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Here you guys go! Game Update 2.5 Class ChangesHello there! We here on the Classes & Combat team wanted to take some time to keep players up-to-date on the changes we have planned for the upcoming Game Update 2.5. As always, these are subject to change, and we welcome your feedback. There are quite a few changes to go over, so with no further introduction, let’s dig in! Sith InquisitorMadness
Jedi ConsularBalance
We previously mentioned this change in the Top 3 Answers thread for the Shadows. Specializations that depend on damage-over-time effects often have a hard time being effective in PvP, so we are trying out this change on one of the most damage-over-time dependent specializations in the game: Balance/Madness. As previously stated, this benefit will be for both Sorcerers/Sages and Shadows/Assassins, and if this change plays out well, we may expand it to other classes in the future. New Game Terminology
To go along with the damage-over-time protection for Madness/Balance, we needed to give players a simple and consistent way to understand the various manners in which negative effects are removed, so we came up with this terminology. Cleanses tend to be abilities with rather short cooldowns, and they will no longer be able to remove protected Balance/Madness damage-over-time effects. Some examples of cleansing abilities are Cure, Field Aid, Toxin Scan, Triage, Restoration, and Expunge (formerly known as Purge). Purges tend to have longer cooldowns and can usually only be used on yourself. In addition, purges will continue to remove the protected Madness/Balance damage-over-time effects. Some examples of purging abilities are Evasion, Dodge, Force Shroud, and Resilience. Sith AssassinGeneral
Darkness
Jedi ShadowGeneral
Kinetic Combat
Again, we already went into detail about these changes in the Shadow’s Top 3 Answers thread, and as we have been following that thread, we noticed some good points brought up by the community about the healing boost provided to Dark Charge/Combat Technique by Overcharge Saber/Battle Readiness. With the loss of the Dark Charge/Combat Technique triggered healing process in 2.5, we are also considering a change to Overcharge Saber/Battle Readiness that would allow all the different Charges/Techniques to heal the Assassin/Shadow while Overcharge Saber/Battle Readiness is active (of course, everything you read here is subject to change, and we have not come to a final decision on this yet, which is why it does not appear in the notes). While we had to remove “healing as a form of rotational, constant survivability” to rectify the spike damage issue for Assassin/Shadow tanks, we still care about theming and are not against some small self-healing for Assassins/Shadows in general. To this end, we are okay with all Assassin/Shadow specializations sharing a “panic button heal” ability on a long cooldown. Sith InquisitorGeneral
Sith AssassinGeneral
Deception
Jedi ConsularGeneral
Jedi ShadowGeneral
Infiltration
As with the other Assassin/Shadow changes, we have previously mentioned these changes in the Top 3 Answers thread for Shadows, and we changed these abilities because they all had various issues with how they were performing. So we brought these abilities in line with other abilities in the game because of player concerns that the Infiltration/Deception and Balance/Madness specializations did not provide adequate DPS in PvE – and even PvP in some situations. Imperial AgentGeneral
SmugglerGeneral
Overload Shot/Quick Shot was not performing well as an energy dump for Operatives/Scoundrels. Many players preferred to use Rifle Shot/Flurry of Bolts, even when they had available energy for Overload Shot/Quick Shot, because they did not feel that the damage done by Overload Shot/Quick Shot warranted the amount of energy it required. By increasing this ability’s damage, we hope to turn it into the energy dump that it should be – one that actually gets used when Operatives/Scoundrels have some extra energy to burn. Operatives and Scoundrels
Operatives and Scoundrels are very slippery, and we never intended for them to continue using cover after choosing to be an Operative/Scoundrel rather than a Sniper/Gunslinger at level 10. However, with the innate cover defenses being provided to Operatives and Scoundrels, we incentivized the use of cover beyond level 10 for them. Some Operatives and Scoundrels picked up on this incentive and used cover to become more survivable than we had intended for them to be. With this change, we are moving all remaining defensive bonuses granted by cover into the Hold Position passive ability, which Snipers and Gunslingers already have. So while Operatives and Scoundrels will still be able to enter cover to use any abilities that require it, they will no longer gain any defensive bonuses while in cover. For Snipers and Gunslingers, this change has no real, noticeable effect. Sith JuggernautVengeance
