Carbineer Archive
Thread: Combat Balance Suggestions
Of course the GROSSLY out of balance professions will be getting the NERF they deserve. And do you really think a player should have less than 1% risk taking on 4 Enraged Rancors at once. Come on people get over trying to get /godmode for yourself. The game is about people and community and I truly hope we see then end of ALL mid to high level soloing.
- Reduce armor by 25% and make that the cap....ie Comp caps at 67.5% AFTER slice
- Reduce buffs by 50% and hard cap at 1500
- Reduce Speed of all professions so nobody but a BH gets a cap on anything ranged, even with SEA's....same goes for melee
- Place weapon type speed caps for each profession to keep the DPS in the same area but not identical
- Move weapon damage types around to give distinction in each ranged/melee profession, but don't exclude anybody from high-end content by putting resists cap on creatures and NPC's at 90%
- Fix/add Specials and Abilities to each profession to give distinction
- Remove entire TEF system in GCW by taking away all ways that a player gets a TEF from an Overt of the same faction
I suppose most all of the FotM people will see this as a nerf and possibly quit SWG, while sad if that happens, we will be better for changes like I have listed above in the long term of the SWG Universe.
BTW, I have made this list up on my own from playing 40-60+ hours a week for over 52 weeks and not from any information from any Devs But I really think this where the Devs should start and balance/bug fix from here.
What do the Carbineers think about this?
Message Edited by TAfirehawk on 07-23-2004 11:43 AM
1. Reduce it by 15%.
2. Cap at 2000 or 2100
3. See 4, but BH's should get a "soft" cap, i.e. they should be capped but not as much as other profs.
4. I whole heartedly agreee
5. See 4
6. See 5.
7. See 6...wait. TEFs should stay, but their usage should be toned down, and only visible to certain players, i.e. bounty's TEF only seen by BH. Also, a TEF should be placed upon a BH and only visible by the bounty. I dunno about this, consider me neutral.
and what is FotM?
Message Edited by MorvenDee on 07-04-2004 09:25 AM
MorvenDee wrote:
Stop trying to bignote yourself as a "community leader". You are not a leader, it's just your message board title due to number of posts and start date. I have the same title and it doesn't mean anything.
You're probably much newer to MMORPGs than those of us who have been playing since there were only text MUDs.
Message Edited by MorvenDee on 07-04-2004 09:25 AM
Yeah you are such a big poster (69 posts including this thing of beauty)in THE CARBINEER COMMUNITY......shall I /bow and kiss your feet......FFS get a life and try to help this game instead of being an arse.
Go back to whatever sh1t forum you came from and let the CARBINEERS speak here.
AlaManQ5 wrote:
ok, just a little comment.
Whats better? Answer this. Buffing/Armoring and soloing Quenker/Huurton Missions to master a profession in 4-7 days, or wandering planets and doing large group missions and hit master of a chosen profession in a month or longer?
The way I see it, they are benefiting the casual gamer here, allowing players to get to a point where they can have fun in the game in a shorter time.
Believe me, it isn't fun as a newbie. Being at a low level for extended periods time is both boring and disheartening. Buffs/armor mid-level solo missions allow a quick portal to the fun content in the game, i.e Theme parks, NS/Krayts, etc, master of a chosen profession to hang out with friends instead of listening to them have fun on a Nightsister hunt in chat while you whittle at the ham of a few durnis with your cdef carbine and complain how you aren't strong enough and looking at the next 100000 xp needed to master. Well, that last one was a stretch, but you see what I mean.
If they are to lessen the power of buffs and armor, they should also make XP easier to obtain for all classes, crafter and combat alike. I mean if it didn't take me so long to master a prof without buffing/armoring, I wouldn't complain.
I mastered Carbineer solely by running 15-20 member group missions out of Dantooine's Mining Outpost with multiple unbuffed individuals. It was a month of grueling group/mission/hunt/die/clone/group/mission/hunt/repeat. It was horrible and boring. Groups would fall apart in a flurry of obsenities from multiple players, or a very unknowledgable player bringing unwanted aggro and ripping it apart.
Sure, why not reduce PvP Armor/buffing but keep current PvE Buffs the same. Why not make a PvE Buffpack and a PvP buffpacks, or 40-60% armor for PvP and 70-80% armor for PvE?
Whatever, but something needs to be done.
TAfirehawk wrote:
I suppose most all of the FotM people will see this as a nerf and possibly quit SWG, while sad if that happens, we will be better for changes like I have listed above in the long term of the SWG Universe.
travenwatts wrote:
TAfirehawk wrote:
I suppose most all of the FotM people will see this as a nerf and possibly quit SWG, while sad if that happens, we will be better for changes like I have listed above in the long term of the SWG Universe.
hehe. I hope it does make some people quit....my server is too crowded.
I may like to see that also, not that there are too many folks, just too many FOTM kiddies
You're probably much newer to MMORPGs than those of us who have been playing since there were only text MUDs.[/quote]
You act like nobody plays MUDs anymore, one, and two, that they have anything to do with MMO"RPG"s. There is no roleplay in this game or any other RPG, no matter how much people try. It's a leveling treadmill, plain and simple, albeit a fun one. Second, If anybody is a Carabineer community leader, it'd be Firehawk from what I've seen of these forums. He's one of, if not THE most knowledgable members on our forum, and as such gets to claim that position.