Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

Tatanka
Tue Mar 16, 2004 9:48 pm
#66


Would be great if there was some indication as to which skill modsare currently active considering how you are armed.


For example... A player picks up some elite carbine and pistol skills. They see that they have a skill of counterattack +80 and dodge +80. When the player holds a pistol, dodge works, but not counterattack and the reverse is true for carbines. This confuses new players greatly. When a pistol is equiped, grey out the mod lines that have nothing to do with pistol combat to prevent confusion.


Also provide some sort of visual indication of meeting/exceeding a skill cap.



_____________________________________________________________
Tyrsell Ratahl::Smuggler::Starsider
"Uh... Had a slight weapons malfunction...
But, uh, everything's perfectly all right now. We're fine. We're all fine here... now... thank you...
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Smuggler Complimentary Professions Guide v1.1

RaghunathRao
Tue Mar 16, 2004 10:54 pm
#67

1st off, cudos for finally fixing carbineer, and for making a hard cap on defenses.


But

A) I am getting hit 2 to 3 times more often today than last nite (no wear near caps), and harder it seems as well (creature vs me and rifle). This melee bonus vs ranged weapon user is totally rediculous. All this is gonna occomplish is make large #s of ranged proffession people drop there ranged proffessions and go to melee (as if the TKA uber proffession isnt already doing this).


B) it appears that in this same situation, that the Savage Quenker im fighting is hitting me more often than last nite as well


C) im missing alot more often than last nite


D) from what ive read and seen, ur melee/ranged defenses are tied to the weapon type your using. Has it crossed your minds that you gave melee defense to Pistoleers and Commandos (and some other ranged proffessions as well)? Pistoleer right now essentially has no defenses since they dont get any ranged defense bonuses just melee.


And I also sufferedalot ofincaps with full buffs, Fighting Savage Quenkers, wheres as it was very rare or wouldnt happen at all the last week ive been working on rifleman fighting same creatures. It finally got to the point i logged off.


This constent lack of information with new patches, and see sawing from one to extreme to the other of proffessions and combat has made me start to anxiesly await the Release of Middle Earth Online. Once it releases, your going to loose another account.


I really wish you guys would have figured out by now, after loosing 1/2 to 3/4 of the first months players, that you need more content, and less dramatic changes (especially when they happen every patch, and go back and forth from nerf to overpower and back again).


Raghunath Rao

Master of Everything and Nothing

Tarq server



Rag Rao
M BH, M Carbineer

"You Are in Command now Admiral Piett"
RaghunathRao
Tue Mar 16, 2004 10:57 pm
#68

Er, B) seems that the Savage Quenker is attacking Faster than before



Rag Rao
M BH, M Carbineer

"You Are in Command now Admiral Piett"
enkidu2132
Tue Mar 16, 2004 11:32 pm
#69

If melee defense only kicks in when holding a melee weapon and ranged defense only kicks in when holding a ranged weapon this is not only unrealstic but it makes no sense at all.


For one thing most melee professions give ranged defense mods as well as melee mods. If the above sentence is true then these bonuses given to all the classes are pointless.


Can we get a definative answer one way or the other on this?

KingBanjo
Tue Mar 16, 2004 11:35 pm
#70

It sounds like the increased to hit that melee combat gets against ranged weapon weilders has been increased to much in this patch.


I know that pistoleers rely on their dodge to avoid being hit, by reducing it somuch they have been severly compromised.





"People demand freedom of speech to make up for the freedom of thought which they avoid" ~Kierkegaard
Fedacorr
Wed Mar 17, 2004 12:07 am
#71

There also may have been changes made, either to the general ham costs multipliers vs. current stats, or to the specials themselves. Mentioned in the notes? Silly boy, no.


Same values, today, in mind/focus/willpower, HS3 that USED to only start showing white on mind bar at 6 shots, now shows white at 3-4 shots. Rifle with 102 mind cost, focus 936, costs 174 mind to shoot, now.
bountyhunter229
Wed Mar 17, 2004 12:45 am
#72






Pykla wrote:

Please answer our question, what are the hard caps on defence mods, what mods are capped, and can food/attachments take us beyond those caps.






Please, this is important.




RabidEwok2
Wed Mar 17, 2004 2:33 am
#73

Warcry should affect the area with the center being the player, just like for example swordsman spin attacks. That way it would be more useful in PvE.



