Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
cwhooks
Fri Jul 16, 2004 3:14 pm
#560
Balance DPS, including AP, across all of the elite combat professions for their profession main weapon(s) using no special attacks. Let profession specials and weapon damage type be the difference between elite combat professions!
Telemake
Fri Jul 16, 2004 3:15 pm
#561
Make armor drawback a cap depending on the armor type instead of a malus and apply it to sub-caracteristics while keeping base HAM the same : cap willpower / focus / strenght / constitution / quickness / stamina, don't modify base HAM.
Starcloud
Fri Jul 16, 2004 3:18 pm
#562
I've been thinking about this one for a while; Remove Ranged Damage Mitigation, reduce Ranged Defenses, and reduce creature's resists to Energy, so that blaster-wielding professions can return to prominence over the melee professions.
IMO, melee professions are toocommon in the game.
Crimus
Fri Jul 16, 2004 3:20 pm
#563
One thing for the Devs, and the rest of the community to consider the request of nerfing buffs, is that although this suggestion is a great one for PvP, one that I personally am all for, and does in fact adress the question and topic of this post...making that change would completely unbalance the PvE part of this game, and would leave all the non pvp'ers very unhappy customers.
Koelind
Fri Jul 16, 2004 3:23 pm
#564
Weapon switching delays need to go! I makes all combat 1 weapon dependant and all spam. It has really hurt PvP.
Varibag
Fri Jul 16, 2004 3:26 pm
#565
Ranged professions = to melee professions
and implement the specials bar (no more killing yourself)
Servalac
Fri Jul 16, 2004 3:29 pm
#566
Please make all armors useful in some way so that not everyone has to wear comp armor eg: tantel as a good melee armorwith high kinetic resistsor padded as a good all over resists or comp with high energy & blast resist that kind of thing
MarkAStewart
Fri Jul 16, 2004 3:31 pm
#567
Make being the Master of an elite combat profession *mean* something, I'm tired of having to get buffed, buy food, get armor, get it sliced, etc. just so that I can go fight.
Tsalmaveth
Fri Jul 16, 2004 3:31 pm
#568
As a Rifleman, I say that if you must reduce our speed or make mind healable that our rifles get a an increase in dmg since the reason for the changes to our T21 was that with an unhealable pool like mind to target, having the T21 do such high dmg was unbalancing. If we shoot slower and the pool is healable, then we need to do heavy amounts of dmg in the few shots we get before a melee class or pistoleer takes us down.
As Ranger, I suggest an actual bonus to help us actually be the best hunters in the game. + to hit creature, + to Melee Def (creature), + to dmg (creature) or atleast let us harvest all resources off a creature to distance us from scouts for the skill points we invest.
Mangiacapra
Fri Jul 16, 2004 3:39 pm
#569
Reduce the effect of combat medic attacks, I can't believe they were meant to be able to strip a 3.5k mind pool in 6-8 ticks. It's too late to cap experimentation as there's so many insane strength CM packs around this would be impossible. e.g Limit the str to 200-250 in line with most good ns lances, limit the duration the same way, also make it so that they can't stackt them, and can only re-apply once its cured or expired (can still put dot's on other players). Also make it so the average combat medic cant beat the olympic shot put record when throwing poisons.
Message Edited by Mangiacapra on 07-16-2004 03:42 PM