Given the relationship Sion & Nihilus have with Traya, it would be interesting if CG added a buff to those toons if used against her in Phase 3 or 4. Something like they dont tick her Bonds of Weakness when they attack would be an interesting lore nod, especially with how much the devs like KOTOR (or seem to). Though with the current state of the raid, it will most likely never happen.
We’d like to thank everyone for their patience as we’ve worked through the Bonds of Weakness rollback (details here) and gone through the process of finding another solution to prevent Critolyte. We went back to the drawing board of our discarded ideas (along with generating some new ones) and gathered feedback from the forums, Reddit, and players. As we looked at different options, we asked ourselves, “Can we alter Nightsister Acolyte’s kit in such a way as to maintain her PvE/PvP balance while keeping her kit functionally the same and somehow also cutting down Critolyte?" Our preference is always to find a solution without touching character kits (if possible), but we think an adjustment to Nightsister Acolyte is preferable to other options that would impact the game with a much larger footprint and have wider balance ramifications for other teams or game modes.
After we did some exploring in the studio and came up with our proposal, we sat down with beta testers and other players highly engaged on this issue and discussed our solution. They asked some questions about other options, why we chose our solution, and clarified some of the finer points. These players gave us great feedback and asked really pointed questions. Ultimately, they carried your voice forward and helped us keep the Nightsisters great. Thank you for your service!
So what are the changes?
Basic – Strike from the Shadows
As an addendum to our post, we wanted to reach out and provide an update about yesterday’s fix. It appears that the fix we put in yesterday (where at 20 stacks, Bonds of Weakness imposes a Max Health healing penalty) has a bug in it. This affects characters with Max Health increases, such as some healers or Asajj (her unique) which will result in them not being able to heal to 90% of their actual health once their Max Health has been increased. We have a lead on the bug and will tackle it on Monday morning as soon as we get in.
I’ll also personally say this bug is frustrating for me. More importantly, I know it’s frustrating for you and makes it feel like we didn’t give you the level of polish you deserve. When we make structural changes to the raid, or any large system in the game, we want it to roll out as cleanly as possible. We moved quickly on this change because the introduction of Critolyte showed some structural changes in the ways players invested and we needed to address it very quickly. This resulted in a rushed deployment with issues and for that we apologize.
We’ve been monitoring the sentiment and forum threads and there is a standout we’d like to address. We recognize that we have introduced some uncertainty about the value of Old Daka with the announcement of the upcoming changes to Nightsister Zombie. When we release the changes to Nightsister Zombie, we’re going to be making a refund to all players that have Zeta’d Old Daka. What this practically means is that for all Zeta’d Old Dakas in the game, we’re going to un-Zeta the ability and give you back the ability materials in an inbox message. If you want to re-Zeta Daka, you simply need to use the refunded materials to apply it again or on any other character of your choosing.
Finally, we’re also going to continue to monitor the live environment to make sure the 20 stack limit to Bonds of Weakness is the “right” amount. Initial raid completion data is showing that Nightsisters are still one of the dominant strategies in the Sith Triumvirate raid, but we will continue to observe. We will be investigating early next week, what game implications it has to bump the limit a bit further and whether or not we should move the limit up.
Thanks again for your dedication and passion.
We’ve become aware of a team being used in Phases 3 and 4 of the Heroic Sith Triumvirate Raid, currently being referred to as “Critolyte”. This team consists of Asajj Ventress (Leader), Hermit Yoda, R2-D2, Nightsister Acolyte, and Darth Traya. At its core, a combination of Bonds of Weakness doing non-lethal damage, Asajj’s Leader ability granting Nightsister allies turn meter when being damaged and removing turn meter when they damage an enemy, and Darth Traya’s Isolate granting Health Steal to allies is enabling this team to invalidate an entire phase on auto in the STR. We’ve decided to action on preventing this behavior for a couple of reasons.
First, similar to other changes we’ve made to Bonds of Weakness, our goal is ultimately to stop infinite looping behaviors in the most current raid. We’ve discussed that philosophy here.
These are not the sort of play patterns that we want to facilitate or allow in the Sith Triumvirate at this time. We also have some concerns about what this may do to intra-guild dynamics and the competition for the best rewards over time.
Second, we’ve been aware of Nightsister Acolyte and the looping interactions with her gaining stealth and turn meter for awhile. She’s been treading a narrow line between us feeling like we absolutely need to intervene on her looping behaviors and that we could allow her to persist as she currently is kitted. We’re not going to change her kit today, but we’re taking a look at it to figure out how we can keep her doing the things she’s good at it, without her always being an edge case that is always on the verge of being game-breaking.
As of today’s release, Bonds of Weakness will have a new condition. Once Raid Darth Traya has accumulated 20 stacks of Bonds of Weakness, player characters will no longer be able to be healed above 90% health until the stacks have been reset. We believe that this should address the Critolyte team and provide some future-proofing around some other potential related interactions. Some players will notice that this will have an effect more generally on Nightsister teams in P4. Nightsister teams should still be able to post respectable numbers, but will not be able to clear the Nihilus component of Phase 4 as they have been able to in the past.
