Development Cycle Archive

Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match

Kid_Amigo
Tue Jun 22, 2004 6:39 am
#339




  • What do you think the strengths of professions mix and match are?


  • Mix/match professions are very cool because they allow you to do greater number of things, EG Riflemanare very powerful from range, throw in CM into the mix and you have a great range/mind attack. Other professions such as mixing melee; TKM/Swords/Fencer/Pike allow greater defences against melee and in melee with right tactics you're very powerful. So the advantages of mixing is that it gives you variation, and enhanced abilities.


    Neige
    Tue Jun 22, 2004 8:30 am
    #340

    What do you think the strengths of professions mix and match are?


    great way to add diversity to the game, and lenghtening game life.


    What do you think the weaknesses of professions mix and match are?


    diversity leads to powergaming, powergaming leads to min-maxing, min-maxing leads to the dark side.


    How do you think we should maintain the unique skillset flavor the game is built on?

    Dragonskull2727
    Wed Jun 23, 2004 4:55 am
    #341

    maybe its just me, but i think there are far to few combat professions. i mean 7 in brawler and marksman combined? i think that there should be a profession that takes from both sides, make it hybrid, requiring master marksman and brawler, and make some weapons that could be ranged and melee as well. like using the butt of a weapon to beat an opponent whenever he gets to you(if he gets close enough). i think there are a good number of weapons in the game, for the number of combat professions. however, i would like to see a ranged profession ortwo that is great for pve, as well as one or two melee professions. like having guns or blunt weapons that you can light on fire or shoot liquid nitrogen thru to do MULTIPLE types of damage with each attack. oh yeah, one last thing, pistoleers have been the most overlooked profession in the game, reimburse them please, ALLOW THE MASTER PISTOLEERS TO DUAL WEILD, OR HOLD TWO PISTOLS, ONE IN EACH HAND. thank you very much for the fun game.
    Spook333
    Wed Jun 23, 2004 11:22 am
    #342

    I think the entire armor system need to be rebuild. Before the allmighty buffs was introduced there was a serious reduction of stats when you was wearing armor. With buffs you hardly notice it.


    So what is wrong with this? Well it ruin the SW feeling when you se everyone run around with as much armor they can get their hands on. In the movies few people actualy used armor.


    How to change this:

    1) Armor continues to reduce the damage one recieve, but now reduces defences of all kinds. If you wear armor you will get easier to hit but take less damage each hit.


    2) Defences must be seperate in each profession and not stack. Each defence will be checked against to see if attack misses (and give a misschance instead of just a reduction in to hit).


    This changes make you rely on either armor to reduce damage or skill to dodge attacks (like most persons, except Boba Fet and Storm Troopers, in the movies).
    DarkHybrid108
    Wed Jun 23, 2004 3:53 pm
    #343

    k



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Never shall the blood of the innocent be shed yet the blood of the wicked shall flow free and the three shall spread their blackened wings and be the thundering hammer of god!
    RogueKairi
    Thu Jun 24, 2004 3:39 am
    #344

    The devs need to sit down and go "ok, what if I mix this profession with this profession? Will it create an imbalance profession? Yes, ok.. now we need to somehow block these two professions from crossing over."


    This can be done by either pushing modifiers up higher, creating more prerequisites, or putting stop blocks along the skill path that if you have a certain skill over there, you cant get acertain skill over here.


    It has to be done with all the professions.



    ARAMAXIS
    ±Bounty Hunter±
    Brryn Starwind
    -Master Ranger Veteran -Teras Kasi Master Veteran -Master Doctor Veteran
    There but for the Grace of God go I
    RelAstra
    Thu Jun 24, 2004 11:53 am
    #345

    I think the one thing that would enhance Star Wars Galaxies more than anything would be Grandmaster level tiers that can only be reached with specific Masteries.

    What I would like to see quite simply is something beyound what we have now. Give every player X number of Elder Points that can be used in Elder Classes. These classes have very specific Requirements that promote Mastering classes rather than FOTM builds.

    A Super Healer Class that requires Master Combat Medic Master Doctor.

    An Extreem Creature Handler that requires Master Creature Handler, Master Ranger.

    An Advanced Pistol Class that requires Master Pistoleer and Master Smuggler.

    An Even more Advanced form of Bounty Hunter.

    It's possible to create many different Varients that Offer cool advantages to building certain ways. 3, 4, 5 different Elder Paths for a Bounty Hunter to take based on his or her Mundain skill sets and masteries.

    You get the point.

    Make these classes hard to very hard to level, like the Jedi are becoming but make the reward meaningful.

    IMHO this is the direction the game should be going and not the apparent turn toward devalueing players and their characters. This path is going to loose us friends and further deminish the SWG experience.

    Give us something that will take a year to do and truly reward us for the efforts.

    I hope we all, Players and Devs Look forwards eyes wide open and elevate not only ourselves but the game and the momeries we build together.
    Rockhurst
    Thu Jun 24, 2004 1:21 pm
    #346




    Leana_Txorana wrote:

    IMastering a profession should define a role, dabbling should allow you to fit in where holes exist in a group.




    You couldn't have said that any better.


    It's shameful that Masters of some elite professions feel second class in the areas they are specializing in to dabblers.





