerfing operatives/scoundrel already after finally fixing them? They’re nerfing the one aoe spec that can keep jugg/maras on par with sins/snipers/sorcs in over dmg? And not just a nerf, they’re making it completely pointless to even play. And while I always wanted Operative healers to get nerfed….this is just stupid…..the one thing that they have that keeps them viable is going to be gone. What a joke. Do they just hire a new pvp dev crew to start over every patch? Think about the actual good players that play smash jugg/mara for a reason. Because it helps the team. It is the only thing there is against good healer/tank combos in arenas/organized pvp. OH AND OF COURSE NO MENTION OF SPIKE OR ANY NERFS FOR SINS/SHADOWS. HOW SUPRISING! I’m glad I leveled a sin awhile back just to justify my long standing notion that they were the easiest/most OP class in the game. Still are. I will be going to mine full time after this patch.

    • thatPERSON

      they are taking a toy away and adding a toy just about as good. not a nerf in my book. you now have to use a little skill to kill bads

      • Mitts281

        The change to operatives is negligible to me. I care more about everything else they’re doing. Why don’t they nerf spike for assassins/shadows? A talent i might add takes no points to have.

        • Kevin Del Gatto

          Actually spike to use out of cloak does… They FINALLY fixed sin tanks, (which is what I play) and they are decent now in pvp. “Oh god I can’t smash a group of 5 people anymore what shall I ever do!” learn to play a real class…

          • Mitts281

            WTF does the Immortal spike spec have to do with any of this? That wasn’t any sort of argument against what I said. I find it very ironic that you say “learn to play a real class” when it seems to me you’re an assassin…..and yes, I have a sin, jugg, mara, op, sorc, and PT

            • zenight

              So basically you want sins/shadows nerfed, because what? Op/Scoundrel got a change in playstyle? Mara/sentinels and Jugs/Guards will require skill to play again?
              You’re that kid in the schoolyard that broke other kids toys when you lost your’s weren’t you…
              Sins/Shadow are at the end of the PvE proverbial totem, every other class can do their job better all they have is PvP, but you want that gone and why? “Because now I have to learn to play”.

              • Kevin Del Gatto

                I 100 percent agree Zen. God forbid I have a class where I can do 2 attacks, then smash and kill everyone/thing around me. As a Sin tank player, I like the difficulties of having to tank. I am by far not a “hardcore” RPG’er but I do play often. God forbid smash monkies got nerfed… Everyone is QQ’ing about it, and I am sitting here like “trolol its about time”

            • Kevin Del Gatto

              Mitts281 thatPERSON8 days ago

              The change to operatives is negligible to me. I care more about
              everything else they’re doing. Why don’t they nerf spike for
              assassins/shadows? A talent i might add takes no points to have.

              THat is what it has to do with it Mitts. BTW it does take skill points.

          • Mike

            You mean smashers cant hit 5 bad players anymore. You do realize that they were only on par for overall damage with the aoe. Instead of nerfing, people should just learn how to play and stop QQing. And are you saying you liked the sin nerf? Cuz sin tanks were strong before it, if you knew how to play it. Why not just buff the couple classes that need it instead. Commando’s need a lil more survivability and sages a small buff as well, even though good ones can still top damage charts.

            • hksdc3

              sages are OP enough already in pvp
              shields dots stuns knockbacks snares CCs self heals AOEs sprint every fking thing with super short CDs except the force lift, wtf u wanna ask more for?
              imo give sentinels atleast either a knock back or stun or humanoid CC or w/e the hell it is to survival a little bit longer

              • Evenmoardakka

                Its called AWE… its a aoe Humanoid CC…

  • Ulmymba

    Time to look after a game that isn’t horrible balanced by a totally headless team.

    I’m done! They again nerf agents and smuggler, in a gamebreaking way. I have enough of that mindless developer crew.

    • thatPERSON

      how is this game breaking? no more KD on hidden strike, but you get a buff that lets you use backstab anywhere on a player. what they did was make it so you actually have to try to kill bads. how dare they make you use skill i mean come one.

