For some people that say combat balancing is impossible, I think they're wrong. For others that say the system is already balanced, I say, "What are you smoking and where can I get some?" If you just study the profession skill trees, you can tell stuff is way out of whack. I'm not going to get into every flaw (or glaring mistake really), but I'll share with you a few examples and some of my rebalancing ideas.
First of all, the concept of balancing requires small changes, not sweeping, huge changes. Sweeping, huge changes just cause more imbalance and it doesn't fix anything. To achieve a balance in most anything requires slight modifications on both sides. The very nature ofbalanceis precarious.
Here is another principle about combat balance. Pvp is a much more delicate, precarous balance to achieve. Pve is easy compared to pvp. In pvp you have players in competition with players looking for every edge the can get a hold of. Some are inconstant search of the perfect template, the perfect equipment, the perfect food/drink/spice combo, etc. etc. AI Encounters in pve do not have an intelligence anywhere near what a player can achieve. So pve balancing is easy compared to pvp balancing. That is why pvp balance must be achieved first, and then pve balancing is a walk in the park.
When you're talking about balancing templates, the only thing you can really balance are those characters that spend all 250 skill points in combat offensive, defensive and cmbat suppor professions. Forget about trying to balance a master armorsmith or tailor. These people will always lose in pvp (except in groups)and will never achieve balance. Forget about trying to balance a character who has spent anything less then 250 skill points in combat related professions. That will never work.
People complain about stacking defenses. Currently there is a +125 cap on defenses. If that is too high of a stack, then tweak it down to +120 , +115 or +110. This tweak would properly reduce the strength of high defense templates, and encourage players to curb their defense mentality into something more diversified. Someone might say, well I think the stacking cap should be changed to +80 or we should get rid of stacking all together. No, that is too extreme. Balance cannot be achieved with extremes.
Some specials on the skill trees are either too weak or too strong, or you get them too early or way too late. Sniping Shot for rifleman is a good example of a strong special that you get just by dabbling up one branch. Sniping should probably be a Master Rifleman ability. There are a lot of specials that need to be moved up the tree, down the tree, or placed "out of reach" in the master box.
Weapon certifications on most every profession are awarded too early. They need to be tweaked up and placed higher in the trees.
Some weapons the damage is rediculously high - like flame throwers and power hamers - while other weapons are too low. You can't achieve balance with extreme weapons.
Some professions have a wide range of weapons to choose from, with a wide range of damage types, and other professions have a limited range of weapons to choose from with a limited range of damage types. While one combat profession may be able to deal out 6 types of damage, another profession can only deal out 2. This is not balanced. Of the 7 or whatever damage types, each profession should have the weaponry to deliver 3-4 damage types. For instance, TK has a vibro knuckler that delivers kinetic damage.. oooh. Its the only profession with a damage bonus and they stack that right on top of your knuckler when you finally reach novice.How about a katar that punches through armor and injects acid, or regular brass knuckles (given at unarmed 2), or special brass knuckles that deliver an electrical charge. Each of these weapon would be spread out equally on your way to TKM. On the other extreme, pistoleer's have plenty of damage types to choose from (especially if you go bounty hunter or commando). If you're a pistoleer, you have so much variety you could probably shove a a certainpistolup your butt and give yourself an enima.
Obviously the armor system has to be revamped. Everyone is wearing Composite with a slight vulnerablity to stun. That causes template limitations right there. Doctor buffs are too extreme. It gets everyone focused on hitting the mind. Perhaps if the greatest buff were +2600, we could tweek it down to +2000 and play test that. Stuff like this creates the Rifleman/CM who poisons/diseases at a distance and then does mind shots with a stun damage rifle.
Defensive and offensive combat bonuses should not be located in one branch. They should be spread out in at LEAST two branches of a profession tree. Specials should be spread out more too.
Useless Branches: Many weapon combat professions have them. Every branch in the main weapon-type combat profession treesshould be useful for combat. As it stands now,we have some uselesscombat profession branches that just saves the dabbler skill points. (Combat support professionlike smuggler, bounty hunter, etc. are of course different.)Useful means there should be offensive bonuses, defensive bonuses, specials, and weapon certifications up every branch, making each branch worth pursuing. This prevents a dabbler from doing a 0040 up a profession and then, volla, they get their extreme defensive or offensive bonuses. And again if they're dabbling that way to get a certain special, than maybe that special should be placed in the master box.