Jedi GuardianVigilance
Vengeance/Vigilance Juggernauts/Guardians rely more on Ravage/Master Strike in combat than any other Sith Warrior/Jedi Knight specialization, making it one of their signature abilities. But they lacked a way to reliably use this ability in PvP – where players could just run away while it was being channeled. With this skill, already found on the Marauder/Sentinel, they can choose to now have a more reliable way of keeping their target around for Ravage/Master Strike. Sith MarauderGeneral
Annihilation
Jedi SentinelGeneral
Watchman
These are quality of life improvements for Annihilation/Watchman Marauders/Sentinels. Often times, situations occur in combat that require players to temporarily withdraw for a bit. In these situations, we felt that Annihilation/Watchman Marauders/Sentinels were being penalized too severely. While we do intend for the Annihilation/Watchman specialization to have a ramp-up time, we do not intend for them to constantly repeat this ramp-up once they are in combat. Sith MarauderGeneral
Jedi SentinelGeneral
Marauders/Sentinels were being penalized personally for helping their groups with Bloodthirst/Inspiration and Predation/Transcendence by not being allowed to build Fury/Centering while those buffs were active. Such a penalty actually discouraged the use of these group utilities, so we have decided to remove the personal penalty for their use – improving Marauder/Sentinel quality of life in the process. Some Operation groups felt like they needed to bring a Marauder/Sentinel for each party in an Operation group to get the Bloodthirst/Inspiration buff, so we have made it affect a Marauder’s/Sentinel’s entire Operation group. We have also added a five minute long debuff to Bloodthirst/Inspiration to prevent Operation groups from feeling the need to bring as many Marauders/Sentinels as possible to “chain” Bloodthirst/Inspiration for as long as possible. Now a single Marauder/Sentinel will be able provide the full Bloodthirst/Inspiration benefit to his or her Operation group. Sith MarauderGeneral
Rage
Jedi SentinelGeneral
Focus
Marauders and Sentinels currently have some of the best on-demand (active) survivability tools in the game. These tools are necessary because, for a melee class, they have very little in terms of passive survivability, but Undying Rage/Guarded by the Force is an example of an ability that was just too good at providing survivability. Because Undying Rage/Guarded by the Force is improved by multiple skills and a set bonus, the fix was not simply a matter of increasing the cost or cooldown; it needed to be reworked in various ways. We moved the health cost from the beginning to the end of the effect so that it would no longer synergize exceedingly well with a group member that could heal the Marauder/Sentinel. Undying Rage/Guarded by the Force was giving healers four (or five with the set bonus) seconds where their Marauder/Sentinel group member became nearly immune to damage and could rather easily be healed back to a more manageable health level. This needed to change because it provided the Marauder/Sentinel with an unbalanced advantage in group play. The change to the cooldown of Undying Rage/Guarded by the Force makes the uptime of the ability a little less potent. With all of the different ways the cooldown gets modified, it was getting too low to be considered fairly balanced. A Rage/Focus Marauder/Sentinel with the PvP set bonus could have five seconds of being nearly immune to damage every 45 seconds. Now Rage/Focus Marauders/Sentinels will still be able to reduce the cooldown of the ability to one minute and 15 seconds, which is still 15 seconds less than the old base cooldown – but allows for adversaries to have an additional 30 seconds to deal with the Marauder/Sentinel between uses. The cumulative effect of all these changes should bring Marauder/Sentinel survivability down to a more reasonable level in group play where healers are involved, while not doing too much to affect their survivability in solo play or in situations where no healer is present. And that wraps up our current plans for Game Update 2.5 class changes. We hope you have enjoyed this inside look at class development. Please feel free to let us know what you think about the upcoming changes, and we will be keeping our eye out for good suggestions! Sincerely, Source: http://www.swtor.com/blog/game-update-2.5-class-changes Regarding lack of merc/commando changes, Eric had this to say.
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