Development Cycle Archive

Thread: IT 7-2 Preliminary Combat Balance Changes

Bal-renco
Sat Mar 06, 2004 9:21 pm
#66

Last night I was told that there has been a delay added to using specials on the Test Center. Since I can't log into the TC (for some reason the TC causes my comp to crash) I was wondering if anyone can confirm this? I heard it was 1 second to pistols, 2 seconds to carbines and 3 seconds to rifles that you have to wait in between using your specials?



Colonel Lek'karion Darktoil
Rebel Master Rifleman "I'm not just a Rebel, I'm an Imperial Popluation Control Specialist."
Chilastra Server: The Crescent Order

God made man, Sam Colt made all men equal.
j-bizzle
Sat Mar 06, 2004 11:39 pm
#67

ill give the devs a million bucks if they improve pistoleer and fix the dang specials lol ok ok well maybe not a million bucks
Jez3an
Sun Mar 07, 2004 2:22 pm
#68

Why are we being nerfed? It is already hard to be a Smuggler without having to also be a Pistoleer - that horrible pistol xp grind.

Since you broke Feign Death it's become 10 times more difficult and now you are breaking Panic shot too? Please for the love of god don't do this, you are making Pistoleer an undocumented pre-req for Smuggler

Please do not make the changes you are proposing to Panic Shot, as it will become utterly impossible to be a Smuggler without being a Pistoleer also. I realise you have to be wary of the Smuggler/Pistoleer combo, but we have to remain a viable profession on our own.

SORROW

Please make Feign Death work again like this:

  • Feign Death should have a maximum duration to it, equal to your FD skill mod. You appear as dead - totally dead in PvP - for that long, but are revealed as alive after that - this will stop insane FD tricks like pretending to be dead for 5 minutes while your Spice downer passes. An incap timer ticking down is an obvious measure to represent this. There is only so long you can pretend for.
  • Feign Death should work Once - and once only - on those who are fighting you at the time, MOB or Player. Once someone has demonstrated once that they were not in fact dead, even a stupid creature is going to be wary.
  • Feign Death should work in PvP to the extent of us seeming dead - once to given target in a given combat. Make there be no difference between Player and MOB interactions. Our team-mates should know that we are faking, but no other.
  • Feign Death should not re-draw aggro from above normal aggro range of a creature.

    These changes would make the skill of use without being overpowered.



    Sherina Elderwood, Bria.
    Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

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OnlyMaestro
Sun Mar 07, 2004 2:46 pm
#69

You have to understand their position on Warcry/Panic Shot -- people were using those skills to get a group of three people to kill things that require many people, not only a few.


It's not that Warcry/Panic Shot are being NERFED, they're being tweaked to still be useful...but in truth no matter how much you scream at a creature, or how often you shoot a pistol at it...you're not going to scare it.



Defensive caps are good thank god, I'm a Master Carbineer who can't hit a stacker while I'm kneeling at perfect range, and they remain standing an unmoving. PvP was better before defenses.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

Shazeen
Sun Mar 07, 2004 3:16 pm
#70




SWG-Runesabre wrote:


We are still evaluating our position with Panic Shot. The changes to Panic Shot will probably stand with Publish 7 until we see how everything balances out with the upcoming Combat Balance changes when we have most everything adjusted we need to adjust. I am still discussing the changes with my combat balance designer and will be able to give you a final answer in the upcoming week.






The live serversare not paying to test this game... period. Yet this is exactly whatyour post is suggesting will be forced upon us. Your plan sounds like this to me: we're going to nerf a working part of your profession, force the change upon the gaming community, and see how much you all dislike it before we even reconsider our position. That quite simply is not acceptable.


This change is absolutely ridiculous, and Im sure if you all took two seconds and looked at this objectively, you would all see the exact same thing. This is not "balance," this is a flat out nerf to an already broken profession. Why do you all insist on doing something so obviously misguided? Panic shot is not overpowered, as has been clearly outlined here and in other posts on a number of occasions (most of which you all decided to delete in your quest for "improved communication" ). The proposed changes to panic shot make it absolutely useless, as several testers (and theorists too for that matter) have already stated. All Im asking is that you and your team open your eyes to these facts before you make the mistake of pushing this to live and further alienate an already fragile smuggler community.





electricnomad wrote:


It's just impossible for me to swallow the concept that "balance" means that a 2nd-tier Hybrid profession's ability should be fundamentally identical to anabilityobtained in the Novice box of a starting profession - and a Novice box that's a prerequisite for the Hybrid profession!


That's not balance at all, unless the lowest level of a newbie starting profession is meant to haveabilities as potent as a Hybrid profession that's invested considerable time, xp, and skillpoints. And if that's the case, we may as well rename this game The Sims.





Here Here! This sums up my feelings on the issue in a very exact manner.




~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


NoxDenosis
Sun Mar 07, 2004 5:01 pm
#71


Seriously all this balance stuff is just insanley stupid, mid way through the game they are just gonna totally change everything, it justseriously shows a lack of professionalism



-----------------------------------
Zox Denosis

Home filled with tons of rare items and loot (on display) located at
-411 -4444 on Tatooine near Bestine/Ancorhead
ArusSaab
Sun Mar 07, 2004 5:10 pm
#72

Someone please email me when the Space Expansion comes out so I can bring my smuggler out of retirement.


You've nerfed Feign Death


You've worse than nerfed Spice, you've made it pretty well useless, who wants a buff that lasts 1/4 as long as new chef buffs AND has a massive negative mod for 5 minutes on top of that?


