Thursday, 14 August 2014

SWTOR Lowdown: 2.10 Patch Notes !


Hi guys,

Below are the patch notes and some class changes that will be appearing on the latest Public Test Server patch. This is the final game update before the new story expansion in Patch 3.0. Patch 2.10 is scheduled to arrive on PTS on August 14, 2014 with a mid-September release date on live servers.




Patch Notes

Highlights 
Nightmare Power has been removed! The Nightmare Power buff has been removed from Nightmare Mode Dread Palace, and the Deposer of the Dread Masters title can no longer be obtained. Congratulations to all who overcame this challenge! 
Classes + Combat 
Jedi Knight 
Sentinel
Combat
  • Opportune Attack now triggers 50/100 percent of the time when Ataru Form deals damage
  • Hand of Justice now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.
Watchman
  • Mind Sear no longer has a rate limit of 6 seconds.
Sith Warrior 
Marauder 
Carnage
  • Execute now triggers 50/100 percent of the time when Ataru Form deals damage
  • Slaughter now triggers 33/67/100 percent of the time when Ataru Form deals damage. This effect can only occur once every 20 seconds.
Annihilation
  • Pulverize no longer has a rate limit of 6 seconds.
Imperial Agent
  • Explosive Probe’s base cooldown has been reduced to 18 seconds (down from 30 seconds).
  • Explosive Probe’s damage has been reduced by 11%.
Sniper 
Engineering
  • Imperial Auto Loader now reduces the Energy cost of Snipe by 2/4/6 Energy, in addition to its other effects.
  • A target can now only be impacted by a maximum of 2 Scatter Bombs per Covered Escape. Damage per Bomb has been increased by 50%.
  • Plasma Probe has been redesigned!
    • Plasma Probe no longer has a cooldown. An Engineer can only have one Plasma Probe deployed at a time.
    • Damage is now distributed evenly throughout the Probe’s duration, and is dealt every 1 second.
    • Overall damage dealt by the Probe has been increased by 22%
    • A target under the effect of Interrogation Probe who is hit by any Plasma Probe damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.
Smuggler
  • Sabotage Charge’s base cooldown has been reduced to 18 seconds (down from 30 seconds).
  • Sabotage Charge’s damage has been reduced by 11%.
Gunslinger 
Saboteur
  • Jury-Rigged Mods now reduces the Energy cost of Charged Burst by 2/4/6 Energy, in addition to its other effects.
  • A target can now only be impacted by a maximum of 2 Scatter Bombs per Hightail It. Damage per Bomb has been increased by 50%.
  • Incendiary Grenade has been redesigned!
    • Incendiary Grenade no longer has a cooldown. A Saboteur can only have one Incendiary Grenade deployed at a time.
    • Damage is now distributed evenly throughout the Grenade’s duration, and is dealt every 1 second.
    • Overall damage dealt by the Grenade has been increased by 22%
    • A target under the effect of Shock Charge who is hit by any Incendiary Grenade damage (not just the initial strike) is now stunned. A target can only be stunned once every 18 seconds.
Jedi Consular 
Sage 
Seer
  • Master Speed now places a Hindered effect on enemies around the Sage when Force Speed is activated.
  • Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.
Shadow 
Infiltration
  • Force Breach now properly calculates damage based on the current number of Breaching Shadows. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.
  • Clairvoyant Strike now has a base cost of 23 Force (down from 25).
  • Clairvoyance now increases the chance to trigger Shadow Technique by 12.5% per Clairvoyance stack, in addition to its other effects.
  • Profundity can now occur once every 9 seconds (down from 10 seconds).
  • Potent Shadows now has a 100% chance to grant 1/2 stacks of Breaching Shadows when Force Potency is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Force Potency upon exiting combat.
Sith Inquisitor 
Sorcerer 
Corruption
  • Corrupted Speed now places a Hindered effect on enemies around the Sorcerer when Force Speed is activated.
  • Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.
Assassin 
Deception
  • Discharge now properly calculates damage based on the current number of Static Charges. This results in the damage at 1 stack being increased, the damage at 2 stacks being decreased, and the damage at 3 stacks remaining the same.
  • Voltaic Slash now has a base cost of 23 Force (down from 25).
  • Voltage now increases the chance to trigger Surging Charge by 12.5% per Voltage stack, in addition to its other effects.
  • Saber Conduit can now occur once every 9 seconds (down from every 10 seconds).
  • Electric Ambush now has a 100% chance to grant 1/2 stacks of Static Charge when Recklessness is used (changed from a 50%/100% chance to grant 3 stacks). It still reduces the cooldown of Recklessness upon exiting combat.
Flashpoints + Operations
  • The Nightmare Power buff has been removed from Nightmare Mode Dread Palace.

