Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

Leonae
Mon Mar 22, 2004 7:56 am
#183

TKM here, and I have not noticed anything new for me in this combat patch. No Armor, no buffs, same missions as before, same results. Anyone who says low level critters can kill a TKM is lieing - unless he is such a spoiled powergamer that he considers rancors low level critters. For me nothing has changed at all.


Riflemen whining about getting wasted by nunas? Ohh... too bad the Devs fixed the rifle bug. You got spoiled by having a rifle make you 2.5 times harder to hit in melee. Now adjust and stop whining. Remember when wielding a rifle meant you took 2.5 times the normal damage in melee? Those were hard times.


Really, if all your complaints center about how much harder the game became... then stop it. I heard too many moan how easy it was, how there was no challenge and stuff. Now you have a challenge, try to meet it instead of moaning and whining.

brmatty
Mon Mar 22, 2004 10:17 am
#184

I am a master commando and I have noticed a big difference in using my specials and getting hit. I have a probot droid that I use when taking down fambaas. Now, before publish 7 with my probot, I could handle 2 fambaas with relative ease. I took damage and they'd usually incapmy probot before dying, but that's ok, at least I could make it then.


After publish 7, I took out a new combat probot (not my pre-publish 7 one which is useless) and decided to take out some fambaas. Well, these fambaas never missed my probot or me. I was able to use /flamsingle2 on each of them just before they incapped my probot and just before they MIND incapped me. While I was incapped both fambaas died due to the flame, but my Health and Action were at 1/2 and my mind was gone. This is very different. So, I tried again, and unequipped my FT, then they did less damage to me and even missed, but I had to re-equip it do do more shots. Any time I have my FT or HAR (Heavy Acid Rifle) equipped, I take massive amounts of damage and the MOB or NPC never miss. However, unequip any of my heavy weapons, and I don't take much damage and the MOB or NPC miss.


wickstation
Mon Mar 22, 2004 12:52 pm
#185

I disagree that these changes are bad. Yes, I get hit more often. Yes, I can't tank indefinitely and have mobs miss me 90% of the time. However, what has been sorely missing in this game is a challenge. Everyone is always whining about how there's no 'high-end content' and that SWG is 'too easy'. Well... now it's much harder. And yet everyone is still whining.


I feel sorry for the Devs because even when they give us exactly what we want, we're still unhappy.


Cheers for the combat changes. I missed getting out of tough battles by the skin of my teeth. Combat is more intense now, and maybe I'll incap more often... but I'll have more fun while I'm doing it.





-------------------------------------------------
Icio Volighter - STUN
Chimaera-European
Rare items, components and skilltapes vendor at 1258 -4801 Outside Coronet
RaghunathRao
Tue Mar 23, 2004 1:46 am
#186

Im curious if you gys even read what we have posted. How is it whinning when we are getting no apparent Melee Defenses in combat while using rifle/commando weapons/pistol etc? WE didnt put melee defense in all the proffessions. So I dont see how its whinning to want to know why we still get melee defense in ranged combat proffessions, and yet cant use it cause we have a ranged weapon (which is what the proffession gives certs for)? And im sorry, but a melee to hit bonus on ranged person that effectively negates the melee (or creatures) accuracy mods is a total joke. Unless of course, to "balance" (that word is become a vile swear word in the game now, heh) combat ranged weapons people get a to hit bonus at more than 20m from a melee person that totally negates our accuracy mod. I bet you would be "whinning" then, when you get hit everytime someone with a ranged weapon or an NPC whith a ranged weapon opens fire on you and hits you 9 outa 10 times.


And yes, I have noticed the stealthed time change on stimpack use. That has also cause me to suffer alot of incaps. I used to fight unbuffed and do 2 specials, 1 heal, rinse and repeat if i was working on a proffession and didnt have alot of the def mods yet. now i have to do 1 special, 1 heal, rinse and repeat, and still get incapped quite a bit.