ZEER
Sith Lord | Hatched May 2004

_InnerLight_
Wed Mar 17, 2004 2:48 am
#74

I agree with the individual posting in very large red letters. We need data, integers, on the caps for Melee Defense, Ranged Defense, Dodge, Block, Counter Attack and all of the Defense vs. "......................". If we are using skill points for lines that give us no benefit, our characters can be improved taking up other skills..


I ask that haste be used in getting accurate figures to us.


Thank you in advance for your attention to our needs.





bountyhunter229 wrote:





Pykla wrote:

Please answer our question, what are the hard caps on defence mods, what mods are capped, and can food/attachments take us beyond those caps.






Please, this is important.






Ether_Sunrider
Wed Mar 17, 2004 2:48 am
#75

Thunderhart, PLEASE reply all the post on which we ask u guys to specify :


-What Defense Modifiers are capped? ( Is it only Counterattack, Dodge & Block or is it also al the otehr Defeneses vs. Stun, Blind, Dizzy, KD, Ranged and Melee?)

- The cap is 125 , isn't it?.

- DO SKILL ATTACHMENTS COUNT IN FOR THE CAP? OR DO THEY ALLOW U TO HAVE UP TO +25 MORE OF THE CAP? ( Please reply this one, i have spent MILLIONS of credits in attachments ..... and i just want to definetely know if they were worht it or not).

-How does Defense Enhancing FOODS factor in within this context?. Currently, food lets you teporarily get above of even the +25 cap of the ffect on BE tissues and Skill Attachments. Does Dodge, Defense vs Dizzy, Stun, KD etcFood allow u to exceed the cap? If so, how do they relate with the Skill attachments enhancements?. Ex: Lets say i have 125 on Dodge. Also i have a extremely expensive millionare skill attachment enhanced clothes or armos, that give me up an extra on dodge of +25. when i wear it, will i have 150 on dodge? Or since the cap is presumably 125 would i only hit 125? If above that i eat a +25 dodge enhancing food, will i get (150+25) =175? Or will I get (125 capped even with Skill enhancements +25) 150? Or will i still only get 125?


PLEASE, PLEAAAAAAASE REPLY THIS. People are having their Skill attachments, their orders to chefs and their templates on HOLD because u havent given a CLEAR response to this. Please, let us know.




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

Obi007
Wed Mar 17, 2004 3:11 am
#76

Bleeds are still useless for master swordsmen its nice that they actually hit the targeted pool but I never actually notice the bleed, its just like hitting with a half powered head hit now. I really loved how bleeds worked they added a bit of strategy of when to use them. Could we get the power increased but the duration perhaps lowered or just make the first two mins higher powered and thenit lowers to the currentrate nowI don't want to be able to use bleed to bleed and run I just want it to be useful when I'm fighting normally.
JoeyMojo
Wed Mar 17, 2004 5:13 am
#77

Bleeds are still useless for master swordsmen its nice that they actually hit the targeted pool but I never actually notice the bleed, its just like hitting with a half powered head hit now. I really loved how bleeds worked they added a bit of strategy of when to use them. Could we get the power increased but the duration perhaps lowered or just make the first two mins higher powered and then it lowers to the current rate now I don't want to be able to use bleed to bleed and run I just want it to be useful when I'm fighting normally.

---

I like that Bleeds have take an 80% damage nerf over the last 2 months. I haven't yet had a chance to verify whether or not armor affects this reduced damage. As it is, this amounts to one free attack every 5 ticks. Most creatures are well and truly dead at that point.

Can we _please_ get back to original damage and just have bleeds be affected by armor and resists?
Minipluto
Wed Mar 17, 2004 5:33 am
#78

I think, overall the patch was very nice.


But also like my previous posters, i also think, that the Panic Shot and the warcry lost their ultimate clous.

Normally i made KD (with LowBlow or UnarmedHit2) and delayed the target then with PanicShot or Warcry.


I think, it would be fairer like the old functionality or if defensive mods like "Defense vs. knockdown" would be influence the Delay Timer of the delay attacks.

Maybe you could integrate a "defense vs. delay" mod...


So we could use the complete power of suchdelays in PvM.





Rakh Al'ako
Gorath - Kantara City
Master Smuggler
Master Pistoleer


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