Combat Changes in Fallen Empire

Posted by on Oct 2, 2015 in Fallen Empire | 0 comments

BioWare just posted a new blog post, explaining the combat changes, we can expect  in the upcoming expansion – Knights of the fallen Empire. Combat Changes in Fallen Empire With the launch of Knights of Fallen Empire, we are planning quite a few general changes to combat. This includes everything from how some stats work to a new feature called Level Sync. Let’s jump in and talk about these changes. Stat Changes We have reworked some of our stats with the goal of helping in itemization  as well as cleaning up some lingering imbalance between stats. These changes will reduce the amount of items that you find in game which simply don’t apply to your character. No more throwing items away because it has the wrong main stat, or hating that you have to get both Critical Hit Rating and Surge just to make the stats effective. These changes include: The four primary stats Strength, Willpower, Cunning, and Aim have all been replaced by a single stat called Mastery. For all intents and purposes, Mastery acts identically to the primary stat it replaced. Endurance now gives slightly more health per point once you hit level 65. We felt that health totals were a little low compared to offensive output. The stat Surge has been removed. Surge has now been rolled into the Critical Rating stat. This means that Critical Rating now determines both your change to critically hit, and the damage bonus you receive when you critically hit. Due to this change we have tweaked the values that this rating converts into. Generally an equal rating prior to Fallen Empire will result in less critical hit change and damage from before, but this is simplified by only having one rating. To ensure that Critical Hit Chance is never a wasted stat, any abilities that automatically critically hit now convert any Critical Hit beyond 100% into additional critical damage. Base weapon accuracy has been increased from 90% to 100%. All non-basic attacks already had 100% Accuracy, so this change brings basic attacks up to par. Lastly, we have rearranged how we distribute ratings on items. Now, Power and defense share the first rating slot on modifications, while the rest of the stats (Accuracy, Alacrity, Critical, Absorb, and Shield) will share the second rating slot. Planet Level Sync We have added a new system to the game called Level Sync. What this system will do is that when you are on a planet, but above the target level of that planet, your level will automatically be lowered to that planet’s level. Ex: If you are level 60, and you return to Alderaan to do some Missions, your character will be scaled down to be level 32. While you are under Level Sync the following things are adjusted on your character: Stats Armor Weapon Damage However, while under Level Sync we will not take away any abilities or passive effects that you have. Also, while under Level Sync you will earn scaled experience. So if you are a level 60, killing level 30 mobs, you will gain experience appropriate for being a level 60 . This enables a player to go play any of the content in The Old Republic and get rewarded appropriately for their time investment. Did you miss out on the heroic area on Tatooine? No worries! Now you can simply head there and check it out without dramatically stopping your progression. Experience and Grouping We have also made some changes to how grouping and experience works. We felt it was important that we let players group up with whomever they want while still being able to make progress. With that in mind, we have made the following adjustments: Experience is no longer split between members of a group. This means the size of the group no longer impacts how much experience your character will earn. The experience earned is now based on the level difference between the highest level character (after level sync) and the level of the NPC. Temporary Ability Bars We can now grant players access to a temporary hotbar, with abilities on it that are only available for a short time. The most immediate use of this hotbar will be for the ability Throw the Huttball. Now, when you have the Huttball, a temporary ability bar will show up so you no longer need to have your throw on your normal hotbar. Similar to your normal hotbar, you can assign your own keybindings to these buttons. This will open up new possibilities for us to do some more interesting content in the future! Ability Replacements Speaking of trying to reduce some ability bar clutter, we can now actually replace older abilities with things that are direct upgrades. This usually occurs when a Discipline unlocks a new ability that is just a straight up replacement (Lethal Shot for Snipe as a Virulence Sniper, as an example). The new ability will take the same spot on the hotbar as the old ability. Whenever you abandon your discipline, the older ability will return to you. Companions Like we covered in the PAX Prime Livestream, Companions have gotten a significant overhaul. You can watch the stream here, but here are a few quick highlights: Companions are now summoned from the Companions and Contacts/Alliance window. Companions now all have 3 roles you can choose from on the fly, DPS/Healer/Tank, and different ability sets based on that role. Companions that use the same weapon type will share the same ability sets (so every companion that uses Blaster Pistols will have the same ability sets). Companions no longer generate any stats from gear, their stats are purely based on the level of the companion, so you can dress them up however you want. Accordingly, equipment slots that didn’t have any effect on visibility have been removed from companions. Companions will still need a weapon in order to activate their abilities, but the stats of the weapon won’t matter. In Fallen Empire player,...

