Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
Trynian1
Fri Jul 16, 2004 11:03 am
#274
Caplire wrote:
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.
Some balance logic:
Any time you have a damage pool that is not healable while all others are. And, only a couple professions can do that damage to that pool you create an unbalance. You either have to give the ability for all professions to hit it or make it healable or take it out.
Valion310
Fri Jul 16, 2004 11:03 am
#275
MAIN POINT:
- Diversify armor to be on more equal playing fields.
EXAMPLES:
Bring Faction Armor up to Compo levels. (both factions) (A GCW fix too ... hitting 2 birds with one stone in theory.)
Give different armor types different pool groups. (Compo good for electric) (Faction good for blast) (Ubese good for Keneitc) (etc)
Dont give armor high Stun. People are picking up Stun which as we all know right now is Compo.... that limits armor use. So make stun protection more "average" or "general" on all armor types.
TH ... I'll have my guild get on this thread and help contribute. 
straiceil
Fri Jul 16, 2004 11:04 am
#276
Fix the damn pistoleer specials and give us something to look forward to like duel wielding
slim151
Fri Jul 16, 2004 11:04 am
#278
I would make the combat classes respect eachother as far as damage, meaning pistols fire fast but low damage, carbines fire medium with medium damage and rifles fire slow with high damage which could also work similarly with brawler in that TKM and Fencer are fast and low damage, pikeman is medium with medium damage and two hand swords is slow with high damage. <----------------- grammatically one sentance
EvadRapsac
Fri Jul 16, 2004 11:05 am
#280
Balance the combat professions so that everyone will have an equal shot against everyone else with only the skill of the player (using their specials etc.) as the deciding factor on who comes out the victor.
mythronde
Fri Jul 16, 2004 11:06 am
#281
For BH's, make fast blast more likely to go through a Jedi's sabre block, along with a ranged weapon that will add to the amount of times you can penetrate their block so we can actually hit the higherl lvl Jedi for once
BaronJedi
Fri Jul 16, 2004 11:06 am
#282
Tone down armor (while making faction armor better)and make buffs percentage based.
Alkanar_Bria
Fri Jul 16, 2004 11:06 am
#283
Make Base countdowns more difficult to stop ie: enter a code
Make it so you cant stop a countdown while in combat
WookieOgre
Fri Jul 16, 2004 11:07 am
#284
JCatano wrote:
Zygorda606 wrote:
As one member stated earlier if you make mind healable all the prof. would be effective in PVP. The reason CM and rifflemen are so strong is becuase we have no chance of healing their damage. If I could not heal my health I would bet everyone would be a Pistoleer. If I could not heal my action everyone would be a carbineer.. I mean really think about it. Give us stims to heal all 3 not just the 2.
That's just a really crappy band-aid.
Allowing mind to be healable would just make everyone put medic into their template.
More cookie-cutter templates = Bad
Not allowing poisons to stack andapplying a 50%-75% reduction is all that is needed.
Actually if you think about it, TH asked for one change. If you could make one change that would balance professions the most what would it be? Forget broken specials, non-ap weapons, different damage types....focus on what would give all professions an equal chance against each other and encourage people to actually *gasp* take up Carbineer or Pistoleer. The only thing that can do that is make the mind healable. Yes putting a 75% reduction in for poisons is great (I hate CM spammers w/ 800tick poisons too), but all this changes is makingRifleman or Swordman the goto profession. You say it makes people cookie-cutter templates just because they will have to pick up Medic.....if you don't have Medic on my server your dead in PvP so I guess we can make this change since were already cookie-cutter
Mankind00
Fri Jul 16, 2004 11:07 am
#286
Put a PvP damage reduction on DoTs (I don't meen the DoT's like bleeds & flame that are caused by a special but on the CM poisions etc & on DoT weapons) not probably around the 50% mark & enahnce the medic profesion to heal poisions at a lower level & have damage packs (they heal mind for those that don't know) insted of stim packs.