Originally Posted by SWTOR
Hey everyone - thanks for your feedback on the classes blog! We're reading your questions and concerns and will work on getting answers to some of the common ones. Today I spoke to Austin Peckenpaugh (Senior Designer) and Rob Hinkle (Senior PvP Designer) about the changes to Resolve in relation to coordinated and uncoordinated teams, which many of you have questions or concerns about.
First of all, please do keep in mind that reading about changes and experiencing them can be different. We are looking forward to your feedback once you've had some time to see these changes when the PTS becomes available!
In the live game, being affected by two stuns simultaneously only controls you for 4 seconds, but it gives you full Resolve. To be plain, this makes escaping a rampaging melee player very, very difficult. It's directly related to concerns we see regarding overpowered melee and them being inescapable. Going immune after only 4 seconds of control strongly favors the one being controlled.
What this change actually does is make "wasted" control not build extraneous Resolve. Once this change goes live, two well-coordinated players will not be able to control a target for any longer than they ever were able to before. In the live game and after this change, the optimal control strategy is and will continue to be "player B uses his control after player A's control has worn off." The only change is that two uncoordinated players aren't unduly and additionally punished for wasting their control.
Consider the following examples under the new system:
ex. A: Player A stuns the target for 4 seconds. 1 second after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 5 seconds.
- Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
- 1 second later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 1s = 5 seconds | enemy gains 200 Resolve
- Enemy gains a total of 1000 Resolve for being controlled for 5 seconds
- Resolve gain rate = 200 per second of stun
ex B: Player A stuns the target for 4 seconds. 4 seconds after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 8 seconds.
- Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
- 4 seconds later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 4s = 8 seconds | enemy gains 800 Resolve
- Enemy gains a total of 1600 Resolve for being controlled for 8 seconds
- Resolve gain rate = 200 per second of stun
Consider those same examples under the old system:
ex A: Player A stuns the target for 4 seconds. 1 second after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 5 seconds.
- Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
- 1 second later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 1s = 5 seconds | enemy gains 800 Resolve
- Enemy gains a total of 1600 Resolve for being controlled for 5 seconds
- Resolve gain rate = 320 per second of stun
ex. B: Player A stuns the target for 4 seconds. 4 seconds after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 8 seconds.
- Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
- 4 seconds later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 4s = 8 seconds | enemy gains 800 Resolve
- Enemy gains a total of 1600 Resolve for being controlled for 8 seconds
- Resolve gain rate = 200 per second of stun
The only difference here is that the enemy is never treated to undue Resolve gains. Resolve gain always matches the amount of absolute control time. Two coordinated players can control a target as long as ever, but no longer than ever before.