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Posted by on Sep 27, 2015 in Fallen Empire | 0 comments

  During a recent interview, Anthony Daniels who stars as C-3PO in the Star Wars films stated this about The Force Awakens, “The secrecy has been beyond ludicrous.” This can also be said about BioWare and their expansion for Star Wars: The Old Republic, Knights of the Fallen Empire. As many of the people reading this and Star Wars fans across the globe can agree that the information about key system changes has been completely non-existent. The new expansion is a release date in six weeks and there are still many unanswered questions, and most of them have nothing to do with the story at all. Going off what we have been informed of, Knights of the Fallen Empire brings up nearly every aspect of the game. This doesn’t mean that everything will be different, however, players will have to overcome four years of their memory of the game to adjust to the new changes. All of the Leveling, Companions, Crew Skills, Operations, and Flashpoints are parts of the system that will need to be modified. Most of us can understand why they don’t want to reveal parts of the story, but seemingly weird is that is all the information that we are getting from them. The last live stream has revealed some of the cinematics that are from chapter three and there is another live stream that is scheduled to show us parts of chapter one. It doesn’t make sense that they want to give away parts of the story but not tell fans about leveling changes, crew skill changes, etc. If you think about it though, it might make a little more sense. Knights of the Fallen Empire is exclusive to subscribers only. By giving us parts of the story they could lure in new subscribers that are hoping this will be close to KOTOR III that they will ever see. This is understandable, but there are plenty of us that have been subscribed from the beginning and need to know more about the workings of the game. Surely there is a hardworking QA team that is testing out the new expansion in the secret halls of BioWare. A smart guess is that they are just given the game and told to play blindly, there has to be someone giving them direction. So, we assume that the changes have been written down somewhere and here is a recent question that someone has asked about class stories. Eric Musco If you start a brand new level 1 character, you will still be playing the Trooper Class story, the Planetary Arcs, and more. It is true that we have some changes planned for leveling in Fallen Empire, but we aren’t going to take things away from you! It just more about “streamlining” your leveling. I am actively working with the team on a blog/post which will describe everything in detail. So, more details to follow, but in short, you are completely safe. -eric We think that at the point the game is in now, there are people working on the bug fixes and not system implementation. They should be smoothing out the edges, giving it more detailing, the game should pretty much be set in stone by now. All they need to do is send out a blog post to help us hard working fans figure out more about the workings of the game. We know that BioWare has been giving out little bits of other information, like class changes, and conquest changes. It has not been completely silent on their end, but we think it’s time to give us some major information so we know what to expect from Knights of the Fallen Empire. Via The Brew...

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Class Changes for Inquisitors and Consulars

Posted by on Sep 25, 2015 in Fallen Empire, Jedi Consular, Sith Inquisitor | 0 comments

