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SWTOR Patch 3.1.1 Patch Notes

SWTOR Patch notes for Patch 3.1.1

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Game Update 3.1.1 Patch Notes

Highlights

Bounty Contract Week Returns! Hunt wanted criminals in this returning event. The event begins March 17th at 04:00 PDT/11:00 GMT and ends March 24th at 04:00 PDT/11:00 GMT.

General

  • The second dialogue choice when speaking to Jerwo Vhob on Rishi no longer appears blank in French and German.
  • The Decoration “Gree Light Pillar (Blue)” now consistently appears in the Decoration UI.
  • Numerous mounts have been updated to allow similar styles to utilize the same hook types within Strongholds.
  • The “Orbital Power Monitor” Decoration now has a 20% chance to drop from the final boss of Kuat Drive Yards.
  • The following decorations have been added to their appropriate faction Starfighter and PvP Decoration vendor. They cost 5 Dark Projects and 5 Universal Prefabs MK-3 each:
    • Ship Computer: Imperial (Full)
    • Ship Computer: Republic (Full)
  • Applied the appropriate soundsets to numerous Nova Blades on Rishi.
  • The “Southern Shore Crab” now counts towards the “Fauna of Rishi” Achievement.
  • The Achievements to defeat Commander Mokan now have proper icons.
  • The Sith Warrior Shadow of Revan intro cinematic has been updated so that Vette now appears in the gear the player has selected rather than default gear.
  • Conquest Points now sort by the number value instead of the first digit in the Guild UI.
  • The following emotes now play an animation when used:
    • /duck
    • /look
    • /meditate
    • /observe
    • /raise
    • /tap

Cartel Market

  • The B-100 Cybernetic Hands no longer stretch when using the One Man Band Rest and Recharge item.
  • Corrected multiple missing/stretched textures present on the “Shaggy” hair style.
  • “Shaggy” hair now works on all Female Body Types.
  • “Emote: No Bones Dance” and “Emote: Punt” now correctly display in Collections that they can be purchased from the Acolyte’s Shadow Pack.
  • The RK-4, RK-5 and RK-6 Starforged Blasters have all been recalled, and now produce a different sound when fired.
  • The Holoprojector on the Hunter’s Planning Table Decoration has had its bulbs replaced and now displays longer.
  • Kreia’s Robes now display properly.

Classes + Combat

Jedi Knight
Sentinel

  • Just Pursuit has been redesigned: Leg Slash immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
  • Removed the Stagger and Defiance Skillful Utilities.
  • New Skillful Utility: Reining Reach. Reining Reach increases the range of Leg Slash to 10 meters and reduces its focus cost by 2.
  • New Skillful Utility: Adamant. You generate 4 focus when stunned, immobilized, put to sleep, or knocked down. Additionally, the cooldown of Resolute is reduced by 30 seconds.
  • Removed the health penalty from Guarded by the Force. Additionally, the base cooldown of Guarded by the Force has been increased by 60 seconds.
  • Force Camouflage now additionally grants immunity to controlling effects for its full duration. Dealing direct damage ends this immunity.
  • The tooltip of Leg Slash now properly displays the duration of the speed reduction effect.
  • Fixed the Defensive Forms Utility, and it now properly increases damage reduction in Shii-Cho Form.

Combat

  • Saber Storm’s tooltip now displays the correct critical strike damage bonus.
  • Immaculate Force’s tooltip now displays the proper Ability name for the class.

Sith Warrior
Marauder

  • Inescapable has been redesigned: Crippling Slash immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
  • Removed the Stagger and Unyielding Skillful Utilities.
  • New Skillful Utility: Maiming Reach. Maiming Reach increases the range of Crippling Slash to 10 meters and reduces its rage cost by 2.
  • New Skillful Utility: Inexorable. You generate 4 rage when stunned, immobilized, put to sleep, or knocked down. Additionally, the cooldown of Unleash is reduced by 30 seconds.
  • Removed the health penalty from Undying Rage. Additionally, the base cooldown of Undying Rage has been increased by 60 seconds.
  • Force Camouflage now additionally grants immunity to controlling effects for its full duration. Dealing direct damage ends this immunity.
  • The tooltip of Crippling Slash now properly displays the duration of the speed reduction effect.

Jedi Consular
Sage

  • Metaphysical Alacrity now properly increases the duration of Force Speed.

