Development Cycle Archive

Thread: Publish 7: Major Features

VipEVX-Nine
Sat Feb 21, 2004 1:25 am
#378

whers the tka dizzy/kd? this is one of the biggest game breakers




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Malovec
Sat Feb 21, 2004 1:39 am
#379

/clap, /cheer, /shout WHOO HOO!



Excellent work. I am glad to see this.Mainly the new mounts. I would like to see at least 15 more in publish 8. Any more vehicles.



Either way good work!





"Dee Doo Dittle, Doottile!" - R2-D2
TrandoshanDroidTech
Sat Feb 21, 2004 1:45 am
#380






krazilac wrote:

Warcry changes...im trying to look on the brigt side here...


If you manage to change it so that the warcry is an AOE and lasts longer then it may be ok. If it can land without having to aggro or hit the target.


but if you take away all the melee class pause attacks..follow thru and take away ALL classes pause attacks. Were already getting kited while we try to get close enough to attack..there not taking damage..NOW what do we do...just keep getting shot while we try to move in. come on! This is very close to being a absolutely worthless skill in PvP. tread carefully.


60 seconds to pull my vehicle after combat..WHY if its after combat then im not trying to make a quick getaway..if im pulling my vehicle I won. Another time sink is a very frustrating bad idea. A game is supposed to be fun...time sinks are NOT FUN!


For the love of the Force give the wookies some armor!!!!!!!!!!!


no im not a wookie but im not blind either.


the majority of the patch notes are cool...but come on did we need 2 more mounts before larger issues are addressed!!






I completely agree! us Wookies need something to fix combat because we die too quickly in most situations. It doesn't have to be armor per se, it can be some special type of clothing that works like armor.... fix wookies already!!



And like someone else said, I agree, we didn't really need two more mounts before the major issues were resolved... despite Cu=Pa's bieng cool to ride.





Danwwgh/Bria

Master Rifleman/MCH
lowkasuckasalatas
Sat Feb 21, 2004 1:47 am
#381

amazing bh droids will work yet a jedi's ability to defend themselves wont. AMAZING job on balance instead of nerfing dizzy ur making it better and no combat medic changes mentioned.





==============[ Osirus' ]==============
a.k.a.
==============[ Belzybub ]==============
-------------------------[ DJK ]--------------------------
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TrandoshanDroidTech
Sat Feb 21, 2004 1:48 am
#382

*Cu-pa... the edit button seems to be broken because when I tried to edit my post, I got a message saying I didn't have permission ...



Danwwgh/Bria

Master Rifleman/MCH
Hlicalanthe
Sat Feb 21, 2004 2:23 am
#383


Reclusenet wrote:
Wrong, at master CM's are bugged or something, they can throw stims DOUBLE the range of their listed range.




Well, not exactly. "Doubling" certain stats of poisons/disease (e.g., range and effectiveness) is working as intended. It's based on the CM's Effectiveness skill which is 100 at Master. The equation for range, for instance, is: BaseRange + CM Effectiveness * Base Range / 100. This means a Master CM will get much better use out of a particular poison/disease than a non-Master.

What I don't think is working as intended is the range. I thought the Devs had implemented a range cap of 64m. After reading your post, I decided to try it out. Low and behold, I could indeed reach further with proper experimentation. But keep in mind there is a trade-off between damage and range.

Though I do agree, the range is in need of nerfing and should be capped at 64m (+AoE for Area poisons/diseases) like every other player weapon.



---

LTC Rycor Sarde (Rebel Alliance)
Master Combat Medic / Eclipse
Elan-Morin
Sat Feb 21, 2004 2:34 am
#384



DeQuosaek wrote:
Um, the way it sounds to me you can use it right before an attack as long as the creature is not "in combat" and it will have the same effect, except over a cone area instead of one target. Yes, it sounds like a little bit of a trade off, but it has the same effect as long as you use it first, which you normally do anyway, right? So now it effects a cone instead of one thing. Maybe I'm misunderstanding, but that's not all bad.





Yeah, you're missing the fact that currently warcry doesn't break when you attack your delayed target; it stays delayed. With the upcoming change, there will be ZERO reason to ever use warcry, since 1) it will break if you attack your target, and 2) it will break if your target is already attacking you.

This ridiculous change just turns 'warcry' into EQ's 'mesmerize'. It's no longer useful.
Woooookieeee
Sat Feb 21, 2004 2:38 am
#385

The fire blanket should be crafted by Tailors, and you should come up with flame retardant clothing schems that have resistance to fire and can go under armor.



-Trol Haybacas-
-Giand Haybacas-
---(Just another stranger)---

GiganticJedi
Sat Feb 21, 2004 3:59 am
#386

Just read the notes for publish 7, and I noticed in all the combat talk, there was nothing about reducing either the damge, or duration of combat medic poisons. To NOT do either in pvp is absolutely ridiculous as all other dots have been greatly hindered, where as CMs have been left as such a powerful class that they stand far and above commandos, bhs, and what have you. They are a bigger problem than any defensive stacking is, and a bigger problem than any bleed dot ever was. This is an issue that needs to be fixed asap. It seems that every combat profession has been hit with the nerf bat, which leaves the SUPPORTING profession as a super combat profession, which is completely unfair, and not balanced at all. It shows flat out unthinking to think that this class needs no balancing.



Khan
Back in a action 5/19
Broke
Sat Feb 21, 2004 4:26 am
#387

For the love of all things holy Thunderheart, throw the wookiees a bone here. You have given NO specifics about wooks upgraded armor class. All I can say is, it better be comprable to the 80% resistance Composite Armor that we cannot wear. I just don't get how it took you 7 major publishes to say, "hey, maybe wookiees are at a slight disadvantage".





Tradewind <ZEN>


Naritus


NemesiS65
Sat Feb 21, 2004 5:00 am
#388

Never thought I would say this but.... It looks great!


Now I just hope it will work


Kweane
Sat Feb 21, 2004 5:12 am
#389

Nice, no fix at all for the broken classes as usual, and wow you add a blanket for flame dots unbelievable, but u seem to forgot that u turned the flame dot to be POS so it doesn't need any cure at all, ya know ticks for 10 dmg aren't harmful.


Well this patch doesn't seem to fix any class, if we have to wait patch 10 to see pikeman and commandos fixed bye bye SWG.





--Sonya Blade - Bria --
--Master Pistoleer/BH--

--Eclair Kirin - Kauri --
-- Master Commando--
-- Master Fencer --

ErazorHarpia
Sat Feb 21, 2004 5:13 am
#390

So I've just read the notes for publish7 and all I gotta say is I am DEFINATELY dropping pistoleer (probably with thousands of others), if by making mellee classes stronger and not doing ANYTHING for the underpowered pistoleer you consider that a balancing then I will drop it in a heartbeat.


NO mention of fixed specials, NO mention of increased damage to bring the proffesion into line with other so called elete professions.



Why do the devs hate us pistoleers?





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