Development Cycle Archive

Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match

requiemforadream
Sat Jan 31, 2004 1:42 am
#92

If you guys wanna make another EQ clone go ahead make wizards, tanks etc...

And it makes your job is easy too, devs can make balance changes easily.

It just takes away the roleplaying part of the game, uniquiness of chars etc.

I want to see every special attacks working as intended. And make them usefull.


I really like to see more in game explanations of everything. When you right click on a faction it should

give some history about it.I would like to read history of everypoint of interest,every faction, every thing I see in game. The quest should begiven by each faction and be obvious who you are working for.At the end there should be quest awards that you can use when your faction ranking is high with that faction who gave the quest to you.


when you right click on a skill it should explain more than a line of info.

I was a carbineer and half of the skills were not working as explained (or not at all) or totally in a different way.


DVader539
Sat Jan 31, 2004 1:42 am
#93

* What do you think the strengths of professions mix and match are? Player personal expression, more choice, more unique strategies.
* What do you think the weaknesses of professions mix and match are? Uber combos that must be tweaked out.
* How do you think we should maintain the unique skillset flavor the game is built on? Spread stuff evenly and fairly. Make sure a Master of each profession is equal.
* What are some neat combinations that would be good for the game? Allowing overlapping professions to have synergy. Otherwise certain profession combos will be avoided.
* Anything else you want to say on this subject? In the words of Moonie, "DON'T SCREW UP!".



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
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jokerevo
Sat Jan 31, 2004 1:44 am
#94

grrr shuttle....


place the biggest def/off bonuses in the master boxes...provide at least 3 new master skills in those boxes too. make them the 3 most valuable (and therefore char defining) skills that master can have


and give us more variety in specials (tailored of course to suit the profession)...for example a tka move /backflip a queued dodge move which gives additional bonuses to dodge and a chance to actually dodge a shot...as opposed to the passive numbers doing all the work in the background...ie more skill pls


for a pistoleer /lean allow pistoleers to hide and fire shots from behind objects...not walls...but crates, barrels etc (i know buggy and imposs maybe but u get the idea)


another example swordsman /parry a chance to deflect some dmg andstrike back with a quick hit


bh moves = /net - traps groups of people for a few mins...to avoid exploit they cant be fired on...or i dunno...also those trapped could be taken back to jail for questioning = perhaps an option turned on in guildwars







Evo- Romark
SmakU-Awound
Sat Jan 31, 2004 1:44 am
#95

The biggest thing I see in this thread and others is the quest for power. Power to beat the frijoles out of any opponent.


New hybrids should be focused on non-combat benefits to a large extent (not exclusive, but let's add depth beyond combat).


For Example: I would like to see a hybrid of BE /Doctor / Droid Engineerthat allows the creation of androids or artificial limbs/organs with benefits (e.g. heart/muscle for sustained endurance, a specific HAM boost, or increased range of attack (artificial eye). Hey, without these kinds of things, Darth Vader would not be the handsome devil he is today.


Another possibility would be a Scout / Droid Engineer that can capture wild creatures with large scale traps. (a possibility to add non-tameables to the creatures that can be owned. These creatures would require a higher level of control and have the ability to go wild on a user. (Hey, CH's can't sell much any more anyway, so adding competition to the creature peddling industry isn't nearly as bad as the benefit to them in training the beasts.)


For combat a possibility would be to create a Commando / Engineer type who could setup non-movable heavy weapons, shield generators, etc. that can allow the introduction of some serious battlefield activity and faction intensity. They would have to setup the equipment without making an attack on an opponent and so would require protection and planning, but would be devastating if allowed to act unmolested. weapons could include mortars, missile launchers, heavy lasers, shield generators, area of affect weapons such as sound emitters, etc.


Their are lots of possibilities that would fit into the SW Universe. A primary requirement will be to add depth to the variety of items in existence and possibly a motivation for players to go to places in the cities other than the front of the starport and in the cantina to congregate.


