Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
Smuggler_Caylin wrote:
Warcry is now useless as it is still cone effect.
Panic Shot is completely and hopelessly useless now.
I agree. And since both of these skills were available to smugglers, it was a double nerf for them.
There is absolutely nothing "Dirty Fighting" about Panic Shot now. Instead of releasing a barrage of wild shots to fluster your opponent, Panic Shot is now the equivalent of asking your enemy politely to wait 10 seconds unless I shoot at you... oh, nevermind, I just squeezed the trigger again...
When fighting 1 on 1, the special maneuver delay to use Panic Shot or Warcry effectively stops the player more than the opponent. At best, the delay sticks, and you both are waiting. At worst, the delay misses, then your opponent attacks normally on their turn while you're waiting for you next attack. How dumb and useless is that?
Warcry and Panic Shot were already on a non-spam 30 second timer. I don't see why folks think it was overpowered.
Well you shouldn't be Counter Attacking that much unless you are a Carbineer or Swordsman (or both) and have equipped a Carbine or 2hd Weapon. You also shouldn't have any Dodge skill at all, Rifleman gets block, was this a Typo? Everyone has the ability to Block, Dodge and Counter it's just a very slim chance of it actually happening. I can't explain what you have been seeing here. I have noticed nothing wrong with Secondaries, I seem to be Dodging fine (moreso infact although that would be a direct result of getting hit more) when using a pistol or 1hd weapon. And not often at all when Unarmed.
Is it my imagination or are primarydefenses working a bit better tonight? Ok,a lot better. I am still being hit a lot more than I'd like but at least I am not burning through so many stims just to stay on my feet. Be interested in what other people have found tonight.
Maybe I will still be around to see the rest of the Combat Rebalance, I've at least enjoyed playing tonight.
/u-turn ![]()
Toknight those werent the only mods capped and obviously if dodge/block/counter were capped they werent capped very well at all. Just got done watching a master swordsman duel a tkm...the swordsman countered nearly every attack by the tkm while the tkm never managed to evade the swordsman. Since defensive acuity for TKM is still broken as far as i know and doesnt help with anything ever, and since the melee d in this instance appeared totally broke for the TKM, and since the swordsman(who i dont think stacks counter at all with carbineer)countered every attack it becomes apparent once again that this patch was put in BROKEN with regards to defenses, the devs just dont have the balls to say it publicly.
In the stratics dev chat it was obvious that the devs were screening questions an so the question that got asked in regards to defense stacking had nothing to do with whether it was working as intended it was straight out just "what d is capped". Chalk up another point for the devs being so far disconnected with the community its not even funny. Here is an excerpt from that dev chat edited to summarize about four responses..."You are all gonna be excited with these new types of droids we are putting in game (which the DE's wont be able to craft) and these new types of droid modules for DE (which nobody cares about anyways since the combat modules obviously suck)"
To all you guys that no longer find the game fun and are quitting because of this, I am done with it as well, this is crap, all i ever wanted to be was a brawler tank, now they broke it for me and wont even come out and say its broken. This policy of silence is crap, its just gonna cause people to quit because they are fed up with it, and i sincerely hope the devs come to their senses. Not to mention the six responses to another issue by the CSR's that are blowing me off repeatedly(another policy of silence that doesnt work). I dont know why everyone running this game apparently thinks that dispensing information to the player base will endanger the state of the game in some detrimental way, but apparently they do.
OBVIOUSLY THEY DO NOT CARE ABOUT THEIR PAYING CUSTOMERS. AS LONG AS THEY HAVE ENOUGH KIDDIES WITH MOMMY'S CREDIT CARD NUMBER THEY DONT CARE ABOUT THE DEDICATED PLAYERS. AND EVERYONE POSTING IN THIS THREAD IS JUST THAT...A DEDICATED PLAYER.
Can we get an answer if defenses are working as intended, last night i was out hunting quenkers on dantooine i am carbineer 2-4-2-2 and i was with my wife who is novice commando and we both got incapped by the same quenker i just find it hard to believe that both of us couldn't kill the same creature
We weren't buffed but were using muon and vasarian brandy it seemed like we were hit everytime and had no defense at all.
PLEASE PLEASE PLEASE, in the next patch make at-st's vehicles instead of pets and unable to shoot between their legs. Having an at-st takes no skill to use, just shouting A! A! A!. In the movies the at-st's could not shoot directly between their legs either. If you are not going to do this then give me a snowspeeder to follow me around and respond to Kill! A! Follow! Thanks for fixing stacking.
I know it's been said before, but I will add my voice. The defensive mods are MESSED UP!
According to the last live DEV discussion, the defensive mods are now capped at 125 (text of the live chat below.) This is fine, however since I'm no where near the cap, why am I now getting incapped by quenkers now? My 60% kinetic armor now apparently has more holes in it than a golf course! And my melee/ranged defensive mods' effectiveness now seem to vary depending on my weapon. This doesn't make a whole lot of sense unless the DEVs are going to balance out all the combat professions and make them have all the same melee/ranged mods. What's the story DEV team?
[Keldarin] Hey all, Keldarin here, Lead Systems Designer on SWG Live
[17:26] [Brannoc] *MCPrimetime* can we get a definative explanation on which defenses where capped?
[17:27] [Keldarin] In Publish 7 we added a cap for the Dodge, Counterattack, Block, Ranged Defense & Melee Defense skill mods.
[17:27] [Keldarin] These are all capped internally at 125. The UI will show a higher number, but nothing beyond 125 will count.
[17:28] [Keldarin] All other defensive modifiers are in full effect.
[17:26] [Brannoc] *MCPrimetime* can we get a definative explanation on which defenses where capped?
[17:27] [Keldarin] In Publish 7 we added a cap for the Dodge, Counterattack, Block, Ranged Defense & Melee Defense skill mods.
[17:27] [Keldarin] These are all capped internally at 125. The UI will show a higher number, but nothing beyond 125 will count.
[17:28] [Keldarin] All other defensive modifiers are in full effect.
Another thing i found, and i think ive seen some people say something about it, is the stealthed change to HAM costs for specials.
A friend of mine who logged on tonight finally (notice alot of people arent playing as much as they used to before the patch? heh) told me that the devs werent happy with mind buffed/brandied people not having any mind cost for things like headshot, or something to that effect. Dont know if he is right or not, but i can tell you thatusing mindshot nowwill kill anon-buffed person using rifle faster than a Krayt (900mind, 500 secondaries-Mindshot 3- 234 mindpool cost to use on T21 now), using 2 servings of V brandy and my regen rate will keep up with the ham cost forever. I havent tested mindshot 1 and 2, but im sure they arent that much less in cost. which screws over new players more than anything.
This combat "rebalance" so far reminds me of the creature "balance" which simply forced most people besides defense templaters to have to use buffs to hunt almost anything over 6k ham or so, now u have to be buffed for 4k ham or bigger.
Devs, ur living in a dream world if u think most players are gonna live with the combat system all screwed up like it is (and we all know it, even if u dont say anything) for a month, till u release the rest of the "rebalance" that we are supposed to believe will make it all better.I have been playing this game since day 2, and ive heard that line so many times its a joke. Today was the first saturday i can ever remember where over 1/2 my guild didnt log on at all, and of the ones that did, 1/2 of them werent on for more than an hr or so.