      • thisPERSON

        Um… what? The ability to backstab anywhere on the player REDUCES the skill required. There is no half-decent operative or scoundrel out there who can’t easily get behind or to the side of an enemy to backstab them. This new ability is totally useless except for completely horrible players. It’s for keyboard-turners and quickbar clickers who simply don’t have the mobility any sensible player would have. This reduces the capability of what has already been a woefully broken subclass since long before Makeb.

        Previously, there were no serious rated teams running DPS operatives or scoundrels because they couldn’t do enough sustained damage compared to every other DPS subclass. This recent update helped them a little bit and made them more viable. This potential change to Hidden Strike is terrible and completely boneheaded and only goes to show that the Combat Team is completely out of touch with the game and its players. I hope that the change to Shield Probe will offset it.

        • Ayawrxsti

          well picture there’s no stun lock in this game like WOW, back blast is totally useless in 1v1 pve, and if your pvp target is dumb enough to stand still and take the hit, dont tell me that long CD dirty kick is a reliable stun….

          • KirbyKismet

            If you’re fighting 1v1 in PvE, then backblast/stab is still part of your regular rotation. You don’t get to freely backstab someone to your heart’s content. If you can’t get behind them, you stun them first, then you backstab. *That’s part of the rotation.* In fact, you could just backstab them after the initial knockdown from HS/SF and save your 2-second stun for another one after the cooldown, assuming the mob isn’t dead by that point. And if you’re in a raid or flashpoint, you are not tanking. Your enemy is not on you. You may backstab whenever its off cooldown.

            And in PvP, good players are always on the move, but that doesn’t stop
            them from getting backstabbed. That’s part of the challenge (and fun) of
            the class–positioning and maneuvering are important and make the game mechanics more dynamic. If this change is appealing to you, I recommend playing a Jedi Knight–Master Strike automatically spins you around to constantly face your opponent while you channel. Bo-ring.

            Consider Snipers/Gunslingers. Anyone taking advantage of Line-of-Sight can drastically reduce their damage output. Positioning for them is important. You want to make sure your big hit gets your target? You hit ‘em with leg-shot first and pin them to the ground. This change is the equivalent of making Ambush/Aimed Shot shoot through walls. Kind of takes away the point, doesn’t it?

            Look, if they want to add this horrible new feature, they should give it to Lethality/Dirty Fighting–or just rename backstab and backblast to “stab” and “blast” and be done with positioning altogether.

            You have to remember that this is the Concealment tree we’re talking about. The whole point of it is to demolish a single target from the moment we leave stealth. We’re supposed to be able to do that. If someone briefly catches sight of us in stealth, they should feel dread knowing just how insanely powerful we are in those first couple of seconds. The flipside is that once we’re out and we’ve done our damage, we’re weaker than most DPS. It’s not much different from Carnage/Combat Maras/Sentinels who have all that burst meant to burn someone down in just a few seconds. Except that they have more sustained damage than Operatives/Scoundrels between their main burst rotations of which they have two. Concealment Ops/Scrappers only have the one and they have to be in stealth.

    • Alice Frederick

      This is the first nerf it’s had since makeb dropped other than the aoe for agents getting a nerf. It’s a badly needed one for pvp too. You just don’t want your preciously broken class to be nerfed.

      • 0zro

        It was never a broken class. And Hidden Strike was not introduced with Makeb, it was always there.

        And please tell me – why does the same assassin ability still knock down the enemy?

        How is this gamebreakin for concealment? It’s a stealth class, you need the burst. When you are out of stealth your are done. You do what you need to do after you leave stealth… if you don’t you are done. And therefore you need the knock down.

        • Alice Frederick

          The only nerf that was needed was surgical probe. I do not agree with that 6 sec nerf though. They could have made it 25% and 3 sec for tactical and it would be fine.

  • Kevin Del Gatto

    Honestly, I LOVE the change to smash! It means no more Smash monkies running around. They are really the reason why I don’t pvp a lot anymore. -walks into WZ dies in 2 seconds due to smash monkey, respawns, dies again,,, Curses out healer-

  • whateverdude

    I can’t believe it, smash is actually getting nerfed while sage/sorc gets buffed. After a year and a half lol….