Dev Posts

Hello Sages and Sorcerers! 
Currently, we have the Hindered effect from Master Speed/Corrupted Speed set up to last 4 seconds, and it can affect up to 8 enemy targets within 8 meters of the Sage/Sorcerer when Force Speed is used. The Hindered effect is hit-checked as a Force ability, so things that can cause Force attacks to miss can be used to counter the application of the Hindered effect. 
As Tait has already mentioned, the Hindered effect prevents the use of high mobility actions while it is active (which means it prevents the use of all the same abilities that the Mercenary’s/Commando’s Electro Net does). But the Hindered effect itself does not slow or deal damage to the targets it affects (those are additional effects provided by Electro Net for Mercenaries/Commandos). The Hindered effect is not broken by damage and has no effect on resolve.
The goal with this addition to the Master Speed/Corrupted Speed skill is to give Sage/Sorcerer healers a little more breathing room in PvP (and this particular Hindered effect will not generate any threat in PvE, because we did not want PvE Sages/Sorcerers to be afraid to take the skill). We have the duration currently set at 4 seconds, which could admittedly be too long or too short. We want it to last just long enough that the Sage/Sorcerer is able to get away and hide behind some line-of-sight blocker before getting jumped on by an enemy that was in hot pursuit when Force Speed was used.
We understand that it also can and will be used offensively by Sage/Sorcerer healers that seek to maximize the performance of their class. Based on the current performance of Sage/Sorcerer healers in ranked play, we feel that this offensive use of the Hindered effect will probably be fine, but we are still open to your feedback. We are also interested in your thoughts about the duration of the effect. We felt that 4 seconds was just long enough to allow the Sage/Sorcerer healer some room to escape, but extending this duration any longer could be rather dangerous when considering that the Hindered effect can be applied every 20 seconds by a single Sage/Sorcerer healer.
Is 4 seconds too long? Is it not long enough? Is an 8 meter radius too large? If you feel the whole concept is far too powerful, then please feel free to give us your thoughts on exactly why that is the case.
The addition to the Amnesty/Reverse Corruptions skill was again a PvP focused change. Yes, it also increases total healing in PvE, but the primary reason for this change was to give Sage/Sorcerer healers more time to be immune to interrupts and pushback in PvP. We did not want to change existing abilities for Sage/Sorcerer healers to activate instantly, because we feel that is one of the things that actually causes Scoundrel/Operative healers to over-perform in PvP.
Regarding the request for better Force management, we feel that giving Noble Sacrifice/Consumption no health cost would trivialize PvE healing for Sages/Sorcerer. And making it a PvP set bonus would not solve that problem either, because then PvE healers would just feel like they had to PvP to get the set bonus they want.

Hello Snipers and Gunslingers! 
We appreciate your feedback and your concern about how much these proposed changes will improve the Lethality/Engineering (or Dirty Fighting/Saboteur) hybrid. We are also concerned about what these changes could do to the hybrid, so we are planning to make the following changes:
  • Restore Explosive Probe/Sabotage Charge to a 30 second cooldown, and restore the damage it lost when its cooldown was reduced.
  • Tweak the Imperial Auto Loader/Jury-Rigged Mods skill to now reduce the cooldown of Explosive Probe/Sabotage Charge by 4/8/12 seconds (up from 1.5/3.0/4.5 seconds).
We did not intend for the original change to Explosive Probe/Sabotage Charge to mess with the other specializations so much, and you all have brought up many good points about how it will affect the other specializations. Please let us know your thoughts about the proposed modifications above. As always, thanks for your feedback!

Hope this helped and stay tuned!
Joe ;p

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