Bioware explains Companion Healing Nerfs in SWTOR 1d47d

With today’s  patch 4.0.2, companion healing power will be nerfed. Here is an explanation why. l652j

Companion Changes in 4.0.2 | 11.16.2015, 08:19 PM

Hey folks,
If you haven’t yet seen the 4.0.2 patch notes, you can view thempatch notes that we wanted to highlight and talk about specifically.

Some of you will certainly ask, why the need to nerf Companions? Companions in Fallen Empire.

In KotFE, with a large focus on going back to story, we wanted to make sure that all of our 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 Play around with the Companions in each role and let us know your . Thanks everyone.

-eric

The only questions I would like answered | 11.16.2015, 08:02 PM

Quote:

Originally Posted by Ghisallo

First… Eric, thank you for actually speaking about the elephant in the room. Most MMOs I have played would have just let the threads run on, say nothing, launch patch and move.

Second… HOWEVER, questions. For people who have a basic understanding of MMO design the issue was obvious. Maybe not the exact cause but we were like “holy junk this is not right.” So… First… how did such an obvious issue get pushed to live? Wasnit a QA issue? Time crunch issue? Second… Is this the “real” issue or a band-aid?

I ask number 2 because sometimes the “real” cause is issue you have to make a fix that works “for now”

I ask the second question because this change will be a rather large shock to some and people can only sustain so many of them.

Hey Ghisallo,

Good questions, let me take a stab at them.

First answer – bring that back in line.

Second answer – You can kind of see from the first answer that this will possible we will make future tweaks, but this should bring Companions more in line. They will still be strong, but they will not overshadow the power of a player.

-eric

Companion Changes in 4.0.2 | 11.16.2015, 08:30 PM

Quote: Originally Posted by AdarnVote

just one question then eric:
for those of us who like to play solo like me, will I still be able to go through with my healing companion and do the weekly heroics to build our influence/alliance? because right now that’s all I’ve got to work with solo wise.

Absolutely! It certainly may be a bit more challenging than before but you can complete them. The intent is that you can complete any [Heroic 2] with your Companion counting as one of the two. If you find this isn’t true for any Heroics tomorrow, let us know.

-eric