Development Cycle Archive
Thread: IT 7-2 Preliminary Combat Balance Changes
As far as I've figured out, so far, no other profession can set up anything (including condition modifiers like dizzy/stun/blind) without breaking the delay, with the exception of intimidate. CMs seem untouched by the change, which strikes me as both unintentional and a possible balance issue if it hasn't been considered, but I don't have a CM/brawler to test it with on TC currently.
They really need to bring back the star rating for the devs.
Way ta nerf!
Personally I belive that /warcry1 should be just as weak as it is, it rarely hits without bio cloathing and is next to usless. Warcry2 however should be equally if not moreso powerfull than panicshot, why? Theres ZERO reason to master brawler except that one skill, no classes require master, and the +5 to all the brawler skills is pathetic. Why not make warcry2 worth the extra points as a massive stun power? Its not as though it has the range of panicshot.
I also belive panicshot is just about right, it doesent do much damage, hits in according to your pistol skill, and is a nice crowd controll skill. Its not as though its an all powerfull skill, its just a ranged warcry1, and whats wrong with that? Hell, Id even say give master smugglers a ranged version of warcry2 to complement there already strong defence abilities! Thatd make master smuggler a VERY viable option for elite combat hybrids =).
For once I completely agree with Electricnomad. Panic Shot and Low Blow were the last two skills that a smuggler actually benefited from. 3 bodyshot2's are more effective, cheaperand more easily controlled that one lastditch, feign death is pointless now seeing that the mob automatically re-aggros no matter what. Now panic shot is going to be pretty much pointless unless you're just aiming to run away. Low Blow isn't going to be of much use now either since without panic shot the target just stands right back up almost immediately after falling down. Soo...what do we have to show for our profession? Well, just goes to show that smugglers are the whipping boys of SWG.
I was Tka thenPistoleer for a long time and now Smuggler / Commando
From my personal experience I don't consider Smuggler a combat profession.
- If I compare with Tka, Smuggler is much slower, does much less damage, have far less protections, is less accurate and can't choose wich ham to target.
- Now regarding Pistoleer, we are much slower, doing more damage than Stoping shot but less than fan shot, and don't have the dodge and defenses skills an I don't speak about the accuracy wich is awfull too...
About panicshot now :as a fromer Tka I prefer to use Warcry.
I can even wear BE enhanced Warcry clothes and some skills tapes. So my warcry nearly always lands, wich is not the case of panicshot wich can be dodged, blocked or even miss and so far I didn't find panicshot skills tapes nor BE clothes...
So unless a Smuggler takes pistoleer for the speed, accuracy,specials, certificationsand defenses or commando for the launcher pistol the Smuggler is pointless in combat at high level. I agree we can solo paraloppes with last ditch ![]()
I won't talk about the other's non combat Smugglers issues as it isn't the right topic. But Smuggler wich is an elite hybrid profession is pretty weak in combat and I find this a bit weird. But yes we all know Han relied on his big wookie to protect his hide... *grin*
Deewe
Glum_Moonfist wrote:
Demane wrote:
I will add my request as well to the:
Does the defense cap apply to defense vs. abilities and/or dodge/counter/block and/or melee and ranged d???
My character outcome is hinged upon knowing this. I cannot complete the fencer skills I want until then. It is going 4040 or 0440 but I currently sit not knowing what to do. I know it is testing but wow is this annoying.
...purdy colours.
Please clear this up!
Please clear this up? Huh?
How is it not clear? I even added purdy colours for you
Unless you were kidding it means this:
The cap: What, exactly, does it cap?
Ok 7 words and afew doodads...it is yellow so you can see it clearly. Hope that helps.
you know what i think they need to add to this game... some kind of indicator that you've reached a skill mod cap. Granted, upuntill now, the only skill mod cap came in the form of cloths... but, when you look at your skills, nothing on the skill mod screen shows that these items were cappable. I was, at one time, waring over 100+ mods to my treat injery/teat wounds, and sure enought, the skill mods screen show me at like 175+... when in reallity, I was only being credited for 125.... I had no clue until i read about it on these boards...
I'm not even sure were this little tid bit is stated in game truth be told... i don't remember reading about it anyware in the manual or ingame pop ups. (thought, truth me told, i didn't read EVERYTHING in the manual and ALL the in game help menu's...)