  • Areneth

    Hmm… I cant understand change about barrier… So.. Barrier no longer grants invincibility while it in effect?

    • 0zro

      Why not? It still does, it just gets something extra thats starts when the barrier ends. So it grants even more protection. What is really stupid.

    • bleeters

      It seems like it still gives immunity whilst you maintain the barrier, but you gain an addtional level of protection afterwards based on how long you kept channeling.

  • MercSmash

    Where the fuck are the Merc changes ? I’m quitting this fucking game if that class goes one more patch without a legit PvP buff. Yes, this is strait up QQ and a god damn sub away from your game if this isn’t corrected. The class is NOT fine and I know EXACTLY how to play it. The whole damn MERCENARY community knows it’s bad. Do something about it or I’m out.

    • Cade’an

      I actually play a merc 55 both arsenal and pro and get top deeps numbers. Sooo….

      love the smash changes btw. I have a smasher. and even as playing I knew this needed to be nerfed and was to op. Loll good balence before with duels or some matches. But as a smasher. If I got a healer behind me? They are just done. Lol.

      Also assassin/shadow needs force cloak to be fixed. It shouldnt pop you out of stealth just when you are trying to get away. >_>

      • jake

        The reason it does that is usually because you’re taking DoT =)

        Good idea is to use the cleanser before force cloak

    • Josef Tauser

      I have an Arsenal Merc and I’m capped at 12,500 hits during Warzones. Other than an AP Powertech or a lucky Marksman Sniper, no class can beat a Merc in a duel.

    • Mercs-Are-SHIT-PVP

      The numbers are fine if you’re playing with a lesser skilled group of people. Anyone in their right mind would know that a merc is a free kill and to allow it to run around is too tempting. I’ve done top damage in some games while in others I’ve come 5th and below because I get gangbanged by an assassin or op because they know I can’t do ANYTHING to them but stand there and just die or die tired trying to kite / use my 2 instant casts that don’t do shit compared to EVERYONE ELSES instant casts. So yes, the class needs a major rework, buff, whatever. unload needs a root like ravage, power shot need to be instant cast. railshot needs to be taken off global cooldown. our knockback needs a root like the other classes knockback…. YEAH ?! Just because it has heavy armor doesn’t mean shit in this game. Our abilities are under developed and nerfed into extinction. Leaderboards alone support my rant. LEADERBOARDS.

  • BM

    I’m surprised they are nerfing smash actually, atm its equal to combat spec. The last smash nerf was actually enough. I know there were alot of bad players crying nerf, but thats their fault for refusing to take the 30% aoe damage reduction or not knowing how to play. This damage reduction will make it worse than watchman spec, which needs a buff. Yes I have a sent, but I also have a gunslinger, shadow, commando which I pvp with. It’s like the shadow nerf to the tank spec, people couldn’t figure out how to use their interrupts to stop the healing. Bothers me that there are always so many nerfs do to bad players complaining. Damage wise its easy to top the charts on any dps class atm, no need for nerfs. Commando could use more survivability and sages a small buff. What they need to do is make a training class to teach people how to pvp. I have no problem going against smashers on my other characters.

    • Rondowar

      Interupt didn’t work on shadow heals, unless you meant kb and/or stun ofc
      And yeah the shadow tank “buff” was BS, still hope they bring some of it back :/
      Curious: how do you deal with a 10k hit? I know, I know spread out and stuff, but giving so much potential without asking to much skill is weird imho

    • Hiroshi Perez

      Exactly

  • Darth

    I have a question about the Sorcerer changes. Are they removing the internal 10 sec cooldown of Lighnting Barrage? Because if they do that then the hybrid spec will not only be back in a big way but will frankly be the best spec. It doesn’t become clear from the original post because, while it doesn’t specifically state that there is still an internal cooldown, it doesn’t say otherwise either.

    They might do away with the cooldown like they did with Rampage for Veng Juggs, but they might not, after all they are keeping the 10 sec internal cooldown on Lightning Storm (although, of course, if they didn’t that would be ridiculously OP).

