Development Cycle Archive
Thread: Publish 7: Major Features
What is going to happen about Intimidate?
It is so powerful and it last so long.
For example my saber hit for 1800-2400 , with intimidate it drops down to 700-800 for like 4 minutes.
Isn't intimidate a bit too powerfull?
TH and Devs:
can you re-classify Flamethrower and Light Lightning Cannonas melee weapons since they are used optimally in melee range?
I thought that was done long ago, but I may be wrong.
something i'd reall really really really like to seen fixed is skill attachments with multiple stats work...i get tired of having 2 or more nice stats on a SEA and only the highest or first one work.....not sure if this is a hard fix or not...
Khaameir
As many others are curious, I too would like to know what the cap on stacking defenses will be. Also, which defenses will this apply to? Range/Melee Defense, Defense vs Knockdown/Dizzy/Blind/Intimidate etc.., Block/Counter-attack/Dodge...
My biggest concern, at the moment if you don't stack your defenses as high as you can, a high DPS class will take you out. For example, +210 accuracy on a master TKA; +160 accuracy on rifleman, with a probably +100 accuracy on top of that.
If defenses end up capping at 200, most people don't get that high and a cap is pointless to implement. If the defenses cap at 150, there is essentially no defense against an elite DPS class, it comes down to who initiates the fight, although lower DPS classes can have a good fight. If defenses cap at a ridiculously low level of 100 or so, there's no point for anyone to put more then enough points for single combat class into pvp; investing the remainder into a supplement class like Doctor for self-buffs on demand will be the way to go.
The two obvious solutions are:
A) Don't implement a defensive cap, allow defensive templates the opportunity to compete with a Pistoleer/BH Pistols, Carbineer/BH Carbines, Rifleman, TKA etc... or;
B) Cap the accuracy of every DPS class somewhere around the maximum defensive bonus range; having offensive classes hit 95% of their attacks is as bad as having a defensive class/build avoiding 95% of attacks.
Currently, if you're not a Rifleman, BH/Pistol, BH/Carbine, TKA, Combat Medic type uber pvp class, you need to stack defenses to compete. A Rifleman has high accuracy, but is limited to weak armors if they wish their specials to not kill their mind. A pistoleer/fencer has high dodge to avoid most of the rifleman's hits but doesn't deal a lot of damage in return. There is competition between the two, in that one will miss a lot but kill in a few hits while the other will hit a lot but need many hits to finish the other off. Add in the randomness of 10+ players on each side, and each template has a chance; cap a Pistol/Fencers defense at 100 or 150, and there's no contest against an accurate/DPS class, unless those classes have their attack rating/accuracy similarly capped.
Cap both attacks and defense to create parity, or don't cap either to maintain parity. Capping one but not the other will create a great imbalance.
yoru wrong actually...the carbineer/bh and pistoleer/carbineer combos have no competitition agaisnt defense stacking...they barely match up to a riflemans accuracy, and all a rifleman has to do is master rifleman, not marksman, scout, pistoller, and expert bh....same for carbine
Khaameir
and wary cry is a stupid skill anyway...sure, i use it, and panic shot too, but the reality of it is that i'm not going to stand still for 10 to 20 seconds and let the crap get kicked out of me....its a good skill to nerf
Khaameir
Ualaa_ wrote:
As many others are curious, I too would like to know what the cap on stacking defenses will be. Also, which defenses will this apply to? Range/Melee Defense, Defense vs Knockdown/Dizzy/Blind/Intimidate etc.., Block/Counter-attack/Dodge...
My biggest concern, at the moment if you don't stack your defenses as high as you can, a high DPS class will take you out. For example, +210 accuracy on a master TKA; +160 accuracy on rifleman, with a probably +100 accuracy on top of that.
If defenses end up capping at 200, most people don't get that high and a cap is pointless to implement. If the defenses cap at 150, there is essentially no defense against an elite DPS class, it comes down to who initiates the fight, although lower DPS classes can have a good fight. If defenses cap at a ridiculously low level of 100 or so, there's no point for anyone to put more then enough points for single combat class into pvp; investing the remainder into a supplement class like Doctor for self-buffs on demand will be the way to go.
The two obvious solutions are:
A) Don't implement a defensive cap, allow defensive templates the opportunity to compete with a Pistoleer/BH Pistols, Carbineer/BH Carbines, Rifleman, TKA etc... or;
B) Cap the accuracy of every DPS class somewhere around the maximum defensive bonus range; having offensive classes hit 95% of their attacks is as bad as having a defensive class/build avoiding 95% of attacks.
Currently, if you're not a Rifleman, BH/Pistol, BH/Carbine, TKA, Combat Medic type uber pvp class, you need to stack defenses to compete. A Rifleman has high accuracy, but is limited to weak armors if they wish their specials to not kill their mind. A pistoleer/fencer has high dodge to avoid most of the rifleman's hits but doesn't deal a lot of damage in return. There is competition between the two, in that one will miss a lot but kill in a few hits while the other will hit a lot but need many hits to finish the other off. Add in the randomness of 10+ players on each side, and each template has a chance; cap a Pistol/Fencers defense at 100 or 150, and there's no contest against an accurate/DPS class, unless those classes have their attack rating/accuracy similarly capped.
Cap both attacks and defense to create parity, or don't cap either to maintain parity. Capping one but not the other will create a great imbalance.
Guess what all the bugs we started with in CH we still have. Plus we get a whole new set of bugs. One request, fix the darn bugs before you publish another whole new set Mr. Poke Pet Thunderheart.
You can't even get one thing done right. Oh and yippee no more warcry, you just screwed every master swordsman, brawler in the game. Thanks again Mr. Thunderheart. Who gives a fig if i can ride real fast to my death.
FIX THE DAMN BUGS FIRST!!
SkyPreacher1 wrote:Guess what all the bugs we started with in CH we still have. Plus we get a whole new set of bugs. One request, fix the darn bugs before you publish another whole new set Mr. Poke Pet Thunderheart.
You can't even get one thing done right. Oh and yippee no more warcry, you just screwed every master swordsman, brawler in the game. Thanks again Mr. Thunderheart. Who gives a fig if i can ride real fast to my death.
FIX THE DAMN BUGS FIRST!!
They haven't fixed the new bugs that came in the last publish. What happen to all the hotfixes? Getting really sloppy. Seems the more contents they add, the more things they end up breaking.
The vehicles still autostore, and you still fly off of them, stat buffs are still messed up (IE your ham don't even move when you get hit), and other old issues.
Fix all the broken professions and the BUGS FIRST before adding all these new contents, all it's doing is adding more bugs.
All I can see from the next publish is tons of new bugs on top of these known bugs that's in the game.