Shadow

  • Phase Walk now has a 10 minute duration (up from 5).
  • The Utility “Mind Over Matter” now properly increases Force Speed duration.
  • The Passive Ability “Rapid Recovery” now grants +100% Force Regen bonus to Double-Bladed Saber Tactics as intended.

Agent
Sniper
Virulence

  • The critical hit chance of Laze Target now affects the full duration of Cull.

Trooper

  • Full Auto is now exclusive to the Commando Advanced Class and can be trained at level 15.
  • Pulse Cannon can now be trained at level 3 (previously 8) and Mortar Volley can now be trained at level 8 (previously 10).
  • All Troopers may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.

Vanguard

  • Increased the ability activation cooldown of Shoulder Cannon to 1.5 seconds (up from .5 seconds).
  • Slightly reduced the damage of Shoulder Cannon.
  • Edited the tooltip for Electro Shield to indicate that it only deals retaliatory damage against direct damage, not periodic damage.
  • The Shoulder Cannon tooltip now displays the proper cooldown for time between missile launches.

Plasmatech

  • Adrenaline Fueled has been redesigned: While Adrenaline Rush is active, your damage reduction is increased by 30%. Additionally, the cooldown of Adrenaline Rush is reduced by 60 seconds.
  • The damage dealt by Shockstrike and Fire Pulse has been reduced.
  • Rain of Fire has been redesigned: Pulse Cannon deals 10% additional damage to burning targets.
  • Plasma Barrage has been redesigned: Fire Pulse makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Pulse Cannon now overwhelms the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • Plasmatic Assault now additionally increases the critical bonus of Plasmatize by 30%.
  • Ionized Ignition now properly applies a Plasma Cell burn to all affected targets.

Shield Specialist

  • Ion Shield has been redesigned: Further increases damage reduction while Ion Cell is active by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
  • Energy Blast now generates 25% additional threat.

Commando
Gunnery

  • Cover Fire now slows the target’s movement speed by 70% for 3 seconds with each hit (up from 2 seconds).

Combat Medic

  • Fixed a bug that removed the Kolto Residue slow effect from Kolto Bomb.

Bounty Hunter

  • Unload is now exclusive to the Mercenary Advanced Class and can be trained at level 15.
  • Flame Thrower can now be trained at level 3 (previously 8) and Death from Above can now be trained at level 8 (previously 10).
  • All Bounty Hunters may want to visit their class trainer to make sure they have the highest ranks of all the affected abilities mentioned above.

Powertech

  • Increased the ability activation cooldown of Shoulder Cannon to 1.5 seconds (up from .5 seconds).
  • Slightly reduced the damage of Shoulder Cannon.
  • Edited the tooltip for Pyro Shield to indicate that it only deals retaliatory damage against direct damage, not periodic damage.
  • The Shoulder Cannon tooltip now displays the proper cooldown for time between missile launches.

Pyrotech

  • Automated Defenses has been redesigned: While Kolto Overload is active, your damage reduction is increased by 30%. Additionally, the cooldown of Kolto Overload is reduced by 60 seconds.
  • The damage dealt by Flaming Fist and Immolate has been reduced.
  • Rain of Fire has been redesigned: Flame Thrower deals 10% additional damage to burning targets.
  • Flame Barrage has been redesigned: Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Flame Thrower now overwhelms the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • Firebug now additionally increases the critical bonus of Scorch by 30%.
  • Volatile Igniter now properly applies a Combustible Gas Cylinder burn to all affected targets.

Shield Tech

  • Ion Screen has been redesigned: Further increases damage reduction while Ion Gas Cylinder is active by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
  • Heat Blast now generates 25% additional threat.

Mercenary
Arsenal

  • Pinning Fire now slows the target’s movement speed by 70% for 3 seconds with each hit (up from 2 seconds).

Flashpoints + Operations

The Ravagers

  • Lowered Torque’s health on 16-Player Story Mode.
  • Shield Squadron 1’s “Orbital Laser” and “Missile Blast” damage areas now more closely match their indicators.
  • The “Devastation” debuff tooltip no longer refers to “The Rock.”

