Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
I'm not crying "stealth nerf" here. Just the same observation from a couple of people. I took more dmg than usual earlier. I'm a master commando, master smuggler so i don't have any skills that could have been capped. NPC's just don't seem to miss me at all. Even running at 10m around an npc with a rifle they still hit. Some other folks observed more damage than normal too. Granted it's second nature to see something like this after a patch, but this was pretty noticable.
What has everyone else seen?
COMMANDO ACID RIFLE:
->Specials (Acid Cone/Acid Single)do not calcuate HAM costs correctly
->Speed/Accuarcy: Accuracy fixed not though i think
->Animation: much better, but not loud enough, needs a deeper tone and bigger/longer animation (this is the big dog acid gun right?)
Boatsheets wrote:
/agree
Pale-Toraus wrote:
Since Warcry works as a cone instead of a radius, and nothing ever, ever attacks in such a way that there is more than one mob in the cone that close to a melee person, Warcry no longer has any functionality at all in the game. I can only delay the mob I am currently engaged in combat with, which I will hit again within one second, rendering the Warcry null and void for that mob.
I agree that it may have been overpowered before, however, without a radius effect there is no point whatsoever in its continued use or existance.
Carbineer Specials have been improved:
The dizzy effect in /fullAutoSingle1, /fullAutoSingle2, /fullAutoArea1 & /fullAutoArea2 have been improved tested /fullAutoSingel2 and /fullAutoArea1, both worked
/actionShot2 now hits all targets in the area of effect.
worked
Defense / To-Hit Fixes: Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.
seemed to work, creatures are hitting me more often I think
Now I'm totally fed up.
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Can you please be more vague in upcoming publish notes? I mean seriously, this is giving just too much away about significant portions of the game.
Oh no, sorry, that was /mood sarcastic. The devil is in the details. Does "defense" here refer to Def vs. or does it refer to "melee/ranged defense" - or to both? Does this also mean that as a master pikeman/brawler, I've got 37 melee and 30 ranged def - yet when I switch to a stun baton these mods climb to 81 and 74? Or is there some other cap that is going on here. Since we, the end user, have no idea what you, the developers, intended - you need to bloody tell us!
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Now that the melee classes no longer have a delay (the single most effective way to reduce the effects of kiting in pvp), can we ask that smuggler ALSO lose their delay? Sorry, wrong rant.
In order for warcry to work as a "method of crowd control" as intended, it would be most effective to change Warcry 1 to a 15m radius and Warcry2 a 30m radius. Or some variation therein.
what is the cap for Melee/Ranged Defense?
what is the cap for Dodge/Block/Counterattack?
Will skill attachments allow you to exceed the cap?
Will food allow you to exceed the cap?
what will Center of Being do to the cap?
WE cant decide what profession or do anything at all in this game as far as grind until we know this information