Design Bible: Combat Upgrade Design Bible
| Status | Preview |
|---|---|
| Release Date | TBD |
| NWSync Hash | TBD |
Contributors: John Republic, Girlfailure, jax, Ryudo, AsuraKing, flyingaces, forsakenreaver, Hazin, pastius, Announcer, Witch Time
This is a plain-English preview of the upcoming combat upgrade. These changes are not live yet. The exact release date and NWSync hash will be added when the update is ready to deploy.
Every weapon skill has two named styles, each with its own perk tree.
| Skill | Styles | What To Expect |
|---|---|---|
| Vibroblade | Bulwark, Frenzy | Blocking, cleaving, guard support, and durable front-line options. |
| Vibroknife | Shadow, Saboteur | Poisons, vulnerable targets, movement control, shutdowns, and burst windows. |
| Lightsaber | Severance, Ward | Deflection, challenges, controlled pressure, and duelling. |
| Heavy Vibroblade | Immortal, Berserker | Self-sacrifice, large swings, retaliation, and emergency protection. |
| Spear | Vigor, Disabler | Interrupts, Force disruption, flanking bonuses, and positional pressure. |
| Twin Blade | Cyclone, Lacerator | Spinning attacks, rapid pressure, counters, and one-on-one payoff abilities. |
| Saberstaff | Conduit, Tempest | Sweeping attacks, Force-focused control, channelling, and burst releases. |
| Katar | Iron Guard, Scrapper | Guard counters, defensive martial pressure, shocks, toxins, and control effects. |
| Staff | Crusher, Sentinel | Knockdowns, line attacks, sheltering allies, guarded hits, and heavy blunt damage. |
| Pistol | Gambler, Skirmisher | Quick shots, multi-shot pressure, interrupts, close-range bursts, smoke, and finishing attacks. |
| Rifle | Marksman, Suppression | Aimed shots, piercing rounds, suppressive fire, tranquilizers, and battlefield control. |
| Throwing | Ordnance, Flurry | Explosives, flash effects, pins, firebursts, precise throws, and finishing tosses. |
| Skill | Perk Trees | What To Expect |
|---|---|---|
| Force | Alter, Control, Sense | The Force perk lines have been rebuilt across three trees. Light-side and dark-side powers both draw from all three. Light gains more direct combat options, dark keeps stronger raw damage and drain identity, and staples such as Force Push, Force Leap, Mind Trick, and Throw Lightsaber remain broadly useful. Throw Lightsaber's animation returns. Force Judgment, Force Sanctuary, Force Spark, Force Drain, Force Push, Force Leap, Eclipse of Resolve, Weaken Resolve, Radiant Lance, Guardian Ward, and Creeping Terror all have updated targeting, visuals, sounds, or balance. |
| Devices | Grenadier, Field Engineer, Field Support, Assault Gadgets | Grenades, shields, fields, beacons, gadgets, flamethrowers, rockets, sonic tools, and new energy attacks are rebalanced. Each Devices category costs the same total skill points to complete. Grenades, beacons, fields, Emergency Bunker, and device area effects have updated targeting, visuals, and behaviour. |
| Leadership | Vanguard Command, Field Steward | Leadership leans harder into auras, commands, and ally support. Auras such as Rallying Standard, Coordinated Focus, Charge Order, Watchful Presence, Steady Formation, and Field Recovery use the aura system. Rousing Shout now helps living allies and no longer competes with First Aid as a revive tool. |
| First Aid | Trauma Medic, Combat Pharmacology | First Aid remains the main healing, revive, cleanse, and emergency recovery skill, with updates to kits, mists, resuscitation, infusions, stims, shields, suppressants, antitoxins, and emergency cocktails. Kolto Mist and Emergency Triage ranges, First Aid visuals and sounds, and Emergency Sealant behaviour all change. Treatment Kit healing counts more reliably for combat support. |