Development Cycle Archive

Thread: IT 7-2 Preliminary Combat Balance Changes

SWG-Runesabre
Sun Feb 29, 2004 10:42 am
#27






electricnomad wrote:


As for the Panic Shot change, you just broke another part of Smuggler for no good reason. You're clearly trying to weed out the huge 20-second delay of Warcry2 (and probably the powerful Novice Brawler skill of Warcry1), and that's understandable. So why not cut Warcry1 to 5 seconds, and put Warcry2 and Panic Shot at 10 seconds? If you're worried about people KDing a target and then delaying them there, why not count a Warcry/Panic Shot as a KD against someone who's knocked down, meaning that they instantly spring back to their feet? There are many creative ways to fix the situation.


Sowhy attack Panic Shot to accomplish that goal? There's already almost nothing in the Smugglerprofession that works (yeah yeah - wait for the revamp, you'll say, but that's been the Devs' line since Summer 2003, and anytime you play that card we know it's a joker). Now you're stripping away something that actually DOES work, and in fact somethingthat's probably THE most useful move in the whole tree.



Here are some of the many differences between Warcry and Panic Shot, and how I would justify leaving Panic Shot as-is:




  • Warcry is a scream.
  • Panic Shot is a flurry of pistol shots.



  • Warcry1 lasts for 10 seconds, but Warcry2 lasts for 20 seconds, and both are on a 30-second timer.
  • Panic Shot lasts for 10 seconds and is on a 30-second timer.



  • Warcry has no defense other thanfailure on the part of the Brawler.
  • Panic Shot can be Blocked, Dodged, Counterattacked, or simply missed.



  • Warcry doesn't cause any damage.
  • Panic Shot does damage to a target if it hits.



  • Warcry1 is a Novice Brawler skill, while Warcry2 is in the Master box of a starting profession.
  • Panic Shot is a 2nd-tier Hybrid profession's skill, requiring skills from three differentskilltrees to use. In fact, Smugglers use a branch of the Brawler tree as a prerequisite, meaning that it's a stepping stone to more powerful abilities.



  • Warcry has all of its effectiveness in the Brawler tree. Once you are a Master Brawler, you have the best possible skills to use Warcry effectively.
  • Panic Shot depends on Pistol Accuracy to hit a target. There are no Pistol Accuracy modifiers in the Smuggler skilltree - they're in the Pistoleer skilltree.



  • Warcry1 is acquired by spending 100 credits and 15 available skillpoints. Warcry2 requires 77 skillpoints,620 Apprentice XP,and 364,000 points of different melee combat XP.
  • Panic Shotrequires that you invest 29 skillpoints in Brawler, 29 skillpoints in Marksman, and 18 skillpoints in Smuggler, for a total of 73 skillpoints. To use Panic Shot, you need to earn 91,000 Unarmed XP and 566,000 Pistol XP. Considering that Pistol Accuracy is needed forPanic Shotto work effectively, however, there's a need to invest in Pistoleer skills. To get only the branch dedicated to Pistol Accuracy, one needs to invest another 20 skillpoints and earn another 1,275,000 Pistol XP. To maximize your chances of landing a Panic Shot, you need to invest another2,450,000 Pistol XP, 56,000 Combat XP, 620 Apprentice XP, and 43 skillpoints. So to be most effective at using a Panic Shot, a Smuggler needs to also be a Master Pistoleer, spending a grand total of 165 skillpoints and 4,291,000 Pistol XP, among other things.


There are many differences between Warcry and Panic Shot. All Smugglers are Brawlers, but not all Brawlers are Smugglers. Smugglers build on the abilities of the Brawler profession and augment them. Both in terms of a skillpoint argument and an XP argument, Smuggler abilities should be more potent than Brawler skills. Brawler is a prerequisite for Smuggler, andthere is NO justification for equating the power of the prerequisite with the power of the advanced skill. By that faultylogic, Unarmed Hit 1 would do just as much damage as Unarmed Hit 3.







