Shadow of Revan – Patch Notes 3.0 FR

Comme prévu la mise à jour est pour aujourd’hui, rappel des éléments principaux traduit en Français par mes soins (en partie), en attendant d’avoir la traduction complète du patch une fois la MAJ terminée.

Ça s’annonce bien !

Shadow of Revan

  • Toutes les classes peuvent atteindre le niveau 60 !
  • Nouvelle Zone: Rishi ! Un repaire de pirate aux confins de la galaxie !
  • Nouvelle Zone: Yavin 4! Terre des guerrier sans-peur Massassi !
  • Nouvel équipement et récompenses de réputation ! Le puissant équipement Revanite, des nouveaux plans de fabrication et des nouvelles montures/véhicules intégrant les transports de véhicule blindé.
  • Nouvelles ZL ! « Impitoyables Mandaloriens » et « Une armée de révanites fanatiques » se dressent entre les joueurs et leur but ultime à savoir les nouvelles opérations pour niveaux 56-60 !
  • Nouvelles opérations ! Défiez les pirates les plus sauvages de la galaxie,  puis affrontez les gardes fanatiques de Revan dans deux nouvelles opérations pour niveaux 60, fournissant les deux plus grand challenge en groupe 8 ou 16.
  • Nouvelles ZL HM ! La version difficile des ZL Assaut de Tython, Incursion sur Korriban, Profondeur de Manaan et Rakata Prime sont maintenant disponibles.

Principaux changements

  • Disciplines : Le nouveau système de disciplines, remplaçant les arbres de talents actuels. Pour une description complète, suivez le lien du Dev Blog.
  • Alliance forgées en mode solo : Prélude à « L’ombre de Revan ». Les joueurs n’ayant pas terminés les quêtes de l’alliance forgée (les 3 ZL Tactiques) pourront trouver la nouvelle mission « Prélude à l’ombre de Revan » sur leur vaisseau. Cette mission donne accès à un passe pour les parties 1-3. Utilisez le TP flotte et parlez directement aux droides de mission T3-G2 ou A7-M1 selon votre faction pour commencer/accomplir ces quêtes. Une fois sur la mission prélude, vous pourrez avoir accés à ces ZL en mode solo (pour shunter la recherche de groupe j’imagine).
  • Nouveautés de l’interface : Proc visuel ! Un nouveau système de visualisation des Proc (un critique sur un sort en déclenche un autre ou y applique un effet particulier). Ce système permet une mise en surbrillance du pouvoir sur votre barre d’accès rapide quand le proc est disponible.
  • La 3ème saison de PvP arrive à sa fin ! Félicitations à ceux ayant remplis les objectifs niveau 1,2 ou 3. Afin de préparer la saison 4, les stats classées ont été réinitialisées et le classement de la saison 2 a été archivés.
  • Retour de la chasse à prime ! L’événement est de retour, il commencera le 9/12/2014 et se terminera le 16/12/2014

 

 

Général

  • Pour le 3ème anniversaire tous les joueurs peuvent acheter la forteresse de Coruscant pour 3 crédits.
  • La grande statue de Revan sera disponible pour tous ceux ayant pré-commandés l’extension avant le 1/12/2014
  • Tous les commandants de forteresse sont maintenant level 60
  • Les droïdes médicaux sur la flotte disposent maintenant de medipacks et stims level 50+
  • Les récompenses des missions quotidiennes et hebdomadaires ont vu leur objectifs et récompenses mis à jour pour la 3.0
  • Les joueurs peuvent maintenant envoyer 6 partenaires en missions à partir du niveau 56
  • Les métiers ont maintenant un cap à 500, vous pouvez le débloquer dès 440. Réservé aux joueurs ayant accès à Shadow of Revan.

