Dancer Archive
Thread: Dancer healing rates, also a few notes about fall rate and action cost.
Good question Craigins,
I too would like to know if it changes the fall rates. At master dancer our dance skill is only at +90 if i am not mistaken. Instead of 100 like everyone else.
Perhaps getting those up over 100 will lower the critical failure.
But really i have to ask though what is the point to having + to dance skill when i am a master?
I mean if having + to my already master skills unlocked some "Special" flourish then maybe i could see a use.
I dont know maybe i am just being flaky about it.
Ceta (master dancer)
Bloodfin
I too would like to know if it changes the fall rates. At master dancer our dance skill is only at +90 if i am not mistaken. Instead of 100 like everyone else.
Perhaps getting those up over 100 will lower the critical failure.
But really i have to ask though what is the point to having + to dance skill when i am a master?
I mean if having + to my already master skills unlocked some "Special" flourish then maybe i could see a use.
That's exactly why master dancer and musicians are going for master entertainer: to get their 100 points knowledge
I don't think it's necessarily a good thing to be talking about merely getting rid of falling at master level. How many dancers of any professional level fall? Falling should not be in the profession at all, except perhaps at the novice level.
I say get rid of falling altogether. It's useless and it just makes us all look like amateurs.
Craigins wrote:
Ravenmist-
Have you gone on to the TC shard and contacted the tailor or be correspondents? I hear that they are suppose to fix the bio engineered clothing and was wondering if you have done any tests with the entertainment healing enhanced clothing.
Yes Craigen, actually the only server I play on is TC and the Tailor Correspondant is one of my best friends. She also only plays on TC.
Some of the new stuff is working right, others aren't. I can tell you all one thing, if you slap a few +10 dancing mods on you you won't fall. At 100 or 110 dancing your fall rates pretty much drops to nothing. (which is actually the way they want it I think, trying to give the tailors and BE"s more use I suppose) But that doesn't mean that the fall rate isn't too high without which I think it is.
Its broke if you ask me, according to what I've been told as far as how much we're suppose to fall and how much we are falling its the only conclusion I can come to is that its broke. So I'm trying to get it fixed.
I personally wouldn't mind falling so much if it was something that only happened once in a blue moon but the way it is now is just driving me nuts.
Beery wrote:
"- why have looping macros not been fixed yet? this affects us more than any other profession."
What is there to be fixed about looping macros? If you're saying we should get rid of them, I think you're wrong. There's nothing wrong with a looping macro. I use them all the time. What's wrong is using them while you're away from the keyboard. Looping macros are a way to take the drudgery out of entertaining so that we can concentrate on other game stuff. What needs to be addressed is the AFK problem. Looping macros aren'tthe part of that problem that needs fixing.
you make an excellent point, and i'll say this: if you can totally eliminate someone from going AFK while having a looping macro on, then thats great. however, i think thats a lot harder than it looks: with the AFK sampling, a friend of mine has told me that this works still using the same old macro as before, and simply jamming your enter key down via heavy object, or somesuch.
i don't want to see a similar 'solution' for our profession, and whats more, i question the need for any sort of looping whatsoever, since we can already make arbitrarily long macros and aliases as it is. personally, were i to choreography a performance, i don't think i'd need to make it any longer 5-10 minutes... pressing hotkey, or typing one phrase every few minutes is hardly taxing, and i can't think of any reason (besides going AFK) that you'd need a macro routine to last longer than that.
Maybe they should make the fall rate tied to how many wounds you have in your health and action bars. If you're wounded, I could see how your knee would go out or something and you'd fall. But healthy dancers should really not be falling.
This would be all balanced and stuff, because then combat dancers would have to go pay medics to heal them up and it would promote co-operation. But it would also give people a chance to not look like idiots by getting healed before they performed.
If the game detects that a dancer is AFK for longer than 5 minutes, they should fall down constantly. They should automatically accept all /duels and their skin should turn sickly green (unless they're Mon Calamari or Twi'lek, in which they could become transparent!). If it goes on long enough they should be turned into a womp rat with really bad breath.
Critical failures inall the other professions are not marked by the same kind of public humiliation aspect asis falling for a dancer. Remove falling entirely, it has no useful purpose. (The moremilitant side of mewonders why the one in-game profession that seems specifically designed to appeal to females also includes this aspect of prettily clad women falling on their arses every few moments... and it is rather ire inspiring.)
i was thinking about this thread today.... while i spammed flourishes watching other dancers around me.... and something dawned on me.
ihave never fallen, not once, since starting.
cause i dance with a gun. never knew that until now. someone told me there was already a thread on this. but i really wanted to write in italics.