Chef Archive

Thread: New E.D. snare drink

TT1
Sat Oct 22, 2005 7:16 pm
#40


Snare is hardlypointless due to Rancor Aid.


The drink lasts 1min and works only for EACH snare. So reapply it. It may have been intended to last for the duration, but it's not working like that now.


Also it's around 12-15 filling. So the person can't use it forever.



Besides there was something needed to counter the snare change. Jedi for instance can't run at all or go near the BH if R.A didn't exist. Chain-snare ftw.



Basicly rancor aid can't last forever, then its plenty of time to kill the mark.


exc
Sat Oct 22, 2005 8:10 pm
#41

come on, of course this food is "too much", but your 110s snare is even more.



server: chimaera | IGN(s): epidemais [mer/doc], excalibur [djk], universe [bh/rifle]
own shop:
dantooine imperial outpost /way -3725 -2100
guides: bh armor loot | avatar platform | deathwatch bunker


DarthRevan88
Sun Oct 23, 2005 6:59 am
#42






pagoa wrote:

hmm...i'm not sure what good the complaining does here. what do you think will change? lets say they totally remove E.D. from cm. i still win. remove poison and fire dots...i still win. remove paralyze....yup, i still win. remove all of these and thyroid...i still win however, by this point obviously i simply remove several lines of cm for more boxes in other areas. ie more pistols...more rifles....more carbines....and with the new patch maybe i pick up some squad leader...and i practice and guess what...........i still win.


except..... when fighting a good jedi who really knows his/her template inside out and backwards.....then:


keep master cm exactly the way it is and i can actually be beat.


the point of this is that it doesn't matter what the devs do....a good bh will simply adjust to the changes...practice them and continue to be deadly. i know how nerfing will affect me cause i actually practice not using debuffs and dots. even healing can be controlled using stims, the right specials and food.







actually complaining does alot...when every1 complained about how hard bh misisons were they recieveda response



////ss Teroob ss////

wqBounty Hunterqw


_Crash_
Tue Oct 25, 2005 9:11 am
#43

The fact of the matter is that the post CU system is very much rock/paper/scissors. Most double/ranged with some healing will beat an MBH/MCM. Smuggler/Pistoleer beats most double ranged and can beat most defense stacker tempaltes. MCM/MBH IS THE TEMPLATE WHICH COUNTERS MOST DEFENSE STACKERS INCLUDING MDEF JEDI.


Jedi stack up their defenses so high that most ranged guys can stand there and shoot them all day and do practically no damage to them. But they put in a counter... Dots and snares.


There are so many MCM/MBH's because there are so many Jedi and defense stackers. If everyone became riflemen/bh's instead of Jedi and TKM/Swordsmen then ou would see everyone going smuggler/pistoleer to counter them.


That is all it is. What this is about is Jedi screaming like they always have trying to get any counter removed or nerfed so they dont have any opposition

Foomerang
Tue Oct 25, 2005 11:56 am
#44

um sorry , but that is total bs.


I challenge you to find a single post pre pub 24 on any forum that actually wanted this new snare system with a counter drink. this is something the devs just pulled out of nowhere and added to the game without any input from any profession.


besides, wth are cm's complaining about in the first place? combat medics are a dot class. in every other mmog dot classes are a minor threat, but in swg they dominate.


you guys got it good. yeah your specials cost a lot of mind but they last for minutes as compared to other prof specials that last only seconds. I would gladly take an infusion that healed me for 500 damage every 3 seconds for 2 minutes and used 80% of my mind. thats what the little blue bar is there for.


you have no mitigation with your specials between pvp and pve. my attacks do about half the damage or less when fighting a CL80 player compared to a CL80 creature. but your dots suffer no damage penalty.


so now they introduce a drink that counters a single move? did you forget that with the new snare rules, any movement buffs I have are no longer mitigated but completely removed altogether when a snare is applied?


you guys are over reacting. the counter requires stomach filling. your stomach empties a helluva lot slower than your mind regens, so in the end , you still win.


Brainplay
Wed Oct 26, 2005 5:18 am
#45






Foomerang wrote:

um sorry , but that is total bs.


