Development Cycle Archive
Thread: IT 7-2 Preliminary Combat Balance Changes
DarthRoscoe wrote:
Well, looks like my live server is the Test Server for this useless (in PvP) panic shot.
Thanks for listening to the great arguments that made you "reconsider" pushing the new panic shot live. I also appreciate how you considered the petition on the forums going against your change...
I thought forums were a tool for the players to let their voice be heard by the devs, but even the loudest voice gets unheard...
Not so... they heard the voices of the crafting community.... the big bad crafting rebalance is being pulled becasue of overwhelming negivite customer reaction, or something to that effect... I'm still trying to figure out what the crafters have done that the CH's and Smugglers haven't.... Ah. Don't feel to bad, the Combat Pass will nerf everyone else, so you won't be alone for long...
KingSnake...
For those players on Test Center, Publish 7 is now on Test Center. If you get a chance, please log on and try out some of the new features and feel free to comment on:ffice
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- Defensive Modifiers should have a hard cap with profession template stacking. Did you notice a difference in combat?
- Carbineer Specials have been improved:
- The dizzy effect in /fullAutoSingle1, /fullAutoSingle2, /fullAutoArea1 & /fullAutoArea2 have been improved
- /burstShot2 was changed from a single target to an AE cone attack
- /actionShot2 now hits all targets in the area of effect.
- Defense / To-Hit Fixes:
- Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.
- Dodge enhancing Food now decreases your chance of being hit.
- Accuracy increasing food now increases your chance to hit your target.
- Dead Eye buff now increases your chance to hit your target.
- Warcry has been changed from being a single target lock down preventing it from attacking to a method of “crowd control”. Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.
- Bleed DoT Improvements: Targeted pool bleeds (/mindShot1 & 2, /healthShot1 & 2, etc) now hit their intended pool on the initial strike as well as the bleed damage.
How are these working?
Did these work properly for you?
I like cookies
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There should be a hard cap of 125 of defense mods, although I think Im the last one here atm and I'll have to confirm with someone over the weekend...
irSilentDeath wrote:
nothing for BH??? im so dissapointed.
Actually there is (as noted in the Major Publish freatures) notes, buts I have to make sure there will be Jedi first...you need player Jedi to track and we cant have EVERYONE tracking poor Arjunthakur!
...or can we?
/evilgrin
Warcry:
I am MBrawler.
I attack a critter. The critter brings a friend, I let out a mighty roar. The friend is aggro'd and appears to have me targeted, but does not attack me. I am still working on the original...20 seconds later the friend begins attacking... I am still working on the original. I let out another warcry...failed. Another, failed. Another, failed, Another, failed. Another, failed. Heal, heal, heal. Fail, fail, fail. Heal, heal. Kill original creature. Kill friend.
So, it appears that the temporality of the state is due to my 20 seconds of being a MB--not, however, due to me attacking the critter (friend). If this is case, would it be possible to get an actual state effect in target bars?Still need to test if timer resets with each successful WCry and/or if second WCry will hold at all.
Secondary topic, it appears much more difficult to stick the warcry. When fighting kaadu I never succeeded in getting a WarCry to hold friends at bay. Tried 6 times, no effects.
Also, with mobs present/spawned (nightspiders) did WarCry on lair. Appropriate mobs aggro to me, but none appear to "attack" for 20 seconds.
As for the Panic Shot change, you just broke another part of Smuggler for no good reason. You're clearly trying to weed out the huge 20-second delay of Warcry2 (and probably the powerful Novice Brawler skill of Warcry1), and that's understandable. So why not cut Warcry1 to 5 seconds, and put Warcry2 and Panic Shot at 10 seconds? If you're worried about people KDing a target and then delaying them there, why not count a Warcry/Panic Shot as a KD against someone who's knocked down, meaning that they instantly spring back to their feet? There are many creative ways to fix the situation.
Sowhy attack Panic Shot to accomplish that goal? There's already almost nothing in the Smugglerprofession that works (yeah yeah - wait for the revamp, you'll say, but that's been the Devs' line since Summer 2003, and anytime you play that card we know it's a joker). Now you're stripping away something that actually DOES work, and in fact somethingthat's probably THE most useful move in the whole tree.
Here are some of the many differences between Warcry and Panic Shot, and how I would justify leaving Panic Shot as-is:
- Warcry is a scream.
- Panic Shot is a flurry of pistol shots.
- Warcry1 lasts for 10 seconds, but Warcry2 lasts for 20 seconds, and both are on a 30-second timer.
- Panic Shot lasts for 10 seconds and is on a 30-second timer.
- Warcry has no defense other thanfailure on the part of the Brawler.
- Panic Shot can be Blocked, Dodged, Counterattacked, or simply missed.
- Warcry doesn't cause any damage.
- Panic Shot does damage to a target if it hits.
- Warcry1 is a Novice Brawler skill, while Warcry2 is in the Master box of a starting profession.
- Panic Shot is a 2nd-tier Hybrid profession's skill, requiring skills from three differentskilltrees to use. In fact, Smugglers use a branch of the Brawler tree as a prerequisite, meaning that it's a stepping stone to more powerful abilities.
- Warcry has all of its effectiveness in the Brawler tree. Once you are a Master Brawler, you have the best possible skills to use Warcry effectively.
- Panic Shot depends on Pistol Accuracy to hit a target. There are no Pistol Accuracy modifiers in the Smuggler skilltree - they're in the Pistoleer skilltree.
- Warcry1 is acquired by spending 100 credits and 15 available skillpoints. Warcry2 requires 77 skillpoints,620 Apprentice XP,and 364,000 points of different melee combat XP.
- Panic Shotrequires that you invest 29 skillpoints in Brawler, 29 skillpoints in Marksman, and 18 skillpoints in Smuggler, for a total of 73 skillpoints. To use Panic Shot, you need to earn 91,000 Unarmed XP and 566,000 Pistol XP. Considering that Pistol Accuracy is needed forPanic Shotto work effectively, however, there's a need to invest in Pistoleer skills. To get only the branch dedicated to Pistol Accuracy, one needs to invest another 20 skillpoints and earn another 1,275,000 Pistol XP. To maximize your chances of landing a Panic Shot, you need to invest another2,450,000 Pistol XP, 56,000 Combat XP, 620 Apprentice XP, and 43 skillpoints. So to be most effective at using a Panic Shot, a Smuggler needs to also be a Master Pistoleer, spending a grand total of 165 skillpoints and 4,291,000 Pistol XP, among other things.
There are many differences between Warcry and Panic Shot. All Smugglers are Brawlers, but not all Brawlers are Smugglers. Smugglers build on the abilities of the Brawler profession and augment them. Both in terms of a skillpoint argument and an XP argument, Smuggler abilities should be more potent than Brawler skills. Brawler is a prerequisite for Smuggler, andthere is NO justification for equating the power of the prerequisite with the power of the advanced skill. By that faultylogic, Unarmed Hit 1 would do just as much damage as Unarmed Hit 3.
Thunderheart wrote:
Warcry has been changed from being a single target lock down preventing it from attacking to a method of “crowd control”. Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.
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Also, this is from the patch notes...
The delay effect of panic shot will break on damage to the target.
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How exactly does Panic shot work then... since the shot causes damage to the target.
I assume given the above information that Warcry is an area affect and no longer a Cone.
Has Panic Shot been changed to an area affect also?
If not why would smugglers ever use Panic shot now... since all smugglers have warcry?