Bio Engineer Archive

Thread: Getting to know you and your profession!

Tyyylowyspetily
Tue Sep 14, 2004 6:06 pm
#92

Heya Tiggs. Thanks for stoping in.


I wouldn't call myself an expert on Brawler, but I do have more than passing experience with the class. I've mastered Brawler, and every elite profession attached to it at one time or another(and kept each long enough to cap experience and then some, not the insta-drop of the dedicated holo grinder), with the exception of Commando, which I have only gone to FT 4 with. Just a few thoughts here. Some of them may spill into the related elite professions, I ask forgiveness in advance.


1. There should be something more useful provided at unarmed 4, in terms of combat capability. Commandos, and Smugglers habitually complain about the uselessness of the unarmed 4 requirement, which is seen not so much as a benefit, as it is a skill pointsink. No one makes use of unarmed 4 skills without pursuing Teras Kasi. I don't think new attacksare going to be useful, since the damage output from bare fists is horrible.Something else is needed that can be used, and useful as a combat support ability in this box... maybe a further bonus to intimidate, or a resistance to the same.


2. Also related to the unarmed skill tree, the amount of experience required to go from unarmed 4 to Teras Kasi novice, is a bit much. My suggestion would be to either reduce theexp required, or, to create a new knuckler certification, for a knucklerwhich is not armor piercing, to be given at unarmed 3. This would be an opportunity to introduce something other than kinetic damage as an option for the TK artist as well, and without ap, would hopefully keep that additional damage source from overpowering the class.


3. The variety of weapons introducedat the brawler level could use a little increase. People want the option to use additional damage sources. I do understand that the limitations on damage type are part of the balance between melee and ranged fighters, but granting one additional damage type in each brawler tree doesn't seem that out of whack, since no one uses these skilltrees by themselves to tackle high end combat.


4. Greater balance between the weapons themselves. There is little reason to use anything other than "the best" one weapon available for each class. I understand that the CB is coming, and things may change. Keeping that in mind, I would really like to see HAM cost, and range modifiersplay a much larger role in weapon choice. This is something that bothered me, not only as a brawler or brawler elite class, but also as a weaponsmith. It was a bone of contention, that the only number that mattered at all was speed/damage range when considering a weapon, and as a result the only place other than durability that experimentation points really needed to be spent.


5. Pikes could use a little bump up in attack speed within the brawler tree, if they are going to remain among the easiest to damage (little defense, block allows damage through, and relatively low toughness) , and the least accurate melee professions. Pike was the only melee class I actively hated, since swords felt better in every way at doing the things you expect pike to do.


6. One handedand two handed swords were actually pretty decent experiences overall, even within the brawler trees. Hitting on the same point as above though, greater variety in viable weapon choices would be nice. Give people the option to pick a play style and really customize that style partiallythrough weapon choice.


Master Brawler is great pretty much as is. The only thing that comes to mind here, is that unique weapon certifications for each weapon typewould be a nice touch to seperate the master brawler visually from other melee classes, in much the same way thata mandoviol in the hands of a master musician signifies deeper commitment to being an entertainer than just one or twonovice branches and the elite class mastery.


Well, that's about it for me. Brawler and it's related professions are some of the best fun I have had in game, and I look forward to seeing those experiences made even better! Thanks again, and welcome to the SWG community Tiggs. =)



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

KreuzRitter
Tue Sep 14, 2004 6:08 pm
#93



nolan007 wrote: I suggest Bounty Hunters and Smugglers should have a new profession-based home at Jabba's Palace (all the resources located there-- with a Starport added for exclusive BH / Smuggler usage). A profession-based in-game community would increase the fun-factor quite a lot. This suggestion would not be hard to implement.







/BEGS!


PLEASE!!!!!!!
Thsi would add a HUGE role playing factor.



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Meplorium
Tue Sep 14, 2004 6:09 pm
#94

Our Top Issues list that Nancy just did pretty much sums it up. All of that please and a secret research ingredient to sweeten it up.


I feel those are all important issues, but I think the one most important issue for BEs are the pet creation problems. The CL not being on the template is annoying as hell, but workable. What isn't workable is making pets over CL35. Fact is they don't get much better once you hit the 30s. Also these pets are way under powered for the skill points CHs must spend to use these pets. I understand that the combat balance will change things, no idea how though.


We need to more animals in the CL75-100 range. We need to be able to sample from those animals and then work out the traits to get powerful pets in a CL70 package, much like we can do for CL 20s-30s pets we can make. That would make our profession more exciting and balance out CH as they can use pets at a power more in line with the skill point costs. These higher level pets should have an area attack similar to those that spend the same amount of skill points on some other combat profession and get area attacks with those professions. This really makes CH unbalanced in that reguard.


I do like that 'BEs make cybernetic implants' idea further up.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
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Auraboron
Tue Sep 14, 2004 6:09 pm
#95






nolan007 wrote:



As far as gameplay, Bounty Hunters were effectively "nerfed" about 2 months after the game release due to all the other professions being given defenses and uber-armor.




