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SWTOR Update on 3.3 Sorc/Sage Healing Changes

The SWTOR development team has decided to change more aspects of the 3.3 Sorc/Sage healing changes due to player feedback.

Update on 3.3 PTS Sorc/Sage Healing Changes | 06.08.2015, 10:48 PM

Hey everyone,
Thank you all for the continued feedback over the weekend. We wanted to take a moment to give you all a preview of Sorcerer/Sage changes that we have planned for the next PTS patch based on your feedback. Below are our intended changes.

Sith Inquisitor
Sorcerer

  • Consuming Darkness now activates instantly, restoring 50 Force (up from 30). The healing component has been removed. The original design of the ability was never intended to provide significant healing, and by removing the healing component entirely, we are able to restore a greater amount of Force (which helps us address concerns over low Force return). We also hope that removing the healing component from this ability with prevent confusion regarding the purpose of the ability (which is to restore Force).

Corruption

  • The Revivification effect of Force Surge now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. Following community feedback, we wanted to improve the viability of Revivification through a reduced Force cost.
  • The Consuming Darkness effect of Force Surge has been redesigned: Consuming Darkness restores an additional 10 Force and consumes 1 charge of Force Surge. To keep the Revivification effect of Force Surge relevant and ease the expense of Force Surge charges, we have reduced the Consuming Darkness effect back to a single charge. Alongside the increased base Force restoration of Consuming Darkness, this should improve the worth and utility of both Force Surge and Revivification.
  • Reverse Corruptions has been redesigned: Consuming a charge of Force Surge grants Reverse Corruptions, increasing your Force Regeneration Rate by 2 per second for 10 seconds. Following the removal of the healing component of Consuming Darkness, we have decided to have Reverse Corruptions offer a Force Regeneration Rate increase to bolster resource management.
  • Roaming Mend now has a base Force cost of 65 (up from 60) and its healing has been increased. To make sure that it is still strong enough to be viable in single target burst healing situations, we improved the healing, and respective cost, of Roaming Mend.

Jedi Consular
Sage

  • Vindicate now activates instantly, restoring 50 Force (up from 30). The healing component has been removed. The original design of the ability was never intended to provide significant healing, and by removing the healing component entirely, we are able to restore a greater amount of Force (which helps us address concerns over low Force return). We also hope that removing the healing component from this ability with prevent confusion regarding the purpose of the ability (which is to restore Force).

Seer

  • The Vindicate effect of Resplendence has been redesigned: Vindicate restores an additional 10 Force and consumes 1 charge of Resplendence. Following community feedback, we wanted to improve the viability of Salvation through a reduced Force cost.
  • The Salvation effect of Resplendence now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. To keep the Salvation effect of Resplendence relevant and ease the expense of Resplendence charges, we have reduced the Vindicate effect back to a single charge. Alongside the increased base Force restoration of Vindicate, this should improve the worth and utility of both Resplendence and Salvation.
  • Amnesty has been redesigned: Consuming a charge of Resplendence grants Amnesty, increasing your Force Regeneration Rate by 2 per second for 10 seconds. Following the removal of the healing component of Vindicate, we have decided to have Amnesty offer a Force Regeneration Rate increase to bolster resource management.
  • Wandering Mend now has a base Force cost of 65 (up from 60) and its healing has been increased. To make sure that it is still strong enough to be viable in single target burst healing situations, we improved the healing, and respective cost, of Wandering Mend.

We have not had the time to thoroughly test these changes, however, and you all may see some adjustments in the live PTS patch update. Initial testing has shown that these changes are over-performing on targets. While we are pleased with the playstyle, you can all expect some scaling back for the final release. Feel free to share your opinions in the meantime.

Cheers, all!

The SWTOR Combat Team

By Dulfy

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

57 replies on “SWTOR Update on 3.3 Sorc/Sage Healing Changes”

Sorc was OP in pvp with healing then they buff healing but make it harder on resources. Then they buff the Force regen, to help alleviate the being Force starved. If this was for pvp, they just buffed an OP healer for no reason.

Sounds like more of the tearful whining that got us in this mess in the first place. The words OP should burn the lips of every pvper that utters them. The word nerf should rot their tongues from their mouths.

Unicorns. Rainbows…bunnyrabbits….and I’m back.

