Its current implementation is somewhat problematic, but I’ll cover that in much greater detail later on. Sorcerers permanently lost access to 1 ability:īattle rezzes in general are now healer-only, but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown. In addition, many extremely situational abilities were pruned entirely. This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. The 3 abilities are almost always the same for each discipline. The third option is less consistent, it seems to be there as an extra balance lever for BioWare since some abilities that got locked away are more impactful than others. Another of the abilities is the movement ability with the longest cooldown. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun. 1 choice where you’re picking 1 of 3 abilities.The other seems to be related to PvP balance, but there isn’t a clear pattern beyond the choice forcing players to decide which of 3 capabilities they want to keep. One of the ability choices tends to be an offensive cooldown (OCD). 2 choices where you’re picking between 1 ability or 1 of 2 passives.These choices are almost always the same for all disciplines. 3 choices which are just old Utility effects.
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