I will be evaluating the changes to Panic Shot tomorrow (Monday) when my combat balance designer gets back in town.
Sapperlight
Sun Feb 29, 2004 11:00 am
#28

Thank you for looking into this, Runesabre. All we ask is that you give it a fair evaluation and if your decision is to go ahead with the (unfortunate, in my eyes) change, then give us some insight as to why.



S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


tometaophion
Sun Feb 29, 2004 8:12 pm
#29

You do realize with still such insanely high defenses swordsman at -31 and pikeman at -52 will never hit them, effectively removing these 'old' professions from the game. Sigh.
Aerius
Mon Mar 01, 2004 6:02 am
#30

If they make Panic Shot 0m then there is rationale for not changing it to be like warcry, otherwise that IS your difference. You have a circle of radius 64m of which to do crowd control unlike warcry which is pretty much point blank. Cost of MBrawler = 77 points, cost of Smuggler DF2 = 73 points. You have a point in that you need to augment smuggler skills, but you are not spending these points exclusively for smuggling, infact if you master pistoleer you are gaining the benefits of the entire tree. To say Warcry2 = 77 points, Panic Shot = 165 points is just plain wrong. More correctly stated, MBrawler = 77 points, at least 1/2 of which is wasted since virtually no one masters more than 1 melee profession hence all the modfiers it gives useless. Smuggler+Master Pistoleer = 165 points, where around 15 points is wasted since Smuggler has no direct unarmed skills but all the rest is useful and also conveys all the benefits of Master Pistoleer. Oh yeah, A master pistoleer can woop a master brawler by itself, nevermind the smuggler additions.


I'm not debating that Smuggler is broken in some respects but Panic Shot is way overpowered. In 10 seconds you can usually kill someone in PvP. Panic shot will just be used for crowd control in pvp, making a group of people coordinate targets and such, it's not so bad other than the zergfest of what pvp currently is. Make people coordinate, not who can spam faster.


If Panic Shot is left in the state that it currently is, move it to the master box or something so at least masters have something good that dabblers don't have.






Aerius - DS
DS Armory: Home of 39/67 Stun Armor and 20k 48% Stun PSGs / -500, -4123 Senia, Naboo
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DarthRoscoe
Mon Mar 01, 2004 7:15 am
#31

Try 20 seconds with warcry 2. 20 seconds is a looooong time....

It's bad enough that panic shot (a 2nd tier special in an ELITE HYBRID PROFESSION) is already the same as warcry (given at the novice level of a STARTING PROFESSION).


Also: Smugger requires novice brawler and the unarmed tree, so we are basically getting 2 of the same attack.


Panic Shot needs to stay...



Nino Brown
-Bria
Scorus
Mon Mar 01, 2004 7:54 am
#32

Holds out a bonus, strictly for clarification cookie for TH, et al.:

What all does the 125 cap include? Is that just skills or are other enhancements capped at 125 also?

In other words, lets say I get my skills to the point where I have a 125 vs. Stun (may not be possible, but work with me here). If I then put on some BE clothes that buff defense vs. stun by 25, will that stack up to 150 or still max at 125? If I add a skill enhancement tape, will that increase beyond 125? If I eat/drink/be merry something that will give me a defense vs. stun bonus, will that increase it beyond 125?



Scorus
wyx1
Mon Mar 01, 2004 8:09 am
#33

Do the carbineer dizzy specials work now?



Zubenel Genubi

ATK Master Musician, Master Entertainer, Master Carbicide..
KindredUK
Mon Mar 01, 2004 8:46 am
#34

PLEASE put the 125 cap on melee and ranged defense as well as the secondaries (dodge/counter/block). Its the fact you can't even hit ("miss") them because their defense is so high before I even worry about them dodging it.

If it goes live without this cap we'll be in the same position as we are now.






