Carbineer Archive

Thread: Combat Balance Suggestions

heychulo
Sat Jul 24, 2004 2:00 am
#40

I think the first thing everyone has to think about before nerfing armor, nerfing buffs, etc etc is the HAM bar revamp system. For those of you unfamiliar with the HAM bar revamp, basically, it means that all those specials moves you get whenever you get a new box within a profession will truely be special moves because they will only be able to be used so much. You won't see people spamming special moves so much because it will drain the HAM on their "Abilities" bar. So, take this into consideration....special moves will truely be special moves now, not standard attacks....thus...less damage in the end....now lets take a look at some stuff


Armor - Definitly needs to be lowered under 50% after slice, maybe more...35%? Keep in mind what I mentioned above, if you have people shooting at someone with a majority of non special, base attacks, fights would never end. Also, make composite armor to where it has a weakness besides stun. There needs to be diversity in armor and like mentioned by someone before, there should be specific armor for specific occasions.


Buffs -I can't remember who mentioned it, and i'm too lazy to look (sorry), but I agree that buffs should definitly be pushed into the hundreds with a cap at 1000.


All combat professions should be able to compete in pvp and stand a chance. Maybe adding some new damage type weapons via quest loot would fix some of these problems.


I agree that the whole TEF system should be either removed or heavily modified...because right now, the only reason to go overt is so that your group of guildmates can get the TEF and cheap kill since you are the only one thats overt.


And just another thought, with melee professions being far too powerful as is now...maybe removing center of being would do the trick? just a curious thought



Chuloson
Imperial Defector, currently neutral
Carbine Master
MasterTexiria
Sat Jul 24, 2004 4:13 pm
#41

TA what you suggested is a major problem with MMORPGs, that GEAR and ITEMS determine who wins not those who practice tatics and teamwork. I do think that items and gear should have an effect, but now examine SWG, making those who can get around the best gear (comp armor/buffs) the best proffessions in the game ( CM, DefStackers, and Riflemen).


Ok now go back in time, to one year ago when SWG was still new. PvP was about tatics. Not who had armor, and buffs didn't really exist. That was prob the most fun I ever had playing a game. I enjoyed planning raids on bestine with my fellow rebels in the basement of the Anchorheadtavern. Then executing them but ew occasionally we had to adjust our tatics as Imperials PCs used Stormtroopers and ATSTs. But we were able to cope. Same for PvE I remeber the first timeI went to lok, found a groupright away and went kimo hunting.It was great we lured a giant kimo into a trap!It could not climb steep slopesso we had a brawler aggro it and draw it into thevalley and we sat and plinked at it until we felled it.


Not that the game back didn't have problems it did but I say following a lot of the long time player's suggestions and lowering the upper end of the items and gear will make pvp and pve fun again.




-Anishor
Big Furry B-wing Pilot
RSPA
TAfirehawk
Sat Jul 24, 2004 5:38 pm
#42

If only the Devs would listen to this......but there are just as many if not more people out there asking for things to keep or create more of an imbalance......seems only the Carbineers haveCommon Sense sometimes.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

blackdaniel
Sun Jul 25, 2004 7:06 am
#43

tss
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