    • Quish’ian’adur

      The thing with the veng juggs is, that the stack building abilities have a rather long cooldown. LS has no CD so if there is no interbal CD on Lightning Barrage that would be sick. Cool, but sick :D

      • Darth

        Exactly, it seems overpowered. I have a veng jugg too and the rampage buff was certainly a dps boost, but this lightning barrage buff would be insane. It would be the equivalent of the basic jugg attack resetting the ravage cd every time… Still my sorc is my main so I will be happy!

        • Zahj

          Yeah my sorc is my main too and I already run hybrid. I don’t mind getting all these buffs but I can see my spec getting the knife in 2.8. Then I will throw a tantrum because I don’t like full madness or lightning. :( Also you madness sorcs out there getting excited – you may get wrath for every force lightning, but you now have to fully cast it to get said wrath.

          • neolithichydra

            i love the changes to sorc dps i have been doing hybrid on my sorc from day one never have been to happy with lightning or madness as it stands i can do about as much as lightning sorc and 150-200k less than a madness so with these changes i feel it will be the best my spec is 2-16-28 for those who may want to try it out.

    • EleniRPG

      I don’t know for sure, but I interpreted the change to Lightning Barrage as meaning that the only way to get the double-speed Force Lightning is to use Lightning Strike on people affected by Affliction. Since the hybrid that I’m familiar with spams the zero-cooldown Force Lightning, and does not use Lightning Strike, this would actually be a bad thing for the hybrid.

      Then again, I’ve been in heal spec for a long time, so apologies if what I just said is wrong.

  • Tugla’i

    Please tell me I’m wrong, but from Guardian Tank’s POV, don’t these “balancing” changes basically mean they will nerf our AoE aggro by no longer affecting secondary targets by additional damage granted by Swelling Winds? And that in return, they will buff our CD that drops aggro? Because right now, it sounds like a really horrible change…

    • Quish’ian’adur

      The AoE Nerf only affects Player Targets. NPC Targets still get the full buffed damage.

      • Tugla’i

        Yeah, that’s Le Derp on my part, I have overlooked that one line, thanks for pointing that out… also Focused Defense apparently no longer drops threat (http://www.swtor.com/community/showthread.php?p=7205631#edit7205631), which they could have mentioned in class change notes, but I have actually a reason to like these changes now (after the initial scare :) )

        • Zahj

          …so dps juggernauts no longer have a threat drop?

          • Rondowar

            they get a different one

            “DPS Guardians are going to get a threat reduction elsewhere.”

  • Cameron

    This is just frustrating to me as a PVE Operative healer. I’ve never PVPed in my life and never will, as I have no interest in it. Yet that’s not going to stop BioWare from tying my hands behind my back and making me less viable in PVE, no to mention taking a good chunk of the fun out of playing. All because a bunch of whining PVPers kept crapping their diapers over Operative healers in PVP. You gotta love when they actually flat out tell you that their goal is to nerf you–most of the time they at least try to soften the blow or feed you some BS to make you think the change is actually for the better. Operative healers don’t even get that courtesy. /shakes head

    • crazyBE

      Sorry but the Shield Probe boost and free Scamper will be a bigger bonus than that small nerf.
      Not to mention that if you needed to heal your tank with Emergency Medpac/Surgical Probe for 5 times in a row, you and/or the other healer were clearly doing something wrong.

      Once every 6 seconds still allows for 4 EM/SP assuming you were keeping your Upper Hand/Tactical Advantage at max.
      With Pugnacity/Stim Boost that allows for 2 more (since 6 seconds will be over by the time you use the 5th one)

      I have yet to find a PvE encounter (not counting silly soloing heroics) where I had to use it more than 6 times in a row.

      • thadalina

        i’m with you, no need to qq for pve healers.
        stealthing out /reentering combat will allow us at least 2 more EM/SP.
        that’s more than enough.

        i’m happy to see the skill cap rising for scoundrel healers in pvp.

