Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

Yeraze
Tue Mar 16, 2004 2:37 pm
#14

It's been mentioned on a few forums that the Ranged Defense modifier only works when you're wielding a ranged weapon, and the Melee Defense modifier only works when you're weilding a melee weapon.

Does this also apply to the Squad Leader Ranged/Melee defense modifiers, or can we give Melee Defense to ranged combatants? If we can't, then is it based on the individual or the Squad Leader's current weapon? Have we just suffered a stealth nerf ? :-(



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Boatsheets
Tue Mar 16, 2004 2:46 pm
#15






Pale-Toraus wrote:

Since Warcry works as a cone instead of a radius, and nothing ever, ever attacks in such a way that there is more than one mob in the cone that close to a melee person, Warcry no longer has any functionality at all in the game. I can only delay the mob I am currently engaged in combat with, which I will hit again within one second, rendering the Warcry null and void for that mob.


I agree that it may have been overpowered before, however, without a radius effect there is no point whatsoever in its continued use or existance.






/agree






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EasyMcRhinopants
Tue Mar 16, 2004 2:46 pm
#16

Two questions:


1) Does the hard stacking cap apply both to melee/ranged defense, and to dodge/counter/block/acuity?


2)What number is the cap, exactly?


For instance, right now my melee defense is displayed as176, and I have a hunch that it's not really that high anymore


Smuggler_Caylin
Tue Mar 16, 2004 2:47 pm
#17

Warcry is now useless as it is still cone effect.


Panic Shot is completely and hopelessly useless now.





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Isamu-alva
Tue Mar 16, 2004 2:55 pm
#18

I think i have noticed a stealth nerf to the speed and damage of rifles in the new patch, I also have a combat log full off "miss, miss, miss"

As I type I have been afk shooting a sharnaff lair using my alt character (novice marksman, upto rifles 3) for 15 minutes using an SG82 with a speed powerup attached and i'm about 1/4 way into damaging it.

I also notice i now get more rifle xp off gubbers (140ish) than I do sharnaff bulls (42 the last one).

This morning (UK Time), pre-patch, the xp was about right.

If this is the way to try and balance out rifleman then why are novice marksmans like my alt being forced to suffer?

And to top it off my friends 80% kenetic resist composite was letting through everything that was thrown at him and eating into his 6 buffed stats like he was wearing nothing but underwear.

Sorry SOE but you really messed up the combat this time.





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AnmeldungStinkt
Tue Mar 16, 2004 2:56 pm
#19

A good step into the right direction!


I am looking forward to future combat changes.
Ryutek
Tue Mar 16, 2004 2:59 pm
#20






Smuggler_Caylin wrote:

Warcry is now useless as it is still cone effect.


Panic Shot is completely and hopelessly useless now.







Completely Agree.


/sigh





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



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suroktheslayer3
Tue Mar 16, 2004 3:13 pm
#21

I'm a Master Commando/Master Fencer. I noticed right away that my dodge does not work the same way it used to. While using my commando weapons I get hit everytime by giant worts or banthas and their sort. While using my melee weapon I get hit less often and the dodge abilty seems to kick in but not like it used to be, about one tenth of it's effectiveness (many less effective than that)before the nerf. My question is whether such a severe change was intended, in other words the defensive abilites went from too good to worthless. I fail to see a difference from a master fencer's abilities and a novice brawler.



Surok TheSlayer<RAID>


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OnlyMaestro
Tue Mar 16, 2004 3:18 pm
#22

We need definite answers to defense caps...just so we can build our characters properly.



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Karthrag-Inak
Tue Mar 16, 2004 3:23 pm
#23

so, do you plan on fixing/un-nerfing the double-nerfed bounty hunter carbine specials sometime, or do we just have to buy carbine skills to have ours work properly?



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garvin
Tue Mar 16, 2004 3:30 pm
#24

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.


Were Flame DoTs suppose to be included in this change? There were not included, but some people feel they were suppose to. It seems pretty obvious that the change references Bleed DoT Improvements but I thought it couldn't hurt to have some sort of official response on whether or not Flame DoTs should be targeting an "intended pool"....Apparently the initial attack still targets random pools, but the tick targets the health pool according to some...



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Ragnaat
Tue Mar 16, 2004 3:45 pm
#25

I'm still looking for a simple explanation of what panicshot is supposed to accomplish now and how it can be used effectively.



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Shazeen
Tue Mar 16, 2004 3:48 pm
#26

TH,


I really like alot of these changes and overall I think they are good for the game. The fact that you fixed carbineer, limited defense stacking, and corrected bleeds is a major improvement and an encouraging sign. Unfortunetly, the panic shot change is not one of the "good" changes. In fact, this special is now almost utterly and completely useless to smugglers everywhere.


I have spent my entire day so far trying to find a situation where panic shot is worthwhile - Im still looking. As a method of escape, it is useless. The delay does nothing to stop mobs from chasing you, so once the 10 seconds is up your back to being killed again. This is, of course, assuming that you were actually able to hit peace in time before autofire kicked in and broke the delay. Also, if this is the intended purpose, then it is rather redundant. Feign Death (also broken - but thats another post) already serves the "Im losing the fight, so lets execute the special that will save my butt" slot. Also, in the end, burst run is more effective at this role then anything gained in the smuggler profession.


So that leaves us to but one other option where panic shot can be of use: crowd control. This is the role that it previously occupied, but it is not a role that it can fill any longer. That is because any damage breaks the delay. Any group member which fires an AoE breaks the delay. If panic shot doesnt stick on half of your targets, you can follow up with another panic shot to delay those critters - but your panic shot will break the delay of the first panic shot and your still screwed. Essentially, panic shot is useless as crowd control forever more.


With all of that being said, I dont see how you all can justify this change. It is a nerf if Ive ever seen one. Not only that, but it is a nerf to a profession which is absolutely broken. Return this special to its former (balanced) state, and you will have fixed an 18th of the profession. We were hanging by a thread before this patch, and for some reason the developers decided to take even that away from us. Please help us TH, your our only hope.






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