Bounty Hunter Archive
Thread: Test Center Changes for Publish 19
fyreblayd29 wrote:
Test Center
Version 0.124821
Weapons and Damage
- Fixed elemental damage type on the red color crystal Oh well no biggie. Just means those resists on my armor will get another look now.
- Fixed weapon elemental damage. All weapons with an elemental damage amount should now be correctly doing their elemental damage. Ummm ok can be kewl. Proton Carb I have only gives me +90 but that sweet Nym's Carbine I have gives a +350 acid hahaha Shame I am master rifle not master carbine.
- Changed Lightning Rifles movement modifier to emulate Rifles instead of commando weapons I will have to take another look at this to see how it's elemental damage is. I have not touched one since way way way back before CU and that was just to grind that line and then ditched it. I found it was only good against droids. Do not see many droid marks or jedi.
Jedi Defender
- Avoid Incapacitation - Increased Force cost to activate This is it?? Well ummm darn never managed to last long enough for them to know how to use it right. I either incapped them or they incapped me. Never ran into this yet. The defences are still insane.
Jedi Healing
- Force Sap - Lowered duration and debuff amount Never did much for them so now they will save force here.
- Force Heal - Increased cooldown and execute timers Depends how long did they increase it. Only a couple of secconds will not be a good enough one needs to be maybe 10 to 15 sec added if not more.
- Total Heal - Increased cooldown and execute timers I have not seen a healer that has more than 4xxx in thier template so ummm yay?
- Added Mind and Action costs to most Healer abilities Depends on what the cost is. Is it enough of will they be able to keep up with normal regen? I am not getting excited till I see it in action.
Jedi Powers Ummmm can we say new FoTM??
- Force Choke - Armor will no longer prevent Force Choke damage Owwwww this hits without armor for close to 1k per hit. Stops you dead in your tracks. Can not heal or fire while choked. Can not move. Can be fired over and over with the reduced force this will be a killer stay outside 32 meters but good luck with that force run toggle.
- Mind Blast - Added State effects to ability This is gonna hurt a tad on my action when I hit my cure all state macro ummm drats.
- Improved Mind Blast - Ability is now single target ability Oh who cares I hunt alone
- Force Throw - Added State effects to ability See mind blast
- Force Throw - Is now a cone attack Ooooo they use this I will be sure to be near a lair.
- Force Cloak - Increased cooldown timer Once they use it you are screwed anyway so what does it matter about increased cooldown?
- Reduced Force cost of Powers abilities by 50% This is gonna suck right here. We are gonna see alot more master powers and choke. I think personally that choke should be restricted just like lightening to Dark side and healing just to light side but that will be the day.
Jedi Enhancer
- Force Armor - Now adds to your Jedi Innate Jedi Armor OK this will suck more defence
- Force Armor - Takes a substantial less amount of Force per incoming damage Ok this will suck less force used means can be used longer
- Force Shield - Takes a substantial less amount of Force per incoming damage same as above.
- Transfer Force - Increased cooldown timer Good will not be able to give the target thier force when the see us coming in.
- Drain Force - Increased cooldown timer ummm I do not care is a good answer
- Stasis - Increased cooldown timer Do not know this power so I can not say
- Force Speed - Increased duration of Buff stay faster attacking longer that is never a good thing for us.
- Added slight Mind and Action costs to most Enhancer abilities Depends on how much of an added cost
Jedi Lightsabers
- Reduced action cost of Light saber moves Counters the increased action cost on healing I bet.
- Reduced Force cost on Saber moves This will hurt us slightly as they will be able to do more.
- Advanced Saber Throw - Removed Cone effects from ability Darn no more bringing them to lairs.
- Improved Saber Throw - Removed Knockdown effect from ability Thank god down with the saber dabblers and thier annoying KD
- Increased Damage Potential of all Saber Throws Ummmm this can really hurt with the lower force and action and if they go one handed they are fast. Depends on damage increase I guess.
Doctor/Combat Medic All good if you have this. I do not so can not say much.