      • Jeff Turner

        I agree crazyBE, the changes will do nothing to hinder my PVE Operations Healing and the changes help for PVP…..nice work BW

    • Annoyed healer

      Agreed – as a 99% PVE Operative Healer, reading the proposed change made me see red. If PVP is the problem, restrict the changes to only when you’re in a PVP situation. Grrr.

      • Josef Tauser

        And the biggest problem is that PvP operatives are super useless in Warzones anyway. Heals-over-time are not as effective in PvP since most classes can dish out 10k damage per second in bursts. Sure, at the end of the match the Operative healer will have healed for more than a million every time, but only a skilled Sorc or Merc will guarantee a win.

        • iceberg265

          Good one…wait, you are serious?

          • Josef Tauser

            Operatives make great tanks, probably the best in Arenas since it takes at least two skilled Dps to kill them, but they are the weakest healer class.

            • iceberg265

              That is hilarious.

            • Hiroshi Perez

              Unless they have the right mods and strategy, then there’s a chance you may be wrong. A 10 percent chance that you may be wrong.

  • Jeid

    Will be harder to heal my main tanks after they nerf Surgical Precision :(

    • Zahj

      Why is your main tank under 30% for more than 4 GCDs anyway? It’s more of a nerf to healing whole raids during heavy aoe. Smells like best combo is now Sorc + Merc.

  • Rokk

    Unsubscribe – They nerf your paid for toon, you nerf their subscriber base until these idiots get laid off and replaced

    • Josef Tauser

      I agree. Exfiltrate was a super fun ability, as was Smash. Instead of figuring out how to eliminate cheaters in PvP who mess with the time using proxy servers and who plant bombs in Voidstar while invisible, they decide to make the game less fun to play. Well done.

      • Jeff Turner

        We still have exfiltrate and it now costs nothing, just can only use it twice before a small cd applies (10 secs)…..will be better now

    • Rondowar

      Unsubscribe – They don’t buff your paid for toon, you don’t buff their subscriber base until these idiots get laid off and replaced

  • Josef Tauser

    Operatives in PvP are super popular because they have amazing survivability, but they are still a heals-over-time class. In Warzones they can’t keep a target alive that’s getting hit by Smash, Tracer-missiles and other 10k+ damage burst abilities, and in Arenas any skilled player knows to ignore Op healers and just throw the occasional stun and interrupt towards them until they are the last ones on their team standing. I think the changes to Exfiltrate are great because that ability makes little sense story-wise: A super secret Agent with the ability to roll on the ground 50 meters ?!? I hope they remove Sentinel/Marauder invisibility next; a powerful Jedi/Sith with two lightsabers would not bother disappearing during a fight.

    • vaati

      well force camo has always been an ability sentinels/marauders have had story wise so I don’t see that changing (though it was always used for stealth attacks not to leave combat)

      • Guest

        Its only a 12m roll u clown

        • Josef Tauser

          You can roll many times in a row.

    • Jeff Turner

      It’s only a 12m roll, 6m if slowed (and makes plenty of sense story-wise)…..think you are confusing it with the Sniper/GS ability

      • Josef Tauser

        Well yes, I meant 50m because you can roll multiple times – even engineering snipers can roll twice. One roll makes sense, but outrunning a jedi/sith simply by rolling on the ground again and again seems silly.

  • Anthony Phillip Cuchra

    “Secondary NPC targets are still affected by Swelling Winds, Singularity, and Felling Blow.”

    This begs the questions… “Has BW always had the coding to distinguish between player and NPC targets and is just now implementing it?”

    • Chakra Kusanagi

      Or did they only just now figure out how to do it?

      Second option sounds more likely to me.

    • Art

      I would imagine that they have had the coding to do it for a long time.

      For instance guard is capable of telling apart damage from a player source and a npc. Transfering 50% of damage taken from a player source (this includes lava curiously, player stupidity is player damage in pve) to the tank. In keeping with tanking, taunts have different effects depending on if you use them on a npc or player.

      I’d imagine they just haven’t seen the need to use it, probably to make the gameplay more streamlined. So that an ability does mostly the same in pve and pvp. With some abilities like the previously mentioned guard and taunt the mechanics are completely seperate since the mechanics of their enviroments are very different.