I don’t think pve people care if a healer is healing too much, or if a tank is mitigating really well, or if a dps is downing the bosses before enrage. There is a mentality shift between the two. Competition, vs Working Together. Nerf my enemies, vs buff me to be like my friends.

In PvE, insecurity leads to self improvement, or at the worst, asking for buffs. PVP, insecurity leads to “They must be cheating” or begging for nerfs.

I think we are passing a threshold of enough is enough. There is a widening division lately, and its a shame, but I think the cries for nerfs and the simpering about OP has done enough damage.

Realise as well, this isn’t the result of everyone who pvps. But reading comprehension isn’t the internet…or someone named Gangstalicious’s (HAHAHAHA) strongpoint…honestly, how could it be right? The only people I hold responsible are the ones actually responsible. The ones who cant hack it, and time after time take their insecurities to Bioware, screeching like a kid at the checkout for their beloved nerfs.

Yeah, only PvP players bitch an moan about a class being “OP” thou, unless you know many OPs bosses spawning thread after thread in the official forums about Hatred Sins doing too much damage and so on…

No, the real problem is how lazy BW is, they have shown the ability to make skills work differently in PvE then PvP like how they balanced Smash builds, now thou? Blanket nerfs/changes to appease one part of the community at the cost of the other, way to raise the bar BW!

Fyi, ops bosses DO constantly spam BW with information..
Most of the changes of last month isn’t needed or wanted in pvp..
If BW listened to the loadest whiners (if you ignore the ironically load pve’ers), they would nerf hatred/madness selfhealing, en reduce pt burst
BW not doing either, and instead changing a really solid healer (who was slightly weaker in pve) shows they just go their own way, and wisely ignore the loadest whine

My all-time winner argument to this;

The good PVPers either play a hatred sin themsleves, or know how to counter one. That leaves the bad PVPers. Bad PVPers means either noobs, and those quit, or PVE/Conquest scrubs.

Beat that.

So your all time winner argument is avoid the issue?

I’m saying only PvPers call classes OP, try again!

I am so glad they did this to show the PVPers that they do not run this game! PVP players need to shut their mouths and deal with it.

Its about time we PVE players that pays our subscription has a say in how a PVE server works for us. PVP PLAYERS GO TO YOUR SERVERS AND DO YOUR MAYHEM THERE AND WHINE LIKE PANSIES ON A “PVP SERVER”.

Wait what?
How are these changes pvp centric? O.o
Without these changes sages would be shit (and pve’ers would whine a lot.. them not whining is completely BS)
For pvp it never needed changing, they were strong in 2.x, buffed to OP in 3.x, now it might be buffed again?
The only whining about healing I’ve heard was in pve btw, surprise, not pvp..
And ‘dps don’t whine in pve’ is completely rubbish to think, they’ve always been whining, mostly that they are too weak (true, often they don’t mind others being stronger)
Over last month or two I’ve seen mostly/only 2 things..
1. pve’ers whining that x class is crap, or x class is so strong, why are you stupid and not rerolling?
2. pve’ers whining that pvp is evil, and all bad things come from pvp’ers whining always (slightly ironic ;p)
I’m starting to give up reason on such people, doesn’t seem to affect them :/

Class is fine right now off of PTS, class is boring and stale on PTS, fixing slightly the thing you are actively breaking doesn’t make it better. The nature of this fix stems back to all the bitching about sages/sorcs camping on uncontested cap points killing their health and padding heals. There are zero ops groups leaving sages out of HM content at present. My comment is about the changes on a whole, not this slight tweak back towards how it used to be.

First you say it’s fine, next that it’s boring? For me boring isn’t fine, but whatever..
No, sages aren’t fine on pts right now, the sustained healing is significantly lower, with only a slightly improved burst.
Sages are faaaar from bad atm, and agree they didn’t need changing, though I understand BW for doing it (the noble capping in pvp hardly has any effect, and apart from 1 guy, I haven’t seen it done in ages) maybe you could try believing BW so now and then, they don’t have much to gain with a lie..
Sages right now have pretty much no force management, and no real burst (or only burst, depends on your perspective)
BW would like more controlled burst, though they should’ve given a weak filler to do it successfully.
Yup, hm groups don’t leave out sages, but I’ve heard more negativity against sages than others (not my sage, but in general)

I still don’t get why this is a pvp change, sages were fine, and that isn’t changed with these changes, it’ll just make burst healing easier (like hm rev commanders, last phase, and the more intense pvp fights)

If you aren’t going to actually read what I am writing..whats the point of posting? Three times now, three times I come back here and find someone misquoting, or misreading, and responding with just…the wierdest crap, or the most misconceived response. I’m pulling the lot of it, its just fueling negativity, and I dont want that to be me.