If a hard cap gets put in, and nothing is added to the skill mod screen to tell us what's hit the cap and what hasn't... oh boy, talk about confussion...
We won't know what's cap and what isn't.
we won't know what the level is... if it's different for different skill types... (e.a. are defence to knockdown and the like caped too... if so by how much?? ect ect.)
This makes as much since as the buff timer you added. (a good play BTW, you just need to ADD PB to it, and it's my new fav option in the game
)
Come on. It makes since.
KingSnake.
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.
I've been playing for a few months now, and having a grand old time, but more then anything else in this game I think the publish schedule is going to annoy me into quitting. Time and time again if something gets broken - intentionally as we are seeing here - or unintentionally as undestandably happens with any software product - there is a month and a half wait to see it fixed.
Perhaps, as game designers who have stable jobs working on this game, a month and a half is a short period of time that can easily be looked beyond, but for us players that could easily be half of our lifetime in this game.
This is made 10x worse in this panic shot situation because you've now told us 3 weeks before its gonna get broken that it will be, and then it will be another month or two before you will decide on if you're going to fix it or not. Makes a lot of people seriously consider dropping 'broken' professions if not dropping the game all together. Myself, the main reason I didn't drop smuggler in the last week or two - well, I always wanted to be a weaponsmith next, but there's no way in hell I'm gonna hit master fast enough and get the resources I need to stock up on pre-nerfs before pub 7, and there's no way I'm going to try and start a new weaponsmith in the market for at least 3 or 4 months post-patch. So its back to the drawing board to decide what to do.
I understand that its your job to increase the life of the product and improve things as you go along, but you REALLY have to pay a little more attention to your current player base or we'll all just quit and leave you with nothing before you have a chance to push the "better" game live.
Ragnaat wrote:
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.
I've been playing for a few months now, and having a grand old time, but more then anything else in this game I think the publish schedule is going to annoy me into quitting. Time and time again if something gets broken - intentionally as we are seeing here - or unintentionally as undestandably happens with any software product - there is a month and a half wait to see it fixed.
Perhaps, as game designers who have stable jobs working on this game, a month and a half is a short period of time that can easily be looked beyond, but for us players that could easily be half of our lifetime in this game.
This is made 10x worse in this panic shot situation because you've now told us 3 weeks before its gonna get broken that it will be, and then it will be another month or two before you will decide on if you're going to fix it or not. Makes a lot of people seriously consider dropping 'broken' professions if not dropping the game all together. Myself, the main reason I didn't drop smuggler in the last week or two - well, I always wanted to be a weaponsmith next, but there's no way in hell I'm gonna hit master fast enough and get the resources I need to stock up on pre-nerfs before pub 7, and there's no way I'm going to try and start a new weaponsmith in the market for at least 3 or 4 months post-patch. So its back to the drawing board to decide what to do.
I understand that its your job to increase the life of the product and improve things as you go along, but you REALLY have to pay a little more attention to your current player base or we'll all just quit and leave you with nothing before you have a chance to push the "better" game live.
yeah i know exactly what you mean... I'm kind of in a Funk with this game right now too. After mastering all the profressions that intrested me... i'm let with two completely built toons... with skills i don't want to drop. (when i want to learn a new skill or try some new profression... i start new... lol.)
So for the last 6 months i've been holo grinding looking for Jedi. Slowly mind you. No since rushing. Along the way i masted a few profression i didn't plan on... It was fun accually. Gave me something to focus my enerigirs on. Then the Jedi change hit... and while lots of people rejoiced greatly, i was somewhat dismayed...
I don't grind quickly... in 6 months i finished 2 holo profression and 1 non holo... lol. That's slow. I was working on my 3rd, but, i was on my tpyical 2 months time frame... and didn't see the point. I'd never finish out my grind for the changes go live... So i quit the grind... and i just don't know what to do with myself...
I've done alot of the reble quests... did all the dead eyes....
I'm somewhat at a loss as to what to do... so I started KOTOR again.
KingSnake.
Any word about how those affect Squad Leader Bonuses? Is our extra +25 applied pre-cap or post-cap? eg. Can a group with a squad leader reach +150 instead of +125 ?
If not, then yet another nerf for the most broken/pointless class in the game :-(