I challenge you to find a single post pre pub 24 on any forum that actually wanted this new snare system with a counter drink. this is something the devs just pulled out of nowhere and added to the game without any input from any profession. Yes, Dev's often come out with band-aid fixes instead of actually adjustments because its alot less coding for them to do. I mean it would slow down the pace for the next buggy this planet is only good for 1 time use quests expansion they want to put out.



besides, wth are cm's complaining about in the first place? combat medics are a dot class. in every other mmog dot classes are a minor threat, but in swg they dominate. No, actually they made us a DoT, Debuff, and Healing class. Which except for bacta toss (bugged) and bacta spray (sorta buggy) are all point blank items. Heck we can't even drag anymore without going outside of our basic template and we're COMBAT medics.



you guys got it good. yeah your specials cost a lot of mind but they last for minutes as compared to other prof specials that last only seconds. I would gladly take an infusion that healed me for 500 damage every 3 seconds for 2 minutes and used 80% of my mind. thats what the little blue bar is there for. Actually other professions have it good. They only have to rely on ACTION while CM's have to rely on MIND and ACTION. Cm's dont get bacta infusion like you mentioned, thats doctor. Additionally, Jedi get a better vesion than doctors and dont have to use expensive and consumable enhancers like doctors.



you have no mitigation with your specials between pvp and pve. my attacks do about half the damage or less when fighting a CL80 player compared to a CL80 creature. but your dots suffer no damage penalty. Actually this hurts us alot more than you think. Our DoT's are rarely if ever used in PvE because they do so little damage and still cost a great deal to apply. In PvP they work much better but are still rarely used except in 1vs.1 fights due to the high (now higher) pool point costs.



so now they introduce a drink that counters a single move? did you forget that with the new snare rules, any movement buffs I have are no longer mitigated but completely removed altogether when a snare is applied? Yes and instead of going back to a percentage based snare or even tweaking how much a snare or burst run compares to each other they made them override. Would have been best to go back to the old fashion but then that would mean that they did something wrong andfailed to listen to the TEST center community on the effectsand we just can't have that. Lets not forget that this is a single move from CM's and CM's only. No other snare is affected and can be applied just as often except that theirs only takes from a fast regening bar.



you guys are over reacting. the counter requires stomach filling. your stomach empties a helluva lot slower than your mind regens, so in the end , you still win. Yes but it cancels out anyone usingElectrolyte DraingEVER. The fear that they have this drink and the ACTION and MIND cost that it will take to apply it only to have it cancelled will cause us all to lose confidence in the ability entirely. Only a few CM's are going to try this and those are going to be in 1vs1 fights. And as we all know thats mostly a BH/Jedi mini-game thing anyway.













Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

VegitoSS
Thu Oct 27, 2005 9:10 am
#46

The rancor aid I have is 14fil 1min44sec. I tested it out with my BH. If you apply EDrain and take a drink the snare poofs. It cannot be reapplied until the drink wears off. I have the kneecap snare from rifle but it only equals the movement reduction of weilding a range weapon. That means its pretty much useless as a snare. My profession is MBH so I hunt jedi who have no movement reduction.


What this drink means is a jedi can pop about 7 drinks making me not able to snare him for over 10mins. I dont know if you have any experience playing a BH vs a jedi. 10 minutes of a jedi in your face hitting you is too long. This drink pretty much killed any MBH, MCM template unless you have Carbines 0400. You get a temp snare with that but I still dont think it will be very effective. The new loots from TOOw reduce dots and dots + edrain cost a lot of mind/action to place. Lets not forget anyone who goes MBH/MCM takes a serious hit to defenses and accuracy. A drink that cancels a skill to keep people out of a cm's face is game breaking.


Jedi have roots and snares too. Here is an example of whats wrong. You have to get close to edrain then run away asap. You do that and then the jedi drinks the aid. He is in your face. Say I some how get distance without being 32m kd'ed every 10seconds. Well the jedi uses his snare and I am screwed again. Any jedi with a decent saber and innate armor of 60+ will own any bh who has MBH, MCM. They have little defense and lost their ability to mitigate damage by using their snare.


Pistol root - Misses and you have to wait 45sec. Not a good option to reduce damage


Rifle kneecap - equals weapon movement reduction. Not even worth shooting.


Carbineer crippling shot - snare equal to edrain movement reduction on a smaller timer. Works ok but have to wait 30 seconds before you can reapply it. By the time you work yourself out of saber range the snare will wear off and you have a 30 sec wait. Dont forget the whole time your trying to create distance your getting saber thrown KD every 10 sec.



This game is going down the toilet still. The devs change things too much. People create a template thats working only to have it nerfed a month later. Then they have to grind out another one that still works. Its a cycle of BS. PVP in this game sucks. Most often times its never a good fight. I would say its mostly wait until you have double the numbers then kill people in about 5 seconds. Thats pretty much all the pvp I see. There are no battlefields in this game. They made all the NPC's stupid after this patch. The regen is so high they want you to get a group for all them. It would be nice if you had a reward but a jar of bugs or no loot really pisses me off on things that require a group. There are better games out there and I am moving back to one of them. At least when I need a group to kill a boss mob in the game I will get a good loot everytime. Plus when I pvp in a battlefield it makes even teams so the battle is fun. SOE you continue to fail. Enjoy the nerfs.


Cpl_Fisher
Fri Oct 28, 2005 9:41 pm
#47






MsNiL wrote:






Xoreshear wrote:


Yep imp duelist stance in BH 4xxx = the same potency as Brawler 1xxx CoB or 250 D. Allmelee typesneed is TKA x1xx to grab 500 extra D.


Not to mention melee can go TKM for wonderful innate armor. J3dimay have innate armor, imp force armor|aura and saber block to further mitigate out ranged damage.


Not only do we get to do min damage to these folks, we miss, and in the case of J3di have more damage taken out via saber block. I won't even get into PSGs which can make a great number of our weapons worthless. Yes, I am aware of kinetic alternatives that are often subpar.




And you cant find the non cookie cutter jedi becouse we do not even log in until things are fixed.





Seeing as how I a set up to kill MLS MDEF 3/0/0/0 healer and the enhancer box that ives the basic improved speed.... I get the non cookie cutter jedi almost every mission. (Mpowers sucks btw )




Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Foomerang
Fri Oct 28, 2005 11:07 pm
#48






Brainplay wrote:





Foomerang wrote:

um sorry , but that is total bs.


I challenge you to find a single post pre pub 24 on any forum that actually wanted this new snare system with a counter drink. this is something the devs just pulled out of nowhere and added to the game without any input from any profession. Yes, Dev's often come out with band-aid fixes instead of actually adjustments because its alot less coding for them to do. I mean it would slow down the pace for the next buggy this planet is only good for 1 time use quests expansion they want to put out. ok so we are in semi agreement there



besides, wth are cm's complaining about in the first place? combat medics are a dot class. in every other mmog dot classes are a minor threat, but in swg they dominate. No, actually they made us a DoT, Debuff, and Healing class. Which except for bacta toss (bugged) and bacta spray (sorta buggy) are all point blank items. Heck we can't even drag anymore without going outside of our basic template and we're COMBAT medics. let me fine tune that statement a little bit. find a dot class in another mmog that can also heal.



you guys got it good. yeah your specials cost a lot of mind but they last for minutes as compared to other prof specials that last only seconds. I would gladly take an infusion that healed me for 500 damage every 3 seconds for 2 minutes and used 80% of my mind. thats what the little blue bar is there for. Actually other professions have it good. They only have to rely on ACTION while CM's have to rely on MIND and ACTION. Cm's dont get bacta infusion like you mentioned, thats doctor. Additionally, Jedi get a better vesion than doctors and dont have to use expensive and consumable enhancers like doctors. acutally i was making mention to the doc infusion. its a skill that i have that id gladly take quadruple mind cost for it to last 2 minutes instead of 30 sec. jedi heals take both mind and force. and force regens nowhere as quickly as action. so in that perspective, id say youre on an even playing field... your disadvantage can be compensated with credits (enhancers) jedis cannot



you have no mitigation with your specials between pvp and pve. my attacks do about half the damage or less when fighting a CL80 player compared to a CL80 creature. but your dots suffer no damage penalty. Actually this hurts us alot more than you think. Our DoT's are rarely if ever used in PvE because they do so little damage and still cost a great deal to apply. In PvP they work much better but are still rarely used except in 1vs.1 fights due to the high (now higher) pool point costs. i will not disagree with you there. but since pub 24 and the content on mustafar, having a CM throwing dots is a very effective equalizer against the insane regen rates brought to us by the newly "enhanced" ai.