Forget it. Hurray for stupid ass changes. Strip it all down to basics, merge the classes and be done with it. I’m going to miss the rush of those tense moments where I am at 30% and tapped out, with an ops on the brink of wipe and I have to make that choice to hit noble one last time, or let someone drop while I wait on my self heal. I am going to miss my abilities feeling like an interconnected system instead of heals and a derp button, and I am going to miss feeling like all the aspects of what I do are about control, preparation, and knowing my class, instead of hammering my big “bursty” heals and rapid firing my free force button when I’m out. I still don’t see the point. Probably never will…but I’m done with this negative cesspool, and disappointed I let myself contribute. …one thing I found though that made me laugh.

Thank you Zim : )

where did I misquote? I hardly quoted anything..
” Hurray for stupid ass changes. Strip it all down to basics, merge the classes and be done with it.” if that is what you’re worried/angry/annoyed/upset/whatever about, why blame it on pvp?
I love the intensity of pvp healing, and hm ops healing just as much as you do (if I read it correctly..), I don’t want the changes, but I just don’t find them weird
but it’s good that you don’t like negativity, it’s a nice change around here πŸ™‚

Only change so far was this-

– The Force-Mystic’s 4-piece set bonus has been redesigned: Consuming Darkness or Vindicate restore an additional 10 Force. Redesigned to augment the Force restoration of Consuming Darkness to further ease resource management.

I like these changes.. a lot.
They solve pretty much everything which felt wrong on the pts, really glad they listened to feedback

Still not quite a perfect system, but I love where this is going. The first change turning consumption into a long-cooldown force regen was flat-out stupid and for once they listened to all of the feedback. Second implementation was a 2-second cast doing a 2-3-figure heal and restoring a small amount of force, which was still poor and of course interruptible. Now it’s getting more polished and restores more force as an instant cast. This practically clears most of the issues in PvP, especially with the rest of the heals getting a small buff. My main issue with it was having too much downtime, with the only way to regen force being an interruptible cast. Downtime will still be a problem since neither of the two other healers ever have to stop healing, but that can be worked around and it keeps sorchealer noticeably different in playstyle to the other two – you’ll have to actually ration out your resources and regen after every other cast when not bursting. Plus the changes to force surge are utterly perfect. BW really succeeded with this one and killed most of my fears. I’m jumping onto the PTS for the organised PvP events regardless, half of me is dreading the changes but I actually feel like this is turning into an improvement rather than a nerf.

Hi all, I know this is completely unrelated to the article, but I’m rolling my 2nd agent these days and I would like to know what the armor set the character in this image BW posted on Twitter is wearing (Or at least the chestplate/belt/gloves), also any clue regarding the rifle’s name aswell would be appreciated. Sorry for ot, hope it’s not a problem.. πŸ™‚
https://twitter.com/SWTOR/status/606837961079037952

Thank you very much for your help, I managed to find it. Too bad I discovered it’s a lv40 pvp set, but what does it exactly mean? I need to be at least lv40 with the toon I wanna buy/wear it with or are there more restrictions? Anyway, thank you again! You’ve been very helpful, guess it’s time to dump the Imperial Pilot suit I had up until now with grey/black dye. πŸ™‚

looks like it, maybe even better. if i understood correctly, there will be no downside of vidicate like noble sacrfice

Consuming darkness no longer has a cast time, no longer consumes all charges of force surge. Has a base force regen of 50, up from 30. Add to that set bonus, you have 60, add to that a force surge stack, 70 force. There is no downside to using it without force surge either, you only restore a little less force, but no force regen impairment like before.
Revivication will be a loooot cheaper if you use force surge stacks, possibly making it viable again to use reasonably often.
These tweaks to the changes are really good for sorcs.