- Significantly reduced Healing execute timers and cooldowns on all healing abilities
- Reduced aggro generated by Healing by 50% on all healing abilities
- Reduced Mind costs all healing buffing abilities
- Significantly reduced Healing execute timers and cooldowns on all Combat Medic Offensive abilities
- Significantly increased amount of Doctor/CM healing
Cybernetics How about fixing my ranged DB from my darn arm? Invalid target and then it still charges me the use.
- Increased refresh rate on Revive ability from Cybernetic arms
- Increased damage ranges on Cybernetic arms
Rifleman
- Sniper Shot - Added 20 meter minimum range Ok this will suck for me slightly but I hardly ever use it against jedi when I am within 35 meters
Bounty Hunter
- Duelist Stance - Increased amount of defense skill added Oh thank god I hope it is alot. I hope it adds to more than just ranged. We need it for melee more than ranged.
General Combat
- Increased Action cost of KnockdownRecovery Well this is gonna suck but we will be on our backs less now anyway.
I am gonna try and tell the future here. Most jedi wil try out the healing and depending on what they do here depends on what they do. I do see alot of the doing a /respec to powers for that last respec they are all saving. For those that are already Master Powers they are all pleased. This patch may seem like it has helped us but I think it is still going to hurt us in the long run. Without armor my Dark Lord hits me with choke for over 1k damage and he can get it off every 3 or 5 secconds. We will not stand a chance since the force power required has been reduced by 50%. They will force run up to us and then choke us a couple of times hitting us with increased damage sabers inbetween. I see the fight lasting less than a minute with us being dead. There is nothing to be happy about with this patch in my eyes.
Nice post. It's good to see the full time bh postition on these changes.
BTW. Statis is like a paralyze. Jedi mainly use it against gank squads or as a last ditch if they are running out of force. Put statis on someone, and as long as you don't hit him again, he'll be held in suspension without ability to fire for so many seconds/minutes. (Don't remember which, since I don't use it.)
SAP is also a good one to have, since it'll decrease the targets mind and action regeneration. I don't believe there is any cure for sap. So it'll be more powerful than when they put the state attacks in.
Right now I do much more damage over time than almost everyone else. I have a pre-cu all pearl saber that converted to 400 base dps and 678 modified dps. With armor break I outdamage riflemen (many of whom dont have armor break). Right now, the only person I know of who isn't a jedi that can outdamage me is a carbineer/bh with a converted elite carbine that had close to 1000 modified dps with a powerup. And even then, this weapon had a 130 ish action cost.
WookieOgre wrote:
Why would you think this? Just curious as even with a 30% bump in elemental damage (that is all we get) we are still below the damage dealers in the game and that is a perfect saber. We can't even slice our weapons! With the bump we now have about 920-950 max damage that will be possible.......how does this give us better offensive capabilities? When looking at the test center combat spam, it added a 100-200 points of damage........tell me again how this makes our offensive capabilites better than everyone elses?
Cakins7005 wrote:
Caelrie wrote:
A strong defense should be as viable as a strong offense. It's the classic paladin vs rogue matchup.
Cakins7005 wrote:
The only jedi that really get hurt from this patch are FOTM crybabies who don't know how to pvp. Did they really think they could get away with only taking two offensive trees and be able to kill everyone in pvp?
I am talking about certain jedi who were master healer/master enhancer/0404 saber or a similar build. Defender defenses are still better than nonjedi defenses. And with the new patch, jedi offensive capabilities will be better than non jedi offensive capabilities. The primary jedi ability that looses out are the heals.
And quite frankly, heals were way too powerful. You could practically win every lightsaber duel by just healing yourself while the other guy wastes all his force hitting you with a saber. I am all for full template jedi killing large numbers of non jedi. However, the heals the way they were allowed for 100 k missions to beat most bh's with a laser rifle ranged shot. The new patch just makes it so that 90% of the jedi power is not concentrated in a few boxes of healer.