We’ve been following the conversation on the Forums and Reddit and a lot of players have posited that we should change Darth Traya’s Health Steal buff. It’s a good idea, but doesn’t solve the root problem we have. Due to the interaction with Asajj, Bonds, and NS Acolyte, whenever we introduce a character with Health Steal Up again, we could potentially re-enable the loop. We’re making this change in the hopes that we have removed the potential for this specific interaction to occur again.
We also want to let the player base know that we have been working on making changes to Nightsister Zombie to prevent the “Paper Zombie” strategy. Paper Zombie is a strategy in which players allow a Nightsister Zombie to remain underpowered so that she may more easily die. In allowing her to more easily die, they supercharge Asajj Ventress’ unique ability to gain spectacular amounts of offense. Our philosophy on this change is that in a game about progression and powering up your characters, wanting to move backwards is antithetical to the spirit of the game and it creates a significant disadvantage to people who leveled past this point without knowing of the strategy in advance. Progressing a character should always feel good. We are not ready to debut the change yet, as we are still considering some of the balance implications and other changes we may want to make. Since we were already discussing the Nightsisters, we wanted to let you know that the change is coming.
This update should go live shortly today. As always thank you, for being a great community. See you on the Holotables.
Some people are reporting that their mods have gotten some random boosts overnight (like finding a +21 speed on Hoth Solider). I checked mine and while nothing was OP, there did seem to be some random speed boosts on some random B tier mods.
They might have patched in the server fix for mods that failed to boost appropriately.
Hi Holotable Heroes!
We’re kicking off the 15th anniversary of Star Wars: Knights of the Old Republic with the following Content Release today, 7/11/18.
Hi Holotable Heroes,
Later this week, we are going to be adjusting some of the rewards from Quests (not Prestigious Quests, but those that are acquired as players level up through the beginning of the game). The additional rewards from Quests, such as extra XP are accelerating the early game experience and players are reaching more demanding content faster while not having the resources to compete in these challenges. Other rewards will also be reduced to account for the lower player level.
While this is primarily targeted at brand new users, we know this will impact many of you and we wanted to give everyone some time to earn any specific rewards you are working towards before they are changed.
This change will most likely occur Wednesday but stay tuned for more details.
Hello Holotable Heroes!
It’s time again for the quarterly Road Ahead, where I reveal some of what the team is planning to accomplish in the upcoming months for Star Wars™: Galaxy of Heroes and give insight into the development process, as well as what you can expect to see from the team in that time for some of our larger updates.
Celebrating the 15th Anniversary of Star Wars™: Knights of the Old Republic
This July marks the 15th anniversary of Star Wars: Knights of the Old Republic. Created by BioWare, Star Wars: Knights of the Old Republic delivered a deep, compelling role-playing experience filled with exciting new characters that were introduced into the Star Wars™ universe. To celebrate the anniversary, we are thrilled to be bringing some more beloved characters from Star Wars: Knights of the Old Republic to Star Wars: Galaxy of Heroes, including light side companions such as the Jedi Padawan Bastila Shan, the Jedi Jolee Bindo, the Rutian Twi’lek Mission Vao, the Wookiee Zaalbar, and the loveable utility droid T3-M4.
We’ll be sharing some more about these characters in the upcoming weeks.
Game & Feature Roadmap
Something we use internally to guide the direction of the game is a multi-year roadmap, which we put together to help identify the direction we want to go. There are numerous things we try to balance, between new features and quality of life, features for new players or for those at the end-game, content for those who prefer Player versus Environment or Player versus Player. All these things we try to use to strike a balance of features, and then we layer in a rotation of characters from throughout the Star Wars universe, from different movies and shows, trying to capture every last bit of the fandom.
I mention this, because I want to describe how we came to the decision of what we wanted to do in our Title Update 13 build, which is slated for release sometime in the next couple of months.
If you look at the last few releases spanning all the way back to TU9 at the end of last summer which was the release of Territory Battles, we have tried to touch on different parts of the player experience. Territory Battles was an entirely new feature aimed at making use of the entire collection and creating more cooperation inside of a guild. The next update, Territory Wars, while still focusing on guild play, introduced cooperative competitive play. With our “regular” Quality of Life version in February, it was time for us to provide a little relief in introducing brand new features, and to focus on improvements to help players save time that had been creeping up with the previous releases and the new raid. In TU12 and TU13 both, we are hoping to refine and build upon existing systems that have either not caught on sufficiently, or that we think could be better. All of this is laying the groundwork for the things we intend to do in the future, and we want to ensure the foundation is stable.
As I’ve mentioned several times in the past few months, we are aware that one of the biggest requests from the community has been to facilitate “mod loadouts” – or an easy way for players to swap a group of mods from one character to another. However, not only was that a pretty hefty task for a normal Quality of Life update, but we knew there were a number of things that we believe need to be done with mods in order for them to reach their potential. From looking at the data, we know there are a vast majority of players who have not yet engaged with the feature, and in talking with the community we’ve heard that they’re too complicated. With an eye to solving concerns for both people who understand mods very well and those who don’t use them at all, we have set about on a number of changes and quality of life improvements to the mod system.
Upcoming Feature Changes
All of our updates have underlying goals that help us to frame what we’re trying to accomplish for Galaxy of Heroes, and with mods, those goals seemed pretty clear: