Combat Medic Archive

Thread: Focus Thread : New rules for Movement Buffs vs Snares

Cpl_Fisher
Thu Oct 13, 2005 1:24 pm
#27






da-bro wrote:
Even reducing the chance this debuff has to stick would not be sufficient. The reasons are as follows:

1. A 2 minute snare on a melee character with no healing is enough to kill them 3 or 4 times over without risk.
2. A 2 minute snare on a melee character with healing, will result in the character having to heal alot and after 2 minute of this, their mind will be shot to pieces and you have then gained a MASSIVE upper hand in the fight.

Basically, when it sticks and if you're fighting a melee character, its all one way traffic in terms of damage for the whole 2 minutes. Resulting in one of the above two scenarios. The only plausible ways to balance Electrolyte Drain are as follows:

1. Reduce the amount you are slowed by the debuff.
2. Reduce the duration.
3. Give the skill huge costs.
4. A blend of the above.



those are all valid points for a ranged snare, however, electrolight drain is limited to melee range. melee has snares to, specificaly binding strike from fencer. if yo chose not to get a melee snare, then that's your own fault, not mine.




Member of the Rock alliance.
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Bounty Hunters kill for credits, Commando's kill for the hell of it!
GlargTheKelfn
Thu Oct 13, 2005 1:26 pm
#28

the snare counter (rofl)
# Profession Chef

* Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

BadgerSmaker
Thu Oct 13, 2005 2:25 pm
#29






GlargTheKelfn wrote:
the snare counter (rofl)
# Profession Chef

* Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.





Hmm, that's NDA stuff surely. That's why I haven't mentioned it yet.


Well, this is the Devs first go at balancing Edrain, a chef buff that defends against it. I'll test it out and let you know. This isn't definate so don't start resubbing your chefs just yet.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Kresh_Azzo
Thu Oct 13, 2005 2:56 pm
#30



Cpl_Fisher wrote:


da-bro wrote:
Even reducing the chance this debuff has to stick would not be sufficient. The reasons are as follows:

1. A 2 minute snare on a melee character with no healing is enough to kill them 3 or 4 times over without risk.
2. A 2 minute snare on a melee character with healing, will result in the character having to heal alot and after 2 minute of this, their mind will be shot to pieces and you have then gained a MASSIVE upper hand in the fight.

Basically, when it sticks and if you're fighting a melee character, its all one way traffic in terms of damage for the whole 2 minutes. Resulting in one of the above two scenarios. The only plausible ways to balance Electrolyte Drain are as follows:

1. Reduce the amount you are slowed by the debuff.
2. Reduce the duration.
3. Give the skill huge costs.
4. A blend of the above.

those are all valid points for a ranged snare, however, electrolight drain is limited to melee range. melee has snares to, specificaly binding strike from fencer. if yo chose not to get a melee snare, then that's your own fault, not mine.





M8, I mean you no harm here because I respect your template decisions, but heals seem to be getting a bit of a kick due to people thinking that dabblers are overpowered. Forcing them to dabble in fencer, I mean *everyone* to fencer is just a bad idea overall. This produces too many clones, as at the moment, most ranged and melee profs seem to have doc/cm 4xxx as a necessary part of their templates.

Gah! I have to eat more $#@!@ food now! LOL. Wish my alt weaponsmith/architect would get this kind of gift!?



You know that scene, the one where Marlon Brando did that little hand wave right before he died. Yeah. That was beautiful man.

I wrote this before the NGE, now I feel like Brando

Brainplay
Thu Oct 13, 2005 5:49 pm
#31






BadgerSmaker wrote:


Hmm, that's NDA stuff surely. That's why I haven't mentioned it yet.

Well, this is the Devs first go at balancing Edrain, a chef buff that defends against it. I'll test it out and let you know. This isn't definate so don't start resubbing your chefs just yet.






How hard would it be to classify Electrolyte drain as an effect that can have a resist against it. Poison and disease have resists located in the Doctor trees. However, no one takes resists seriously since they have no real fear of DoT's.


IDEAS


1) Introduce a resist into the Doctor trees and that solves alot. If they dont have the resist they can't complain about anything. Would also increase the demand for full template doctors instead of generic 4/0/0/4 types.


2) Another chef food would be ok but chef has alot going for it already. A smuggler spice would also be a better option that a food. Short duration like pixie and with a minor negative affect at the end (maybe even a snare?). It would make people have to decide on what would be tactically better. Booster blue or an anti-snare spice.


3) Add another Squad Leader skill into their boxes or into the "retreat" skill. It could either override Edrain or cancel out the debuff much like their state removing abilities. Boost morale would make for a good place to start as it is currently not that useful but still has a high cost to it. This would make the cost more worth it.


Message Edited by Brainplay on 10-13-2005 07:52 PM





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

Damian-j
Thu Oct 13, 2005 6:32 pm
#32














Debuffs will not remove their counterpart buffs; stacking adrenal boost with thyroid rupture will net -15 speed. At the end of the TR, AB will remain. Only movement effects are absolute and even then the buff is not removed, just negated for the duration.






Why is it that only movement speed buffs are absolute and don't stack with a movement speed buff for reduced impact? There is only one possible answer - unbalancing ranged Vs melee is their intent.

I challenge anyone to find another reason for this?





I still can't see why cannot code snares to reduce 1 level of movement.

IE

I am moving at normal run pace, I get snared and then I am walking.

I am Burst running, I get snared and then my movement speed is reduced to normal run.

I am using ForceRun1, I get snared and then my movement speed is reduced to normal Run.

I am using FR2, I get snared and my movement speed is reduced to FR1

I am using FR3, I get snared and my movement speed is reduced to FR2.


Making a single snare reduce any level of movement to a walk is crazy. I really feel for the guys with ForceRun3, they spend a crapload of skillpoints to get that ability, and now it can be stopped by a nov Rifleman ala Kneecap shot.


This kills any chance that Melee characters have in combat.




Damian-J Lightfoot, Exiled PreCU Jedi Knight
-GUILE-


(gnn[[[[[[[[[[nnnnWX9gggggggggggggggggggggggg)

GlargTheKelfn
Thu Oct 13, 2005 9:18 pm
#33



BadgerSmaker wrote:


GlargTheKelfn wrote:
the snare counter (rofl)
# Profession Chef

* Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.


Hmm, that's NDA stuff surely. That's why I haven't mentioned it yet.

Well, this is the Devs first go at balancing Edrain, a chef buff that defends against it. I'll test it out and let you know. This isn't definate so don't start resubbing your chefs just yet.





when the pulled the nda they said patch notes & dev quotes were ok.




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

Stecoli
Thu Oct 13, 2005 11:47 pm
#34

Ok I think snare shouldnt completely deem a player unable to escape, but rather reduce their speed by a percentage, for those who have FR3 and FR2, so they arent completely wasted, also the "impossible to kill" melee stackers (Mswords Fencer 4441 Doc 4xx4, RIS ABslice+StimD), you could just snare and run around in circles all day give these an "Anti Snare" move in place of one of their other moves which gives them the UBER defense making them unkillable for any solo ranged/jedi profession. This would then make the melee stackers more useful in that they can get out of a snare, but at a sigificant mind/defense loss to make them "killable". Also put a timer on the snare recharge similar to stop shot , so it can only be used once every 40 seconds.

Just an idea , so no flames please.
Giant2005
Thu Oct 13, 2005 11:52 pm
#35






Stecoli wrote:

Ok I think snare shouldnt completely deem a player unable to escape, but rather reduce their speed by a percentage, for those who have FR3 and FR2, so they arent completely wasted, also the "impossible to kill" melee stackers (Mswords Fencer 4441 Doc 4xx4, RIS ABslice+StimD), you could just snare and run around in circles all day give these an "Anti Snare" move in place of one of their other moves which gives them the UBER defense making them unkillable for any solo ranged/jedi profession. This would then make the melee stackers more useful in that they can get out of a snare, but at a sigificant mind/defense loss to make them "killable". Also put a timer on the snare recharge similar to stop shot , so it can only be used once every 40 seconds.

Just an idea , so no flames please.





Your "impossible to kill" melee stacker template isn't a very good example - most people honestly wouldn't have any trouble defeating that template, as it doesn't have improved centre of being, or even an improved Knock down attack



TASCA
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Stecoli
Thu Oct 13, 2005 11:59 pm
#36

well there are templates similar to that one , i dont know much about melee templates, but there are melee stackers who can tank 3 jedi and not go down using bacta jab and stims their mind never drops.
BadgerSmaker
Fri Oct 14, 2005 1:25 am
#37






GlargTheKelfn wrote:





BadgerSmaker wrote:





GlargTheKelfn wrote:
the snare counter (rofl)
# Profession Chef

* Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.





Hmm, that's NDA stuff surely. That's why I haven't mentioned it yet.


Well, this is the Devs first go at balancing Edrain, a chef buff that defends against it. I'll test it out and let you know. This isn't definate so don't start resubbing your chefs just yet.







when the pulled the nda they said patch notes & dev quotes were ok.





Among what is still covered by NDA:


3. Game Issues and Feedback: The reason this isn't lifted is because the development team is still working on the expansion and still reading your feedback. Bugs, issues, tweaks and other types of fine tuning is still going on, so what is true today may not be true tomorrow.



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1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Damian-j
Fri Oct 14, 2005 4:06 am
#38






BadgerSmaker wrote:





GlargTheKelfn wrote:





BadgerSmaker wrote:





GlargTheKelfn wrote:
the snare counter (rofl)
# Profession Chef

* Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.





Hmm, that's NDA stuff surely. That's why I haven't mentioned it yet.


Well, this is the Devs first go at balancing Edrain, a chef buff that defends against it. I'll test it out and let you know. This isn't definate so don't start resubbing your chefs just yet.







when the pulled the nda they said patch notes & dev quotes were ok.





Among what is still covered by NDA:


3. Game Issues and Feedback: The reason this isn't lifted is because the development team is still working on the expansion and still reading your feedback. Bugs, issues, tweaks and other types of fine tuning is still going on, so what is true today may not be true tomorrow.






Badger, can I get your thoughts/comments on my post further back up the page please.

Just want to know if you agree/disagree on the way I believe it should work.

Cheers,





Damian-J Lightfoot, Exiled PreCU Jedi Knight
-GUILE-


(gnn[[[[[[[[[[nnnnWX9gggggggggggggggggggggggg)

MolemanMole
Fri Oct 14, 2005 8:31 am
#39


GlegThe Kelfn Wrote_____________________________________________________________________________


the snare counter (rofl)
# Profession Chef

* Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.


______________________________________________________________________________________________


I think if they are going to allow food or something specific to Edrain to reduce the effectiveness or to immune a player from it, Then they should allowEnhancers to be made to counter that, so maybe its not so strongbut its stillworks. Otherwise you are just taking awayfun-ction ofaspecificprofession. Maybe even a food that reduces all snares maybe for a certain time.Make a good fill rate so it takes time to re-apply.Also theplus to this tho crafters will get to craft more studd, chefs get to make another food that will sell very good in fact they will get rich off that alone. Just kidding, but alsowith my idea Bio Eng will be able to make another enhancer. I'm still with leave us alone because i like it the way it is. I dont think we are over powered.



MoLEMAN BRICKHoUSE
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Mole Hole! Dantooine, Flurry: 356 -2670 Antarian city


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