Der Gefährten-Nerf im Detail
Am Dienstag, 17. Nov 2015 im Topic 'swtor'
Companion Changes in 4.0.2 | 11.16.2015, 10:19 PM
Hey folks,
If you haven’t yet seen the 4.0.2 patch notes, you can view them here. There are some patch notes that we wanted to highlight and talk about specifically.
Companion base stats have been reduced.
Companion damage and healing output has been reduced.
Some of you will certainly ask, why the need to nerf Companions? This is something that we definitely saw the community be divided on, and it was good for us to hear feedback from both sides. Ultimately, this decision came down to our own goals for Companions, along with data on how they were performing. What we saw in those instances is that Companions, simply put, were just way too good. Their healing and damage output could be greater than that of a very skilled player with a fully maximized character. In order for you to understand why we are making these changes, we thought it best to explain our goals for Companions in Fallen Empire.
In KotFE, with a large focus on going back to story, we wanted to make sure that all of our story content was accessible to all of our players. The power that Companions bring to the table, definitely played a part in that accessibility. Companions, from a combat perspective, should complement and provide support to your character, not overshadow them. However, in looking at how strong Companions are, we may have gone a bit too far in that direction. Simply put, while playing through much of the game, there are a lot of situations in regular combat where it is practically impossible for you to be killed if you have a healing Companion. Although this can be fun for a time, this wasn’t our goal. Companions should be strong, they should fill any role you need, but they should not make your actual gameplay be overshadowed by how strong they are.
So with 4.0.2 we have brought their effectiveness down quite a bit, let’s talk about some of the specifics here:
There isn’t a flat % that healing was reduced by. Effectiveness reduction varies greatly depending on level, Influence, level sync, etc. That being said, the healer companions are still quite competitive, but they no longer trivialize content that was meant to be challenging.
Healing power increase by Influence level has been increased. That means that as you scale up Influence levels with a Companion they will get more powerful per level than before. This helps to offset the base healing reduction a bit as you gain influence with your companion.
We did want to make some improvements to tanking Companions:
We increased the threat generated by tank companions, so they should be able to hold the attention of enemy NPCs better than before.
We fixed an issue involving the tank companion’s mass grapple ability, it will no longer pull in enemies that are out of combat.
Will your Companions feel a bit weaker than they did when KotFE launched? Yes. But believe me they will still carry their weight and fill the role you need them to in combat. All that we ask is that you log in tomorrow, and check the changes yourself. Play around with the Companions in each role and let us know your feedback. Thanks everyone.
-eric
Hey folks,
If you haven’t yet seen the 4.0.2 patch notes, you can view them here. There are some patch notes that we wanted to highlight and talk about specifically.
Companion base stats have been reduced.
Companion damage and healing output has been reduced.
Some of you will certainly ask, why the need to nerf Companions? This is something that we definitely saw the community be divided on, and it was good for us to hear feedback from both sides. Ultimately, this decision came down to our own goals for Companions, along with data on how they were performing. What we saw in those instances is that Companions, simply put, were just way too good. Their healing and damage output could be greater than that of a very skilled player with a fully maximized character. In order for you to understand why we are making these changes, we thought it best to explain our goals for Companions in Fallen Empire.
In KotFE, with a large focus on going back to story, we wanted to make sure that all of our story content was accessible to all of our players. The power that Companions bring to the table, definitely played a part in that accessibility. Companions, from a combat perspective, should complement and provide support to your character, not overshadow them. However, in looking at how strong Companions are, we may have gone a bit too far in that direction. Simply put, while playing through much of the game, there are a lot of situations in regular combat where it is practically impossible for you to be killed if you have a healing Companion. Although this can be fun for a time, this wasn’t our goal. Companions should be strong, they should fill any role you need, but they should not make your actual gameplay be overshadowed by how strong they are.
So with 4.0.2 we have brought their effectiveness down quite a bit, let’s talk about some of the specifics here:
There isn’t a flat % that healing was reduced by. Effectiveness reduction varies greatly depending on level, Influence, level sync, etc. That being said, the healer companions are still quite competitive, but they no longer trivialize content that was meant to be challenging.
Healing power increase by Influence level has been increased. That means that as you scale up Influence levels with a Companion they will get more powerful per level than before. This helps to offset the base healing reduction a bit as you gain influence with your companion.
We did want to make some improvements to tanking Companions:
We increased the threat generated by tank companions, so they should be able to hold the attention of enemy NPCs better than before.
We fixed an issue involving the tank companion’s mass grapple ability, it will no longer pull in enemies that are out of combat.
Will your Companions feel a bit weaker than they did when KotFE launched? Yes. But believe me they will still carry their weight and fill the role you need them to in combat. All that we ask is that you log in tomorrow, and check the changes yourself. Play around with the Companions in each role and let us know your feedback. Thanks everyone.
-eric
benea,
Dienstag, 17. November 2015, 10:06
Am liebsten wär es mir gewesen, von Beginn an ordentlich skalierte Gefährten gehabt zu haben. Nachbesserungen bis 20% sind noch verkraftbar, aber das ist echt ein Supergau.
Und wenn man die Fakten kennt ist das Blabla von Musco nur Schall und Rauch, hier beziehe ich mich auf verbuggte Tank Gefährten.
Klar waren die Gefährten zu stark, das war mir alles zu casual und man konnte quasi mit Auto-Hit spielen. Das hat mir einiges an Spannung genommen. Dennoch ist der Nerf dagegen wieder fies, hoffe zumindest noch H2 solo zu schaffen.
Und wenn man die Fakten kennt ist das Blabla von Musco nur Schall und Rauch, hier beziehe ich mich auf verbuggte Tank Gefährten.
Klar waren die Gefährten zu stark, das war mir alles zu casual und man konnte quasi mit Auto-Hit spielen. Das hat mir einiges an Spannung genommen. Dennoch ist der Nerf dagegen wieder fies, hoffe zumindest noch H2 solo zu schaffen.
xellmann,
Dienstag, 17. November 2015, 13:15
Ich habe gestern auch extra noch einen durch die H2 Missionen geschleift für die Festungen. Heute wird das sicher um einiges schwerer sein so wie es aussieht.