You introduced "smuggling" then made it so anyone with a droid can smuggle better than a master smuggler.


Now you're removing one of the last 2 combat moves from the smuggler.


Panic Shot IS NOT AS POWERFUL AS Warcry2. It's not as powerful as Warcry ONE for crying out loud - it can be blocked, dodged, counterattacked, missed... And apparently nothing's being done about the TKA KD/Dizzy 30-second delay crap either.


How about you people put away the nerf bats and consider the remote possibility that making a MINOR ADJUSTMENT then seeing if more works needs to be done MIGHT be better off for your paying customers than making a MAJOR ADJUSTMENT and then backing down later?


Is Panic Shot so overpowering that you've left it alone for a whole bloody YEAR but now you have to kill it?


Do me a favor and put the "new and improved" Smuggler profession down in the "newbie" level where it belongs. You obviously don't consider it an elite or even a hybrid profession, so stop making me pay all the extra skill points.


Signed,


A Retired Master Smuggler who might bother to play when the Devs stop making the GAME a CHORE


MonroeThanes
Sun Mar 07, 2004 5:29 pm
#73

any chance youll reevaluate the mob AI? as a mele fighter it gets a bit tiresome when you hit random pools through the whole fight and when the animal is on its last leg it runs away and starts kiting the player. its just annoying having to chase it down



I'm Monroe Thanes and I approve of this message.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vote Democrat! They've got a traitor and an ambulance chaser this time around!
OnlyMaestro
Sun Mar 07, 2004 5:52 pm
#74

I got one-starred from no-talent stackers. Aww....


The Devs are balancing the game, these Combat Changes are good for everyone, and not just a small percentage of the population. BH's can work on keeping Jedi under control, more Combat professions are viable...this is good.





4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

dci321
Sun Mar 07, 2004 6:43 pm
#75

Sugestion: Whenever someone uses an ability directed at the mind pool (head) It should ALWAYS have a 50% chance to miss. After all its suposed to be harder to head a head then a body no? That way peoples would not keep using the same headshot spam all over the course of a battle and it would leave us Doctors some room to actually do something with our freaking mind.
Sapperlight
Sun Mar 07, 2004 8:21 pm
#76






OnlyMaestro wrote:


...It's not that Warcry/Panic Shot are being NERFED, they're being tweaked to still be useful...but in truth no matter how much you scream at a creature, or how often you shoot a pistol at it...you're not going to scare it...






So you're telling me that if someone shot at you, you wouldn't be scared? You mean to say that all the documented fact about the Confederates using the "Rebel Yell" are wrong? You mean to say that if you fired a weapon at an animal it wouldn't run? You mean to say that people don't get scared in combat? Obviously, you've never been in combat, and I daresay you've never fired a weapon, much less at an animal.


The devs have said that they are changing (not tweaking) these skills in order to better fit the combat re-balance. While there may be some utility to a melee character delaying all targets around him while he concentrates on one, there is absolutely no utility to a ranged character. Because the ability only prevents them from attacking and not moving and it has a cone of effect, the net result is that all mobs agro the shooter and are able to attack by the time they travel the 64m or so.


The bottom line is that Smugglers, as a hybrid profession, spend a lot of skill points for their 4 pistol specials, of which 2 are now useless. I also must say that I don't take much consolation in the fact that if I cry loud enough after this gets published, they might consider changing it (to what, no one knows). With development like this, it's no wonder that the Entertainment/Games division of Sony lost over 4% last year when it was supposed to net over 5%.





S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


cshauny
Sun Mar 07, 2004 10:08 pm
#77

The Panic Shot change really is one of the worst things to happen to us smugglers. The feign death I can swallow, but this Panic Shot change is madeness. You're almost making it necessary for smugglers to take up Pistoleer now. Novice Smugglers who don't have Pistoleer for example are going to find it near impossible now to get the 2 million odd Pistol XP it take to reach Master.

Please don't implement this change. Electronomad has already listed why you shouldn't and you DID say that you were looking at it. Now what is all this about putting it Live in Publish 7 and seeing how things go? We aren't your testers. That's what the Test Center is for and over there, when things don't work as *you* intented, they are scrapped. Please do that in this case as well. DON'T push this Live because we all know that you devs have a fantastic track record of changing things after months, if at all.

Please, just drop this change. And don't tell us to wait for the Combat Rebalance or the Smuggler revamp - both of which us players have NO IDEA as to what your vision is. You haven't communicated anything to us about either thing and you aren't taking our opinions into account.



Charm-O-Shaun
Resource Vendors at Zlatan's Vendor Mall [Offer items here]
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Ether_Sunrider
Sun Mar 07, 2004 10:42 pm
#78


CAN SOMEBODY CAN PLEASE ANSWER IF THE 125 DEFENSE MOD CAP INCLUDES THE +25 YOU CAN GET WEARING CLOTHING OR ARMOR ATTACHMENTS?


Let s say I`m a Master Carbineer and therefore have 105 Counterattack Mod. If I wear a Clothing or Armor with  skill attachments add up to +25 Counterattack, with the upcoming changes will my final counterattack total be +130 (125+25) or will it be capped to 125?????


PLEASE THUNDERHART AND RUNESABRE, PLEASE ANSWER THIS BY THE LOVE OF GOD!





Eter Solwalker
~ XenoBiologist~
~ Master Doctor/Master Carbineer~
Looking for a reliable buff vendor at very affordable prices? Visit the MQ Xenobiotics Buff Vendor at Mos Quito Mall! Tatooine -3374, -6336

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