Development Cycle Archive
Thread: 19 Answers (6-3-04)
quote:
Lightsabers have been balanced against the system after the combat balance. For PvP specifically, Jedi Knights and above will be balanced for PvP play.
i can understand that but there is the problem that we can barely pierce the damage absorption of defensive templates.
both sabre damage and attack specials are so low that even whitout robes and buffs the sabre is a poor pvp choice and weaken is the main attack used
I've been reading these 19 Answers posts since you started doing them and, I have to say, they are the most laughable excuse for "answers" I've ever read from you folks. Talk about an obvious attempt to playcate the community's concerns since the forums were massively rearranged. You don't answer any pressing, legitamate questions on these posts and what legitamate questions you do show here are simply brushed off with "we're lookinginto that" or "watch for the combat revamp". It's like trying to communicate with politicians in Washington and expecting a substantive response.
It's silly and ridiculous. If you aren't going to give the community anything substantive, then it might be better if you stopped mocking us with these pathetic posts.
Thunderheart wrote:
Lightsabers have been balanced against the system after the combat balance.
Not hard to see it is. Future is not clouded.
Ahh yes... danger, much danger.... and Jedi death coming before combat pass.
Many Jedi will die.... many Jedi will die,
muehehehehe
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eRAZORNew wrote:
Must be convinient to balance something against something else at least 4 months away. Makes sense. Really!
Don't complain until you've been a creature handler. It has already been four months and looks like it will be another 4.
Please tell me you will nerf the CMs before the combat balance in the fall or at least re-evalutate their capabilities. I'm sick of getting a great group together, to be destroyed by combat medics with 600-900 mind ticks. They just do suicide runs from the cloning center and the docs can't keep up.
Here is the big problem:
-Mind is the pool you can't buff or heal easily
-600+ ticks mean that a normal player will be dead in a few seconds. An elite player will be dead within a minute.
-The poison can hit multiple people at once. If you're indoors, such as a GCW base, then everyone will get poisoned. Entire groups fall prey to one combat medic this way.
-Docs can't cure fast enough to keep up with groups. When people just keep making suicide poison runs form the cloning center, you might as well kiss your raid goodbye.
I'm completely sick of taking large groups of 20+ elite players into a city and have them killed by 2 combat medics and 3 riflemen because they spam poison faster than anyone can keep up with and then riflemen finish them off.
If you wont nerf, at least give players better tools to defend against these types of attacks. Give them better poison resist food, or make it so CMs can only target 1 player offensively at a time. Or make it so combat medics can also cure poison from parties.
Right now, beyond a doubt, its what is KILLING pvp.
TheLoneBowler wrote:
eRAZORNew wrote:
Must be convinient to balance something against something else at least 4 months away. Makes sense. Really!
Don't complain until you've been a creature handler. It has already been four months and looks like it will be another 4.
Ah what am I saying go ahead and complain
DarthMaul73 wrote:
Thunderheart, why even have sabers be AP2 if it will NEVER apply?
And if this is true, then wow, our sabers do next to no damage on test center now. An exercise in futility, Jedi duels are.
Thunderheart, this is a *serious* problem. On test 2, a Saber Master with a 4th gen (no crystals) fought against a number of jedi and the damage was in the range of 10-70 pts using the BEST saber moves. A fencer with a decently crafted Gaderfi Batton (not sure on spelling) came over and destroyed the same jedi players using 1H scatter hits. It was VERY disappointing. The time and materials investment for a Jedi to get to Saber Master is absolutely huge. Yet the weapons seem to be extremely weak.
And, keep in mind- these are in fights without buffs. Against players with buffs, or with a single CM support, the lighsabers appear 'useless'. We really need the Devs to get some master docs with decent buff packs on Test2 to show more realistic players duels. Please consider.
Ren
Why not have a poll for each profession so that the question that is asked is the one that the forum community actually cares the most about?
Thunderheart wrote:
Jedi
Our sabers have been changed to Lightsaber damage, which everyone is very happy about. However the addition of "vuln" to all creatures causes armor piercing 2 to not function, due to the way "vuln" is calculated in the armor system (It negates all armor piercing). This means that while nothing has an actual protection from lightsaber damage, everything essentially is getting a 56% damage reduction. This makes our lightsaber damage output extremely low especially in PVP. Can something be done to fix this? Possibly increase the damage on our sabers the appropriate amount would be the easiest solution. (As I doubt changing the core function of vuln to be a time efficient endeavor).
Lightsabers have been balanced against the system after the combat balance. For PvP specifically, Jedi Knights and above will be balanced for PvP play.
Adalie wrote:
Please tell me you will nerf the CMs before the combat balance in the fall or at least re-evalutate their capabilities. I'm sick of getting a great group together, to be destroyed by combat medics with 600-900 mind ticks. They just do suicide runs from the cloning center and the docs can't keep up.
Here is the big problem:
-Mind is the pool you can't buff or heal easily
-600+ ticks mean that a normal player will be dead in a few seconds. An elite player will be dead within a minute.
-The poison can hit multiple people at once. If you're indoors, such as a GCW base, then everyone will get poisoned. Entire groups fall prey to one combat medic this way.
-Docs can't cure fast enough to keep up with groups. When people just keep making suicide poison runs form the cloning center, you might as well kiss your raid goodbye.
I'm completely sick of taking large groups of 20+ elite players into a city and have them killed by 2 combat medics and 3 riflemen because they spam poison faster than anyone can keep up with and then riflemen finish them off.
If you wont nerf, at least give players better tools to defend against these types of attacks. Give them better poison resist food, or make it so CMs can only target 1 player offensively at a time. Or make it so combat medics can also cure poison from parties.
Right now, beyond a doubt, its what is KILLING pvp.
100% agree here. Docs need a area cure, and poisons should be less effective- possibly a % of dmg incurred, not a flat number. IE- a Area Poison C does a 5% 'tick' when crafted with the best materials. Rare materials could raise this to 7%.
Other games successfully use buffs and poisons using % modifiers, which is a natural balance right there. It's still a DOT, it's a concern if not taken care of eventually but it's not battlefield breaking where a single CM can destroy enemy squads in a few seconds. I used to be CM/Doc and did this all the time...
Ren