Bounty Hunter Archive
Thread: Combat Balance Delayed
JoNakU
Fri Jul 16, 2004 7:56 am
#27
Vertexon wrote:
I have already been in communication withTH about that. I culled a mess of ideas from the "Making CH Competitive" thread, compared them with the combat-related items on our Issue/Request list, and presenteda listto him. The whole Embolden/Enrage idea struck me while I was doing that, so I thought I'd get some feedback from you guys on how viable that might be as an addition.
I understand that there's going to be a lot of frustration, but let's work together to use these "pre-CB" changes to get ourselves into as good a shape as possible. If there's anything constructive that's not already in the "Making CH Competitive" thread, please bring it to the table as soon as possible.
Can you post what you will be submitting to the Devs for the "quick fix" correspondent-dev summit so we can all review it?
OOM
Fri Jul 16, 2004 7:57 am
#28
BlindTyldak wrote:
*sighs*
Okay, I've done my reading . . . at this point I could care less what they do, I'm just biding my time until WoW. I've either played or Beta'd eight different MMO's and I've never seen ANYTHING as backwards as this. He's talking like working with the correspondants for fixes to the classes is something new; isn't this what he was SUPPOSED to be doing for the past freaking year? And all that "true Star Wars experience is Jedi" crap . . . .
They are just so completely clueless.
/agree 100%. The decision to delay the combat balance perplexes me but everyone is entited to make poor decisions lol.
Cheers,
Aitwexoeth
Rurry
Fri Jul 16, 2004 9:44 am
#29
Ok,
So for those who stick it out, and I think that those of us that have and will continue to do so should get a medal 
Vert - if you can fill us in with details of what you and TH are talking about it would be helpful, some people may be staying/quitting whether they hear anything.
Quick fixes what is possible?- I read that as something with minimal coding required.
Would returning armor and resistances be really do-able? I think that if they did that, they may run into problems with the "valid" animal checks and the like that they put in to check BE pets. That may prove be take too much code to do. We have no idea if the "code" that was used prior to the nerf is even still valid in the present enviroment.
Adding a 75% PvP reduction for player pets? No idea how easy that would be.
Upping to 100 the pet levels is interesting to me, and would increase our relative combat power. I would put it at master for the jump - seems to be pretty straightforward to do (based on the BH requirement change last week). Maybe even a bit higher, 120? The trick is with this is BE'ed pets, and avoiding some truely nasty pets, but if they don't increase the level of pet they can sample maybe that would help??
And without a doubt some more storage and babies are needed.
other ideas?
Vertexon
Fri Jul 16, 2004 10:08 am
#30
Here's my list so far.One likely addition to this could be raising max number of pet levels (so people could have two CL 50s out at once, for example). Despite the short term satisfaction it would produce, I'm not sure if meddling with pet stats directly is something we would want on a "temporary" basis, knowing that one day it would get changed back yet again. I'm certainly open to discussion on the ramifications of that.
This list was taken right out of the "Making CH Competive" and "Issue/Request List" threads (with the exception of the newEmbolden/Enrage stuff)
Problem: Pets are very easy for players to kill in PvP
Solution: Allow pets to benefit from the 75% PvP damage reduction (or remove this reduction from players)
Problem: The special attacks "Poison," "Disease," and "Knockdown" do not work with the UseSpecial training commands
Solution: Fix the UseSpecial training commands so they work with these three pet abilities
Problem:Animalmelee attacks only do Kinetic damage... the most commonly resisted form of damage in SWG
Solution: Give all animals (both wild and pet) a variety of damage types
Problem: Some Bio-Engineered pets are brokenly powerful, trivializing the CH's taming skills and giving non-CH too powerful of a pet
Solution: Bring Bio-Engineered pets in line with wild animals. Apply more weight to things like Kinetic resist, Light Armor, HAM, and special attacks to discourage brokenly overspecialized pets
Problem: Not enough variety in wild pets, particularly at the high end. Leads to the few available choices becoming "Flavor of the Month"
Solution: Make all creatures CL 70 and under have a chance of spawning babies
Problem: Pets still sometimes lose vitality in PvP, despite the changes in Publish 9
Solution: Have QA examine this issue and make recommendations for repairing it
Problem: Pet defenses are weak compared to those used by players (defense mods, mitigation, 80% composite armor, etc)
Solution: Nerf player defenses. Or boost creature defenses to compensate. Perhaps even a short duration boost, like adding defense increases to the skill Embolden Pets
Problem: Petdamage per second is weak compared to those used by players
Solution: Nerf player damage. Or boost creature damage to compensate. Perhaps even a short duration boost, like adding damage increases to the skill Enrage Pets
Problem: Pets are extremely vulnerable to state effects (DOTs, Dizzy, Intimdate, Warcry, etc)
Solution: Boost pet defense against state effects. Could take the form of across the board creature revamp, bonuses embedded in CH skill tree advancement, or bonuses embedded in short duration abilities like Embolden Pets
Problem: Mounted combat is tactically weaker and riskier than combat on foot. Makes mounts very undesirable compared to vehicles.
Solution: More robust mounted combat system. Allow players to use special attacks while mounted. Allow pet itself to attack while mounted. Add area of effect "trample damage" to mounted pets. Add mount wearable armor.
Problem: The skill "Jedi Mind Trick" is basically an "I Win" button against Creature Handlers.
Solution: Change Jedi Mind Trick so it does not affect player-owned pets.