  • Rondowar

    is it just me or is giving sniper 3sec immunity (above their cast immunity and dcd stun immunity) a bit of a joke towards shadow tanks? (who’s immunity isn’t 100% working and don’t get much of a melee/range immunity)
    I’ve yet to see a sniper actually have that much trouble surviving..sorc? yes (yay for barrier buff :) ), non smasher sent? a bit..shadow tank our of cd’s? definitely (wtb my old self-heals :( )

    /QQ

    • KirbyKismet

      Well, to be fair, it *does* work 100% of the time. The problem isn’t with the ability but the fact that this is an MMO. Whenever you do anything, calculations are made on your computer and sent out. Then those calculations are compared to what’s happening server-side and then the server figures out how something actually played out. It’s a latency issue. You might hit the ability the *moment* you see a smash incoming, but the time dilation caused by the computer talking to the server and back again delays it juuuuuust enough for it to fail when you most need it.

      This is just a flaw of MMOs in general and it effects many more abilities. You just notice it more in this case because it’s such a short-fused ability.

      • Rondowar

        Ow, i know about the latency stuff, have quite often :/
        My problems are with attacks coming through halfway in the ability, no way my latency is that bad :)
        It’s stuff like still getting bound after a force attack that gets me (although I overestimate the length so now and then, especially 2 seconds before a stun fest starts on the goalline xD)
        But I know it’s hard to fix, and snipers get the same it apears
        It’s just that I don’t see that they need it, they’re already a nucency (if specced right they can have stun immunity nearly 3/4 of the time) I get it, they’re ranged, melee are hard to handle without lowering dps, but it’s unfear towards mando’s and sorcs, “they can heal” is pretty much BS, the only time it’s usefull for yourself is when LOSed :/

        Just reread the change, am I right to believe it’ll only work when in cover? If so i’d really like to know if leaving cover will remove the extra effect, that would be better, then they’d have to stay put in a heavy attacked spot xD

        • KirbyKismet

          I think it means that it works normally when out of cover (ranged and melee 100% resist), but being in cover adds the extra effect to it (+force and tech 100% resist).

          • Rondowar

            Yeah, that’s my guess to, but does it end if you leave cover aften activating dodge/evasion?
            I really hope it does, so they can’t run around imune, like they can’t run around imune to stuns

      • Ancaglon

        If you’re referring to Resilience/Force Shroud, the Developers have admitted that it doesn’t give 100% immunity, only 95%. This is nothing to do with Latency.

  • Seung Jun Justin Choi

    ouch… all the focus and rage spec dps jugg/guard are now gonna be hit with this? somewhat seems like a nerf to them…

  • OneKnight

    All they had to do for Force Sweep in PvP was remove Felling Blow’s auto crit from secondary player targets… There is no need to remove Swelling Winds and Singularity buff at all…Make it so the auto crit only works on your primary target, so you still do formidable AoE damage but its not over-the-top AoE like all the QQ’ers whine about… Hell you could even make it so it will not crit at all on secondary player targets if your worried it may still crit from your regular crit chance… Its the only good AoE that Sentinels and Guardians have

    • Derpakins

      It won’t ever end. The baddest of the baddies will always cry OP. No matter what they nerf or buff it is a guarantee there will always be something for someone to cry OP about

    • Hiroshi Perez

      Just override the patch changes and you’ll be good, trust me.
      using your mods

  • Trogdor

    Making force sweep require a primary target is really weird.

    • lurker

      It’s not really stupid considering the changes because the primary target is the one that gets the full damage hit.

      • Trogdor

        It also means you can no longer use it to break enemy stealth unless there’s another enemy nearby. And it just makes the skill more awkward to use overall. It’s a bad change. If it’s doing too much damage, nerf the talents that are making it OP.

  • Airikey SH

    Very sad that they are taking away one of the best animations in game.
    Getting knocked flat on your face from Hidden Strike/Shoot First…:/ I’ve had it done to me many times and have done it to many in PVE and PVP. Will be very sad when 2.7 drops. I wish they would have kept the animation.

