SWTOR Lethality Operative/Ruffian Scoundrel Class Changes for 5.4

Bioware has posted the Lethality Operative and Ruffian Scoundrel class changes players can expect in 5.4.

Class Changes: Lethality Operative / Ruffian Scoundrel | 08.07.2017, 04:14 PM

Hey folks,

Below are the upcoming changes for Lethality and Ruffian along with the notes from the dev team on why they are occurring.

 

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Operative
Lethality

  • Corrosive Assault weapon damage has been increased by 13.97% but it no longer triggers Toxic Blast damage
  • Corrosive Assault no longer deals additional damage per poison effect. Instead, Corrosive Assault weapon damage now triggers additional damage from your periodic poison effects
  • Toxic Blast now costs 10 Energy and deals 14.29% more damage


Scoundrel
Ruffian

  • Brutal Shots weapon damage has been increased by 13.97% but it no longer triggers Sanguinary Shot damage
  • Brutal Shots no longer deals additional damage per bleed effect. Instead, Brutal Shots weapon damage now triggers additional damage from your periodic bleed effects
  • Sanguinary Shot now costs 10 Energy and deals 14.29% more damage


DevNotes: The Lethality / Ruffian discipline was overperforming, so we made a few changes that lower its DPS down to the appropriate target. Corrosive Assault / Brutal Shots saw the bulk of the changes for Lethality / Ruffian because the ability was responsible for the bulk of the discipline’s damage. The triggered damage from Lethality / Ruffian periodic effects is less than the poison / bleed damage from the Corrosive Assault / Brutal Shots ability which it is replacing, causing overall DPS output to go down.

The increase to Toxic Blast’s / Sanguinary Shot’s cost along with the fact that it is no longer triggered by Corrosive Assault / Brutal Shots weapon damage means that its overall effectiveness has been reduced as well. We increased the energy cost of Toxic Blast / Sanguinary Shot because energy management for Lethality / Ruffian was trivial to the point that Adrenaline Probe / Cool Head and Rifle Shot / Flurry of Bolts often never needed to be used by the discipline.

Thanks everyone.

-eric

 

  • Haggard

    Let the rage begin in 3…2…1…

  • BobbyOrr

    I can’t help but laugh that this goes out within hours of the guide being put up:).

    • It is indeed an unfortunate timing

  • Ry

    I always thought that Lethality was a fun spec to play…. but now they are removing what was once unique about this class. I liked the fact that you would ramp up the dots and break out the TB followed by as many Corrosive Assault as you can in that window. Now, it’s just going to be another generic dot class….

    Yes, they were overperforming when it came to training dummies and a very few stationary bosses. In general though, you would pick other class/spec over Lethality Operatives for harder content (with the exception of few really good players).

    • AdjeYo

      Are they really? You still get extra dot ticks from each Corrosive Assault, it’s just going to be a bit of less extra damage than before, but it’ll still be where the most of your damage comes from.

      • Ry

        From what I am understanding, your Corrosive Assault now acts as a buff for your dots (similar to Death Field/Death Mark), rather than your actual damage of Corrosive Assault depending on the number of dots active on them. I am not too worried about the damage itself, I just liked the playstyle of Corrosive Assault depending on dots, as it took some skills trying to fit 5 Corrosive Assault into a Toxic Blast window. Now it seems like Corrosive Assault is very similar to what Toxic Blast is, just buffs overall damage. I could be wrong though….

        • Лев Сафаров

          It probably still have its own weapon damage.

        • AdjeYo

          I’m pretty sure Corrosive Assault will trigger extra ticks from dots when it deals damage. Which would in turn trigger additional damage from Toxic Blast. Which means there’s hardly a difference to how it is now, only Corrosive Assault triggers dot ticks which trigger Toxic Blast rather than simply ‘additional internal damage’, similar to Cull on Virulence. This would mean you’re still going to want to fit as many Corrosive Assaults in each Toxic Blast window. I might be wrong on this, because it’s still Bioware, but this how I interpreted it.

    • Beruhl

      It’s a shame, but I think it will be fine. I was worried the devs would nuke us from orbit.

  • dyNASTY

    This is a buff

    • nana

      Energy management will be the nerf part,

    • AdjeYo

      How is this a buff? Assuming the additional damage from your dots just means an extra dot tick (like virulence already has with cull), each Corrosive Assault will deal less damage. As well as the weapon damage going down, this clearly downs the overall dps.