Problem: One big pet has much more tanking power than two or three smaller pets
Solution: When a CH calls multiple pets, apply a stat bonus to them for "working together." See Ultima Online's "pack instincts" system
Problem: Some pets run away constantly during battle, even when at full health. Some "body types" more affected than others (i.e. gronda, gulginaw, reptilian flier, graul)
Solution: Probably related to problems with ideal attack range. Send to QA and work on improving for the affected pets.
Aakhperkare
Fri Jul 16, 2004 11:10 am
#31
Good list Vert. Can you add a, Make rare tameables UNRARE. Since there is little point to the game now, why bother with such nonsense...
Cudayn
Fri Jul 16, 2004 3:32 pm
#32
Make Enrage cause a 1/4 - 1/2 damage increase for like 10 minutes ( Like taking muon ) only usable again after X amount of time.
Make Embolden give a blanket 15 - 25% defence increase, but wears off once the animal is out of combat. (or however they wish to limit it, maybe like the above, and make it 10 minutes and then can't use it again for X amount of time.
Move Master CH level cap to 100. <-------- This one definately. Do a quick realign of the level boxes and that way all CHs can enjoy this benefit.
Dunk Wunklin (Lowca)
4,3,3,4 CH / 4,4,2,4 Ranger / 4,4,0,0 Medic
TivoTenook
Fri Jul 16, 2004 3:42 pm
#33
Aakhperkare...
i know EXACTLY how you feel. my dreadful bull rancor hunt...probably one of the most notorious ones in SWG...was simply not fun after 2 months. i started saying that they were too rare, then that they should be not rare at all, then that led to me slowly giving up, and i almost cancelled my account because of it (im sure most of you remember my farewell letter).
But............it is what we do. as master CHs, we are tamers of great and hard to find pets. its the hope and dedication within ourselves that keeps us going despite our anger and frustration. now you are probably wanting to ask me if i think that bull rancors, great plains stalkers, malignant squills, and wild dune boars are too rare. well...i will admit that opinion alters once you actually tame one, however...this is how i stand on the issue. apart of me thinks that bull rancors are too rare. my solution: take them away from the mission terminal, only have them spawn in wild lairs (since they are pretty hard to find themselves) and make babies spawn a little more frequently. great plains stalkers have a solid spawn rate i think. malignant squills are fine on lowca as well considering 3 members of Beast on lowca have them.
and thus brings me to my point: i would start saying how the wild dune boar is too rare and needs to have more spawns. but you know why? because i dont have one. plain and simple, thats just how our mind works. yes, only two have been tamed and yes they are impossible to find......but i guess it all comes down to this: if they werent so rare, everyone and their brother would have one. and i dont want that happen to our current rares like it happened to the rancor and gurreck (for those of you who remember how it was back in the day)
lastly. keep looking. keep doing bull missions and wild lairs if you can. have friends help, have others keep an eye out (jedi like to hunt rancors for xp, be in contact with them, you'd be surprised how many will help you). make a reward/bounty if need be, theres nothing wrong in that at this point of your search. i did it, and that is what eventually led to me owning my own bull rancor. and above all, dont give up. i know its so easy to say...but im telling you from someone who was in your shoes and know what you are going through. the day will come, and it will be glorious. i promise you...but only if you hold true to your pets and remain a dedicated CH
/salute
spreadsheet
Fri Jul 16, 2004 4:14 pm
#35
Thanks Vert. I have to say I see CH dropping out of this game at an alarming pace. They Promised us at fanfest that the CB would bring us back into line with everybody else. ? This may be too little too late now. I seriously thought about dumping my account as well. . . . But I guess I will wait it out
a little while longer. On that note: I agree with alot of the suggestions here. If TH is SERIOUS. Raise the Creature Max Level and Storing Level. ARMOR. But while I am rambling, why not unnerf the CH profession until when and if the devs are ready to do the combat rebalance. I know this will probably not happen, but, we have been told all long that we were nerfed with the idea of the combat rebalance fixing the issues. This has not happened. Put us back to where we were at.
I hope they do something, not just a cosmitic fix, (I dont need another useless mount) but fix at least a couple of our issues that have been put of for the combat rebalance that is not going to happen.
I mean really, just last month they were all gung ho at Fanfest. Now this. A lot of us our losing patience. There other games out and coming out soon that we can play. We really need the basic game working before pushing out JTL. I know Christmas would be great to push JTL but seriously.
Thanks again Vert, Please keep us all informed.
Message Edited by spreadsheet on 07-16-2004 04:23 PM
spreadsheet
Fri Jul 16, 2004 4:21 pm
#36
Didn't see your reply. Nice list Vert. I would still like the lvl upped for max lvl pets. Would not have been one of my request before.... Otherwise great job. Love the better resist and varing types of damage , would be a giant step for us.
Thanks
JodoKai
Fri Jul 16, 2004 4:31 pm
#37
I think making the increase stats and defenses in Enrage and Embolden is perfect. It allows the Dev's more control and will be less work than having to revamp all the creatures (that would have to be nerfed again).
The biggest question should be: when are buffs going to get nerfed? This will allow pets to be tanks again instead of players.
The biggest question should be: when are buffs going to get nerfed? This will allow pets to be tanks again instead of players.
Littlemoot
Fri Jul 16, 2004 4:43 pm
#39
The original thread has been deleted it seems. I was only up to page 23 when it went *puff* in front of my very eyes. How low can they go 