Remember though that they upped the cost for revivication a ton as well, while hardly changing it’s healing (heard it was a 5% buff, 25% increased cost)
But for the rest, pretty much the same I guess, consumption just has only one downside, it takes a global cd
BW said the numbers now are a bit too good, so expect some small nerfs :/

True, but they increased the cost for pretty much every ability, because force would just never really drop, resulting in either no burst healing at all or infinite burst, depending on how you look at it. Now with everything doing more healing with increased cost, you have more focused burst.
It was increased from 60 to 75. If you account for 3 stacks of surge, that would be 45 on live and 45 on pts, not too bad really, considering it heals for more.

Let’s just hope they’ll bring some adjustment for mercs too, and they just haven’t gotten to it

Do devs know, that other devs designed mechanics when uncontrolled healing KILLS?

Great changes to Roaming/Wandering Mend, indeed. Seems like Kelsara’s Force Leech and Monolith’s Curse haven’t killed enough players yet.

Have u seen any rifts on TFB? Some folks still do it for fun (or hyperpods)

Actually, the real issue behind this is their lack of consequence. Once they create mechanics where healing needs to be precisely controlled, and then they add/buff skills where healer has no control over own healing.

Any coordinated group is able to give a heads up for force leach. I’ve only died once to a roaming mend and that was when we ran with 2 sorc healers who hadn’t done NiM since pre 3.0

You always have control over your healing.. you know your abilities and how they heal.. just don’t use roming mend or AoE heals with Force Leech.. same for merc and operatives… and the tank getting force leeched simply clicks off his HoTs…

On HM it is no problem and in NiM… hmm. let’s say just don’t go NiM if you cannot handle somthing easy like that.

It seems great to me, these changes to consuming darkness really make it a useful ability, no more having to hardcast it, and no more consuming all force surge with a single consuming darkness =D

Yeh, considering my views on what’s on the PTS currently, I think BW have really taken this to a good direction. Very happy with this and how BW are taking concerns seriously.

Ye, they canceled the 3.2.1 healer changes, came up with new changes and are editing them now. It seems as if they’re finally listening to our feedback.

To be fair, last big change for sage healers they also listened really well to feedback, haven’t seen it going so good with any other class..
Pretty happy with bw’s response to feedback atm ^^

Dulfy will you be posting video of these changes and the effect they have on the rotation once they go live?

She’s never done that before, so don’t hope for it..
I can summarize the effect for you though:
Your heals hit harder, drains force a LOT faster, and to regain force you have to use vindicate so now and then (before this change around 1/4 of your global cooldowns, 10per min, this should be much lower now)
My guess is that using once every 10 secs, with a stack is optimal

Its about time we PVE players that pays our subscription has a say in how a PVE server works for us. PVP PLAYERS GO TO YOUR SERVERS AND DO YOUR MAYHEM THERE AND WHINE LIKE PANSIES ON A “PVP SERVER”.

It doesn’t matter what server they are. Pvp and pve will always be connected due to shared abilities.

Completely unnecessary however. If they had just spent a few days developing a split abilities tree way back in 1.0, to separate PvP and PvE skills, they would have saved immeasurable time over the years from all the cross-environment bitch/nerf/bitch/re-nerf cycles. Eventually they will figure it out; or they wont, and they will let the game die.

Funny, most PvPers think all nerfs are caused by PvEers.

You’re all at the same level of retarded and finding the most irrelevant things to explain away game changes you don’t like. Most of the nerfs lately are caused by the ten times larger PvE playerbase, all 3 healers function fine in PvP at current.

So… instead of paying attention to that 5% of whining PvP population, introducing abnormal changes nobody else in the Galaxy wants/understands, then having to undo their class murder attempt (or sometimes just ignore all the feedback and just keep on the murder)… they could just, you know, ignore that 5% of whiners? They would then have much more time to develop and release some new content.

Implying that anyone who plays PvE never whines or complains, ever.. these changes are a result of PvE balancing, they classes are fine in PvP. Casual raiders got bored of playing sorc so instead of joining progression they rant about it on the forums.

These changes are much better than the 1st suggested changed. However, the real question is consumption still a 2 second cast like the previous PTS notes said? To me that’s extremely annoying no matter how much they buff the burst healing of sorcs that consumption would require a long cast/channel because it ruins the nonstop continuous healing Sorcs are known for by having to stop for 2 secs just to regen force back.

Hoping that Bioware take back those Merc changes as well. Not liking the nerfs they got. Operatives though doesn’t seem too bad with the changes so not much to change there.

Well damn… I feel ashamed now for missing the first line of the changes lol. The one line where it answered the one thing I was most worried about. Fml

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