Kindred
Unlocked 2004-05-12
Krayvex
Mon Mar 01, 2004 9:11 am
#35

Hmm 4 pages and almost nothing about how well these bug-fixes, yes they're bug fixes, are working. There are lots of things broken but the first thing that needs fixed is your testing system. If my main character (read: the only one I have time to play) was on a testing server, I'd test. If I have to start a new character, I won't test. Not to complicated really. This is brought up alot and you folks at SOE still don't seem to understand.


It's important. Throw people at it till you get it done. It's important. Did I mention it's important?





Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



Daker-Naritus
Mon Mar 01, 2004 9:31 am
#36






SWG-Runesabre wrote:


I will be evaluating the changes to Panic Shot tomorrow (Monday) when my combat balance designer gets back in town.





By the way...if you are looking at the warcry changes, you might consider making the range cone of these effects a little wider...


With the current state of warcry, I have a great deal of problems getting warcry to hit multiple targets (as in more than one) because the cone of effect is so narrow.



If you don't widen the effect zone, you are making the effect worthless, because:


(1) The classes that are using these delays (brawlers and pistol users (smugglers)) have really fast attacks. If you try to warcry one mob for crowd control, chances are you will hit the mob (very lowdelay) before you get your target switched to another mob, thereby killing the effect.


(2) Mobs naturally migrate to the compass-points around you (front, back, right, left). If you get into a situation where you actually need crowd control, you will never get all those mobs within the cone you need to get them to make warcry work (that is, without spending 5 minutes maneuvering them while getting hit--by then it is too late).



I really like the "no attack until attacked" rule that you have proposed, and I look forward to it. I think it will give a real function to brawlers (as the mesmerizers (EQ) of the game), and goes a long way to prevent them from being kitable by multiple ranged mobs.


HOWEVER, I think if this change were made, Warcry needs to be a 360 Degree, short rangeeffect to make it worthwhile. It would be the "add stopper," and would be a great addition for melee classes.


Ragnaat
Mon Mar 01, 2004 9:50 am
#37



Krayvex wrote:

Hmm 4 pages and almost nothing about how well these bug-fixes, yes they're bug fixes, are working.






The problem here is that they have structured the forums with an outlined a process of:

In Concept :: Propose Changes & get FEEDBACK
In Testing :: Implement previosuly discussed Changes & get TESTING
In Live :: Publish tested & fixed chages to live and then wrap up discussion and move on

BUT (while excusable with pub 6 changes like the crackdown because the forum stucture was new) they have skipped the in concept step with these combat proposals and jumped straight to the testing phase. This causes much panic amongst the user base who percieve the changes are inevitable and must 'work' to change the course and it totally clutters up the original intent of posts to this forum.

I think TH @ Co. *really* need to take a step back an take all this in and re-evaluate when and where they give out detailed information about coming changes if they want these threads in the "In Testing" to be solely about testing patch notes, and not how we feel about things on test center. Otherwise what we all are seeing in this thread will be inevitable for all testing threads in the future.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
FlipFantasy
Mon Mar 01, 2004 10:04 am
#38

In relation to the Defensive Mods Capping at +125. Is this in any way going to affect Center of Being?



Nerraw Meteora
Master Swords / Merchant extraordinaire

Archus Meteora
Master Musician / Master Doctor
Your complete buffing and civil servant !!
-210, -3555 Lok, Bastion
Crazyboarder
Mon Mar 01, 2004 10:54 am
#39

Just my two credits but, If Panic shot and Warcry are being changed the way they are can we get a positive change as well?


Either take out the 30 second immune timer on them or bump up the lasting time from 10 seconds to maybe a range of 25-60 seconds depending on +warcry skill?





__________________________________________________________
Colonel, Stony Joe. / ( FS) Master Swordsman / Master Brawler/ 4-3-0-4 TK /
Menial Mortar. Master Doctor, Master Weapon Smith Slave to Stony Joe.
__________________________________________________________
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