Battle of Rishi

  • Toned down the damage of non-boss enemies, with a bit more emphasis on the “Strong” tier enemies, in the Hard Mode version.
  • Rarrook no longer Jet Charge’s at Companions or the GSI Combat Support Droid.
  • Decreased the damage of Full Auto (Rarook), Suppressive Fire (Marko’Ka), and Stealth Strike (Marko’Ka).
  • Decreased damage of Master Obai’s Master Strike, and Lord Vodd’s Ball Lightning (Both the impact damage and the subsequent DoT).
  • Decreased the damage output of the Called Reinforcements during the Shield Squadron Unit 1 encounter.
  • Commander Mokan’s “Compound 9 Reload” channel is no longer interrupted if his main target vanishes during his Hard Mode encounter.
  • Commander Mokan’s “Compound 9” now highlights as a Cleansable debuff in the Debuff Frame.
  • Decreased the damage of “Compound 9” and “Compound 17.”
  • Increased the damage of Commander Mokan’s Ranged Attack.

Blood Hunt

  • Republic players can no longer repeatedly access Solo Mode Blood Hunt.
  • Yustapir’s “Hurl” ability now respects a player’s knockback immunity.
  • Jos and Valk Beroya no longer stay on their ledges in certain situations.
  • Players who are knocked off of the platform when fighting Jos Beroya are now spawned at the correct checkpoint.
  • Players, Companions, and the GSI are no longer able to leap to Jos Beroya while he is in his perch.
  • Kyramela Gemas’rugam now resets if moved outside of the combat area in Solo Mode.
  • Krakjya and Krakjya Stalker no longer have the Boss Immunity buff.

Depths of Manaan
Hard Mode

  • Decreased the damage that non-boss enemies deal by about 20%.
  • Further decreased the damage dealt by Dual Saber Throw (Shasa Zealots) and Long Range Snipe (Facility Snipers) by 5% (for a total reduction of 25%). This also applies to the Shasa Zealots that appear during the Ortuno encounter.
  • Sairisi has been retuned:
    • Slightly reduced the overall damage done during the encounter (~4%).
    • Slightly reduced the health of the Riot Suppression Droids (~5%).
    • The rate at which Riot Suppression Droids auto-repair under their Riot Suppression Shield now degrades each time the shield cycles by 1/3. This means the second time they shield themselves, they’ll heal at 2/3 the normal rate, the third time they’ll heal at 1/3 the normal rate, and the fourth time they cease healing entirely.
  • Ortuno has been retuned:
    • Reduced Ortuno’s Health (~15%).
    • Increased the damage Ortuno direct attacks deal (except for Energy Eruption) by ~10%.
    • Decreased the damage of Energy Eruption (~15%).
  • Stivastin has been retuned:
    • Significantly reduced the damage of the Lab Guardian droid adds (-25%).
    • Increased the duration that flame jets suppress Stivastin’s regeneration to 36s (up from 30s).
    • Increased the damage that flame jets deal to Stivastin by 20%.
  • Increased the Credit reward for “[HARD] Depths of Manaan” for both Factions to match that given by similar Flashpoints.

Assault on Tython

  • The Falling Rock ability used during the Master Oric Traless / Lord Goh encounter in Assault on Tython now shows the damage at the moment of impact.
  • The Mark VII Training Droids in Hard Mode Assault on Tython now correctly spawn as Strong instead of Elite.
  • Lieutenant Kreshin’s ability “Slash” now hits for the correct amount of damage in Hard Mode Assault on Tython.
  • The Force Push distance for both Imperial and Republic Commanders has been reduced.

Korriban Incursion

  • The damage increase from the Zen ability for the Republic Commander bonus boss is now the same as the Imperial Commander in Hard Mode.

Legacy of the Rakata

  • The Imperial version of “[HARD] Legacy of the Rakata” now grants the same Credit reward as the Republic version.

Items + Economy

  • Level 60 Hard Mode Flashpoints and Story Mode Operations now drop MK-2 gear instead of MK-1.
  • Kell Dragon Force-Master 4-Piece Set Bonus now functions properly for Sages.
  • The Medical Grade Injector has been added to Mnek, the Scrap Peddler: Prototype Materials vendor.
  • The Deceiver Force-Lord Hood no longer has clipping issues with helmets.
  • The Headhunter’s Helmet now has voice modulation.
  • Fixed skinning issue with Devoted Armor Boltblaster’s Body Armor that caused it to distort while running.
  • Fixed distortion issues on Female Body Types for the Revanite, Deceiver, Pummeler, and Bulwark armor sets.
  • The following crafting items can now be placed on the Galactic Trade Network:
    • Exonium
    • Matter Transubstantiator
  • Increased stats to the appropriate level on the following items:
    • Yavin Force-healer’s MK-1 Motivator
    • Deceiver Force-healer’s MK-1 Motivator
    • Massassi Force-healer’s MK-1 Motivator
  • The Veda Cloth Lower Robes no longer cause player’s legs to disappear.