Cakins7005 wrote:
Right now I do much more damage over time than almost everyone else. I have a pre-cu all pearl saber that converted to 400 base dps and 678 modified dps. With armor break I outdamage riflemen (many of whom dont have armor break). Right now, the only person I know of who isn't a jedi that can outdamage me is a carbineer/bh with a converted elite carbine that had close to 1000 modified dps with a powerup. And even then, this weapon had a 130 ish action cost.
WookieOgre wrote:
Why would you think this? Just curious as even with a 30% bump in elemental damage (that is all we get) we are still below the damage dealers in the game and that is a perfect saber. We can't even slice our weapons! With the bump we now have about 920-950 max damage that will be possible.......how does this give us better offensive capabilities? When looking at the test center combat spam, it added a 100-200 points of damage........tell me again how this makes our offensive capabilites better than everyone elses?
Cakins7005 wrote:
Caelrie wrote:
A strong defense should be as viable as a strong offense. It's the classic paladin vs rogue matchup.
Cakins7005 wrote:
The only jedi that really get hurt from this patch are FOTM crybabies who don't know how to pvp. Did they really think they could get away with only taking two offensive trees and be able to kill everyone in pvp?
I am talking about certain jedi who were master healer/master enhancer/0404 saber or a similar build. Defender defenses are still better than nonjedi defenses. And with the new patch, jedi offensive capabilities will be better than non jedi offensive capabilities. The primary jedi ability that looses out are the heals.
And quite frankly, heals were way too powerful. You could practically win every lightsaber duel by just healing yourself while the other guy wastes all his force hitting you with a saber. I am all for full template jedi killing large numbers of non jedi. However, the heals the way they were allowed for 100 k missions to beat most bh's with a laser rifle ranged shot. The new patch just makes it so that 90% of the jedi power is not concentrated in a few boxes of healer.
Right now I have crap post-CU tuned pearls and crystals in my saber that uses the absolute best resources that have spawned on our server. It is literally the best saber I can make and it does about 25% of your damage base.
Dark Jedi Masters still drop premium and flawless crystalsI am sure you can get a saber within 20% of my damage per second. As for the method required for killing these yourself, let the forum arm chair generals cry about it while you reap the reward
Leatherneck_of_Alderaan wrote:
Cakins7005 wrote:
Right now I do much more damage over time than almost everyone else. I have a pre-cu all pearl saber that converted to 400 base dps and 678 modified dps. With armor break I outdamage riflemen (many of whom dont have armor break). Right now, the only person I know of who isn't a jedi that can outdamage me is a carbineer/bh with a converted elite carbine that had close to 1000 modified dps with a powerup. And even then, this weapon had a 130 ish action cost.
WookieOgre wrote:
Why would you think this? Just curious as even with a 30% bump in elemental damage (that is all we get) we are still below the damage dealers in the game and that is a perfect saber. We can't even slice our weapons! With the bump we now have about 920-950 max damage that will be possible.......how does this give us better offensive capabilities? When looking at the test center combat spam, it added a 100-200 points of damage........tell me again how this makes our offensive capabilites better than everyone elses?
Cakins7005 wrote:
Caelrie wrote:
A strong defense should be as viable as a strong offense. It's the classic paladin vs rogue matchup.
Cakins7005 wrote:
The only jedi that really get hurt from this patch are FOTM crybabies who don't know how to pvp. Did they really think they could get away with only taking two offensive trees and be able to kill everyone in pvp?
I am talking about certain jedi who were master healer/master enhancer/0404 saber or a similar build. Defender defenses are still better than nonjedi defenses. And with the new patch, jedi offensive capabilities will be better than non jedi offensive capabilities. The primary jedi ability that looses out are the heals.
And quite frankly, heals were way too powerful. You could practically win every lightsaber duel by just healing yourself while the other guy wastes all his force hitting you with a saber. I am all for full template jedi killing large numbers of non jedi. However, the heals the way they were allowed for 100 k missions to beat most bh's with a laser rifle ranged shot. The new patch just makes it so that 90% of the jedi power is not concentrated in a few boxes of healer.