Here's an idea that might work especially in the area of extreme dabbling. If someone wants to go up a single branch tohit tier 3 or 4, then they must fill out the other branches 2 levels lower. So if they want 0040 in a particular profession, they must go 2242. If they want 3000 in another profession, they must go 3111. That fix gives a sense of realism to what they are trying to achieve in that profession.
One suggestion I read for balancing out CM's was allowing doctors to a resistance buff against poison and disease.
Defenses should also be balanced among the different professions. For a master fencer to have +74 melee defense/+69 ranged defense, and a master pikeman to have +30 melee defense/+25 ranged defense is rediculous and unbalanced. Here we have one profession that has good/good defense and another that has bad/worse defense. All defenses should be balanced across the professions. There can be differences of course, but in order to achieve balance, you must have slight differences. Maybe 40-60 is a good master melee/ranged defense rating for all combat profession. But understand if that is the case, than no profession should be as bad as 40/40, with a total of 80. Maybe one profession has a combined melee/range defense of 104 and another has 93 - that's ok - slight differences.
The same can be said for secondary defenses and damage type defenses. When one profession has +50 in a damage defense and another profession has +0 against that same defense, then that is rediculous and unbalanced. When one profession has a +85 secondary defense bonus and another profession has nothing, that's ludicrous. (Look at TK. It has the only Defense Acuity ability to help activate secondary defenses and yet it has no secondary defenses! Ofcourse you have to stack TK!)When one profession has +20 to +50 on every single damage defense bonus and another master profession has only two bonuses of +15 and +25, that is insane, not balanced.
Another flaw is the progression of bonuses when you head up the tree. When you go from tier 1-4 up a particular branch, for example, it may provide you with a bonus of +15 in whatever at each level for a total of +60. This is stupid. It should be graduated like +5, +10, +15, +30 for the same total of +60. The bigger bonuses should be pushed higher up the tree.
Also,when you head up a combat profession, the skill point cost goes from high to low - 5,4,3,2 and 1 for master. That's dumb. It should be reversed with 1,2,3,4,5.
Lets look at the Master profession boxes. Some are kick butt and others absolutely suck. Lets compare the base professions master brawler to master marksman. Master brawler kicks but, yet master marksman sucks. You can see all the imbalances just by looking at the other master combat boxes. One master profession is loaded with specials and offensive/defensive bonuses, while another master profession is hardly worth anything. This is obviously unbalanced, and need fixing (tweaking).
Obviously, SWG needs to pay attention to the uber template's. After all these balancing issues are tweaked, if we still have uber templates then we need to finally nerf something. But until all this imbalance is fixed, nerfing is not an option except in extreme cases, such as maybe the poision/disease attacks of a combat medic. (Again, proposed a doctor and entertainer disease resistance and poison resistance buffs to tweak the situation.)
I believe that any combination of rifleman, pistoleer, carbineer, teras kasi, fencer, swordman, and pikeman should be able stand against each other fairly well. This way players who are grinding through profession to unlock jedi and hold a masters in any one of these can still be decent in combat. Not everyone would have to be a master fencer to survive as a one-master combatant. Don't get mewrong though. I believe a slight rock, paper, scissoreffect should exist, but in order for it to be balanced the ephasis is on the word SLIGHT.When a CM can take out just about any profession out there, that's not rock, paper, scissors. That is rock, paper, scissors, NUCLEAR MISSILE. Can you guess which one will win? You can't have both balanced pvp and extremerock-paper-scissors. You can gave balanced gvg (group vs group), but not balanced pvp. Again the rock-paper-scissors effect must be slight in order to achieve balance.
As far as pve is concerned, pvp balancing will solve pve aside from one thing. The monsters need better defenses and less vulnerabilities to put it simply. Theharder ones needto be killed by a group in other words, unfortunately grouping needs to be revamped, but that's a whole other ball of wax. Now, I don't mind someone being able to solo to master, but it should be harder in a sense. Instead of only killing 5 different monsters on 2 planets to get from 0 to master. They should have to go after 15 different monsters on 3+ planets to find the right vulnerabilities/xp payout/quickness of kill that they need. When I solo every master profession on Quenkers and Huurton Stalkers on planet Dantooine.. something is lacking (you think? lol).
Anyway, obviously anyone looking at the profession trees with an ounce of intelligence can tell they are really messed up. No template should be uber over everyone like the CM/Rifleman,Fencer/Pistoleer, Pistoleer/BH 0040, etc..Professions like combat medic, bounty hunter, commando, smuggler etc are beyond my understanding to balance out and I'll leave that to others.No template should be useless in pvp like apikeman/swordsman/carbineer. LEAVE NO TEMPLATE BEHIND!
