Dancer Archive
Thread: Attention: HAM Changes In Concept
Sorry guys, I didn't realize this had already been posted in the In Concept forum. The thread is already very long and it's onlybeen up since last night. ![]()
Please, go be vocal for the Dancercommunity in that thread, then come back andlet's talk about it in here in even greater detail. ![]()
ArgentWulf wrote:
Huh!
Is it just me, am I being dense or was he speaking wookie! I read it a couple times and I'm still not sure what hes talking about. Of course, some thing simple in application can be quite difficult to describe.
WhatI gather is each bar will get another bar(s?) that will be tied loosely to its parent bar that dictates the ability to use associated special moves for that pooland this bar regenerates at a different rate then the parent bar and wont be affected by the secondaries and would probablyremain unbuffable. Is this pretty much what hes talking about or I'm I way off base?
If so? Where do we fit in, if at all in the equation?
Yes, at least that's my take. However, I read that it would still be affected by the secondaries, but no longer in a linear fashion. In other words, if someone has a strength of 700 and get buffed to 1400 they would see a noticeable difference in their special ability cost. However, if they buff to 2500 the difference would be negligible. Meaning that people could no longer be buffed to the point where special ability cost were esentially nill. No more spamming Unarmed Hit 3.
I think we fit in to a couple of places. First, our buffs would no longer have the same effect as they do today. We can buff folks, but their effects are reduced. Second, our action costs for doing flourishes would be sligthly different. Rather than pulling directly from the Action pool - they would pull from the new "Action Special Abilities" pool. We can take Agragaram (however you spell it) or get quickness buffed, but the benefits will now cap out so we may not be able to flourish quite as much in a short period of time.
The main benefit of all this is that you can no longer incap yourself by doing special abilities and it reduces the dependency on buffs (if you consider that a benefit). It does make for a more tactical play style, rather than just a simple tank approach to things. /attack; /unarmedhit3 /repeat Bleh!
QuixoticJedi1 wrote:
The main benefit of all this is that you can no longer incap yourself by doing special abilities and it reduces the dependency on buffs (if you consider that a benefit). It does make for a more tactical play style, rather than just a simple tank approach to things. /attack; /unarmedhit3 /repeat Bleh!
Yup..Commandos will be able to use heavy weapons without killing themselves before they kill their target. Combat players will have to learn to use their skills rather than just finding buffs and throwing their highest damage special at everything in sight.
I think it is a good first move to bring a greater degree of balance and interest to pve combat without negating the benefits of buffs. In pvp, we'll no longer be taking bets on what kills the riflemen first..the CM or strafe 2.
Panthu, will flourishes be using up action or the 'specials bar'? Is there any information yet regarding whether this directly effects our playability? Other than the obvious; that players who have been wanting mind buffs to enable them to toss more specials will no longer require them.
(or have I interpreted the whole thing wrongly?)
Warryyr wrote:
Whoa, interesting.
It sounds like the interface TH suggests is a little confusing, though. Maybe it'll make more sense once I see what he means.
QuixoticJedi1 wrote:
Warryyr wrote:
Whoa, interesting.
It sounds like the interface TH suggests is a little confusing, though. Maybe it'll make more sense once I see what he means.
I think the interface sounds pretty solid. Take Action - it would display a dark green color when your special abilities were maxed, but as you used your special abilities the darker green would shrink and a lighter green would display behind, indicating your total action. If you take action damage, the lighter green bar would be reduced to white as it is today. If you take damage, black will fill the bar. I think it would work well.
Hmm...I got ya.
What happens if you take damage to your Action bar (not wounds, but damage) so it goes white - but you haven't used up any of your Special Abilities? How would the light green lower while the dark green stayed where it was? Or would damage to the Action bar affect how much Special Abilities you have left?