Development Cycle Archive
Thread: Corellian Corvette Feedback
I think there are plenty of non-elite things for groups to do and it's nice to see something it will take people awhile to complete.
However, I would like to be able to rebuff inside, it's hard and still will remain hard even if we can rebuff.
Vayde_Aren wrote:
The only support coming in the form of "Stop whining!" posts, are exclusively from folks who have not done the dungeon.
Coinkeedink?
Maybe.
Maybe the hardcore are not used to losing...
I haven't tried it so perhaps I shouldn't comment but I thought one of the advantages of the dungeon being created is that you could do it solo and strategic without having to worry about people drawing mobs onto you or killing the boss before you get there and such as happens with normal dungeons.
If you need a massive group to even attempt this dungeon whats the point of having it created.
Major bug: cant see the walls and its two of us in the same group.
I'll have to try this again...I'll let you know.
Hunt_Master wrote:
The place is WAY too tight.. anyone who is not a melee or pistoleer will have problems keeping any distance to the NPCs.. You need to make the corridors bigger. Who would make corridors where only one person can fit at the time?
Ranged area attacks NEEDS to be fixed inside.. take rifleman as an example.. he will not be able to contribute anything to a group unless the group is created to target mind.. as soon as he fires one strafeshot2 he will have 3-4 NPCs from all over the placeaggroing him and kill him quick.
Lastly the NPC AI needs to be tweaked. none of the NPCs engage in melee, but yet they try to get to close as possible to you.
And ofc as everyone says, things are abit too tough. As I read another place. It's like confronting 4-5 NS elders and a few ancient krayts inside a small house. The High armor ratingsmakes the place very restricted for certain classes (pistoleer, carbineer, fencer, tka). Why not cut down the general armor abit, and raise some special resistances abit more?
I think you might have missed the difference between ranged attacks, as these do, compared to melee as almost all other high end content do too. Generally the tanking classes are way better vs melee than ranged, so with these NPCs doing the same amount, and maybe even more damage than a krayt it's closing in on impossible.
I predict we will see new Corellian Corvette templates coming soon.. and with a group of 6-8 tight players they will be able to do the place with some minor luck, they will probably not be too good at other stuff though. What I'm afraid of is how this place will be once the combat revamp hits. Are you thinking in advance or pushing a problem in-front of you? do you expect the place to become easier once the combat revamp hits? But as I said in another thread, I dislike how most of the high-end content are made for melee-chars primarily. This is star wars, we want to see blasters and lasers and stuff like that, not hammers and swords.
Hands down, the Super Battle Droids are the hardest thing to kill in the game. It doesn't help that they seem to all agro at once either. The group i was with was practicing excellent tactics and was able to kill the Rebel Admiral etc. But once we got close to the Engine Room all heck broke loose. I'd prefer ejection from the Corvette rather than an uncloned death. The idea with wound healing/buffing disabled seems to bea "You get one chance" measure, and while I'm ok with that, the repeated deaths are more demoralizing than anything.
The SBDs really need to come down a notch, especially with how nearly impossibly difficult it is to pull them one at a time. Even with nearly half of the group as Doctors and with AT-STs to tank for us (sometimes) it was exceedingly difficult. Also, it appears that the Rebels / SBDs will agro each other, and the Droids make short work of them.
Obi007 wrote:
I haven't tried it so perhaps I shouldn't comment but I thought one of the advantages of the dungeon being created is that you could do it solo and strategic without having to worry about people drawing mobs onto you or killing the boss before you get there and such as happens with normal dungeons.
If you need a massive group to even attempt this dungeon whats the point of having it created.
This is partially true.
It wasn't intended to be solo'd, but the enviornment isn't really condusive to a huge group.
I had groups of between 6-12 today, and with pets we were falling all over each other it gets so crowded in those narrow hallways.
High difficulty content is fine, but a closed starship with tiny corridors isn't the place to do it - it tends to breed chaos (that even the best SL couldn't alleviate).
AO
Slimjim_Iapkre wrote:
Hunt_Master wrote:
The place is WAY too tight.. anyone who is not a melee or pistoleer will have problems keeping any distance to the NPCs.. You need to make the corridors bigger. Who would make corridors where only one person can fit at the time?
Ranged area attacks NEEDS to be fixed inside.. take rifleman as an example.. he will not be able to contribute anything to a group unless the group is created to target mind.. as soon as he fires one strafeshot2 he will have 3-4 NPCs from all over the placeaggroing him and kill him quick.
Lastly the NPC AI needs to be tweaked. none of the NPCs engage in melee, but yet they try to get to close as possible to you.
And ofc as everyone says, things are abit too tough. As I read another place. It's like confronting 4-5 NS elders and a few ancient krayts inside a small house. The High armor ratingsmakes the place very restricted for certain classes (pistoleer, carbineer, fencer, tka). Why not cut down the general armor abit, and raise some special resistances abit more?
I think you might have missed the difference between ranged attacks, as these do, compared to melee as almost all other high end content do too. Generally the tanking classes are way better vs melee than ranged, so with these NPCs doing the same amount, and maybe even more damage than a krayt it's closing in on impossible.
I predict we will see new Corellian Corvette templates coming soon.. and with a group of 6-8 tight players they will be able to do the place with some minor luck, they will probably not be too good at other stuff though. What I'm afraid of is how this place will be once the combat revamp hits. Are you thinking in advance or pushing a problem in-front of you? do you expect the place to become easier once the combat revamp hits? But as I said in another thread, I dislike how most of the high-end content are made for melee-chars primarily. This is star wars, we want to see blasters and lasers and stuff like that, not hammers and swords.
Did you try strafeshot1, concealshot, or surpriseshot? Riflemen do have more than 2 specials, you know...contrary to popular belief.
well since I can't edit post in this thread for some reason...
I would like to add that keeping agrro after dying and cloning is a bad thing. The trooper proceeded to run all the way to the clone location and kill everyone there.
MasterOfCombat wrote:
Hands down, the Super Battle Droids are the hardest thing to kill in the game. It doesn't help that they seem to all agro at once either. The group i was with was practicing excellent tactics and was able to kill the Rebel Admiral etc. But once we got close to the Engine Room all heck broke loose. I'd prefer ejection from the Corvette rather than an uncloned death. The idea with wound healing/buffing disabled seems to bea "You get one chance" measure, and while I'm ok with that, the repeated deaths are more demoralizing than anything.
I agree. The groups I brought up today were fully aware this was sort of a "test" run, and weren't expecting to beat the place the first time. Reasonable expectations. However, they were very unprepared for death, decay, and clone camping by NPCs. People lost from 10-30% condition on very expensive armor due to clone camping. Either let us heal/buff, offer ejection instead of cloning, and/or stick a escape hatch at the clone point. People were dying just trying to get back to the surface via the pods.
The SBDs really need to come down a notch, especially with how nearly impossibly difficult it is to pull them one at a time. Even with nearly half of the group as Doctors and with AT-STs to tank for us (sometimes) it was exceedingly difficult. Also, it appears that the Rebels / SBDs will agro each other, and the Droids make short work of them.
Only made it that far twice, but yes, the SBD's need to be looked at in some manner. And yes, I also noticed on TC (though not today) how the SBD's will attack other MOBs- handy, but a bug I would assume.
The big concern for me is the clone camping - the other stuff may be intentional, but that is unmitigated griefing if I ever heard of it. Worthy of a hotfix, if you ask me.
AO
Are medical droids working in the corvette? Cuz after you die how do you heal wounds or re buff?