Date: Sep 5, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz, News  |  DISQUS With Us: 2 comments

Yesterday, Austin Peckenpaugh, Senior Designer on Star Wars™: The Old Republic™, gave us a developer blog update with some important info regarding class changes and PvP mechanic changes that will be happening in Game Update 1.4.

We’ll be seeing some changes to Trooper/BH and Inquisitor/Consular crowd control abilities, a new interrupt for Mercenaries and Commandos, a new self-healing ability for Sorcerers and Sages, some adjustments to in-combat stealth abilities, and the following changes to the Resolve system:

We’ve also made adjustments to the Resolve system in Game Update 1.4. We’ve adjusted the gain logic of Resolve such that simultaneous and overlapping control effects no longer linearly add together their Resolve gain values. Instead, using a crowd control ability on an already controlled target now applies reasonable Resolve gain values by comparing the incoming control effect to the greatest of existing control effects.

As a result of these Resolve changes, unorganized teams will no longer pay huge penalties for overlapping control effects at critical moments. For example, it can frustrate players when pickup groups accidentally make a Marauder immune to Control because two or more teammates tried to stun him at once. The resulting unstoppable wrecking ball that the attacker transforms into made for a pretty poor experience for players trying to escape him. Additionally, we don’t like it when a Huttball ball carrier gets “fed” full Resolve by a disorganized pickup group trying to stop him from scoring by simultaneously landing multiple Control effects.

Check out the full Developer Blog for all the details. If you’re interesting in community opinions, also make sure and check out the feedback discussion thread on the official forums.

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  • Vaer

    Hate it, just learn how to play… plain and simple.
    If they were going to fix anything, why not make positive adjustments, rather than this rubbish. How about making the resolve system work where after 2 stuns/snares/roots/sleep/what-have-you, you are no longer able to be cc’d for a specified period of time? Oh wait, that is how it’s supposed to work already… it just doesn’t.
    Or instead of nerfing classes, how about making your cc-break give immunity for 20 seconds from ANY movement-impairment/cc.
    I love this game, but this is another bass-ackwards attempt to fix something that should be a relative easy system to fix. Or how about just flat out make it easy for players to understand the system, by having the explanation laid out very specifically on the screen where you queue, instead of the descriptions of the WZ’s that lead people to believe they have a choice as to which WZ they will be playing.

  • spond

    All I have to say is watch out if you’re favorite target is a deception assassin. For those of us that know how to use the class, the changes will make things very interesting in PVP and make us a great class in PVE.