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http://www.swtor.com/news/blog/20110408
Hello there, I’m Georg Zoeller, and I’m Principal Lead Combat Designer on Star Wars™: The Old Republic™. In my previous developer blog, I introduced you to the Advanced Classes Game System in the game. In today’s blog I’m going to explain how the system has evolved over the last few months based on iteration, gameplay testing and focus groups.
Advanced Classes (often abbreviated ACs) are chosen on your faction’s capital world – either Coruscant or Dromund Kaas - when your character reaches level 10 or above. Each base class gets a choice of two Advanced Classes; for example if you are playing a Jedi Knight, you will be able to choose to play the Jedi Guardian or Jedi Sentinel Advanced Class.
Choosing an Advanced Class is very important in The Old Republic, as within your Advanced Class, your character will reach their full potential. Your Advanced Class choice dramatically alters the gameplay experience of your base class by providing access to two exclusive skill trees per Advanced Class, with a third being shared between both Advanced Classes.
As you level up, your character will gain abilities from three sources:
Each skill tree provides access to a number of active abilities (which are added to your ability bar, and can be activated during play). You can also assign your training points to passive abilities. Passive abilities are ‘always on’, and alter how your base class abilities work.
It is important to note that the choices you make in your skill tree never subtract from your base class abilities; they instead improve and add to the character’s arsenal.
Imagine a Sith Warrior character, with the Juggernaut Advanced Class. As part of the tanking and control themed ‘Immortal’ skill tree, he may choose to learn Force Grip. This upgrades the base class ability Force Choke from being a channeled ability, requiring several seconds to activate, to being an instantly used ability. This increases the Juggernaut’s effectiveness at engaging multiple enemies at once, as those being choked not only take significant damage, but are also unable to act. The Force is indeed strong with this ability!
The Marauder Advanced Class on the other hand, as part of the ‘Annihilation’ skill tree, can opt to learn the Close Quarters ability, removing the minimum range requirement from Force Charge. A Marauder with Close Quarters, instead of just opening combat with Force Charge, can use it multiple times in the course of a fight – reinforcing the Marauder’s role as a highly mobile melee damage dealer who moves quickly between multiple enemies on the battlefield.
As well as these two Advanced Class-specific skill trees, both the Juggernaut and the Marauder have access to the shared ‘Rage’ skill tree. Abilities in this skill tree improve the control, mobility and burst damage capability of characters who invest into it – all traits desirable to both the Marauder and the Juggernaut. A sample ability here would be Force Crush, a powerful and very iconic force power that crushes every bone in an enemy’s body.
Remember, you will always have access to a limited number of training points to spend in your skill tree, so your choices are important. You may choose – for an in-game credits fee – to re-assign your skill points if you wish, so you can experiment to find your perfect combination. Any one of the three skill trees are valid to specialize in, or you can spend training points in all of them for a more well-rounded character.
We thought it might be good to give you a peek at some of the recent changes made to each Advanced Class since they were announced. While we’re constantly iterating and balancing each class based on our own objectives, we also pay attention to feedback from internal testing, the (ever expanding) Game Testing Program, and the community.
The following list of changes is by no means complete or definitive for the final game, but it should give you a good idea of where the class you are planning to play is heading.
Bounty Hunter Advanced Classes
Mercenary (Roles: Close - Mid Range Damage Dealing, Healing)
PowerTech (Roles: Mid - Long Range Damage Dealing, Tanking)
Imperial Agent Advanced Classes
Sniper (Roles: Mid - Long Range Damage Dealing)
Operative (Roles: Close - Mid Range Damage Dealing, Healing)
Jedi Knight Advanced Classes
Jedi Sentinel (Roles: Close Range Damage Dealing. Wields dual Lightsabers)
Jedi Guardian (Roles: Close Range Damage Dealing, Tanking. Wields a single Lightsaber)
Jedi Consular Advanced Classes
Jedi Shadow (Roles: Close - Mid Range Damage Dealing, Tanking)
Jedi Sage (Roles: Mid-Long Range Damage Dealing, Healing)
Smuggler Advanced Classes
Gunslinger (Roles: Mid - Long Range Damage Dealing, wields dual pistols)
Scoundrel (Roles: Close - Mid Range Damage Dealing, Healing, wields scatter gun)
Sith Inquisitor Advanced Classes
Sith Assassin (Roles: Close - Mid Range Damage Dealing, Tanking)
Sith Sorcerer (Roles: Mid-Long Range Damage Dealing, Healing)
Sith Warrior Advanced Classes
Sith Marauder (Roles: Close Range Damage Dealing. Wields dual Lightsabers)
Sith Juggernaut (Roles: Close Range Damage Dealing, Tanking. Wields a single Lightsaber)
Trooper Advanced Classes
Vanguard (Roles: Close - Mid Range Damage Dealing, Ranged Tanking)
Commando (Roles: Mid - Long Range Damage Dealing, Healing)
In addition to working through the feedback from our Game Testing Program, from focus groups and from internal testers, we are relying heavily on metrics gathered from every server to understand and contextualize the feedback we are receiving. We thought we’d share a couple of images from our metrics system – as images are worth a thousand words, after all:
Click the above image for a larger view.