And the "moaning and whinning" is less about how much harder the game is, which isnt all that bad of an idea as you say, but because ALMOST NONE OF THE CRAP THAT WENT INTO THIS COMBAT CHANGE WAS DOCUMENTED, AND THEY HAVE IGNORED OUR REQUESTS FOR INFORMATION FOR OVER A WEEK. Now, if you are willing to keep throwing out money every month even though you have no idea what is being done and having the devs ignore you, fine. The rest of us though dont accept this. I bet you played and shelled out money for EQ for 4 years before SWG right? If the devs dont wake up, the only people playing this game soon will be the old EQers, or the few that havent gone BACK to EQ (most of the ones i knew in game went back months ago). And that will only last until EQ2 releases.



Rag Rao
M BH, M Carbineer

"You Are in Command now Admiral Piett"
RylanStorm
Tue Mar 23, 2004 5:40 am
#187

Agree with the panic shot comments.


This is not a skill that is gained easily, as warcry is. It has been nerfed to uselessness.



__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


Sysmai
Tue Mar 23, 2004 8:11 am
#188


First off, I don't really post in the forums that much, unless I really see a problem. Also, I agree that the defensive changes or either broken or capped too low. Added to that I could care less what other people say about this post or any post in this thread on the subject. So, if you intend on flaming this you will probably be talking to yourself because I really don't check the forums that often; I just let it ride til I see a major problem. Here is my proposal (short and sweet).


People in this game do different professions because different things are important to them. Whether it be PVP or PVE. You see people who are say Master Heavy Swordsman, they dominate in PVE. Commando's given that only one of their weapons truly works can take out a slew of Stormtroopers in one or two flame cones.

I, like many, created a defensive player because its just what I like to do. I made this player long before and outside of any band wagon/flavor of the month of my professions came through. Cause we all know Flavor of the Month Profession = NERF. So, for those of us who have been these professions, and start suddenly seeing more and more of you because of something new discovered or created, get worried.


Enough babbling......If you want to balance the classes because of whining, and yes of course this is why nerfs happen. It is probably because someone keeps getting beat in PVP. WELL THEN KEEP IT TO PVP! If you want to throw in a nerf like the defense caps (assuming that they are working right now anyway, instead of breaking the whole thing) Why not keep it to PVP, because we were told when the Creature Handler Profession got redone to stop dabbling, that players would now be given the ability to tank in order to keep PVE BALANCED. So then keep it balanced. If you want to keep the caps fine..and these are strong words coming from a TKM/Fencer/Rifleman...but make them activate in PVP like the 75% reduction. Then that would make plenty of people happy. I know I would be.


Recap: ACTIVATE THE DEFENSE CAPS IN PVP ONLY...LEAVE PVE ALONE...LET US KEEP OUR ABILITY TO TANK AND HELP SUPPORT OUR FELLOW COMBATANTS.
Sysmai
Tue Mar 23, 2004 8:13 am
#189

not really very short and sweet LOL...I got carried away..sry.
alioninwinter
Tue Mar 23, 2004 11:11 am
#190

It would be nice if your programers would read the code and double check their changes to make sure what they programmed is what was intended.

ie:
Melee to-hit vs Riflemen
All to-hit mod food

And why the fixes can't go in "hot fixes" is beyond me. They are critical in many cases, the melee to-hit vs Riflemen for example made Riflemen almost unstoppable, especially if they had a defense stack.



==================================================
Master Dragger, Drunken Friar
Gabriev
biggabamafanof
Tue Mar 23, 2004 11:21 am
#191

Well way over a week and not a single word on whether they feel they made an error in program the def changes. Probably a sure sign that they broke something. Its the SWG dev way... break it and keep quite.


TH,


Please get with someone and get some answers!!!! Is this working as intended? Why would you stealth nerf defenses for PvE just ot appease a few whiners in PvP? Come on this thread has been open for a week and not a single post by anyone from Sony. Does anyone care?





