Dancer Archive
Thread: Idea for none combat profs in the CU
As far as mind pool, Pappi was trying to grind ID and I think she was mentioning something about using up her mind pool. Maybe ID's could get mind bonuses. For crafters, maybe they could get mind too or a mix of mind and action.
Drygo wrote:
I had a discussion about this a couple weeks ago in one of those huge CU threads. I think it stinks that a hybrid combat player is now much less viable against a player who puts all skills directly into combat. Similarly, I don't like that a master musician/master dancer is quicker at the new buffs than one with only one entertainer mastery. It's as if you have to go all or nothing now, and I hate feeling only half viable as an entertainer/combatant. And, I hate levels. The beauty of this game was it's pure profession based skill system.
Message Edited by Serae on 04-12-2005 12:18 PM
--Qilue-UCW-- wrote:
Drygo wrote:
I had a discussion about this a couple weeks ago in one of those huge CU threads. I think it stinks that a hybrid combat player is now much less viable against a player who puts all skills directly into combat. Similarly, I don't like that a master musician/master dancer is quicker at the new buffs than one with only one entertainer mastery. It's as if you have to go all or nothing now, and I hate feeling only half viable as an entertainer/combatant. And, I hate levels. The beauty of this game was it's pure profession based skill system.
You hit the nail right on the head for me with this.. I have felt this way even before all the plansfor theCU.
Being a Musician/TKM I felt like I was Never I Viable entertainer because I could not give both mind buffs.. and I was not a Viable combatant because I didn'thave the stacked Defence all theother combatants did
I know this is off topic and I apologize.
But, when people say it looks more like an EQ level based system they aren't far off the mark. It's as if the devs have now divided us into fighter/cleric/mage/crafter type professions. Only in SWG they are called combat/doctor/entertainer/crafter. If you stick yourself into one of those categories you can be the best fighter or entertainer possible. You are no longer the best Teras Kasi Master, and you are no longer the best Dancer. Because to be the best TKM you have to have another combat profession in order to get your health bar higher. In order to be the best Dancer, you now have to also be a Master Musician so that you can give the quickest buffs. I hate that so much. And, in other games there are hybrid characters that are weaker in both classes and slower to progress, but with a lot of work you can eventually get higher and higher levels that do make you viable. But, now we are capped at the highest as a Master with no place else to go (except Jedi, I suppose). In fact, all the mobs and people are now givennumbers as levels to show their prowess as a fighter. They've kept the core organization of the profession system, but the reality is now that everything is based on levels and classes. And, I don't *want* to see the profession system completely done away with. But, now with this cap of Mastery, you can never be a hybrid again and be as formidable as a double master in your professions of choice.
And moreover, the new devs don't realize how wonderful this profession system was! The one thing that nearly 100% of the population agreed upon was how FAR superior the profession system in this game was compared to the other games out there. It's so maddening!!
Ok...rant's over.
Message Edited by Drygo on 04-13-2005 04:50 AM
Serae wrote:
One of my main concerns with the upcoming CU is that a dancer (or any other none combat prof) / Combat profession template will be pretty much useless. (Or at least much less effective)
This is because a hybrid template will not have the hitpoints of a pure combat template (and probably rightly so), its my understanding that you get more health when you master a combat profession?
Well to remedy this in a way that makes sense I propose that dancers and musicians get extra action upon masteringeach Entertainerprofession.
This would help in several ways:
It would allow pureEntertainers to have a huge action pool thus allowing them to flourish / use effects much more.
Entertainer/Combat Hybridswould have a little of both worlds - Less health than a pure combat template but more action to use special moves -less action than a pure Entertainer but more health.
If the extra action was granted at master levels then it would be a good reason to master the profession and not simply put points into the branch that gives the dances or songs. (Which i get the impression a lot will be doing in the weeks to come)
It kindamakes sense that anEntertainerwould have more stamina (Dancer by physical fitness and musician by...well have you ever dated a musician?)
It would create much more diverse template choices and add extra strength/weakness options
Afterall,a wise man once said that variety is the spice of life (or maybe it was a fortune cookie i read while i was drunk last night)
Perhaps the same could be done for crafting classes but maybe using the mind pool, though i've not done a lot of testing on the CU so ive no idea what the mind pool does. (does it now add to resist bonuses? If so that might help them stay alive during factory runs)
Anyway I hope you like the idea and i welcome comments/ critisism
Message Edited by Serae on 04-12-2005 12:18 PM
way awsome idea. I'd actually been thinking about that at work today (because work is boring and i'm addicted to this game). I can't see a reason why this couldn't be implemented.