SmakU-Awound
Sat Jan 31, 2004 1:45 am
#96


The biggest thing I see in this thread and others is the quest for power. Power to beat the frijoles out of any opponent.


New hybrids should be focused on non-combat benefits to a large extent (not exclusive, but let's add depth beyond combat).


For Example: I would like to see a hybrid of BE /Doctor / Droid Engineerthat allows the creation of androids or artificial limbs/organs with benefits (e.g. heart/muscle for sustained endurance, a specific HAM boost, or increased range of attack (artificial eye). Hey, without these kinds of things, Darth Vader would not be the handsome devil he is today.


Another possibility would be a Scout / Droid Engineer that can capture wild creatures with large scale traps. (a possibility to add non-tameables to the creatures that can be owned. These creatures would require a higher level of control and have the ability to go wild on a user. (Hey, CH's can't sell much any more anyway, so adding competition to the creature peddling industry isn't nearly as bad as the benefit to them in training the beasts.)


For combat a possibility would be to create a Commando / Engineer type who could setup non-movable heavy weapons, shield generators, etc. that can allow the introduction of some serious battlefield activity and faction intensity. They would have to setup the equipment without making an attack on an opponent and so would require protection and planning, but would be devastating if allowed to act unmolested. weapons could include mortars, missile launchers, heavy lasers, shield generators, area of affect weapons such as sound emitters, etc.


Their are lots of possibilities that would fit into the SW Universe. A primary requirement will be to add depth to the variety of items in existence and possibly a motivation for players to go to places in the cities other than the front of the starport and in the cantina to congregate.


BrandonIT
Sat Jan 31, 2004 1:59 am
#97


What do you think the strengths of professions mix and match are?


1.) Replayability - I can keep one skillset while trying something totally different

2.) Tactics - Each profession should (will) offer unique abilitiesforunique situations

3.) Diverseness - Everycharacter is something unique (aside from uber templates)

4.)No Level 99 - Players don't feel the need"Level 99" their characters,

mastery of a profession is not the be-all, end-all



What do you think the weaknesses of professions mix and match are?


1.) Balance - Too many professions (variables) to easily balance templates

2.)Sameness - Not enough different combatchoices for the number of professions

Forexample:How many professions have a 'stun' move?

Many professions feel the same because the results

are the same, just different graphical means of getting the result.



How do you think we should maintain the unique skillset flavor the game is built on?


1.) Keep a variety of professions

2.) Keep profession abilities different, butensure no abilities aretrivialized



What are some neat combinations that would be good for the game?


Current system uber-template combinations:

1.) Doc / CM(combat medic)is good for being able to both heal and damage all HAM types

2.) CM / Rifleman isgood for being able to hitMind which is mostly unhealable in combat

3.) Commando / TKM provides extreme attack power up-close with heavy weapon ability

4.) BH / Smuggler 0030 / Pistoleer0040makes you unstoppableusing aPistol

(LowBlow, Panic Shot, Eye Shot, Eye Shot, ... + State Defenses from Pistoleer)
walkerwind
Sat Jan 31, 2004 2:48 am
#98

mix and match, hey, been a master BH I can't really mix and match, we need the devs to do it for us.


Master BH either needs better defenses or better offense/accuracy, either that or less reqs for novice BH (like just get rid of some of the master scout req, maybe just use 1/2 of the scout tree instead).



Dith Windwalker
Rebel.
MBH.
4442 Carb.
1111 Pilot.
OnlyOneShot
Sat Jan 31, 2004 4:54 am
#99


First of all, let me say that aside from the Novice Professions, I would like to see every profession recieve the reformatting that Creature Handler recieved. Dabbling is all well and good, but it's too easy to dabble in the current system and that's a bad thing. Unique dabbling is what this game should stress. Another thing I'd like to mention is the hard speed caps. I think that if a profession is supposed to be a heavy damage dealer, their speed should be significantly slower to reflect that. For instance, Riflemen and TKA. Either tone down the speed or tone down the damage.