  • Eriksonix

    Perferct they are gonna ruin my absolute favourite thing with the operative concealment tree: knocking ppl down with hidded strike adn stuning them while they are face first in the ground D:

    • Hiroshi Perez

      I agree, leave it the way it is, its unique don’t ruin it.

  • BoredwTor

    I hate you PVP twinks. All of you pathetic crying teenage bitches that think you’re “bad ass” talking shit on fleet 24/7 getting everything nerfed to death keeps ruining the game. What a fuggin joke to see the tear filled BS you post on fleet. Or how great you are. Tiny man syndrome abound. lol!
    All the fun of PVE is being sucked out to try and shut you sniffling sissies up. Been playing since launch. It will never fugging end! KEEP PVP NERFS IN PVP! LEAVE PVE THE FUDGE ALONE EA/BIO morons!

    • Josef Tauser

      I play in The Shadowlands (East Coast PvE) where there are less than 50 regular PvP’rs, but the Imperial Fleet general chat is constantly filled with their nonsense, complaints and rude comments.

  • Biowaeeeee

    What about a buff for orbital/xs ? So 50-70% would be great.

  • SirRobinII

    I have a lvl 29 sage balance and she is doing massive dps in pvp. I dunno a lot of the sage, is it going to improve the dps of balance spec or not ?

  • pop

    Exfiltrate
    has been redesigned. Using Exfiltrate will grant a charge that will
    allow Exfiltrate to be used again before the ability goes on a 10 second
    cooldown, allowing for 2 rolls in succession……

    this is what im talking bout now i can zerg way better

  • Gothic90

    I am happy about BW finally make more abilities/skills work differently in PvE and PvP, in the case of focus/rage tree. In my opinion that is the way of proper balancing, and avoiding the conflict between the two sides. For now there is just not enough of this, but hey, maybe we can see more in the future. I can see it might be difficult to make such changes about healing though (because you are always healing players even in PvE), but we can only hope.

    That said, they had to completely kill the characteristics of focus/rage, and that is just lazy. Focus/rage has always been designed a PvP AoE tree, now it’s … a subpar single target damage tree? If its AoE is too powerful, turn it down a bit. Maybe nerf singularity to, say, 80% and make felling blow only work on a chosen target (or the target you just leaped towards), but making it a single target tree is a huge sign of laziness.

  • James Best

    Balancing classes doesn’t always help a game. It just makes one side feel empowered, whereas the other side makes it insanely hard. Most class changes are meant for PVP and not PVE. I loved this game because of the diversity. So I guess this game is going to become another WoW where they have to balance all the classes and there is NO diversity anymore.

    • Viscidous

      Lol you mean you like onesidedness. People like you aren’t happy unless theres one class or race that completely obliterates everything else. Not for nothing but take your QQ elsewhere because they are attempting to balance shit. So sorry the fights wont be so onesided anymore and you may actually have to develop some skill to pvp.

      • James Best

        So swtor is going to become another WoW. Guess dev’s will always cave to the little whiners known as pvp’ers. Because for some reason they don’t know anything else.

        • Viscidous

          If there is pvp and pve mechanics in a game of course they are going to balance pvp and try to stay true to pve. It kinda just comes with the territory. Least your not in the boat I have been in since launch where assassins keep getting ignored or nerfed. Join me in that boat then cry.

          • Mike

            this update is lame, some of these changes to classes are stupid like flash bang only affecting one target now or smash to have a designated target to be able to use as examples. I understand why people have complained about how they are now, but people complain about classes being too squishy, too nerfed or too buffed far too often, I think they should ignore classes for a few patches, and just focus on giving us new content.

            • Karl Gibbens

              show me another class that can roll out a highly portable highly damaging untargeted hit like a smash and i’ll agree that it doesn’t need that tweek…I can’t think of one… and when your on the wrong end of a roll and flashbang and the team is stunned you can see why it’s daft.

          • Karl Gibbens

            agreed no assas changes? everyone else gets their RNG knocked on the head but not assa/shadows…seems a bit odd but i’ll live with it I like my assa tank…

        • PvP-Mercs-Need-Help

          Well I mean when you’ve got a class that’s running around with instant casts obliterating everyone else while literally marching over people with near immortality yes, the game is fucking broken and the game needs fixed. If you want to pretend to be a good player and have tons of fun having the overly upperhand against everyone go play a Mage in WOW.

