Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
"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?" Thank you.
And... Warcry is now completely and utterly useless. If you want it to be like a "mesmerize" to use a DAoC term, at least make it AoE because right now, it's just NOT working at ALL. It's a waste of HAM.
Warcry is broken. I (and most other people that actually play the game) knew this was going to happen with the planned changes, guess there was hope that someone might look at it in Test as see it was now useless.
Some ideas to fix Warcry.
1. Lower the HAM cost. It's far too expensive for what it is or Increase it's effectiveness, perhaps close to 100% but give targets a resist chance. At the moment it has a small chance of working (can be bolstered with BE clothing) but it either works or doesn't. So against multiple targets you won't get some effected and some not. It's all or nothing.
2. Make it AoE, the cone effect is no use as a Crowd control, great I can delay the mob I am attacking and perhaps it's lair too but I'll never be able to line up more than one in that cone.
3. Give the Master Brawler profession some kind of compensation. Like bonuses to State Defenses or to Secondary defenses or Melee Defense. Something to make this profession worth while. If you don't then you won't be seeing many Master Brawlers left in game. It is no longer worth the points spent.
Or
4. Stop it being a delay of any sort and make it into how it is ACTUALLY described in game. An attack slow.
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As for Range/Melee defense caps. Well I had posted to my server board they are definitely in effect. My melee defense is 141 and I am now getting hit a whole lot more than I used to BUT, after reading some posts on here from players of templates who do not come that close to the 125 (suspected) cap I am not so sure. I wonder if something else came into effect with one of the changes, something not planned, in otherwords, they broke something.
If the DEV's want to introduce a 125cap for melee/range defense fine, let us know. If the cap was already there just not working, fine again, when you fix it, let us know. What is reportedly effecting everyone seems to go beyond this so once again, can you let us know what has had this effect, is it intentional or will it be fixed?
Apparently the armor holes are wider now.
Why on earth would a fencer have to equip a pistol to get their ranged defence modifier??? Why the heck should a TKM/Commando have to use vibro knucklers to get their melee mitigation 3 mod???
Warcry should prevent PCs & NPCs from moving - this is why lunge needs to be 20m. Say I'm fighting THX-1138, he decides to run and I have no attacks in my combat que. I hit lunge the instant I see him run. He gets to 20m away before the attack goes off - EVEN STRAIGHT UP A CLIFF. The problem is running away is to easy - even using /follow the person fleeing has a serious advantage.Why is it thatsomeone wielding a sword while running suffers a -50 attack modifier - while the person whose back is 6m away gets the same -50 to shoot over their shoulder....
_InnerLight_ wrote: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.
/agree we need this info
TH, from what I've noticed Panic shot works as the notes stated.
However, I had to remove this special from my toolbar due to the fact it does not help in any situation. It's cone, not AoE so when I was attacked in the genosian cave yesterday I hit the genosian in front of me. It delayed him for 10 seconds but whats this my next attack hit him and negated the delay. The three other genosians behind me and on the side of me were never effected and just pounded me. I had to go Teras Kasi since there is not one Pistol special I can use that will benefit me at this time.Even when it was one on one with the Fire Spider, I was near death and delayed it then tried to run.....wow it just followed me until it could hit me again. I can't seem to find a reason to use the special anymore.
Seriously, you do understand every Smuggler has Warcry so we didn't need Panic to clone that now worthless special. Please change the state effect of Panic to something like intimidate or stun.....something that I can use to take thesting away from this nerf. Its really pathetic when I have mastered 3 combat professions at once, Pistoleer/Smuggler/Teras, and I only find I use one because the other 2 are so borked.
On a side note.....nice fixes for the carbineers. I was a Master Carbineer a couple months ago and it was a nightmare. This profession needed the fixes. Now I think you should really take a close look at the Pistoleer's because we are the absolute worse ranged profession in the game. The only difference between Carbineer's and Pistoleers before this fix was Carbineer's ham problems. (of course they still have that but I would be able to live with it if my specials worked
)
Well done on the Carbineer changes, now another combat profession is even stronger against the Pistoleers!
Thunderheart, why are the Pistoleers the poor relation of the combat classes?
Once I master it, I might just be able to last more than 5 seconds against a novice rifleman. Something to look forward to!
Help me Obi Wan, you're my only hope!!!
hi
its obvious that nobody wants to answer about the hard cap question.
so at least it would be great to hear why nobody wants to answer?
are the devs or thunderheart not in the mood to do so?
didnt they have any time?
did they think this is a secret that is fun to keep up?
i saw the same question in the testing forum and now i see it in the live forum and all that happens is ingnorance.
sorry to be so bitter about that - but it wouldnt had been much of an effort to tell us straight away that u dont want to answerto this issue
(sorry for my english - non native speaker here)
have a nice day
Please address the 20m Lunge range of brawlers. Not just TKAs, but even Novice Brawlers. 20m is just too great a range. I say 10m would be much better, it doesn't require a brawler to be literally on top of an opponent to hit, but at least it doesn't give the brawler a pistol's ideal range. I have tested this 20m range with a Novice Brawler character, when neither I nor my opponent were moving, and it really does work...butit shouldn't...
Ithyalgia wrote:
_InnerLight_ wrote:
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.
/agree we need this info
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.
Sosstuborx wrote:
Thank you very much for the Carbineer fixes.
The defense caps are sorely needed and 125 is reasonable.
Thank you devs.
Big kick in the tiny nuts to the first powergamer to come by this thread and shout something in dewdspeak.