Missions + NPCs

  • The Missions “Forged Alliances: Part I” and “Forged Alliances: Part II” are now available at the same level as “[Prelude] Shadow of Revan.” The progress on these missions has been reset.
  • The Yavin 4 Bonus Mission “Chopping Block” has had its kill requirements lowered from 10 to 6. The progress on this mission has been reset.
  • Fixed an issue that caused players to not receive proper credit for the Mission “The Enemy Within” upon defeating the Revan encounter in Temple of Sacrifice.
  • Republic players now correctly receive credit for the Mission “[WEEKLY] Galactic Conflicts” when completing Hard Mode Battle of Rishi through the Group Finder.
  • Level 55 Tactical Flashpoints now count towards the Mission “[WEEKLY] Tactical Flashpoints.”
  • The lockbox on Rishi required for the Mission “Monkey-Lizard Business” can no longer become unusable.
  • Troopers who have completed the Flashpoint Depths of Manaan now have their involvement acknowledged on the Mission “Eclipse Squad.”

Source: http://www.swtor.com/patchnotes/3122015/game-update-3.1.1-patch-notes

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

110 replies on “SWTOR Patch 3.1.1 Patch Notes”

The funny thing is that it only needed to be fixed for shadows, assassins have correctly had the 10 min PW since 3.0 😛

I hate to say this but I am glad they did a little nerfing on the HM’s. With them taking away movement of OP healers it is really much harder heal for Operatives.

As someone that has zero issues healing any of the HM including Blood hunt, I can honestly say I’ve no idea what you’re talking about.

Have experienced countless group of pugers wipe and quit on these flashes so Yes it good and more Puger friendly.

Probably I missed something but the way they handled nerfing DPS VG/OP is kinda ok, maybe this weekend I will experience how much it has changed and also as a VG tank I like the +mitigation

Yay. Most OPed class is getting yet another buff while the not as oped class is getting an unnecessary nerf.
Why even give then blaster pistols/rifles?
nice work bioware

Also, Sentinels were doing just fine.

…and the Jedi Guardian still has way too many defensive CDs. They take the longer to kill than a healer. I have a Guardian- I play a Guardian- so I know how OPed those CDs are.

“Most OPed class is getting yet another buff” If you mean shadow/sin it’s just a bug fix to their tank build and a utility:

The Utility “Mind Over Matter” now properly increases Force Speed duration. *as of now it does nothing,

The Passive Ability “Rapid Recovery” now grants +100% Force Regen bonus to Double-Bladed Saber Tactics as intended. *as of now it does nothing
They are not buffing sins they are fixing a tank passive and a utility which is not even an issue since it’s sins Hatred that is currently “op”.

Nothing is op about that class only the stupid cry babies and whiners complain all the time about them.
Its just a class most of the people play from the start of the game.

And until recently it was totally worthless as Deception still is.
So ignore that foolish whiners that don’t have a clue about their class and the game play.

You don’t have to be afraid about getting your beloved op class nerfed. The devs never did and never will do it, no matter how many people tell them how broken the game is, because of it.

3 nerfs for Scoundrels and Operatives + 1 Buff for shadow and assassin.
Always.
This will never change.
Assassins are the only class played by the BioWare dev team.

They get all the love, nerfs are for the rest.

Whining and crying all the time.
If you cant play your class it no one else’s fault to be nerfed cos you have trouble with your class.
If you don’t like it change it.

Assasins are as they suppose to be for a melee class, get over it already.
Other classes are much more powerful than them but I don’t see people whine all the time about them.

Haha. They riped off 50% of the utility abilities of Operatives and Scoundrels, and Assassins still can do everything they got till headstart of the game.

They have never been nerfed like Agents and Smuggler, that’s the truth! And they have always been way more powerful then them.

I thought they were lowering the range on most of the shadow/assassin attacks in 3.1.1…..? I don’t see anything in patch notes. A melee class should be melee-range– 30m attacks pfff

As we said before a million times once they open up the Fckin Nerfs box all hell breaks loose.