(Low = L, Medium = M, High = H, Slow = S, Fast = F)


Marksman - variable(5-64m);chooseHAM;standarddamage types; weak bleeds; weak posture changes; L/Mdamage; S/M speed; M ranged defense; L melee defense


Brawler - melee(0-10m);choose HAM;standard damage types; weak delays; weak knockdown; L/M damage;S/M speed; M melee defense; L ranged defense


Pikeman -melee(0-15m);hits Action; standard damage types; weak area knockdown; AOE status moves; blocks; M damage; M speed; H melee defense; L ranged defense


Fencer - melee(0-10m);hits Health;1-2 special damage types; medium bleed; multi-targetcombo hit; dodges; L/M damage; F speed; L melee defense; M ranged defense


Swordsmen - melee(0-10m); random HAM; 1-2 special damage types; strong knockdown; status moves; counterattacks; M/H damage; M/S speed; M melee defense; M ranged defense


TKA - melee(0-8m); hits Mind; standard damage types; strong delays; meditation/powerboost; dodges; counterattacks; blocks; L damage; F speed; L melee defense; L ranged defense


Commando - variable(0-50m); random HAM; nearly all damage types; light knockdown; grenade status effects; artillery; M/H damage; M/S speed; M melee defense; L ranged defense


Bounty Hunter - variable(0-64m); choose HAM; nearly all damage types; traps; trap escapes; status moves; M damage; M speed; M melee defense; M ranged defense


Smuggler - variable(0-25m); random HAM; standard damage types; feign death; trap escapes; strong posture down; dodges;M damage;M speed;M melee defense; L ranged defense


Pistoleer - ranged(0-50m); hits Health; several damage types;multi-target combo hit; accuracy while running; dual wielding; dodges; L damage; F speed; L melee defense; L ranged defense


Carbineer - ranged(0-50m); hits Action; several damage types; medium area posture change; multi-target combo shot; AOE status moves; light area knockdown; M damage; M speed; L melee defense; L ranged defense


Rifleman - ranged(0-64m); chooses HAM; 1-2 special damage types; heavy posture change; heavy knockdown; medium bleed; M damage; M speed; L melee defense; M ranged defense


Combat Medics - ranged(0-50m); chooses HAM; 1-2 special damage types; AOE attacks and cures; heavy bleeds; ability to debuff target; dodge; L damage(heavier DoT); M speed; L melee defense; L ranged defense


Creature Handler - variable(must be within 60m of pet); random HAM; no damage types; light delay; dodge; no damage benefits; no speed benefits; L melee defense; M ranged defense
PhoenixOrion
Sat Jan 31, 2004 5:31 am
#100

I think mix and matching combat trees from other professions is ok.


But there needs to be a reason for people to master the professions if they are doing non-combative things just to make fast cash, like people only getting Underworld IV in smuggler just so they can sell faction ponits - or slicing IV so they can slice weapons (although with the new crackdown, I'm pretty sure most people who aren't masters or grinding for master smuggler will drop it).


I know alot of people who get Dirty Fighting in Smuggler b/c it is a good, solid combat tree for pistolers.





Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


Tharryth
Sat Jan 31, 2004 5:43 am
#101



  • What do you think of the Strength of Professions mix and match are?


The Profession mix allows for a greater range of character customization. Thereby getting rid of the Cookie Cutter Characters like you stated earlier




  • What do you think the weaknesses of professions mix and match are?

There are too many times that someone will stumble upon a almost "Broken" or "Way to strong" combo of skills. This can lead to what is called in RPGs and Munchkining. Trying to get the most out of a skill set or character at the expense if a broader character with real "Character ".



  • How do you think we should maintain the unique skillset flavor the game is built on?

Maybe by making sure each skill set has an actual flavor. With strengths and weaknesses and weapons and abilities to match. To many people want their skills to be the End all be all of skill sets. I've been many things and no matter what people scream about I always seem to do well. So I don't hit as much as a Pikeman? I do tons of damage while I do. Same goes for Rifleman. People really have to learn that not every skill or profession will be the best



  • What are some neat combinations that would be good for the game ?