  Here are the final installment of our series on Class changes coming in Game Update 4.0! With 4.0, BioWare wanted to give Assassins and Shadows a better way to stealthily approach or return to their enemy target, and their new ability was specifically designed to do just that. For Sorcerers and Sages, BioWare wanted to give them an additional way to escape peril, so we made Phase Walk available to them. All of the following notes are subject to change: Game Update 4.0 Class Changes: Jedi Consular + Sith Inquisitor Welcome to the final installment of our series on Class changes coming in Game Update 4.0! With 4.0, we wanted to give Assassins and Shadows a better way to stealthily approach or return to their enemy target, and their new ability was specifically designed to do just that. For Sorcerers and Sages, we wanted to give them an additional way to escape peril, so we made Phase Walk available to them. All of the following notes are subject to change: Sith Inquisitor/Jedi Consular Phase Walk has moved into the Inquisitor/Consular base class, granting its use to Sorcerers/Sages as well. It can be trained/granted at level 61. Assassin/Shadow New Ability: Phantom Stride/Shadow Stride! 30 meter range, no GCD. 30 second cooldown. Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break Stealth. Cannot be used against targets in cover. Requires a Double-Bladed Lightsaber or Electrostaff. Darkness/Kinetic Combat New Passive Skill: Dark Bastion/Kinetic Bastion! Increases the duration of Dark/Kinetic Ward by 5 seconds, its number of charges by 5, the shield chance it provides by an additional 3%, and reduces its cooldown by 5 seconds. In addition, the duration of Dark/Kinetic Bulwark is also 5 seconds longer, and it can build 2 additional stacks. Depredating Volts/Cascading Debris is now trained at level 58 (up from 57). Force Pull is now trained at level 42 (up from 41). Shroud of Darkness/Mental Fortitude is now trained at level 60 (up from 59). Deception/Infiltration New Passive Skill: Amped Voltage/Fracturing Force! Increases the damage dealt by Surging Charge’s/Shadow Technique’s Discharge/Force Breach by 5%. Additionally, activating Phantom/Shadow Stride while Surging Charge/Shadow Technique is active builds 3 Static Charges/Breaching Shadows. Ball Lightning/Psychokinetic Blast is now trained at level 58 (up from 57). Low Slash is now trained at level 42 (up from 41). Crackling Blasts/Deep Impact is now trained at level 60 (up from 59). Hatred/Serenity New Passive Skill: Languishing Lashes/Atrophying Attacks! Dealing melee damage increases the critical chance of your damaging periodic effects by 10% for 10 seconds Demolish/Vanquish is now trained at level 58 (up from 57). Leeching Strike/Serenity Strike is now trained at level 42 (up from 41). Inevitable Demise/Aching Mind is now trained at level 60 (up from 59). Utility Tier 1 – Skillful New Utility: Snaring Slashes/Strikes! Thrash/Double Strike, Voltaic Slash/Clairvoyant Strike, and Lacerate/Whirling Blow reduce the movement speed of the targets they damage by 30% for 6 seconds. Tier 2 – Masterful New Utility: Speed Surge/Kinetic Acceleration! Shock/Project, Ball Lightning/Psychokinetic Blast, and Creeping Terror/Sever Force increase your movement speed by 50% for 6 seconds. This cannot occur more than once every 12 seconds. Tier 3 – Heroic New Utility: Phasing Phantasm/One with the Shadows! You can use Phantom/Shadow Stride while immobilized, and it purges immobilizing and slowing effects when used. Sorcerer/Sage Corruption/Seer New Passive Skill: Secrets of the Dark Side/Erudite Mender! Increases the healing done by Roaming/Wandering Mend by 5% and reduces the Force it consumes by 10. Revivification/Salvation is now trained at level 42 (up from 41). Roaming/Wandering Mend is now trained at level 58 (up from 57). Dark Concentration/Altruism is now trained at level 60 (up from 59). Lightning/Telekinetics New Passive Skill: Fulgurous Fortification/Telekinetic Refuge! Lightning Bolt/Telekinetic Burst stacks damage reduction on the Sorcerer, stacks up to 3 times lasting 10 seconds. Each stack provides 3% damage reduction. Lightning Flash/Telekinetic Gust is now trained at level 42 (up from 41). Lightning Bolt/Telekinetic Burst is now trained at level 58 (up from 57). Charged Reaction/Mental Continuum is now trained at level 60 (up from 59). Madness/Balance New Passive Skill: Fulminating Current/Psychokinetic Torrent! Force Lightning/Telekinetic Throw stacks up to 4 stacks of an effect that increases the Critical chance of your periodic effects by 2% per stack Force Leech/Force Serenity is now trained at level 42 (up from 41). Demolish/Vanquish is now trained at level 58 (up from 57). Devour/Mind’s Eye is now trained at at level 60 (up from 59). Utility Tier 1 – Skillful New Utility: Dark Speed/Benevolent Haste! A completed Dark Heal activation increases your target’s movement speed by 50% for 6 seconds. This cannot occur more than once every 12 seconds. Tier 2 – Masterful New Utility: Dizzying Force! When Whirlwind/Force Lift ends, target’s accuracy is reduced by 20% for 8 seconds. Backlash/Kinetic Collapse has been moved from Tier 2 up to Tier 3. Tier 3 – Heroic New Utility: Shifting Silhouette/Ethereal Entity! Using Phase Walk to return to its marked location grants Shifting Silhouette/Ethereal Entity, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 6 seconds. Conspiring Force/Confound has been moved from Tier 3 down to Tier 2. Force Mobility has been updated: In addition to the other abilities it already allows you to use while moving, it now also allows you to use Force Barrier while moving. Thanks for joining us, and we look forward to seeing you in Knights of the Fallen Empire! -The Star Wars™: The Old Republic Combat...

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Fallen Empire Chapter 1 Gameplay from IGN

Posted by on Sep 25, 2015 in Fallen Empire | 0 comments

IGN has been playing around with the upcomming expansion for SWTOR, and posted a couple videos showcasing the character customization and gameplay from chapter 1 Check it out: Character Customization First 7 minutes Another 16 minutes (continues after the 7 minutes video) Another 10 minutes (continues after the 16 minute video with a different...

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Commendation Changes in SWTOR 4.0

Posted by on Sep 22, 2015 in commendation, Fallen Empire | 0 comments

  Eric Musco just posted an update about the changes coming to commendations in Fallen Empire. Check it out: Hey folks, I wanted to let you know about what changes are coming to Commendations in Fallen Empire, this way you can plan accordingly. Simply put, only the names of some existing Commendations are changing. There are no conversion rates or anything this time around. Basic Commendations will now be called Common Data Crystals Elite Commendations will now be called Glowing Data Crystals Ultimate Commendations will now be called Radiant Data Crystals All other Commendation names remain the same. Again, there are no conversion rates pre/post Fallen Empire. Thanks!...

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