Atwaw
TKM and Master Pistoleer - Pre CU
Post CU - MBH and Master Rifleman.
Post NGE - Account Canceled due to poor game design!
alioninwinter
Tue Mar 23, 2004 11:38 am
#192



Photii wrote:
My character is a Master TK / Master Commando. My melee defenses are +94, and my ranged defenses are +92.
Last night, I had a rather amusing encounter with a voirtor dasher. I noticed that when I was using a ranged weapon, I was being hit consistently. It incapacitated me. That never used to happen... Out of morbid curiosity, I started to record my combat log for the night, and to continue engaging creatures. This is what I found:
Against a pure melee creature, that has no ranged attack:
With a ranged weapon in my hand, I was hit 90% of the time, for full damage
With my VKs, I was hit 30% of the time, for a third of full damage
I know that the damage mitigation is toggled according to the weapon in your hand. That is old news. But the difference in defense is startling. Either the melee defenses are toggled off when you go ranged, or the to-Hit bonus of melee against ranged is so high as to entirely nullify the ranged person's melee defenses. In effect, it brought my +94 melee defense to virtually +0 defense. o_O
I hope this is not intended.
po Allya, Sunrunner





In this case, the problem is most likely you are holding a Flame Thrower, as it is a Heavy Weapon, like the Rifle, melee gets a to-hit bonus against you, thus negating some of your defense. Try holding a Pistol in melee.



==================================================
Master Dragger, Drunken Friar
Gabriev
Krash32
Tue Mar 23, 2004 1:44 pm
#193


agree 100% & cheers to you for saying this


however


I would like to know, all BS aside, what exactly the changes were


dkleinw
Tue Mar 23, 2004 7:54 pm
#194

Okay, I am Master Marks, Master Scout, BH 0/0/0/3 and Ranger 3/3/4/4. I only play PVE. My character can't play PVP, or more correctly, I can try and get incaped or killed in less than 40 seconds LOL. I have very high quality Ubese armor designed for kineteic/melee combat. I have very little defensive abilities. I consider myself a "Big/Dangerous Game" hunter. Before patch, I had to buff to hunt Pikets, no problem. I could hunt unbuffed but would take 2 hours to clear a nest. Buffed, it would take me 20 minutes, and that's with lightening cannon. I was bothering no one. I was not "unbalancing" the game. I hunted enough to supply my guild members with resources in exchange for goods and services and to cover my travel and supplies cost. After playing the game for 4 months, the most credits I ever had at one time was 103,000. Once again, for my characters life style, it was more then enough. Since the patch, I have noticed that when hunting pikets buffed is harder then when I used to hunt them un-buffed pre-patch. I have had to cancel missions against level 24 creature nests while buffed and going solo. Just couldn't do it. A piket used to hit me 35% of time. Now, it is 100%. Also, damage is done to my Mind HAM on EVERY and yes, I monitor the Combat Que, EVERY HIT. A Ranger is supposed to be the ultimate PVE. Now when unbuffed a Kaadu nest gives me a run for my money. I emailed this as a bug to the Devs on the very first night of Patch 7. No response. Now some can say a TKA or Commando should not be tanking Pikets. BUT a NEAR MASTER RANGER, with Master Marksmen and 3 boxes of BH lightening cannon. I was once the Master of the wild, I roamed alone and unafraid on all planets except Danth. Now, I have to be careful on Talus. The devs have sucked the fun out of this game. What else does the Ranger/Scout perfession have but roaming the wilds, exploring and hunting? Why nerf us??? I am sorry about the long post. But I am mad, and will not renew if this in not fixed.
Leonae
Wed Mar 24, 2004 2:08 am
#195

Master marskman is nothing. Novice BH with lightning canon 3 is not much better - you lack the KD/dizzy/blind/bleed options of the other BH lines. Ranger? Offers much in combat? Not to my knowledge. Honestly, you got one of the worst templates. Any master of an elite combat profession will do much better. A cl 24 lair taking 20 minutes buffed? And that was prepatch? Ugh.


I would rethink your template, and think hard about dropping BH for another, cheaper combat class. The LLC looks impressive, but is generally slow and makes you a a sitting duck in melee. Maybe rethink your tactics - do you use all your specials, like threaten shot, posture changes, bleeds etc. from marksman? Do you kite?



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