so now they introduce a drink that counters a single move? did you forget that with the new snare rules, any movement buffs I have are no longer mitigated but completely removed altogether when a snare is applied? Yes and instead of going back to a percentage based snare or even tweaking how much a snare or burst run compares to each other they made them override. Would have been best to go back to the old fashion but then that would mean that they did something wrong andfailed to listen to the TEST center community on the effectsand we just can't have that. Lets not forget that this is a single move from CM's and CM's only. No other snare is affected and can be applied just as often except that theirs only takes from a fast regening bar. as a pikeman, i have the unique abilities of warcry and intimidate...both are easily negated by using a low lvl medic ability, stabilizers. as far as ED goes, i guess it all boils down to personal tactics. stomach filling is VERY important to me. the risk you may take tossing ED on me, draining a lot of your action and mind, equally weighs in my mind as to whether or not i want to sacrifice 15% of my drink intake.



you guys are over reacting. the counter requires stomach filling. your stomach empties a helluva lot slower than your mind regens, so in the end , you still win. Yes but it cancels out anyone usingElectrolyte DraingEVER. The fear that they have this drink and the ACTION and MIND cost that it will take to apply it only to have it cancelled will cause us all to lose confidence in the ability entirely. Only a few CM's are going to try this and those are going to be in 1vs1 fights. And as we all know thats mostly a BH/Jedi mini-game thing anyway. agreed, having a food grant complete immunity to a special is overpowered.I cannot counter that point. won me over on that one.














JZ_Ichigo
Sat Oct 29, 2005 8:51 am
#49

Yeah this drink is a nerf to the MCM profession. And is directly useful for PVP. I guess enough people whine about snare and MCM and it will get nerfed. That's how it works.



Jinzo Ichigo
Crimson Phoenix Ace
Master Combat Medic
Corbantis Galaxy

JZ_Ichigo
Sat Oct 29, 2005 9:03 am
#50

As for a medic being able to cancel intimidate with Stabilizers... well at least that person had to spend precious skill points to counter that ability. Anybody can buy the new food and become immune to Edrain. Basically this drink = the win for Jedi vs MCM.



Jinzo Ichigo
Crimson Phoenix Ace
Master Combat Medic
Corbantis Galaxy

Brainplay
Mon Oct 31, 2005 1:05 am
#51






Foomerang wrote:




ok so we are in semi agreement there kewl :smileyhappy:



let me fine tune that statement a little bit. find a dot class in another mmog that can also heal. Mostly necromancer/undead types or shaman/druid priest templates. The difference is that they are more DoT oriented with lesser healing. We're more healing oriented and minor DoT's. Any of those other templates would laugh at the power of our DoT's while our debuffs only come close. Like I told my friend a while back when we were beta testing the CU "Dude, I'm a NECRO!"



acutally i was making mention to the doc infusion. its a skill that i have that id gladly take quadruple mind cost for it to last 2 minutes instead of 30 sec. jedi heals take both mind and force. and force regens nowhere as quickly as action. so in that perspective, id say youre on an even playing field... your disadvantage can be compensated with credits (enhancers) jedis cannot Infusion is a doctor skill not a CM skill. We have nothing we can compare to it. Even with enhancers the doctor version still either falls under or just matches the Jedi version. Going by the cost of force use for this skill you might be right as far as an even playing field. This is good though.


i will not disagree with you there. but since pub 24 and the content on mustafar, having a CM throwing dots is a very effective equalizer against the insane regen rates brought to us by the newly "enhanced" ai. Hehe, well thats mainly due to the fact that our debuffs no longer work on most of these guys so its the least we can do.



. as a pikeman, i have the unique abilities of warcry and intimidate...both are easily negated by using a low lvl medic ability, stabilizers. as far as ED goes, i guess it all boils down to personal tactics. stomach filling is VERY important to me. the risk you may take tossing ED on me, draining a lot of your action and mind, equally weighs in my mind as to whether or not i want to sacrifice 15% of my drink intake. The issue with intimidate or warcry ought to be the same as far as a percentage based thing. I agree that those improved or master level skills shouldn't be snuffed by a teir 2 medic skill. Just be happy that no one really has that on their alreadycrowded hotkey bar. As far as the rancor-aid/ED thing, its not the fact that the snare has a counter. I'm happy for that. I'm angry because ED is the ONLY snare thats effected by this. This is a direct attack on the CM profession when it should have been made to function against all snares (carbineer and JEDI included).



having a food grant complete immunity to a special is overpowered.I cannot counter that point. won me over on that one. Yeah like I said above. It needs to be made for all snares not just a CM's snare.











Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Zimal
Mon Oct 31, 2005 1:10 am
#52

hey, i have stabalizer hotkeyed



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
Page 4 of 5