    Master Bounty Hunter / Master Pistoleer
    --Force Enhanced--
    CreatureHandlerForever
    Fri Jun 25, 2004 5:31 pm
    #347

    i believe you are talking about publish 11. if u aren't i would like to give feedback anyway. It sounds good to a point. It could use a revamp but not that drastically. new guns etc, is bad. Instead of making new things just change the stats on what you want to rebalance. it makes more sense and is easier.


    P.S. leave in duel pistols and fencing swords
    Verakon
    Sat Jun 26, 2004 1:40 am
    #348

    i'm thoroughly convinced that most of the people posting on this have never PvP'ed for an extended period of time. probably got owned by a master stacker one to many times. anyway, the combat mix and match is kind of skewed at the moment. alot people avoid PvP because of people that 1. grief, 2. are really annoying and wont leave me alone, and 3. are rebels LOL jk. my biggest problem with pvp is that basically that unless you have a stun weapon that does alot of damage or extremely nasty DOT weapons you basically don't stand a chance in PvP. another thing is that composite is basically the only thing you can use in PvP, which has severly drove up the cost of armor. on a regualr basis when i wantto by a new set of uber stun composite armor its gonna cost me at least 800k in creds unsliced. this is why so little combat professions can doreally well in PvP. i remember before the geo cave fencers by themselves sucked because they basically could not deal out the damage the other professions could. rifleman have always been overpowered cause they are the only ranged profession that could actually tank...by my standards pistoleers should be the tanks since they are the one that have the best accuracy in melee range. or maybe be the ranged profession that can take on a melee person whereas rifleman should be able to take out any ranged person...carbineers should knida be a balance of the 2 and should do more damage than all the other ranged professions min to max wise but should be limited to few damage types like swordsman.


    really if we wanted to go by star wars standards tk's should be the best melee profession, godly defense and decent damage..which is basically what they are right now. keeping them limited to just kentic damage type is what keeps them balanced..if they had a stun damage type weapon they would be severly overpowered. fencer's should also be god's of defense but not do nearly the amount of damage they can now with these over powered acklay stun batons. swordsman are fine they way they are right now. pikeman need to be fixed in alot of ways; limited to little damage types, be able to put every status change there is in this game on a person and have alot more defense than they have now...granted that they do have all the best DOT weapons in the game, which i think should be a little more balanced out because not very many other classes get DOT weapons on a regular basis as they do.


    the hybrid professions such as bounty hunters, commandos,smugglers, and combat medics have a whole other story onto themself. BH's are supposed to be the most offensively powered powered profession in the game, but one they can't do nearly as much damage as other professions can and with next to non-exsistant defenses don't stand a chance against other combat professions by themselves. commando's should have every damage type available to them and be able to do massive damage, but should be limited on there accuracy and defense. smuggler's at this time i wouldn't even consider a combat profession at the moment, the only reason some people dabble in it is becuase for their pistol god character they wanted to have a ranged KD. CM's i think are fine right now granted maybe they should make the max on those diseases and poisons they throw at like 700 or 800 at max, cause when your PvPing and all of a sudden you get nailed by a 1300 tick mind disease it pretty much just kills the fun there.


    well i think i covered about everything there combat profession wise and there roles in PvP. give me some feedback so this can be discussed more in depth and we can compare our opinions with one another...which i guess is what TH wants us to do



    Master Pikeman/Fencer/Brawler
    TK 4/0/0/3
    Novice Medic

    The New and Improved Defense Stacker(minus the fact that i can't have anything higher than 125)
    CreatureHandlerForever
    Sat Jun 26, 2004 4:48 am
    #349

    bravo! thats perfect! just do that and combat will be fine, instead of a freaking huge revamp
    Kouru
    Sat Jun 26, 2004 6:47 am
    #350

    Don't know if this belongs here, but I could'nt find a better spot to put this idea. I was thinking about training in the game and how boring it kinda is. You just stand next to someone click a few things and poof...your trained! I was wondering if a better idea, both socially and more entertaining would be for the trainee to sparr for a bit with his mentor (Combat profs) . Even if its just for one minute, but to really take some time and have a neat training session. Perhaps even introduce some training equipment, like cool looking training weapons, not just some cheasy wood weapon, but a nice interesting looking training weapon like a kendo stylestick for swordsmen, low output energy guns for marksmen proffs and that idea. Thats just an idea that I thought would be pretty interesting to see implemented once major bugs are fixed and classes balanced.





    Kouru
    Human/Gen'Dai: Master Commando -Master Bounty Hunter- Rookie Freelance Pilot
    "Commando... those who feel it, know it. To deny it is folly. Obey the flame." - Samun
    Mercader
    Sun Jun 27, 2004 2:44 am
    #351

    combat medics...i know this discussion has been gone over many times, but it is because they have no place in PVP in there current state.


    yesterday at new dublin, defending i was hit 3 times by combat medics, this basically neutralised me form the fight, twice i recieved heals, and whent eh fight moved into the first and second level of the DHQ and we started to lose organisition the combat medic sapped my mind in minutes and left a rifleman who had broken to the second floor first to get me with 1 headshot.


    there is no protection against CM's, we have armor and PSG's for protection against everything else...why not put in gas masks, that can be worn under armor, and have say 60%poison resist maximum, and this could shorten the length of time poison effects, and lower the damage it does, and sometimes completly deflect the poison.


    it seems like a simple idea rather then nerfing mind incaps.


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