So people stop asking for damn nerfs all the time because it meses up the whole game.
Nerf and buff box should remain closed for good.

OMG YES!!! they fixed the most broken thing in the game by adding more emote animations! YES!!! SWEET!!!

wait.. no.. that doesn’t work.

I can’t help but wonder what the new sound fx will be for the Starforged pistols, but it can probably only be an improvement.

I don’t see “Customizing a character’s Body Type while riding a mount no longer turns the player into the mount” on the list anymore. Did they forget it, fail to fix it, or decide they liked the small increase in Cartel Coins spent once players found out this bug was a thing? 🙂

Don’t be crazy we love this feature doesn’t need a fix at all.
Stop the craziness we love it as it is, merges with the environment better like this.

It’s nice that they nerfed most of the HM flashpoints (though I never had an issue with Manaan, Rakata, Korriban), but they did not nerf the first boss of Blood Hunt and the first boss of Assault on Tython…. the two most challenging fights in these FPs :/

Actually quite simple. If his Adds come, you guys must running down the stairs. Wait until the shield goes down. You can see it on him. Then just continue the attack. Repeat this 3 times and then bam he dieded.

More puger friendly I can say
I have played a lot of times with pugs that were not able to finish them as they were so it should be better now.

Tbf the rewards for HM FP’s via GF don’t justify them being hard anymore, so I’m glad they’re making them more pugable.

So far so good I can say.
Everything looks reasonable here, the new flashes would be easier for the average players that were wiping like crazy.
They should pop faster now as more players will que for them not bad at all.

Bounty is back, the flashes are better, nicer drops too, looking good so far.

If the Raghouls event was on its way too we would love it even better

All I took out of this was that they were finally giving animations to some emotes that had been in there since launch.

Emotes? Gawddammit, don’t these fools remember that you fix stuff by tossing recolored armors on the cartel market? I mean, that’s always worked in the past, not those silly emotes… :p

Nothing on UI or server-related performance issues… Unless they are stealth changing this slightly with various patches, this is disappointing. Many folks had different issues with the game through 2.x, but it generally ran well for everyone I knew. Since 3.0, most people in our guild have some kind of performance issue they never had, and the majority of us have been with the game since launch.

If Pyro was over performing due to 6 piece bug, you could have just fixed the bug instead of nerfing the shit outta the class.

The Ravagers

Lowered Torque’s health on 16-Player Story Mode.
Shield Squadron 1’s “Orbital Laser” and “Missile Blast” damage areas now more closely match their indicators.
The “Devastation” debuff tooltip no longer refers to “The Rock.”

once again this screams to me that bioware doesnt play their own game
the first one they got correct
the second one is last boss from battle of rishi flashpoint
and third one is the underlurker boss

now point out the obvious

I bet that the second one is supposed to be the Sword Squadron 1, which is the second boss of the ToS operation, and not the boss from the Rishi flashpoint…

nope its last boss of battle of rishi, the boss is named literaly shield squadron unit 1 and that boss has the attacks orbital laser and missile blast.

no sword squadron doesn’t do orbital laser or missle blast, that’s the battle of rishi boss that does it

The obvious thing is you are just overreacting over a simple mistake, which was already corrected in the original patch notes on swtor.com.
It is easy to find a stick to beat a dog.

Not gonna lie, pretty happy that the RK-# blasters are getting the ‘hollow tube’ sound effect swapped out.

let’s not get overboard – there are so many other sucky sound-effects attached to other guns already.

I think the sound designer at BioWare doesn’t care Star Wars at all. There are so many awesome blaster sound in the Star Wars universe. This game has barly none of them.

But hey, at BioWare they also let a color blind person do the color crystals. Why not let the hearing-impaired person make the sound design. No problem at BioWare.

One of the rare Rifles that sounds like Star Wars for me:

https://www.youtube.com/watch?v=KsRnPQc5cak

It doesn’t have to be a classic sound from the old Episodes. SW Rebels also has some new and awesome blaster sounds. Like Hera’s and Sabine’s blaster.

