Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
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.
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.
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.
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.
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?
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 damageWith my VKs, I was hit 30% of the time, for a third of full damageI 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_OI 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.
agree 100% & cheers to you for saying this
however
I would like to know, all BS aside, what exactly the changes were
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?