Then... after that... they nerfed /fireKnockdown, and /eyeShot!!!!









__________________________
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nolan007
Tue Sep 14, 2004 6:23 pm
#96






Auraboron wrote:





nolan007 wrote:



As far as gameplay, Bounty Hunters were effectively "nerfed" about 2 months after the game release due to all the other professions being given defenses and uber-armor.




Then... after that... they nerfed /fireKnockdown, and /eyeShot!!!!











yup... then torso shot fire was nerfed.





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(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Kevm
Tue Sep 14, 2004 6:39 pm
#97

Hi Tiggs, thanks for stopping by, and welcome to the team.


While BE's did get a complete revamp there are a number of issues that still need to be addressed.


Non-CH pets are a very sore point within this community. the fact that the dev's have said they are overpowered and the result of problems with the crafting system have turned BE against BE. These really need to be addressed and the crafting system fixed just to stop the constant in-fighting between the Do's and the Do-not's. Additionally, these pets offer non-CH's an unfair 'tanking' ability without the use of skill points to offset that ability.I won't get into why others feel these are 'balanced' or why they should be allowed. My point of view has been that since the Dev for the BE system has said they are too powerful and not expected then they should be fixed.


You usually will not see many high level (CL 60+) pets created as compared to the CL 35 twin and CL 22-23 triplet levels. One of the reasons is for these high level pets there is only 1 creature in the game that can be sampled as an ingrediate and that's Mutant Rancors. There really should be more high end creatures, comparable to the Mutant Rancors, that can be sampled at Master BE. Another reason is the sample rates for these creatures is horrible. If it was a little easier to get DNA from this level of creature, and/or if DNA samples were not lost during a critical failure (as Architects do now) you would see more BE's willing to try their hand with these types of clones. You cannot possibly understand how frustrating it is to work for hours to get enough DNA for a couple of pets and have that all wasted due to a critical failure.


We also need additional tailor tissues (and clothing needs to be more attractive compared to armor). We only have a few tailor tissues and with only shirts able to be worn under armor, there are usually only a few popular sellers.


We need to address the issue of DNA storage. None of our DNA stacks, they all take up inventory space. There isn't a single other crafting class that requires all unique items just to create a staple of their profession.


Lastly, there needs to be an increase in eggs and fish in the environment. These are usually hard to come by and makes it very hard to produce some of our products.


thanks for looking at all of our responses and don't be a stranger



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
JenobiReborn
Tue Sep 14, 2004 6:44 pm
#98



Hey Tiggs!


Here are things I think need improvement:


1. *MOST IMPORTANT* Jedi - I think Jedi should recieve an extra 50 Skill points, minumum. Becoming a big problem without the extra points .


2. I think ID should be able to change species (Such as when JTLS comes out, Ithorian, etc.., or if you just want to be another species), and probably, if possible, names. Also, we need a whole lot more of a variety to hair styles, I see multiples of twins.... We got some extra before, but that was a very little amount.


3. Jedi - It is EXTREMLEY hard to get FRS points. Servers such as mine, with a low population, makes it almost impossible. I think we should have some other way, and the change to only killing other jedi, forpoints, is horrible


4. Jedi - I also think we should be able to show our sabers without getting flagged on the BH boards either when we do not have a 4th block ona branch, and/or they are in the same guild, or group we are in.


P.S. - I also hear that the defender tree in Jedi is broken


Edit: Just fixed something

Message Edited by JenobiReborn on 09-14-2004 06:45 PM



-Jenobi Reborn-
Jedi Elder

LordSano
Tue Sep 14, 2004 7:06 pm
#99

My issues are
MBH Pistol Damage Output- The eye shot damage modifier needs to be corrected... the nerf was done long ago before buffs armor and foods were comon place It needs to be set back... please.
Fast Blast- This attack is worthless as a Master Skill. If it had an intimidating effect it a great counter for our complete lack of defenses and we are supposed to be intimidating.
LLC- Needs accuracy mods at master. Its almost worth less now in PvP with armor and buffs and in PvE it also doesn't hit much agianst the high end mobs. The speed cap needs to be lowered or removed because as of now most melee proffessions and rifleman out damage the "Heavy Weapons" at a much faster and accurate rate.
Defense- I could see BH's with either a Melee mitigation and/or a maybe some defenses sprinkled around the trees. othe than that the Profession relies on completly on other professions in your template for defenses. Even novice brawler so one can intimidate just to brind down the insane ammounts of damage.



Raden Starchaser~Omar Sith Lord
Raydin Starchaser~Raden's BH clone.
Brother to Thurashen
Stiva
Tue Sep 14, 2004 7:18 pm
#100

The most pressing issue for meis the factthat anyother combat profession (and perhaps some non-combat dudes as well) is better at bounty hunting than a Master Bounty Hunter.


I haven't dabbledin other professions, but I would guess no other profession in the game can be performed worst by those who have attained MASTER status in that profession. Herein lies mydilemma.