Thanks Bioware. I know it’s not a relevant ability for PT dps rotation, I know it’s not really relevant to a PT tank (which is my main) but I can remember getting Unload back at lvl 5 shortly after the game came out, knowing full well I was going PT tank and he would be my main (I remember distinctly the excitement pre-launch of the 3 differing tank concepts: Melee Tank, Stealth Tank, and especially…Ranged Tank), and loving that attack like I’ve never loved another attack on any class until Firestorm. And then I got myself a Black Nebula Heavy Blaster – and have been using it since it came out precisely because Unload was the most glorious piece of audio in the game for me (apart from listening to Jawas).

But you’ve apparently decided to destroy that for, as far as I can work out, absolutely no good reason at all.

At the end of the day, after all the numbers, the rotations, the repetition, the RPGing, the arguments, the questing, the various shenanigans, it’s the visual and sonic aesthetics that keep me gunning for more. That keep me grinning. And to that end you’ve pretty much ripped the sonic soul out of my favourite class. My favourite character no less.

This is the only time a class change has ever genuinely upset me. In fact it’s left me utterly despondent about continuing playing a character that I have been playing for over 3 years, almost every single day. I shall be writing Bioware to that effect (not that I expect it to have any effect), to let them know that it’s entirely possible to ruin a player’s love for their favourite character by the simple machination of removing a much loved ability (which, as it’s been pointed out has been there since Beta).

I know it’s only a small, irrelevant thing to most players – doubtless most people won’t get why I’ve even taken the time to post about it – but to me it’s massive. If there was a reason, if there was a replacement ability, perhaps it wouldn’t feel so wretchedly pointless, but the simple fact is that gorgeous bass-driven channel from my Black Nebula is now only gonna be triggered by the occasional Rapid Shots. And that sucks in more ways than I can ever have words to convey.

Sigh. Well done for entirely missing the point. But don’t let that keep you from making snide comments.

Yes mate i totally agree, i loved having a bit of ranged on my PT DPS and the animation was cool and was a nice DPS filler.
Now there is absolutely no point in having a pistol or a nice crystal in it as it will very rarely get used (except in extreme heat situations – which no DPS PT wants :P)
Now we have the new magnetic blast ability WHY couldn’t they make that a blaster based animation (similiar to overload shot), instead it now shares the same animation with energy burst.
Weak bioware….real weak!

I totally understand and agree with you. It’s astounding how mindless the devs are in their work.

this is about powertechs but i play Vanguard and am equally upset. i have a blaster rifle…im dps…i cant full auto? literally used that ability on every cool down cause how fun it is to use and the animation and the fact it stuns standard and weak targets while i UNLOAD on them. its fucking bullshit. they are taking away a HUGE excitement ability

Unload and Full Auto weren’t crucial to any PT or Vanguard build, but thematically they make sense. Blasters are the main equipable weapons for those classes. Without Unload/FA, they have only one blaster attack each. That’s sad. From a roleplay perspective, there’s barely any reason to use a weapon. Even Jedi Sages and Sith Sorcerers get TWO lightsaber attacks.

Thats why we have said many many times don’t open the damn Nerf box keep them all as they are when all the fckn Kiddiots whine and complain for nerfs all the time.

I’m disappointed, too. Please consider posting on the official forums. On Dulfy no one can hear you scream.

->Removed the health penalty from Undying Rage. Additionally, the base cooldown of Undying Rage has been increased by 60 seconds.

->New Skillful Utility: Maiming Reach. Maiming Reach increases the range of Crippling Slash to 10 meters and reduces its rage cost by 2.

Lol’ed.We’re asking for a L-Range Root and we get a M-Range Root.We ask for better surv and we get bigger Cooldowns.Gimme my 120CD back and take your 50% HP,I don’t care.Actually I see zero improvements,the only useful change happened to FC (Immunity) which is great,besides that,everything is like pre 3.1.1 if not the same.

->Unload is now exclusive to the Mercenary Advanced Class and can be trained at level 15.

No Idea how this’ll work out.As stated many times before,Unload is used as a Filler (or at least I use it as one) and to prevent me from losing too much DPS while regenerating some average Heat.

->Slightly reduced the damage of Shoulder Cannon.

How often will they reduce the DMG?it’s the second Time since 3.0 and nothing changed much.They’ll def completely kill SC one day.

->The damage dealt by Flaming Fist and Immolate has been reduced.

Epic,very epic.Pyro is way behind AP (atm) yet you keep nerfing (I mean reducing) our Priority’s ….too funny.

