Madness / Balance, and Advanced Prototype / Tactics. Check it out: 5i171
Shabir here and I am a Gameplay changes we are making in the patch:
Lightning/Telekinetics:
- Patch Notes:
- Convection/Clamoring Force – Critical hit damage bonus goes to 12% (down from 15%).
- Thundering Blast/Turbulence – Second arc of damage deals 20% of Turbulence’s damage (down from 25%).
- Storm watch damage decreased by 4%
- Halted Offensive/Power of the Force cast time increased to 3.0 seconds (up from 2.5 seconds). Alacrity still affects cast time.
- Decrease Halted Offensive’s/Power of the Force’s damage by 15%.
- Convection/Clamoring Force – Thundering Blast/ Turbulence grants Reserved Darkness/Reserved Light, making Dark Heal/Benevolence an instant cast and increasing its healing by 30%. Stacks up to 2 times.
- Thunder and Lightning/Incoming Turbulence ability mod have their damage increased to 10% (up from 5%) and includes Halted Offensive/ Power of the Force.
Developer :
- Lightning/Telekinetics is exceeding our DPS targets as a Ranged Burst spec role. For this reason, we are making the following changes:
- Halted Offensive/Power of the Force cast time increased to 3.0 seconds (up from 2.5 seconds).
- An increase to cast time allows players to not feel as if they have to hard cast this ability especially in situations that require mobility.
- Decrease Halted Offensive’s/Power of the Force’s damage by 15%
- This change was made to bring the ability’s damage into line to its intended damage value and bring the Ranged Burst spec’s damage correctly into line with the DPS targets.
- Convection/Clamoring Force – Thundering Blast/Turbulence grants Reserved Darkness/Reserved Light, making Dark Heal/Benevolence an instant cast and increasing its healing by 30%. Stacks up to 2 times.
- The old version of Convection/Clamoring Force. In the future, we will make changes like these much clearer.
- Thunder and Lightning/Incoming Turbulence ability mod have their damage increased to 10% up from 5% and includes Halted Offensive/Power of the Force.
- Halted Offensive/Power of the Force cast time increased to 3.0 seconds (up from 2.5 seconds).
Madness/ Balance:
- Patch Notes:
- Disintegration/Critical Kinesis – Death Field/Force in Balance and Death Brand/Shifted Balance grant Vitiate’s Malice/Warden’s Vigor, giving Force Lightning/Telekinetic Throw 20% Lifesteal for 12 seconds.
- Force Horrors/Drain Thoughts – Increase periodic damage to 20% (up from 15%).
- Lightning Barrage/Telekinetic balance – Force Lightning/Telekinetic Throw reduced damage changed to -20% from -25%.
- Tempest of Rho – Correctly applies 50% chance for Force Lightning/Telekinetic Throw to trigger periodic effects down from 75%.
- Developer :
- The distribute that DPS back into the class itself.
- We also wanted to discourage players from prioritizing Force Lightning/Telekinetic Throw over Lightning Strike/ Disturbance when proced in order to get the best DPS output.
Advanced Prototype/Tactics:
- Patch Notes:
- Magnetic Blast/Tactical Surge damage reduced by 14%.
- Power Burst/High Yield Explosives mod stacks damage bonus reduced to 4% per stack down from 5% per stack. (total of 16% damage bonus to thermal det down from 20%).
- Serrated Blades damage reduced to 5% down from 15%. (combined into Prototype Rail/High Friction Bolts)
- Blood Tracker/Triumph damage increase to bleeding targets is reduced to 3% down from 5%.
- Lingering Heat/Superheated Cells damage reduced by 50%.
- Developer :
- Advanced Prototype/Tactics is exceeding our DPS targets as a Melee Burst spec role. For this reason we made the following changes:
- Magnetic Blast/Tactical Surge damage reduced by 14%.
- Magnetic Blast/Tactical Surge damage was reduced to lower sustain and reduce the amount of DPS this ability contributed to an overall parse.
- Magnetic Blast/Tactical Surge is intended to be a filler ability and not make up a majority of the DPS output on a burst melee class.
- Power Burst/High Yield Explosives mod stacks damage bonus reduced to 4% per stack down from 5% per stack. (total of 16% damage bonus to thermal det down from 20%).
- The change to Power Burst/High Yield Explosives mod was made to bring the mod more in line with the intended DPS increase a player should receive from a burst DPS mod.
- Serrated Blades damage reduced to 5% down from 15%. (combined into Prototype Rail/High Friction Bolts)
- Much like the Magnetic Blast/Tactical Surge changes this change was made to reduce the sustain of the spec.
- Blood Tracker/Triumph damage increase to bleeding targets is reduced to 3% down from 5%.
- Lingering Heat/Superheated Cells damage reduced by 50%.
- The change to Lingering Heat/Superheated Cells mod was made to bring the mod further in line with what a sustain mod should give within a burst melee spec.
- The change to Lingering Heat/Superheated Cells mod was made to bring the mod further in line with what a sustain mod should give within a burst melee spec.
What will happen after 7.1.1:
- We are going to be taking a look at the tank balance within the game as well as a variety of quality of life changes for various classes.
- We will be taking a look at other mods across classes and balancing them in order to make them more competitive with the go-to options players tend to take.
I just wanted to close by thanking everyone for their updated with class changes coming your way in the future.