I really think you guys got most of the bases covered. Several Melee Skills, Tons of Ranges skills, Medics, Combat Medics, TKAs, Artisans. Maybe a Land and Space Artisan for the Space expansion of course. We need tanks as well as fighters.



  • Anything else you want to say on this subject?

Maybe trying to focus on the weapons of a particular skill more, and making sure they fit. If I have to hear from a Swordsman about how much they hate to use the Power Hammer because of it's name and look I will scream. I for one LOVED my Power Hammer while I was a Swordsman. Nothing like slapping a 2k bleed on a Rancor and tanking it with a pet until it bleeds enough to wack it once more to final death. :smileyvery-happy




----
3 Year Vet, still tugging along.
GrimsonStrider
Sat Jan 31, 2004 5:59 am
#102

To be honest, I reckon most of the professions work well on a mix and match basis.

However, I have one small comment.
The smuggler/pistoleer match, I think it is far too strong for the individuals who are just intrested in Smuggler alone. I am not saying the pistol link should be taken out completely, but I think if its involvement was reduced slightly then Smuggler would be more appealing, well at least to me.

This is my view on the Smuggler scenario anyways



- God Bless
- Grim.
izdefiler
Sat Jan 31, 2004 6:28 am
#103




What do you think the strengths of professions mix and match are?


Being able to mix and match professions is itself a strength of this game. It is exciting and allows each player to create a unique character full of unique skills and abilities. It allows a player to enjoy a broken profession (i.e., Pikeman) by investing in supplementary professions for offensive or defensive skillsets. I personally have as much fun playing around with character builders trying to find what fits my playing style as I do building the template and then playing it. Proposed changes (some already in testing) are taking away from our ability to customize templates and are entirely the wrong way to go about fixing problems. Please see my post on Test Center forums regarding DoT Stacking and Defensive Mod Stacking:

http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=59483


What do you think the weaknesses of professions mix and match are?


The concentration of both offensive and defensive skills in small areas (trees) in certain professions allows the creation of "god templates" (there is no such thing, but since the term has become commonplace I will use it here). A perfect example is the Pistoleer Technique (Trickshot) tree. There is +50 Def vs. KD, +40 Def vs Dizzy, +40 Def vs Blind, and several more defensive mods - not to mention up to Ranged Damage Mitigation 2. It also is the tree of the Pistoleer's #1 offensive specials, Fanshot and Stopping Shot. Another example is the TK combat xp tree where a metric ton of Melee/Ranged defensive mods can be picked up.


These mods need to be spread out - and in some cases like TK and Fencer Melee/Ranged Def mods this means taking and spreading to other professions, like Pikeman & Swords - but also the consequences need to be predicted. For example, let's say you relocated +20 Def vs KD & +20 Def vs Dizzy from Pistoleer0040 to the Master Pistoleer Box, leaving only +30 / +20 in the Technique tree. The Bounty Hunter is severely (and unjustly) handicapped when it comes to defensive mods, so many of them invest in that tree to solve that problem. To make up for this type of relocation, the Bounty Hunter profession should receive +20 Def vs KD & Dizzy somewhere in their profession, with at least half of it being in the Master box. These are just examples but this type of "concentration" is everywhere in the game.


How do you think we should maintain the unique skillset flavor the game is built on?


Do not take away our ability to customize templates, otherwise you take away the "uniqueness" of each player. There's no reason to allow us to master multiple professions if you don't allow stacking of skills. If you didn't hand out Melee/Ranged defense mods like candy to TK & Fencer, we wouldn't have the TK/Fencer masters running wild and unchecked. If you are too afraid to take some of those away and redistribute them (thus making it more difficult to acquire a template with 170/150 Ranged&Melee defense mods) then think about creating a Cap. This way, a player could still invest to gain a certain amount of mods - but couldn't go over +100 Defense vs. KD, for example. I would much rather see this than a complete elimination of stacking.


