Development Cycle Archive
Thread: Corellian Corvette Feedback
From what i have read so far in this thread most of the groups that have successfully completed the quest had a Jedi or two with them to take and deal most of the damage. It seemsthe Corellian Corvetteis the new Jedi fun park where Jedi holdour hands so we can get shiny new badges and a speeder. You can bet BHs will findthe best place to camp now are the hidden rebel base and the emperor's retreat.
The quest should be hard enough where TKAs or riflemen cannot solo. My group yesterday received a brutal thrashing. Master riflemen, TKAs, swordsmen, pistoleers, commandos, etc. got beat down hard. I will admit we probably could have used more fire discipline, but the inability to rebuff or keep buffs after cloning killed any chance of completing the mission. It simply became a game of survival as everyone ran for the escape pods trying not to incapped three times along the way.
At a minimum these need to be changed:
- abiltiy to rebuff and heal wound or keep buffs after cloning.
- no shooting through walls or floors
- no camping the clone site
- no decay on cloning
If these were fixed i believe we could get through the quest.
DEVs need to fix armor so that it does not decay on death. Total B S! It already gets banged up enough from combat.
From what I am gathering here, people that are going up there are not happy for a few reasons....ie, the huge kinetic resists, the armor hole, kinetic comp not helping, etc.....well.....it seems to me that there are some other professions in this game that actually might be more useful here rather than the standard TKM character! I have yet to go up, but I've seen some posts where they say that the MOBs are weak to blast, possibly cold and electricity. Well, it seems to me that you might actually need some pikeman or swordsmen!
You mean I am useful for something in this game!!?!?!?!!?!?
Also, from what I have heard, these MOBs have mostly energy weapons.....so just invest in a energy comp armor suit.
Oh, and I agree, not being able to rebuff SUCKS. I rely on buffs to fight, so please fix this ASAP.....
And lastly, gotta work out some type of insurance, getting degradation on your items when it ain't your fault is REALLY stupid.
Saratoga wrote:
abiltiy to rebuff and heal wound or keep buffs after cloning.
- no shooting through walls or floors
- no camping the clone site
- no decay on cloning
If these were fixed i believe we could get through the quest.
DEVs need to fix armor so that it does not decay on death. Total B S! It already gets banged up enough from combat.
First off I would like to mention that my group did not have a Jedi in it when we completed the dungeon. Secondly your point that you should be able to rebuff or keep your buffs, would be the same as a nerf! Thats the whole point of this dungeon to make it as hard as possible and personally in our group only 2 of us died. So all that you really have to do is have an excellent Doctor and/or CM there to ensure that you survive. Now I dont really like the decay, but hey thats half the fun of it, No pain no pleasure! One thing is for sure it will prevent alot of amateur groups from attempting this place, just on the basis of having to buy new expensive armor. Your points 1-2, however, I do agree with. DO NOT NERF THIS DUNGEON! once you know how to beat it, it really isn't all that hard, all it really requires is teamwork and quick-thinking.
iluvatar
You want a challenge again? Stop using uber armor and uber buffs. Play the game the way it was initially balanced. Instant challenge.
muzzyman81 wrote:
That brings up a dang good point. When are us normal people who just want to go and tackle something with one or two of our friends gonna get something? Like the person said, when are we going to get stuff geared to lower classes? I was looking at the "schedule", which I know will change, but it seems the only people who don't have to kill Mega-Monsters are going to be Entertainers and/or Crafters, which is fine by me but what about the group of guys/girls who are only 3/2/4/2 Marksman or even Novice Elites? Why do you have to have Krayt Weapons, buffs, more foods and drinks than a New York bar to have any type of fun?
sunvalleyguy wrote:
How in the world is a 20k ham robot killing 10 elites? We are bufed, 80% comp-armor, come on, the realism here is just a nightmare. Im not saying I should solo a Robot, but 5 elites to one would be great. Think of it like this, If a npc Dark jedi master with 100k ham ran atround and I was also a Dark Jedi MAster, same force powers, why is his Ham OUTRAGOUSLY more then mine? You talk soo much about balance, sounds more like unbalance for us! KEEP IT SIMPLE,DONT KEEP US DOWN!
I don't know what game you've been playing, but the only Dark Jedi Master NPC in this game has over 300k HAM, not 100k. ![]()
The problem with player HAM bars is quite evident in the fact that master doctor buffs are NEEDED for even basic combat. If my master fencer isn't buffed, he can still fight a couple Force Crystal Hunters and survive, but he has to heal himself every 10 seconds to avoid killing himself with his skill costs. These hunters spam specials left and right (just read the combat window), yet they never expend a single HAM point to use them.
Eventually, players will have to gain HAM points over their careers, or maybe just start with far more than 4500 (6100 for Wookiees?) total stat points, with a reduced effect from substats.
Jigen