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Title: Zmiany w patch'u 1.2 Post by: Kassei (Claymore) on March 21, 2012, 06:46:12 PM General
- Full Auto's attack animation now begins more quickly to improve reactiveness and faction balance. - Mortar Volley's animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation. Commando - Concussion Charge now triggers snare visual effects on affected targets. - Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage. - Cure now costs 1 Energy Cell (down from 2). Gunnery - Charged Barrier now provides 1% damage reduction per stack. - Curtain of Fire: the chance to trigger this effect has been increased significantly. - Demolition Round's damage output has been increased by approximately 10%. - Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage. - Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds. - Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point. Combat Medic - Field Training now increases critical chance by 1% per point. - Field Triage now reduces the cost of Medical Probe by 1 (down from 2). - Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations. - Kolto Residue now increases all healing received by 3% (down from 5%). - Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount. - Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%). - Trauma Probe now costs 2 Energy Cells to activate. Assault Specialist (Commando) - Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds. Vanguard - Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded. - Fire Pulse's visual effect more accurately represents its functionality. - Riot Strike no longer costs Energy Cells. - Animation timing issues with Energy Blast have been addressed. - The hit timing delay on Explosive Surge has been improved. Shield Specialist - Ceramic Plating: the Absorb amount gained from this skill has been slightly reduced. - Counter Attack is now a 3-point skill. - Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%. - Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption. - Smoke Grenade is no longer limited by the global cooldown. Tactics - Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect. - Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds. Assault Specialist (Vanguard) - Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds. Ogólnie to jeden WIELKI NERF drzewka Combat Medic. Suba już anulowałem, ale myślałem po cichu, że patch 1.2 zmieni moje nastawienie do gry. Te "genialne" pomysły jedynie potwierdzają, że w bioware nie dość iż nie ma pomysłu na swtor to jeszcze na dodatek jest bandą totalnych debili kompletnie nie ogarniających jakich zmian gra potrzebuje. Szkoda słów.... Title: Re: Zmiany w patch'u 1.2 Post by: SzacH on April 23, 2012, 11:21:46 AM Moje doświadczenia po nerfie commando - w drzewku Gunnery szczególnie:
1. Nerf jest bardzo odczuwalny - zarówno w DPS jak i przeżywalności. Wydłużenie czasu kasta ( Grav Round) oraz zmniejszenie z niego DPS jest dotkliwe. Widac to na operacjach, grze PVP i PVE. 2. Porównania kombat logów przez graczy z całego świata wskazują ze commando DPS jest obecnie jedną ze słabszych postaci - ja nie do końca sie z tym zgadzam - bo mienik DPS który u commando waha sie pomiędzy 1100-1300 u mnie - nie odpowiada całości ( totalu) DPS jaki ta klasa daje na rajdzie. tzn w pomiarach chwilowych DPS jest bardzo słabo momentami ( czy najsłabiej j ze wszystkich klas) natomiast w krytach( ostatnio 11 800) czy w całości damage jaki daje grupie wygląda to zdecydowani elepiej ( to też sprawdzaliśmy na rajdzie - commando potrafi być na topie ilości Damage - a na pewno jest w czołowce) podsumowując: Klasa w dalszym ciągu da sie grać - jest teraz moim zdaniem dużo trudniejsza do wykręcenia DPS/Heal niż przed nerfem ( choć dokładnie na cyfrach tego nie ma jak porównać bo można to weryfikować od czasu patcha 1.2) nie do końca wiadomo znów o co chodzi z gearem - bo nowy stawia na Cryta/Surge a nie na Aim i Power jak Rakata. Jak sie obiorę to powiem jaka jest różnica. Jak każda klasa ma przewagi i słabości ( szkoda że tak odczuwalny jest nerf na przeżywalności na PVP schodzę jak ciepła buła... na 5-6 mocniejszych hitów) Wiem że jest kilku gear-ujących sie Commando w DPS i Vanguard ( Prez) W razi pytań ścigajcie emnie na TS - chętnie podyskutuję o klasie ( moge krafcić też modyfikowalne bronie z augmentem dla Commando/vanguarda) |