Regarding DoT stacking, the current model that is on TC is ridiculous. To say that a Commando0040 + BH0040 will only be able to apply 1 out of 4 DoTs they earned (Flame Single2, Flame Single1, Flame Cone1, Torso Shot are all Health Fire DoTs) is not fair at all. Take a good look at that template, there's virtually no defensive mods whatsoever and little room for investment. Sure, 4 Health Fire DoTs is very powerful offensively, but a sacrifice was made. If it's too powerful, then think about eliminating only stacking with profession of similar DoTs. A Commando should basically *lose* Flame Single1 once they acquire Flame Single2. The same with Flame Cone1&2.


Another example would be a Pikeman+Carbineer. They currently have 4 stackable Action bleeds, with the current TC code this is reduced to 1. That simply is not fair, it would make more sense if a Pikeman lost the ability to use /PolearmActionhit1 as soon as they acquired /PolearmActionhit2. The same for Carbineers with Actionshot1&2. The worst thing about all of this is that the King of DoTs - Combat Medic - is unaffected by this nerf. They can still stack Poisons A+B+C+D on the same target on the same pool, not to mention Diseases and AoE attacks. A Buffed and Armored CM will laugh at a Buffed and Armored Commando restricted to one DoT, itwould not even be a contest. A Medic vs a Commando should be at the least a tossup, not a sure victory for the medic. Take buffs out of the picture and I admit the Commando has a good chance - but that's assuming he is able to get within range of his FT - and not miss. A CM only has to worry about a small chance of the target resisting.


What are some neat combinations that would be good for the game?


That requires me to be creative; I'll leave that to you. I'm a problem-solver.


Anything else you want to say on this subject?


Please don't damage one of the best attributes this game has simply because players naturally find the templates that perform the best. Your job is to balance things out to prevent certain combinations from becoming too powerful, not simply take away our ability to customize. Without stacking, a Master TK+Master Fencer is only a Master Fencer when she/he is wielding a one-handed Melee weapon. This completely ignores the time and effort that was put into Mastering TK. The central problem to this all is the insane amounts of Melee & Ranged defenses those two professions have. There is also a problem with Dodge stacking between Fencer & Pistoleer; this is another example where a cap would be great. Or, simply change it so that Fencer has a separate unique defensive skill - like Riflemen & Pikemen both have block... even though it doesn't seem to function properly ... perhaps only one of them should have block and a new skill needs to be created to replace it.


Thanks for the great game and thanks for the patience and attention shown to the player base.






Defiler { VIPER }
Tycalibur
Sat Jan 31, 2004 6:38 am
#104

I think that Master Rifleman and Master CH are a highly effective combination (but I have posted my areas of improvement for each on the appropriate thread).


I do want to say that I think that Commandos should have some of their their skill points increased so that they cannot dabble in Combat Medic or the skill tree changed to exempt them from it somehow. I had a Commando poison and disease both me and my pet in PvP before he even used his flamethrower on me. This, imo, was a VERY cheap and dishonorable tactic. He was doing it to everyone he could get his hands on in this particular PvP situation.


If it had been a Commando and a Combat Medic doing this to me, two on one, I would have nothing to say about it. But what this particular player did, imo, gave him an unfair fighting edge.


Commandos are designed to be tough, and aside from a Jedi, they wield the most powerful weapon in the game. That's the point, though. They are already difficult to defeat wielding a weapon that can deal up to 800+ max dmg., I don't feel it is fair for them to have too many more abilities than they already possess. But I think what they are allowed to dabble in as a sideline profession should belimited some more than it already is. Thank goodness the last creature patch prevented them from being able to pull out creatures like GSPs anymore.







Tycalibur Bakado -- Master Rifleman/Master Creature Handler
Student of the Force - RotJ
Naritus Server
Tycalibur Haruhara -- MCH/MBH
High Council Member, Galactic CH Guild
Radiant Server
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