          • Jeff Turner

            …but a Merc is a Mage…….just faceroll smash things =/
            I love my Merc alt coz he is just a killing machine and I don’t have to work hard at it either. There are very minor differences between the classes in this game; nothing like the pendulum swinging variances in WoW. If you want every class to be the same why bother with classes ffs…….think your title should read “PVP-Merc-Players-Need-Help”

    • Josef Tauser

      I agree. Force users should be more powerful than non-Force users; it just makes sense in the Star Wars universe. Sure Bounty Hunters have lots of tricks that can kill a Jedi, but up close they get their heads cut off in a split-second. The same goes for troopers, smugglers and agents.

  • World

    So where are the Merc / commando buffs in all this ? I don’t care what anyone on here says, unless you’re 1500+ rating AS A COMMANDO or MERCENARY do not speak. And if you’re having to run around with a pocket healer, you’re input is invalid. That class is not up to speed with all the others. the community has given more than enough information on how to correct the pvp utility of that class, now bioware needs to get the fuck on that shit. It’s been months. Next patch needs to start a corrective route for that class or I’m just leaving. Not going to deal with a painfully obvious broken pvp class. Unless Bioware wants to refund all my leveling and gear for a powertech, that’ll fix it.

    • Matt

      Yeah even pyrotech mercs are just smart dummies in that game. I quit months ago because it was so frustrating watching people just obliterate me because I didn’t have a legit escape or damage blocker of any type. You just knock them back only to get charged or instantly swarmed all over again. The game takes too long to level a class and after getting all the way to 55 with my commando (doing exceptionally well all the way to 54) you’re the number one target in a Warzone because EVERYONE knows the class is shit and a free kill. I doubt anyone with a high rating or even a max level commando or merc will have the nerve to discredit this. And if they do I would like to see some links to their rating.

    • jack’frost

      You clearly don’t know how to play your class well then, And mercs fyi have as much escapes and knockbacks as the next standard class does (obvi a stealth class will have more). Also, mercs usually have no problems whatsoever coming out with top damage and healing, so as a friendly suggestion, stop putting ur merc in situations where he will get violated and start playing your class as it should be played, free casting is obviously something you are not supposed to be left alone to do so stop complaining that people are jumping you and not letting you cast, play your class as a sniper would, fire from a distance.

  • Saj

    focused defense now 3min CD!!? it’s barely even useful in PVP why make it worse?

    • jack’frost

      Ikr? but i guess if you’re in the rage tree and get the reduced cooldown then it makes the fact that its rage free and now heals for 4% instead of 3 not such a big problem. For vengeance you should mostly be using it not for the healing but for the 15% increased damage reduction it provides, so the fact that it heals you for free now is actually helping the veng tree trust me, the reason they change dit is bc it was near impossible to use it as a veng and still attack because it depletes your rage in an instant. So alltogether im pretty happy with the changes but still wish it was a little under 3 min.

    • Konoha the Wiper

      lol i use it great in pvp, use it with reflect and heal without taking damage, use it with enure for increase heals, use it with saber ward and have an even stronger defense that also heals.

  • Kuuroh

    Oml they have killed rage and focus spec.

  • Kuuroh

    Snipers were a bitch enough class… why amp them up and bring down the meelee chars? BIOWARE YOUR MAKIN MEELEE TOO HARD TO PLAY STOOOOOOOOOP

  • Jesu

    Still no reduced healing received debuff when in heal spec. Cross-healing is the only aspect that needs some tweaking. Healers should receive reduced heals from outside sources after cast certain healing skills *sic op/sc insta heal. And force barriered sorcs/sages should receive drastically reduced healing as well, much like reduced heals received when cloaked.

  • Konoha the Wiper

    taunts should reduce healing like they do damage

  • Darkstar

    game fkn ruined

  • costi

    after this patch, my game its not starting anymore. anyone nows something?

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