This is a 3D visualization of death locations for one testing group on Ord Mantell.
Click the above image for a larger view.
Here is a movement heatmap and death details for a sub area on Ord Mantell, from an earlier test. This exposed, shall we say ‘survivability issues’ for Smugglers on their class quest at early levels. That’s since been corrected!
We also use these heatmaps to understand the flow of movement through an area, optimize maps and other guidance systems and identify potential locations for special content such as datacrons or unique enemies, which are specifically designed to reward explorers that go off the beaten path.
As well as all these metrics and testing feedback, popular topics from the community (such as the desire for a single saber DPS on the Jedi Knight) are surfaced by the community team and discussed as well. Starting a forum topic is never a guarantee we’ll change the game – but we are listening.
Star Wars: The Old Republic is a game in development and in active testing. Any feature, ability or even class name mentioned above (or anywhere else on the website) is subject to review and testing, and may change between now and the game's launch. The BioWare team believes in making fully-polished, quality games. We are listening to your feedback, and will continue to make improvements.
Thank you, and may the Force be with you!
Georg Zoeller
Principal Lead Combat Designer
Comments
something brand new from this is that now the consular and inquistor have a tanking option. it sounds like maybe uses a mix of force powers(for close range damage reduction) and light saber defelection(for long range) to accomplish this. but that is just my speculation.
It sounds like you could have a full team of 4 consulars and be just fine. You could have 1 tank, 1 healer, 1 DPS, and another hybrid class backing up any one of those roles or providing control support.
Thats just crazy.
Crazy good, or crazy bad?
I don't mind the concept so much, personally. :P
Pure Awesome!
If they are smart they make flashpoint and world bosses very diverse though; so you will need a ranged tank in one case and a melee one in the other, etc.
But yeah, pretty surprising to see consulars and inquisitors getting a tanking role. This can be a good sign, as in: "we are really going to great lenghths to improve class gameplay and balance", or it could be a bad sign, as in; "wtf are we going to do to make class X more interesting because this is not cutting it! I suggest *insert drastic measure 3c*".
Either way, I am really very curious about how class balance will turn out at launch.
Bottom line is that they have taken the holy trinity, divided it by itself and turned it inside out, mirrored it, turned it upside down, cut it to pieces, blended it and handed a lot of classes a little gloop of everything. Not much stereotyping there at the moment hehe.
My brand new bloggity blog.
Grr Bioware. Now I can't decide between Juggernaut and Maruader since you made them both have a DPS tree.
In Bioware we trust!
Heh, personally I found the reports where several troopers grouped up at the last event and caused mayhem with 3-4 troopers more interesting. Imagine that, a couple of full groups of troopers with maybe 2-3 Jedi knights in attack mode, attack of the clones ftw!
edit: found the quote,
'At one point I grouped up with 3 other Troopers. I had a lot of fun with this group, even though it was hard to stay together as everyone kept getting lost/seperated. At one point, we all used our grenade launchers on a group of about 3 separatists. That was absolutely beautiful and lived up to my expectations of a trooper group. I felt very powerful. They all died instantly and the fireworks were glorious.
I have no doubt the full-trooper groups are going to be very common and very fun.'
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
now i dont mind if you need certain classes for world bosses but i would hope they wouldnt make flashpoints so you have to x class since its only for 4 players and it would really limit who you can bring
Well, in part I find it good because I love hybridization of classes. It also gives way to a little bit of mystery on the PvP front, as in - "Thats a consular there, but is it their healer and I should focus it? Or is it their tank and I should steer clear?"