Right now I have crap post-CU tuned pearls and crystals in my saber that uses the absolute best resources that have spawned on our server. It is literally the best saber I can make and it does about 25% of your damage base.
I'm one of those dirty Rebels.
Cakins7005 wrote:
Dark Jedi Masters still drop premium and flawless crystalsI am sure you can get a saber within 20% of my damage per second. As for the method required for killing these yourself, let the forum arm chair generals cry about it while you reap the reward
Caelrie wrote:
Jargal wrote:
3 sec cooldown is still better than the regular KD. You have alsways claimed that we had the same KD, liar.
Message Edited by Jargal on 06-21-2005 11:23 PM
Listen to me. If I throw my saber at you 10 times, only the first throw will knock you down. You won't get KDed again until the 11th throw, 30 seconds later.
What's so hard to understand here?
Oh ooooh boy, WE DO NOT HAVE THE SAME KNOCKDOWN. Yours can hit from 80m. Mine is limited to 35.
Message Edited by Caelrie on 06-21-2005 09:25 PM
well if it makes you feel better the DEVs in their wisdom decided to Completely remove melee's 10M KD IE lunge. At least at MLS you still have your 32m KD while at Mfencer with Adv lunge all I do is hit for 100 dmg with an extra 5m of range. Single handedly destroying one of the only chances we have agaist ranged players.
After reading all these posts from the more knowlegdeable people here (And I appreciate them), Im beginning to think that pub 19 isnt an attempt to even the odds...just a shuffleing around of costs. And more in the Jedi favor it seems.
I just hope Deulist Stance is going to be worth it, because I dont think elemental damagesare going to be enough. Sure the CM's, and Doc's get buffed a little, but not everyone has those.
Message Edited by _Apache on 06-22-2005 08:03 PM
TheOtherDude wrote:
I don't see why everyone seems to assume that these changes will heavily favor bounty hunters.
Based on the information in this thread (I don't know the results of anyactual testing on TC), the changes could just as easily favor jedi.
I agree. Take a look at this. A Jedi hit for 2000 damage in a PvP, using weaken and armor break in the TC
Leatherneck_of_Alderaan wrote:
zukem wrote:
Caelrie wrote:
I think that's a pretty retarded thing for a dev to do, honestly. Lightsaber wasn't overpowered to begin with. Nerfing abilities to make the master box "better" is just the wrong answer. Why not just, you know... make the master box actually better?
Tanks wrote:
I think it was done to add value to MLS, people were getting 0404LS and get 95% of the benefits of MLS.
But if you look at the overall picture of what they actually did for lightsabers. Elemental damage added + lowered action costs on moves + lowered force costs on moves. Lightsabers are not going to be underpowered. They will be a bit shy of regular professions.Sunriders or Banes will do +200 elemental damage. With multipliers, you will be able to add maybe 300 or more. My 550 (don't laugh) dps lightsaber will then get a 30-40% increase in damage. Where I was doing 600 damage with head hit, I may now be able to do 780-840 damage, which is equivalent to the current power hit. And it'll cost me less force and action.
Sure, power hit has a bit of a timer, but I'll just alternate between head hit, saber hit, and power. And saber throw doesn't knockdown anymore. Only the master one will, and masters won't be able to do an area knockdown. Due to knockdown recovery of npc's and players, really doesn't make too much of a difference to take the area away. The knockdown between level 4 and master now is a great addition, since previously, the only difference really was just the accuracy and speed bonus.
It's more of a principle of the thing to me.You don't make one thing more attractive by hosing up something else. That's backward, negative thinking. You want to make something more attractive, make it more attractive and leave the rest alone.
I agree here.... If you get mud on the hood of your car, should you clean the mud to make the hood look better? Or do you just cover the rest of the car with smelly cow manure so when ya look at the muddy hood, you feel happy it's only mud, and not the smelly cow-crap?
Message Edited by Dlek_Krego on 06-23-2005 04:39 AM