Bounty Hunter Archive

Thread: Test Center Changes for Publish 19

SickSix
Wed Jun 22, 2005 5:24 am
#105


/cheer BountyHunters



SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

BHKaardo
Wed Jun 22, 2005 5:33 am
#106






Alristico wrote:
surper read your own sig





I agree. Still, it took me awhile to make sense of it.



(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

~ Riddix - Light Jedi Padawan ~

~ DNH Mining Inc Located in Fort Krayt, Tatooine (WP 5570, 4080) ~

~The man of today is forged by the battles of tomorrow ~


WookieOgre
Wed Jun 22, 2005 5:35 am
#107






Cakins7005 wrote:





Caelrie wrote:






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?




A strong defense should be as viable as a strong offense. It's the classic paladin vs rogue matchup.






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.






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?

warrenbassist
Wed Jun 22, 2005 5:44 am
#108







Caelrie wrote:





_Crash_ wrote:

Anyone who hunts jedi knows that this is HUGE.




Anyone who knows SOE also knows you're next on the chopping block.




Yeah leave it to Calerie to rain on our parade =P I'm just happy that for at least a month, Jedihopefully won't be as obnoxiously bold as they are now, and regular profs may be able to PvP and be viable.

Message Edited by warrenbassist on 06-22-2005 08:48 AM

fyreblayd29
Wed Jun 22, 2005 6:14 am
#109





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.

kaati
Wed Jun 22, 2005 6:29 am
#110

Don't forget that if it continues to travel down this path there won't be any jedi left for you all to hunt...



All these squawking birds won't quit.
Building nothing, laying bricks.

JediBaldy
Wed Jun 22, 2005 6:39 am
#111






HeadRoll wrote:

AWESOME CHANGES.


AND REMEMBER WHAT THEY SAY CAELRIE, "GAME EXPERIENCE MAY CHANGE', LMAO







Hi,


Indeed game experience will change and will keep on changing. We will have to see how much of a difference this makes overall but one thing is for certain, if it is so out of whack that Jedi cannot compete, it will not remain like this and further tweaks will be made. We have seen it happen in the past to creature handlers, combat medics, fencers, pikemen and Jedi - anyone remember compo wearing high kinetic damage Jedi or the non resistable LS damage?


I think the worst part with change is when people get so used to something, they feel it keenly when it is no longer there. So lets hope the new things in patch 19 really help both professions out. I would hate to see the OMG - they nerfed BH posts that will no doubt follow!


After all you lot provide me with the challenging content when I get hunted!


Cheers,




Corporal Arede Flyrider
Grand Moff of Tatooine
Medic and Master Pilot
There are old Jedi and there are bold Jedi but there are no old, bold Jedi ...
The Dark Religion - a fun guild for fun people & permanent thorn in the side of UA
Wookie prisoner bio enhanced food & drink vendor - Mos Highlands (5420, 4514)
HeadRoll
Wed Jun 22, 2005 7:25 am
#112


Don't forget that if it continues to travel down this path there won't be any jedi left for you all to hunt...






It's okay, there is always the endless supply of Ebayers that are there to hunt when you sell your accounts.
Leatherneck_of_Alderaan
Wed Jun 22, 2005 8:19 am
#113






Vupos wrote:





HeadRoll wrote:


Don't forget that if it continues to travel down this path there won't be any jedi left for you all to hunt...






It's okay, there is always the endless supply of Ebayers that are there to hunt when you sell your accounts.






LOL


so true jedi will never disappear, newbies will always buy the acounts







Noobs are gimp hunting, so I can see why some people would be ok with having a never-ending string of people who can't intelligently defend themselves to hunt.



Igitur qui desiderat pacem, praeparet bellum
Bish
Wed Jun 22, 2005 8:33 am
#114






Tanks wrote:





SamousNemo wrote:





Tanks wrote:


  • Changed Lightning Rifles movement modifier to emulate Rifles instead of commando weapons This will be significant once the Publish comes live

Still curious how this will pan out considering they aren't CL 54. I'd absolutely love to see an LLC match at least an adv laser. Would be nice to see the ol' lightning bolts come out when my mark gets passed 50m.







Hmmm, I wonder why I said that . I guess we'll have to wait for live.






Does this mean that my good ol' Krayted LLC will be worth carrying again? Oh man, I hope so. /crossesfingers


WOOT!!!



Keep up the good work Tanks!







Labatt BlueRetired Bounty Hunter & Pistoleer
Apprentice of the Dark SidePHX 4-Life
Sanctuary Noob
Who shot who in the what now? > Offer Auction winnings to La'Loot at 3673, -5857 in Veritas, Dant.
SuperStisco
Wed Jun 22, 2005 8:48 am
#115

Thats bull "#(¤ because the ydont try to make it better... Instead of make jedi crap how about start make so everyone aren't bounty hunters?

Whne devs made Respec stuff they open a thing that made so EVERYONE are bounty hunter in there template... at least most.. how about slove that instead of make jedi to crap.... And it is good as it is. How about name swg to Bounty Hunters vs jedis?(BJ)

When they added CU they said "we want to make this game more realistick (or how it spells lol). Sure maby they did there but whne they add this publish they make all bad again.

And like 80% will still come for low lvl jedis because people aren't out for money OFFEN whne they go BH.




%Stisco Osskop %
Proude player of pre-cu and CU - Account status closed
"All happy times has to go to an end"

Feomatar
Wed Jun 22, 2005 8:48 am
#116

Jedi changes would be needed most at defender...



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
Barb-Wire
Wed Jun 22, 2005 9:41 am
#117






Tanks wrote:






Warryyr wrote:



MLS isn't the only one who has a KD attack.


They just took the KD away from Improved Saber Throw.


Sorry, I meant the RANGED KD when I was writing. I corrected the post.


I fail to see why this was done, honestly. It kind of baffles me.


I think it was done to add value to MLS, people were getting 0404LS and get 95% of the benefits of MLS.











the AOE KD on sabre throw made the force power AOE KD kinda useless. now force KD is the only area KD in jedi and that is as it should be. no jedi should be able to build a template to cover all bases and that seems to be what the devs are doing. jedi are being forced to pick a weakness and deal with it.


part of being a good BH is knowing who your target is and knowing what they can and cant do and tailoring your attack to that weakness. the current crop of respec BH seem all bent on running up sticking a rifle in your face and pulling the trigger. they then get killed and run to the forums and cry nerf not once wondering why it was such a bad idea to start an attack with a rifle at 2meters. i see that time and time again.


there are all sorts of changes for jedi and normal toons in the works. doesnt take a rocket scientist to figure out that any skill or combination of skillsthat allows a person to be safe no matter what with no ill side effects will not get nerfed hard and fast. you can take cloak for example. the current problem with cloak are the channel/cloakers who when they run out of force channel and pop back into cloak. patch19 adds in a cool-down timer so they cant continously channel and re-cloak along with timers on channel. the counter to cloak is supposed to be hound the jedi till he pops out with no force and then bend him over a stump...


just be assured that if BH or CM or Rifle or commando ever gets out of balance the devs will address it. that is the true source of all the whines. whether it is a BH whine or a jedi whine it happens when someone's "i-win" or "i-never-lose" buttons are taken from then and balance brought to the system.







Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
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