Du blabla qui m’intéresse pas donc en anglais

  • Players with AMD Radeon R9 200 video cards no longer have graphical corruption when using “High” Anti-Aliasing.
  • The back rooms on the Crew Deck of the Republic Guild Flagship no longer have inoperable Decoration Hooks.
  • Interacting with Missions next to a Priority Mission Terminal no longer causes the Missions GUI to close and the Priority Mission Terminal GUI to open.
  • The “Flashpoint Havoc” Conquest Event now includes the Legacy of the Rakata Flashpoint.
  • Addressed an issue with the Small Wall Hooks over the west door in the First Floor Hallway of the Dromund Kaas Stronghold that prohibited Trophy placement.
  • Tech and Ranged Resistances are now properly labeled in the Character GUI.
  • Med Centers on Oricon now have specific names.

Cartel Market

  • New Cartel Market items are viewable in Collections.
  • The Initiate’s Shadow Pack is now available for purchase in the Cartel Market.
  • The Pilgrim’s Shadow Pack is now available for purchase in the Cartel Market.
  • Balanced Combatant’s wrist attachment now appears correctly on Male Body Type 3.
  • The Austere City Bench is no longer misnamed as the Metropolitan Bench, and now appears correctly in the Decorations Window.

 

Classes et combat

  • Au niveau 55 vous ferez moins de dommages, vous retrouverez votre puissance d’antan en vous rapprochant du niveau 60.
  • Les ennemis level 50 et moins font maintenant moins de dommages (pour accélérer le leveling)
  • Les DoTs posés par un joueur ne peuvent plus être retirés (dispell) par un autre joueur. Seul les capacités propres vous permettent de vous retirer ce DoT comme la résilience par exemple (= purge). Les DoTs appliqués par les PNJ peuvent toujours être retirés ou purgés.
  • La plupart des contrôles effectués par les joueurs peuvent être dispells (stun, root etc.)
  • Les breaks ont maintenant un cooldown plus long. (Allo quoi ?)
  • Les canalisations ne sont plus ralenties quand vous êtes attaqués mais peuvent toujours être interrompus par des stuns ou des interruptions (break).
  • Les canalisations utilisent vos ressources à chaque fois qu’elles « tiquent » (soins ou dommages effectués) et non pas lors de l’activation du pouvoir.
  • Toutes les augmentations de précision prévues dans les arbres de talents précédents ont été supprimés. Seul le stuff vous permet d’augmenter cette statistique.
  • Les tanks gagnent un bonus de 10% en précision en compensation de la baisse de leur dommages effectués.
  • L’alacrité a été retravaillée, elle s’applique maintenant sur l’activation des pouvoirs, leur GCD, la récupération de vos ressources/énergie, sur les DoTs (la vitesse d’application des dommages comme la longueur du DoT) et réduit les CD internes sur certains pouvoirs passifs.
  • Une amélioration de l’interface, incluant les effets visuels des Proc, la distinction entre les buff/debuffs des joueurs et les vôtres (déplaçable, retirable).
  • La plupart des pouvoir des joueurs s’active maintenant sur un angle de 270° (auparavant 180°), pour réduire la puissance des joueurs passant leur temps à vous passer dans le dos et à jouer avec ces 180° (CaC).
  • Toutes les AoE de soin priorisent maintenant les joueurs avec le plus bas pourcentage de vie en premier.

Plusieurs précisions dans le patch note complet, je les mets en anglais mais le principal est dit.

Combat Change Philosophy
Leading up to 3.0, we knew we wanted to make changes to how we handled customization and choice, as we felt like the tree-based Skill System lead to many problems, including the loss of class identity, uneven power gains, and overly complex rotations. While we wanted to maintain the feeling of progression and gain that this system provided during the leveling process, we wanted to move past the tree-based system. This lead to the introduction of Disciplines, which you can read all about here. Given this chance to reimagine how combat and classes work in The Old Republic, there were also some changes we wanted to make on a more global scale in order to address some concerns and feedback.

