Development Cycle Archive

Thread: In Concept: One Sentence Combat Change Requests

Shimond
Fri Jul 16, 2004 10:48 am
#209

Put the cap on maximum resists for all armor at around 50 or 60%.

This will enable us to hurt eachother without using dots.

-Shi
NinjaPizzaBoy
Fri Jul 16, 2004 10:48 am
#210

If I could do one thing to fix combat, I would ask TH why he hasn't responded to the Great Expectations post this morning even though it has ONE THOUSAND FOUR HUNDRED AND COUNTING replies.
Skinktor
Fri Jul 16, 2004 10:48 am
#211

Remove tef's completely from the game, disallow coverts to heal /buff etc overts, problem solved.
Fluxxen
Fri Jul 16, 2004 10:48 am
#212

Fix the speed issues so that the "quick" professions can finaly benefit from being fast.











Jirigan "Jinx" Nix
Smuggler and Captain of the Distant Star
Mos Mosel (2764, -3060 on Tatooine) - Roleplaying community
- I support Star Wars Galaxies!
Caplire
Fri Jul 16, 2004 10:49 am
#213

If you take away the abilityof Riflemen to do mind damage, you are going to take away a vital ability of the profession. Riflemen, out of any other profession deserves the ability to do mind damage...they are designed to kill from a distance. And I totally believe that stims should not be able to heal the mind.
ottovoiss
Fri Jul 16, 2004 10:49 am
#214

Get rid of ham costs for all guns attacks.
Regulate ranged combat spam with a bell curved timer per attack.



take care and control
Colehuevuehajin
Fri Jul 16, 2004 10:49 am
#215






Groovymarlin wrote:

Eliminate RECURSIVE macros.






he said COMBAT change



Trunten / Davck
Dark / Azergarde
Warlock
Im back kinda
RandomSOK
Fri Jul 16, 2004 10:49 am
#216

75% reduction to CM poison/disease OR 50% reduction and give us a way to heal/buff/protect against mind damage.
Reese38
Fri Jul 16, 2004 10:49 am
#217

Make Buffs a % increase base on the base stat being buffed and mind healable with stims.
The_Shadow_Jedi
Fri Jul 16, 2004 10:49 am
#218

In the exeption of (Dark) Jedi (who have special protection powers) Force Choke should be an almost instant kill to anyone, this includes buffed Players.

Haywood
Fri Jul 16, 2004 10:49 am
#219

Allow stand alone ranged professions tocompete in PvP. Master Carbineer and Master Pistol are worthless as well asMaster Commando. As it is a Master Carbineer can not stop a Melee profession.




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00111010000011000011000110101111010011010110111000
00101000000010010110000111011000001101110000110101 COL Haywood'
11010011000100010110011101001000001000001110110111 Master Bounty Hunter
11100111100011011001010110100101010110110011101000 01101000110100101101110000011110011010100100110001 Imperial Ace Pilot
10100010100001110000101111101110010010100000000111



Carpet
Fri Jul 16, 2004 10:49 am
#220



ElitrosFF wrote:
People please the armor is not an isssue here.. We all are putting on the same stuff its a constant to have 70% base which is fine.. The greater issue is the bloomin CM's..
Example..
A vs B
A) 80/80/70 vs. B) 80/80/90sliced ok if they are the same profession B) should win. Why because they had money to throw together an uber sliced suit.
now..
This is what you want..
70/70/40 vs 70/70/52sliced Guess what same thing happens as above..





Wrong -- you are just trying to protect your own business which makes this a selfish request than a community request. By leaving resists as they are right now it effectively eliminates all damage types other than stun as being effective in PVP. By lowering resists to 50% the non stun wielding professions (commando, carbineer, tk, swordsman, pikeman) will be much more effective meaning that not everyone will be a fencer or a rifleman.
Jayces
Fri Jul 16, 2004 10:49 am
#221

Make hard mobs challenging as in they are not soloable ever under any curcumstances no matter how amazing you are (with maybe the exception of Jedi but even they aren't invincable).
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