-Volatile Igniter now properly applies a Combustible Gas Cylinder burn to all affected targets.

Finally.Took quiet a long time fixing this (too long if you’re asking me) but well,they’ve finally managed to fix it.GG here.

Overall,there are some great Changes,if everything will work out as they’re intending/expecting it,I have my Doubts.

Especially when we get a 30m gapcloser and root, that’s what I want to know.
The day that everyone switches to concentration is the day people realize that Sentinels actually can work pretty well in WZ’s.

Yeah, I know that. I hoped for something more specific, like the initiative is on the feet. Btw, no good mod in mk-2 I suppose…

AFAIK, Initiative is on sniper chest for sure. There was some document with list of all enhancements in game with cross table reference on which un-assembled you can find them, but no idea where I have seen that link… I’m quite sure it was some google doc…

Dude, they totally need a gun like that in SWTOR! I would equip that on every ranged toon and companion I have.

Hahahahahaha.

Good amount of fixes. Btw: does anyone remember the “Shocking Interview” about SWTOR – it was posted in the comments a while ago but i can’t seem to find it anymore.

I am getting a new Hairstyle popping up for me with this patch using the Appearance Mod Station. #54 if you are human. A new short hair. Nothing mentioned about this in the patch. Glitch?

It appears they also hot-fixed the extra space in “Minor Social Boost” that would prevent you from searching the GTN for it unless you deleted it. We notice the small things as well. 😉

So all the “tuning” in the world is done for other classes…

…but still no:

1. Restoring “purge” in evasion for snipers.
2. Fixing stealth detection for snipers.
3. Fixing ballistic shield for snipers.
4. Unbreakable “stun/cc/root” for snipers.

In other words, for level 60 PVP, leave that sniper on the shelf.

=8-)

Meanwhile, I’m enjoying my Jugg tank.

=8-(

They’ll get to snipers eventually. Bioware is slowly taking its time tuning and “balancing” about 2-3 classes per major patch. 1st it was about jug tanks and sin tanks. Now this patch was about PT tanks and dps as well as Mauraders. The next expected patch 3.1.2 will be more on balancing/nerfing Sorcs and Sin dps while buffing Merc DPS survivability.

So most likely next months patch 3.2 (or 3.1.3 depending if they have that patch or outright skip to 3.2) will be all about Snipers and Operatives.

There were a few things changed with this patch that wasn’t mentioned in the patch notes. For one, a new sound effect for the legacy Rocket Boost now sounding more like an actual rocket taking lift off. Another change was the Weeklies on Yavin IV now giving more Elite Comms than they used to as well as adding 4 Ultimate Comms to one of those Weekly reward. The new hairstyle was a popular find that also wasn’t mentioned in the patch notes.

I’m curious what other things did they add/update with this patch that many people aren’t aware of yet?

Here’s a question, did weeklies on Section X and Black Hole give out elites before? I remember running them once or twice to get a butt load of basics but I don’t remember them giving Elites. I just noticed them giving out 6 Elites each, so is that new?

They give elites now? Well that’s also new. They only used to give 30 basic Comms and a reputation item if I remember correctly. Nice to see weekly rewards getting an increase especially for people who don’t like queuing for hm flash points all the time to get elite Comms.

Just noticed something else, when you modify and equipped piece of armor (swap out AME or add augment slot) it not longer disables the color matching for that piece. If you upgrade your legs, they remain matched to the chest if you had them color matched, not a huge deal but very convenient.

so i’m still not understanding why they are nerfing dps that are not even close to top dps.. theory behind this please?

Exactly. To add to this, I jumped in an OPs and the updates were discussed, one of the common pvp’ers said just that. He was happy the slow affect was removed from sage due to its annoyance in pvp. Ya know, because they couldn’t make it do less dmg vs players, or remove the slow affect vs players. That had to remove/reduce across the board. BIO-fail

Just to make sure that the german (and french) translation bioware privided is indeed at fault:

Fixed an issue that caused players to not receive proper credit for
the Mission “The Enemy Within” upon defeating the Revan encounter in
Temple of Sacrifice.
-> Killing Revan in ToS now counts for TEW ?!

Republic players now correctly receive credit for the Mission
“[WEEKLY] Galactic Conflicts” when completing Hard Mode Battle of Rishi
through the Group Finder.BoR in HM now counts for GC?!

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