So we have the
Trooper and Bounty hunter that can tank, heal, and DPS (not all at the same time)
The Inquisitor and Consular who can tank, heal, DPS, use stealth, and control,
The IA and Smuggler that can heal, DPS, stealth, (and use some control too).
Then we have the Warrior and Knight that are tanks or DPS.
I mean thats spread pretty far out there in what everyone can do. While I hope that each class is viable in their roles, I can't help but wonder if some content will require certain kinds of Tanks, DPS, or Healers.
Like, for this sith master we're fighting who does burst damage, should we have a smuggler with ranged HoT or should we have a consular with burst heals?
I mean, in order to do this right each class would have to be able to fulfill their role adequately, but be different enough that there are reasons to choose each class. I wonder how balancing is going to work here.... the article spoke about PvP balance already.. "making the scattergun smuggler more viable in PvP" so to speak. Thats a good sign to me.
well if the consular has their light saber out then you will be able to tell if it can be healer or tank since sage uses single saber and shadow uses double bladed saber. however this doesnt let you know if its spec for dps instead of healing or tanking, it just lets you know what it could be.
I'm wondering if the one for Bounty Hunter was a typo. Why would the tank class with heavy armour be the long range class and the DPS with less armour/ possible healer be close range?
Currently Playing: World of Warcraft
yea i think it was a typo since back during the BH update they mentioned the power tech as being more close range during an ign interview
Heavy armor healers? You'd likely never kill them!
Healers are usually squishy... plus the bounty hunters close range attacks are higher DPS, so it makes sense in MMO terms. High DPS / Healers usually aren't geared to stay up indefinitely.
A dev just clarified that it was a typo.
Yeah, we just noticed the error and updated the article. It was a typo that crept through.
PowerTech (Roles: Close - Mid Range Damage Dealing, Tanking)
Mercenary (Roles: Mid - Long Range Damage Dealing, Healing)
Currently Playing: World of Warcraft
i think BH close range skills may be more of threat generating skills than high dps ones
http://pc.ign.com/articles/115/1153371p1.html
IGN: What are the signature skills?
Zoeller: The Mercenary Bounty Hunter focuses on missiles and staying at range from enemies. Devastating attacks like Heatseeker and Fusion Missile and Rail Shot make the Mercenary a sight to behold on the Battlefield. The Powertech Bounty Hunter specializes in flamethrowers and close range attacks. Attacks like Flame Burst, Flame Sweep as well as the jetpack-assisted Rocket Punch are some of the signature moves of this advanced class.
edit: bah ktanner got in there first
Well, technically I was partially right still,
The tank still uses heavy armor, and the mercenary is still squishy. All is right in the world.
I hope from "we're done with all the main stuff for launch" to "polishing the edges" ..
I want to own property too
Looking at that info Makes me want to play the game now, mostly likely going to play a Jedi Shadow or Jedi Sentinel learning more torwads the shadow as it seems it will use force powers and there saber more evenly for DPS
I hope they build in enough character slots, because I want to play everything. Except maybe Jedi Sage...
<span class="hps" title="Zur Anzeige alternativer
I was thinking the same thing at first, but then something came to mind. Just because a class CAN tank does not mean it SHOULD tank or will be able to tank very well or for very long. A Consular and Inquisitor are both wearing cloth armor, at least in every single screen shot I have seen. Even with using the lightsaber / force powers to deflect shots, their armor rating still will not compare to a Trooper or Bounty Hunter in heavy armor with the energy sheilds.
So I think while a Consular of Inquisitor may be able to tank occassionally, it would not be a good idea to rely on them as a primary or even secondary tank, but instead as a last resort to cover the healer when the other two tanks are dead. As usual though, all this is just my opinion.
"If half of what you tell me is a lie, how can I believe any of it?"
You underestemate the power of the force.
If they increase the power of the lightsaber block or deflect along with CC. Then the Consular or Inquisitor are getting hit less so armor shouldn't matter. And threat from each could be a force ability that builds and draws mobs. So I can see both doing just fine based on the skill tree choices given to tank. It will just be a different style of tanking tha the highest armor rating absorbing the most damage.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
Currently Playing: World of Warcraft
All I'm saying is that dodge and deflect is great and all. When a shot finally does get through, those robes will not be absorbing all that much damage, at least they won't if they are going for realism and so two or three shot kills should not be unrealistic. The heavy armor though WILL absorb a lot more damage and in the end should allow you to stay alive a lot longer.
"If half of what you tell me is a lie, how can I believe any of it?"