Bounty Hunter Archive

Thread: New action and mind costs on healing...

BHPansy
Mon Oct 10, 2005 11:13 am
#40






MolemanMole wrote:
I think this is totally crap. You dont fix something by breaking something else. Specially after everybody is getting used to this. They are screwing with this game to much. Im sure, more mind costs and action costs for sticking a needle in your arm or throwing some bacta blob over your head. Come on now how much action and mind does that take.it takes as much as the devs say it takesJedi use the force to heal themselves which is likedrummingpower up from anywhere force regen for a full temp jedi is somewhere around 1pt/sec, less if not a double master temp, and force is full at somewhere over 6k. Force regen takes _ages_ and doesnt go faster ifthey sit, kneel or do anything other than use a holocron(which is limited to once per 24hours or so). Take away action so you cant use your specials, then try to burst run to save your self. Crap i say. This really messes with PvP where one last heal might mean life or death. Deathis a risk of the job as a BHCome on we are talking about sticking a needle in our are!Yes you are, and if you get that wrong, its going to hurt an _awful_ lot








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MrJustaguy
Mon Oct 10, 2005 11:41 am
#41

makes me sad and repulsed whenever i read threads like this, i agree with the posts though, will anything good come from these said things, no, will devs read these posts and take consideration, no, do i wish they would, hell yes, so basically, theres no use in whining, we cant change a dam thing, just bend over, take it in the ***.and figure out a new strategy -.-







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Etyrnal
Mon Oct 10, 2005 1:20 pm
#42

I think this change goes to the spirit of the CU which was to stop people from standing there and spamming specials. They never did really stop that when everyone and there brother has a triple capped gun and godly foods as well as doctor buffs. I dont have a capped pistol but with SAC pup I can shoot specials non stop and CM 4xxx heal my way out of most situations. About time they did something about this. There has been no thought to having to watch your bars just like it was Pre-Cu.



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rYsyn
Mon Oct 10, 2005 1:56 pm
#43






SamousNemo wrote:





StormTroopercpt0 wrote:

Pathetic , Looks like jedi got what they want , To nerf all professions and only be the 'superior' one because of the 'force'...







Ahem, Jedi heals drain from force and mind pools. Unless this is also changed, this patch might not be as bad as it seems.


I have absolutely no problem outdamaging a Jedi with my MR template (although yes, MCMs might be at a disadvantage), the problem is I can never drain his mind fast enough to force the incap. What results is a 45 minute stalemate that only ends when I empty his force... during which time the Jedi has multiple opportunities to cloak, run into a base, or numerous other alternatives to dieing.







Exactly.


Right now the benifit from taking Healing (MCM or 4000CM at the expense of Ranged Fire Power) far outways the disadvantage of not being able to cause damage (Less accuracy, less Defense).


The problems seems to be that the "Solution"is to always to make the advantage less of one rather then the disadvatage more of one, ie make it so that you can outdamage (or match)someone's ability to heal rather then reducing someone's ability to heal. Considering that the latter just makes Non-Jedi equal to each other but still keeps the Jedi's ability to heal greater then the ability to match power.





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Jacella
Mon Oct 10, 2005 2:42 pm
#44

Jedi have enough problems with healing, we don't need to be balanced any more. What needs to happen is that defense stacking needs to go away.





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Karbal
Mon Oct 10, 2005 2:53 pm
#45






rYsyn wrote:





SamousNemo wrote:





StormTroopercpt0 wrote:

Pathetic , Looks like jedi got what they want , To nerf all professions and only be the 'superior' one because of the 'force'...







Ahem, Jedi heals drain from force and mind pools. Unless this is also changed, this patch might not be as bad as it seems.


I have absolutely no problem outdamaging a Jedi with my MR template (although yes, MCMs might be at a disadvantage), the problem is I can never drain his mind fast enough to force the incap. What results is a 45 minute stalemate that only ends when I empty his force... during which time the Jedi has multiple opportunities to cloak, run into a base, or numerous other alternatives to dieing.







Exactly.


Right now the benifit from taking Healing (MCM or 4000CM at the expense of Ranged Fire Power) far outways the disadvantage of not being able to cause damage (Less accuracy, less Defense).


The problems seems to be that the "Solution"is to always to make the advantage less of one rather then the disadvatage more of one, ie make it so that you can outdamage (or match)someone's ability to heal rather then reducing someone's ability to heal. Considering that the latter just makes Non-Jedi equal to each other but still keeps the Jedi's ability to heal greater then the ability to match power.







That's it right there Rysin!! You just hit the nail on the head.


Take away the hunter's ability to "keep in the fight" .. ie healing .. and we are right back to square one with the Jedi in the realm of 5X stronger .. because of their healing .. when CU went live.


Again, I'm all FOR a healer template that does just that .. healing only. It's good for group play and distinguishs your role .. but you have to make it an accross the board change or we will end up with a super Alpha class that can't be touched by us mortals.





Karbal
Former Jedi Hunter
ice33b
Mon Oct 10, 2005 3:01 pm
#46



KRAKEN666 wrote:
how is this going to effect you?





My BH toon just got changed to an all out PvP toon w/o healing as soon as I finish the village XP grind and unlock - MRifle/MPistol/MMarks/Carb 0130 then my new alt will go Chef or WS probably.

It will be pointless to heal in PvP now unless you decided to become the sacrificial CM or Doc that is going to get killed in the first 2min. Now that healing takes more action, PvP is gonna see a lot more full combat toons now because of this and a lot less dabblers.