      • dyNASTY

        main damage sourcing from op lethality is from lethal strikes new crit spike.
        corro assaults damage hasn’t been affected from this, they just took away damage procc from toxic blast.
        CA’s base damage is increased and depending on the numbers from dot source, where exactly will it do less damage? it hasn’t even been metrically defined yet.
        all they did was change the definition of the attack from internal to weapon damage, probably to link it to one attack so its easier to defend against. But its base damage has been increased… lol

        • AdjeYo

          “main damage sourcing from op lethality is from lethal strikes new crit spike.”
          Not really, CA is responsible for about 44% of Lethality’s total damage.

          “corro assaults damage hasn’t been affected from this, they just took away damage procc from toxic blast.
          CA’s base damage is increased and depending on the numbers from dot source, where exactly will it do less damage?”
          Corrosive Assault no longer gains extra internal damage per dot active but instead procs additional dot ticks, have you read the changes? That’s quite a significant change, considering the extra internal damage CA gains per poison effect is a lot more than a dot tick.

          “all they did was change the definition of the attack from internal to weapon damage, probably to link it to one attack so its easier to defend against. But its base damage has been increased… lol”
          No they didn’t do that at all, CA has always been weapon damage, gaining extra internal damage. Now it’s weapon damage proccing additional dot ticks, which are internal damage per dot. So that means less damage each time you activate CA.

          • dyNASTY

            “Corrosive Assault no longer gains extra internal damage per dot active
            but instead procs additional dot ticks, have you read the changes?”

            yeah its now weapon damage instead of internal damage. but the weapon damage is being increased.
            All they did was change the definition of the attack from internal to weapon damage.
            It functions the same way. But it means you dont need internal damage reduction, that damage correspondingly, is increased by 14%

            that doesn’t mean less damage each time you activate CA, it means CA is full weapon damage, and toxic blast doesn’t procc from CA anymore
            CA never did anything to your dots. it simply did additional damage proccs based on how many dots you had on the target. That doesn’t change, its just weapon damage instead of internal damage.

  • dyNASTY

    Corrosive assault being full weapon damage is ok-ish.
    But imo they need to do the same for Virulence and Dirty Fighting for Sniper/Slinger
    as far as that shared spec is going, sniper slinger is really struggling in comparison to op/scoun

    Hopefully they get some love as well

  • AbnerDoon

    These devs need to go look at GW2 where class changes actually change the whole class play style. You know instead of changing a few points in the same skills every year back and forth over and over again.

  • Time for a lot more stabby-stabby/punchy-punchy Operative DPS friends 🙂

    • xkunx

      I just hope they don’t ruin concealment. My favorite class/spec in the game.

  • DerpDude

    Soooo…they nerfed something and buffed something keeping status quo ?!

    • *I*

      A very mild nerf, taking away one tick of toxic blast and swapping the extra tech damage for extra dot ticks which are like 75% of the extra damage. With the weapon damage buff it’s a 10% dps loss for Corrosive Assault and 4-5% in total. So around -500dps, which should bring Lethality down to their goal of 105% (with melee burst being at 100%).

      • DerpDude

        Which they didn’t need.
        It’s bad enough that they needed to spend 3 global cool downs before they could do any noticeable damage, now our direct damage takes a hit.
        …and to top it off, the “Buff Blast” will now cost 10 energy…gonna be fun watching non-critical builds’ energy management.

        • Kazoniownerch

          They should nerf both dps operative specs. This nerf is not too bad. They should have nerfed it even harder

          • DerpDude

            Care to elaborate on that ? =P

  • nana

    Nerf dps? Yeah, it can happen, from what I see it is either a 5-9% nerf on dps. I’m more worried about the rotation though. Making TB cost 10 might be too much 😐

  • Robert René Dibello

    Can’t wait till “class balance” is everyone spamming their basic attacks in their rotations…

  • zolltarif

    For PvP its acutally a buff. Makes it much easier to hit and run, hence you dont got to “prepare” damage now as much as before.

  • Piotrek Olczyk

    ah if they must nerf something they should only reduce damage not make some skills nerf and cost more

    • Marem

      Wrong. Some classes are overperforming because they’re too easy to play. Increasing costs has two effects : recuding both damage and/or healing output and increasing the challenge.

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