Damage + Health
Towards the end of the 2.0 patch cycle, classes began to exceed the baseline damage values that we intended. In order to get back to where we wanted the damage output to be, we are lowering the damage output across the board. Players at level 55 will find that their damage has dropped, while players at level 60 end up having about the same amount of damage output that they did pre-3.0 at 55.

In a similar fashion, we weren’t happy with how long it took to level from 1 to 55 in the pre-3.0 game. In order to speed up the low-level game, all enemies from level 50 and lower are no longer as tough, and now die faster.

Operation-Wide Abilities
With the release of Game Update 3.0, Operation-wide abilities have been given to every Advanced Class. This change was made in order to address the idea that you had to have a Sentinel/Marauder in your Operations group in order to be at the best that you could be. These new abilities stack with each other, but not with themselves, and include defensive and offensive abilities. These abilities also ensure that any Operation group composition is well equipped to tackle what’s ahead of them, even if they don’t have a specific class available.

DoTs, Interrupts, and Channels
In order to make Damage-over-Time Disciplines more viable in Warzones and Warzone Arenas, player DoTs can no longer be cleansed. They can, however, be purged by self-targeted abilities such as Force Shroud/Resilience. DoTs inflicted by Enemy NPCs can still be both cleansed and purged. In order to make cleansing abilities more viable after losing a major component of its functionality, cleanses can now be used to remove Crowd Control (CC) abilities, such as stuns and roots.

Interrupts now have a longer cooldown, as we want players making informed, tactical choices when choosing what to interrupt instead of indiscriminately interrupting everything possible.

Channeled abilities now cost resources at the intervals when damage or healing would be dealt, instead of costing the full amount at activation. This is mostly a quality of life change, as players would spend a large chunk of resources and get interrupted, pushed backed, stunned, etc. and lose those resources. Additionally, channeled abilities can no longer be pushed back. They can, however, still be interrupted with interrupting abilities and stuns.

Stat Changes
Accuracy skills have been removed from the game, and Accuracy is now a gearing consideration only. Additionally, Accuracy Rating now gives more Accuracy per point. Tank Classes now gain 10% Accuracy for being in the appropriate “Tank Stance,” but lose some damage. This change was made in response to their being no counter-play to Taunts in PvP – it was simply a damage reduction with no recourse for those afflicted by it.

Alacrity now speeds up ability activation, speeds up global cooldowns, resource regeneration, Duration of DoTs (DoTs deal the same amount of damage, but faster), and reduces internal cooldowns. This change was to make Alacrity more useful as it now always makes you faster, and eliminates situations where Alacrity could actually be disruptive to your rotation or resources.

Bolster
Augments now interact with the Bolster system. Like other slots, Players with low level (or no) Augments will be given some stat compensation to bring them up to a more competitive level. Higher rating Augments still have an advantage over these Augment slots.

Due to Augments now being handled inside the Bolster system, the power gap between the Bolstered level of stats and the high end PvP gear (disregarding any Augments attached) has been increased slightly. The “worst case” to “best case” power gap remains the same.

Class Changes

Jedi Knight/Sith Warrior
Jedi Knights and Sith Warriors will notice that Riposte/Retaliation is now specific to the Guardian and Juggernaut Advanced Classes instead of being an ability that all Knights and Warriors get. This change was made due to Sentinel and Marauder Disciplines not supporting the effective use of Riposte and, barring fringe cases, Riposte was a poor use of Focus/Rage. Guardians and Juggernauts will find that the new Riposte is part of the Global Cooldown, deals more damage and consumes less Focus/Rage than Slash/Vicious Slash. Sentinels and Marauders will also notice that Crippling Throw/Deadly Throw has been removed, but the healing received debuff it applied has been added to Crippling Slash. For further changes, see below:

Sentinel and Marauder
Guardian and Juggernaut

Jedi Consular/Sith Inquisitor
The most substantial Base Class change for Jedi Consulars and Sith Inquisitors is that Force Potency/Recklessness now affected numerous channeled abilities instead of just one. Sages and Sorcerers will find that a few abilities that used to go to all Shadows and Sages have been moved into specific Disciplines, but Rejuvenation/Resurgence is now available to all. Shadows and Assassins have received a few quality of life improvements, such as Force Cloak no longer inhibiting healing while active. Additionally, Whirling Blow/Lacerate has been adjusted in order to make it more viable in a rotation. For further changes, see below:

Shadow and Assassin
Sage and Sorcerer

Smuggler/Imperial Agent
The Smuggler and Imperial Agent Base Classes have been refined, and a few abilities have been moved out of the Base Class and into appropriate Disciplines. Gunslingers and Snipers will likely first notice that being in cover is no longer a requirement for many of the abilities that previously required it, but also that being in cover is advantageous. Scoundrels and Operatives will find that they have more survivability with the inclusion of an instant activation heal and gaining Scamper/Exfiltrate earlier in the game. For further changes, see below:

Scoundrel and Operative
Gunslinger and Sniper

Trooper/Bounty Hunter
Troopers and Bounty Hunters will find that their resource costs have been adjusted in order to make resources more manageable, and that the order that abilities are received has been streamlined to allow for easier leveling and earlier access to tanking and healing abilities, depending on Discipline. Additionally, Diversion/Chaff Flare is now just for Commandos/Mercenaries, while Vanguards/Powertechs can reduce their threat with Sonic Round/Missile while Ion Cell/Gas Cylinder is not active, but it continues to be an area taunt while Ion Cell/Gas Cylinder is active. For further changes, see below:

Commando and Mercenary
Vanguard and Powertech

 

Flashpoints + Operations

  • Blood Hunt has been added to the Tactical Flashpoint category for levels 56-60.
  • Battle of Rishi has been added to the Tactical Flashpoint category for levels 56-60.
  • Assault on Tython has been added to the Hard Mode Flashpoint category at level 60.
  • Korriban Incursion has been added to the Hard Mode Flashpoint category at level 60.
  • The Depths of Manaan has been added to the Hard Mode Flashpoint category at level 60.
  • Legacy of the Rakata has been added to the Hard Mode Flashpoint category at level 60.
  • The Ravagers has been added to the Operations category at level 60.
  • Temple of Sacrifice has been added to the Operations category at level 60.
  • The Depths of Manaan Flashpoint now properly grants the Codex Entry for C2-D4.

 

GUI

  • New GUI Element: Effect Procs! An eye-catching visual effect is now played around hotbar buttons when the ability in that button has been « powered up » by another effect.
  • The Player Buff and Player Debuff trays have been removed from the Player Frame and have been moved into new, separate frames that are moveable in the Interface Editor.
  • New Option: Show Personal/Group Mission Progress! This option has been added to the User Interface section of the Preferences Window. When enabled, Mission progress will be shown in the large tooltip when placing your cursor over an object in-game that is involved with a Mission the player/group member is on.
  • New Option: Highlight Effects! This option allows the user to enable effect highlighting, which adds a border to buff and debuff icons.
  • New Option: Effect Highlight Max Duration! This option allows the user to define the max duration of the effects they would like highlighted.
  • New Option: Personal Effects! Allows the user to enable personal sorting on the effects. If this option is selected it will separate the buffs into two lists apply the sort to those two lists then merge them back together displaying personal first.
  • New Option: Effect Sort Type! This option allows the user to define the sort for the selected frame, and has been added to the Player Buff, Player Debuff, Target, and Focus Target Frames:
    • Apply Time: This option sorts the effects by the time they were applied. This is the most similar to how effects are currently sorted.
    • Total Duration: This option sorts effects by the total duration of the effect.
    • Time Remaining: This option sorts the effects by the time remaining until they are finished.

 

Missions + NPCs

  • Corrected an issue that caused certain Companions to grant more bonus stats than intended.

 

Warzones

  • A PVP Mission Turn in Terminal has been added to the Southern base in Ancient Hypergates.
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