Belowis some logic I've put together to ensure this concept makes sense (the text highlighted in bluecan be replaced by most any other profession in the game - i.e. Doctor, Entertainer, Fencer, Creature Handler, etc.):


Desired State:

- A MASTER BOUNTY HUNTER is a player who has mastered the BOUNTY HUNTER profession.

- A MASTER BOUNTY HUNTER should be the MASTER at HUNTING BOUNTIES.

- While other combat professions can HUNT BOUNTIES, they cannot approach theMASTERY of the MASTER BOUNTY HUNTER.

- One cannot both be aMASTER at HUNTING BOUNTIES and not be a MASTER BOUNTY HUNTER.



Current State:


- A MASTER BOUNTY HUNTER is a player who has mastered the BOUNTY HUNTER profession.

- A MASTER BOUNTY HUNTER is notthe MASTER at HUNTING BOUNTIES.

- While other combat professions can HUNT BOUNTIES, MASTER BOUNTY HUNTERScannot approach theMASTERY ofOTHER COMBAT PROFESSIONs..

- One cannot both be aMASTER at HUNTING BOUNTIES anda MASTER BOUNTY HUNTER.





Thanks,

Flagg



Flagg, MBH/MP
Gorath
Agricola1
Tue Sep 14, 2004 7:24 pm
#101

I'll give you my opinions,



1. As a mbh/mc I need something that helps ranged vs jedi = suggestion a special inMBH box that can be used with a pistol or carbine that causes saber block to drop by half for 10 seconds or more (new jedi specific state effect, has no effect on non jedi)?


2. Fix the jedi missions and payouts, while your at it instigate player bounties (pc not npc ok?).


3. Fix psgs so that they have ls resists, we know you can!


4. Fix it so that i dont have to go to kaadara or the lucky despot to get a bio sig. At MBH I get a special communicator so that i can contact them and get a bio sig no matter where I am.


5. Fix it so that a jedi can't hide in a house. Allow an MBH (only MBH) to have the ability to kick down the door and fight inside with a TEF and not get kicked in ALL structures in SWG.


6. Allow players to post bounties, give say Master Smugglers the ability to post them on the boards as well as an MBH (MBH only). There are good systems that work in other games why not give it a try and add content for eveyone?


Take this post into your bosses office slam it on the table, then grab his/hercollar and pull it down until his/her head slams loudly against it. The whisper my sig in his/her ear softly!



----------------------------------------------------------------------------
"Don't p*** down my back and tell me it's raining"--(outlaw Josey Wales)
quitch
Tue Sep 14, 2004 7:25 pm
#102






Stiva wrote:

- While other combat professions can HUNT BOUNTIES, MASTER BOUNTY HUNTERScannot approach theMASTERY ofOTHER COMBAT PROFESSIONs..


- One cannot both be aMASTER at HUNTING BOUNTIES anda MASTER BOUNTY HUNTER.





Thanks,

Flagg




Not true. You can be MBH/Master Pistoleer.




-who lightdust
Raotek
Tue Sep 14, 2004 7:37 pm
#103

Player bounties, factional bounties.



Rao'tek
Yosho_Tarien
Tue Sep 14, 2004 7:44 pm
#104


Well, this is more of a creature-follow problem than a professional problem, although it is the brawlers who have to deal with it. I find that large bodied animals consistently stay out of my default attack range when I'm following them. So I'm forced to use specials that eat up my HAM bars or constantly chase them manually. If I'm following them it would make sense for me to stay within a comfortable range.


I also like the idea of a set of knucklers given at unarmed 3. I hated constantly being reminded that I was not certified blah, blah, blah. Maybe some AP0 shock knucklers to get another damage type in? We've got tasers in real life, so why not?I don't PvP, so I'm not sure which damage type to choose, so it was just an example. Since they're a lower certification they don't even have to do as much damage as the ones we're used to.


I also agree with the point about making unarmed 4 worthwhile to smugglers and commandos. I know smugglers are slated to get some unarmed attacks, but what can we do for commandos? I've always thought that grenades should somehow compliment unarmed. Afterall you have your hands free to grab the things easier. Maybe a grenade certification? I know some people would disagree, but I thought it would be handy to have something to get npc's attention when they try running away. Traps work for animals and seemed to come in handy while training brawler.


And then there's warcry. I would like to challenge you with finding out how to use it effectively. I found I could use it only if I made a macro that used warcry twice, in case the first one didn't stick and it often didn't, and then pause long enough to make sure war cry had a chance to work, then peace so that my default attack didn't break it. Ok, I've got the creature to sit still for a few seconds, now what? Stim myself? I can do that while in battle. Run away? Remember the creature still follows you even if it doesn't attack.Do I want to waste the hotbar key for that when burstrun can get me out of the fight well enough? Use the extra time to almost stim myself twice? The HAM cost does not really give a good trade off for any of those things.


Edit: Almost forgot to add: Looks like you're off to a good start Tiggs! And welcome to the community.

Message Edited by Yosho_Tarien on 09-14-2004 07:47 PM



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Long Live the Teras Kasi!
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