Brawler Archive
Thread: The new HAM system (posted on TC) is garbage!!
What I don't like about this system is that:
-some classes will be able tospam specials endlessly (they can now)
-some classes will be able to spam a few specials then have to stop (they cannot now)
If the goal is to keep specials from being spammed endlessly, then the goal is clearly not being met. This system really seems to change nothing except to make medic skills less important.
I am very disappointed with this system. It is not anymore balanced than the current system and it seems to me it is more unbalanced than anything. Currently classes that cannot spam can keep up with the spamming classes by using medic skills. This has been taken away creating a system of have and have nots.
I am further disappointed that the game is clearly changing so drastically so far away from release. While others have been very willing to call this a "pay beta", I have not. However, with such drastic and unbalanced changes coming, I fear for the stability of the game. They are going to push this patch live before the holidays. That means in 2 weeks it going live balanced or not. The Devs mostly clearly want vehicles out before the holidays for the PR boost. The player base is focused on the vehicles and not these HAM changes (reading the TC board is more like reading a vehicle forum).
Very disappointed...
Okay, from another TC player.
I'm currently brawler 4443 and swordsman 0402, and I love the new system. Sorry, I haven't kept detailed metrics on my HAM cost - this is all just from 'the feel of it'. Please give this a try on TC - just roll up a novi brawler character. I gotta back up Gabe on this one. I'm just worried the devs will think that it's too powerful. It's my opinion that these changes end up benefitting melee characters the most. We are after all, usually the ones taking the most damage in the front lines combat (especially with the CH changes - dabbling in CH in order to get big tanks is a thing of the past btw).
Just think: usually, when you start taking damage, you're just draining out of one pool.I've found that without tanks, even as a brawler, the old system meant: when something focuses on you (this is PvE) you go down pretty fast. Especially when I'm using a PH with a huge health drain.
Now, you get hit and you have HAM drains as separate things. This isn't necessarily too bad in practice. If you get hit for 100 pts of health damage, you go down to 800/900 for example. Then you get hit for 100 pts of dmg - you're down to 800/800 rather than 700/900.
Also, you'll see both bars recharge simultaneously. The HAM bar recharges fast enough, that I have seen it as a benefit so far. Just give it a quick try. I know that char. copy is not in place yet - but it doesn't take too long to get a char up to a 3rd block brawler skill. You'll get a good sense of how the changes affect combat that way.
I believe they are making some changes which will keep medic and CH dabbling from being the absolute necessity for combat that they are now.
Since it is on TC right now It is my feeling (i.e. I may well be quite wrong) that this will go live, but that it will likely see further changes before and after.
StGabe.
The new system is great if you dont have high ham costs. Here is a formula thati htink covers the costs of continious use of a special (it also can show the most that you will have yoru HAM bar drop spaming a special)
(Ham Cost * 25) / (2 * speed of attack)
If you are a TKA hitting with 40 ham costs per second
(40 * 25) / (2*1) = 480 This is the lowest your ham will drop. (might get +/- 1 Ham cost according to how Ham is added and subtracted to the modfier)
This si not too bad, but consider Carbines, pikemen and some riflemen, they can get 100+ in the ham costs.
100 Ham costs hitting 1 per second
(100* 25)/ (2 *1) = 1250. There is NO way they can use the specials unless they are buffed. It gets better if they attack slower than 1 per second, but 100 ham is low on some of their attacks.
--Rorrimot
Note: I did that solo. Nothing cheap. No bleeds, no feign death, I wasn't incap'ed, I never landed dizzy. I just used all my TKA/Master Brawler skills to their maximum potential. I didn't use CoB at all because it isn't working very well for TKA's in my experience.
I think that there are several issues here. Partly TKA's are just more powerful than some of their counterparts. Partly the combat system is overpowered. But actually I think this shows that melees are in very good shape for doing real live tanking. Now that creature handler pets have been bumped down a few notches (and AT-ST's are not PvE enabled) I think we should have a lot of opportunities to wow and amaze with our tanking prowess.
I also solo'ed a juvenile canyon krayt. These guys are different on Test now. The one I fought had 70% kinetic resist and 50k HAM's. It took a very long time, but I did kill him completely solo (and without any cheapness as above). Later on I managed to tank an adult canyon krayt dragon for a very long time. The adult krayt in question had around 350k HAM's, 60% resists, and was hitting a lot harder. I had to rely on other healers, and I was greatly helped by having a commando and some other ranged at my back to deal damage while I concentrated on just staying alive. But I managed to tank for probably around 8-10 minutes and was alive at the end to loot 4 krayt tissues. Which of course only made me that much more ready to go to task with the dev's about the lack of melee weapon enhancements! =)
StGabe.
Did you have Doctor buffs for the Kiligilla and the Karat?
Doctor buffs add there own level of confusion to the issue. Or Chef buffs or Spice?
StGabriel wrote:
I used tattooine sunburn and that's it.
StGabe.
In that case, wow...