Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
isido
Mon Jul 19, 2004 3:58 pm
#989
My 2-cents worth ( heck, maybe even worth less, or worthless entirely ). As my main experience is with a CM since launch and CM/Doc for about a month...
1. change doctor to "combat doctor." do away with cm, move heals over to doctor. move max wound treatment down to medic as waiting for heals for wounds just detracts from the fun of the game anyways. For healing, Doctor beats CM hands down due to rez, cure disease/poison, cure state, and extinguish fire. CM poisons fairly worthless in pve and a griefers weapon in pvp due to mind. So, CM really only good for this "I-win" pvp. yeah, innoculations would help this, but doesn't change that CM still fairly worthless for healing when compared to Doc.
2. yes, enable mind heals, but do so via an optional/replacement to stims. make the schematic for that component a quest item. And make the schematic and the mind-healing stims contraband as it is based on some forbidden old republic/jedi technology.
3. make max distance for a toon to throw a stim something reasonable, like 20m or so. Introduce a bot ( current stim-bot just stinks ) that can throw farther when used by a healer with the right ability ( cm or this "combat doctor" ). Remember R2 launching Luke's saber?
4. And please make the landspeeder dual passenger with storage. Or some kind of multi-passenger ground vehicle.
1. change doctor to "combat doctor." do away with cm, move heals over to doctor. move max wound treatment down to medic as waiting for heals for wounds just detracts from the fun of the game anyways. For healing, Doctor beats CM hands down due to rez, cure disease/poison, cure state, and extinguish fire. CM poisons fairly worthless in pve and a griefers weapon in pvp due to mind. So, CM really only good for this "I-win" pvp. yeah, innoculations would help this, but doesn't change that CM still fairly worthless for healing when compared to Doc.
2. yes, enable mind heals, but do so via an optional/replacement to stims. make the schematic for that component a quest item. And make the schematic and the mind-healing stims contraband as it is based on some forbidden old republic/jedi technology.
3. make max distance for a toon to throw a stim something reasonable, like 20m or so. Introduce a bot ( current stim-bot just stinks ) that can throw farther when used by a healer with the right ability ( cm or this "combat doctor" ). Remember R2 launching Luke's saber?
4. And please make the landspeeder dual passenger with storage. Or some kind of multi-passenger ground vehicle.
BadDawGe
Mon Jul 19, 2004 4:24 pm
#990
Forget about JTLS for a while, bring on the combat balance...
Message Edited by BadDawGe on 07-19-2004 04:27 PM
Haywood
Mon Jul 19, 2004 5:07 pm
#991
Center of Being should be defensive put it on a timer like burst run and take away the defence vs posture change down. This will allow ranged profession to stop Melee professions, or at least hold them off and also increase carbineer speed by 25 and accuracy by 25 and accuracy while moving by +25.
zCoreDroid
Mon Jul 19, 2004 5:50 pm
#992
Just get rid of mind damage inflicted by weapons, MOBS altogether. Mind only depletes by using specials and heals. If you can heal the mind with a stim,make it like a CM at a small cost of mind wounds.
Grundorf
Mon Jul 19, 2004 6:07 pm
#993
Combine the best of all the other ideas to give each profession checks and balances. The problem with combat in this game is that there are certain combat professions far stronger than others, concepts like that ruin multiplayer RPGS. D&D has no one combat class that is far superior to any other combat class, this makes fighting fair. Commando may have strong weapons, but it has to have a downfall somewhere else that compensates...the professions are waaay out of whack.
Jedi are far too powerful, this is the problem with making a star wars mmorpg, jedi are incredibly powerful. Now that they exist in the game they have to be balanced out, so that they also have a significant weakness. (you may say it doesnt follow continuity, but having a ton of jedi running around killing everything in sightduring a period where there essentially were very very few jedi is also, horribly out of allignment with the basis of star wars.
so heres my one sentence: balance out the combatprofessions so that no profession is far superior to any other! let player preference decide their fighting style, not the raw unadulterated appeal of an 'uber-class'.
Do that, and you'll have a far more successful game/
LadyMara
Mon Jul 19, 2004 8:44 pm
#995
Give brawler classes damage types other than kinetic (ie. heated weapons, energy blades, weapons the excrete acid) so brawlers aren't totally crippled by high kinetic resists since all other combat classes can change damage types.
JadenKatrell
Mon Jul 19, 2004 9:06 pm
#996
Equip 2 blasters, Slings & holsters, equip 2 lightsabers.