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Manbush
Mon Oct 10, 2005 6:59 pm
#47

Qoute athetic , Looks like jedi got what they want , To nerf all professions and only be the 'superior' one because of the 'force'...


Grinding alot of XP doesn't mean you should have the upperhand in everything.



Gee what will they complain about next? Commandos? Smugglers? .... Chefs?


Oh wait i forgot they alredy did!?



ahhh shucks, perhaps this will teach everyone to stop calling for nerfs, you were all so happy when jedi heals got nerfed, should remember what goes around comes around, were you all too stupid to realise thatas soon as you got jedi heals nerfed, yours would be nerfed soon soon as well, good lesson in this children, dont cry for a nerf for another profession unless youd be happy having it done to yours

acmtalk
Mon Oct 10, 2005 7:52 pm
#48






ice33b wrote:





KRAKEN666 wrote:

how is this going to effect you?







My BH toon just got changed to an all out PvP toon w/o healing as soon as I finish the village XP grind and unlock - MRifle/MPistol/MMarks/Carb 0130 then my new alt will go Chef or WS probably.

It will be pointless to heal in PvP now unless you decided to become the sacrificial CM or Doc that is going to get killed in the first 2min. Now that healing takes more action, PvP is gonna see a lot more full combat toons now because of this and a lot less dabblers.




You are wrong.. I still see a MCM staying alive longer, With the snare stopping FR, U can easy keep your distance from jedi.. Just need to get close to re-aplly debuffs



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heapum
Mon Oct 10, 2005 8:07 pm
#49






Karbal wrote:





freedomwarrior wrote:





RebMBH wrote:

Just outa curiosity, do jedi heals have an action cost or just mind and force?


Not crying nerf or anything just wondering because I am not familiar with the different HAM and Force cost on jedi specials.







It had a very small affect on action, 10% to 12% on the mind and 5% of jedi force to heal.






IN RED IS WHERE THE PROBLEM IS GONNA BE!! Every non Jedi healing template is going to suffer from this stealth nerf. Lets break it down for all you folks thinking this new nerf is "a ok" ...



  1. Most, not all, but most bh's out there DO hunt Jedi.

  2. Most, not all, but most bh's out there have CM 4000 or MCM in their template.

  3. The reason most bh's have CM is to counter the healing of their Jedi targets .. if you've ever fought a full template Jedi you will understand why it is paramount to heal.

  4. This created a so called "balance" in effect. A poor tactic bh (with healing) is still gonna get smoked by a Jedi. A good tactic bh (with healing) has a VERY good chance to pull out a win.

  5. A full template Jedi with a good knowledge of his skills and pvp will still smoke that same good tactic bh. This makes for a very sound theroy of 1.5X stronger than any other profession. Reasonable. The stealthy bh who waits for the right moment, has good equipment, good pvp knowledge, and HEALING has a very good chance to pull it off.

  6. Now lets nerf the healing. Action costs as high as 20% for bacta spray. Any good bh will tell you that his action is his life's blood .. no action means no attacking. That same good tactic bh is now extremley limited on his healing .. but his opponent is NOT. The balance has just been broken.

  7. How long did fights take you WITH your healing skills? 15 minutes? 20 minutes? Why? I'll tell you why. Because Jedi HEAL too! A Jedi with no healing in his template is a tool! They all have the healing line .. or some form of it. They also can use stims and ruby .. just like us. Do you think that same fight is now gonna take you 15 to 20 minutes after the nerf? No .. cause you'll be dead. Why? Because you can't heal and your opponent can! Well you can heal, but say goodbye to attacking. Do you think your opponent can still attack you? Yes. Why? Because his healing IS NOT costing him outragous action points.

  8. Is this right? Do you still think that CM's and Doc's should have a huge action cost with their healing .. but Jedi healing should remain as is?

I'm all for bringing healing back into line, but ACCROSS THE BOARD! ALL healers should be affected by this .. yes, even Jedi healers.







Take into account the force run nerf. All you need to do is snare the target and take a short break to get your bars back. When it comes to the ranged fight, if the jedi doesn't have roots of his own they are pretty much dead as a doornail. and if a jedi doesn't have the ability to forcerun A.k.A. charge, the full blown healess fighter can fight on just about even ground. the nerfs are good from a certain perspective, however they could have gone about it in a different mannor IMO. Also all jedi abilities now have some sort of action cost to boot. the counter balance it the all encompasing healer nerf is balanced by the jedi action cost addition to ALL of their abilities.
Maxil
Mon Oct 10, 2005 9:47 pm
#50

about the snare nerf though, I'm actually wondering if this was intended, as many other of the posts regarding changes in beta have been responded too but several of the snare threads have not yet...


But I will say, with increased action costs to heals and dots, SAP will be the bh'ers new worst enemy once again

Message Edited by Maxil on 10-10-2005 11:48 PM



Maxil





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Cefan
Mon Oct 10, 2005 11:51 pm
#51

What ppl are missing is that it takes non-jedi Action + mind to heal with out stims AND action to swing or shoot our weapon while for a jedi to heal it takes force + mind AND then action to swing their saber. Now that is what makes it unfair because we will drain our own action quicker because we are healing and attacking but unlike urs both healing and attacking takes our action while urs dosent...



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DarthRevan88
Tue Oct 11, 2005 12:05 am
#52






KRAKEN666 wrote:

how is this going to effect you?





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