Dancer Archive
Thread: Combat Upgrade Dancer Concerns
- With the removal of mind wounds, and our current mind buffing, our interdependence with other professions is lowered.
- Concern thatDancers will be without purpose and without viable income between the release of the Combat Upgrade and an undetermined future date.
- With the removal of mind wounds, the benefits of two full lines of the profession (Wound Healing in Dancer, and Entertainment Healing in the Entertainer prerequisite) are meaningless.
- With the removal of mind wounds, the entertainment Wound Healing benefits of the Force Sensitive Heightened Senses Healing line are meaningless.
- Uncertainty over how our flourishes will work with the new system, since they currently have a cost to the action pool.
- With the removal of mind wounds, the BioEngineer enhanced clothing and skill tapes that affect our mind Wound Healing skill are meaningless.
- With the removal of our current mind buffing, skill tapes that affect theDance Mind Enhancement skill is either meaningless, or changes its worth. These skill tapes are especially expensive and have cost some entertainers 10s of millions of credits. This also eliminates the usefulness of the Exquisite Leotard (Jabba Themeparkquestreward).
- Because of the changes to the skillpoint requirements to the elite combat professions, it becomes more difficult to have a mixed mastery ofDancer and a combat profession.
- Without certification we will no longer be able toequip armor and weapons which have been part of our costuming and props for performances.
- Combat professions will have 2 to 3 times the available health, basically making us 33% to 66% less likely to survive while attending harvesters or traveling to our homes.
- Because the new "usable by anyone" stims are certed by combat level we will be less likely to be able to maintain our lower-than-combat-profession health when attacked.
- Concern that there is no plan to ever integrate entertainers into the game's backstory (GCW).
- That our future "minor buffs" will mean so little as to render our profession obsolete due to lack of income/viability.
- That Battle Fatigue healing can be provided by a novice entertainer, thus eliminating the desirability of spending the skill points on mastery.
- Without the removal of unattended "play" we will see the transition of buffbots to bf-heal-bots.
- That obtaining the requisite healing xp for mastery will be impossible.
- With increasing skill point prereqs for elite combat professions, will players with mixed entertainer/combat templates be given the option to respec some of their entertainer skill points to keep their combat profession, without penalty?
- In response to this statement by Blair, "The profession trees for Entertainers, Musicians, Dancers and Image Designers will be affected by the Combat Upgrade, and will likely need some profession tweaking because of the changes with wounds, stat migration and buffs to the mind.", will players be given the opportunity to respec the skill points they have invested in entertainer professions to compensate for any loss or change of healing and buffing special abilities?
- Would reduced functions for Dancers warrant a reduction in skill point requirement?
Additional concerns (4/2/05):
- Group size limit of 8 is not conducive to entertainer performances and events and severely limits the potential for group xp gain.
- Players are not receiving BF wounds and mind wounds are no longer healable by entertainers. As a result, entertainers are unable to gain xp at anywhere near the usual rate.
Please note the following:
As I think we have had plenty of time to think this through and present our concerns, I will forward this to Deila as complete and will no longer be editing the list (unless something unforeseen compels me to).
These concerns are itemized randomly. Please do not read into their order any level of importance.
There is already indication that some of these concerns are being considered (ie: modded clothing).
Moravi, Taerom_Nafuin and others: Many of your posts herepresent thoughtful ideas for addressing issuesbut nothing really new as far as concerns regarding the potential changes brought on by the CU. As this thread is about concerns, please consider starting independent threads using these posts of your ideas so they may bediscussed.
Please post concerns regarding stat homogenization and the loss of ability to migrate stats in the ID forum. Interesting points were brought up but they need to be voiced with the ID concerns.
Message Edited by Esharra on 04-02-2005 08:07 PM
Esharra wrote:
[snip]
* Item Conversion Details
o Modded clothing
o Buff Packs
o Potent Weapons
* Ranger, Creature Handler and Entertainer outlook
* Details on skill point allocation and the process
* Details about how player health progresses
Please keep the questions coming!
This was part of a post about the CU by Thunderheart yesterday. So it does seem that they acknowledge the fact we have concerns and they plan on addressing them. This is at least a first step.
You can find his full post here. http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=64754#M64754
Edited because I can't make clickies worth a darn. *feels shame*
Message Edited by Etdentarie on 03-20-2005 06:11 PM
Message Edited by Etdentarie on 03-20-2005 06:12 PM
PoetDancer wrote:
The fact that a combat professional will have 2 to 3 times the available health, basically making us 33% to 66% less effective in the field, leaving us "barefoot and lootless."
And in addition, the new "usable by anyone" stims are certed by combat level - the higher your combat level, the more powerful the stim you can use. So we have less health to begin with, *and* less ability to heal ourselves in emergencies.