Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
To All you Min-Maxers out there who are complaining they don't have the numbers and can't min-max their character effectively...
Here is a lesson in how to design a character for a ROLE PLAYING GAME (thats the last 3 letters of the acronym mmorpg)
1 - Read the descriptions of the classes (not the stats)
2 - Decide on a concept, the role you want to play in the game
3 - Develop a personality to go with that role.
4- Pick the classes that best fit that role -
Want to be the hidden sniper? Rifleman Ranger
Want to be the pistol wielding crook? Smuggler pistoleer
Want to make clothes and cook? Chef tailor
5- Level those classes and play the role of your concept...
Notice i fail to mention working out exactly how much defense each class gives you or how much speed, well you get what the devs think a character that fills the role you have chosen think you should get, thats all that matters...
Play the game, play your character, if you just want to run around killing things go buy Jedi outcast, Doom 3 or whatever FPS takes your fancy... SWG is a ROLE PLAYING GAME and thanks to all the whinging min-maxers and powergamers who don't understand this the devs are having great difficulties in getting it balanced.
No, it won't actually show the cap'd skill it will show the total you have. It will just be 125 as far as the game engine is concerned.
Oceanmoon, maybe you should read some of the posts more carefully. I've not noticed anyone whining they're Defenses are now capped. What everyone, who has Melee or Ranged over 125,is complaining about is that there was never any confirmation on anything happening to these, we did suspect it might, there were rumours but no Dev would ever come clean. Further to this, it seems that it's nothing to do with a Melee and Defense Cap of 125 as there are people here with defenses way below that that have noticed a difference and still no response from a Dev.
FYI my Dodge is 115 my Range 121 and my Melee 141. I have one skill that might have been effected by a cap on primary defenses and given it was only 16pnts over I wasn't too concerned but the difference is huge and with the likes of Commando/TKM players complaining about a defense nerf I suspect it isn't entirely intentional and something has got broken in the patch.
Our complaint of Defense Stacking caps is not that theywere brought in, it's the lack of information about them.
Defense skill stacking is in the game so people are going to use it. It is unrealisticto think that a Pistoleers training in Melee defense would combinewith a Fencers but that is how it works and that is whatpeople will doindividualise or maximise their characters.It would have been better if thehigher skill would takethe place of a lower one. You're a Pistoleer/Fencer...You get theFencers defense for Range and Melee andPistoleer state defenses and Dodge, rather than combinining the numbers...that would have been abetter way, but alas it is not to be.
Getoc wrote:
this might be a dumb question but will the cap shown to us in the skill window ? i mean if for example dodge is capped at 125 and someone got 150 will it show 150 or 125 in the skill window ?
No it does not. That is the problem. If the skill window told us what our skills were, then we wouldn't have to ask the developers, and we could just play the game and enjoy ourselves.
hi
ok ok min maxers hmmm?
i started roleplaying a long time ago with pen and paper games so i think i am a little in it.
when i started with SWG i choosed a twi'lek cause i like this race and i did noteven look at the stats at all.
i choosed pistol as a weapon cause i like the han solo type.
i played the game without looking much about xp but one day i hit master pistoleer.
this is claimed to be an elite combat class so after i mastered i thought i could enter the GCW at this point.
what do u think happend? i was dead in the blink of an eye then i was dead again and at the end i was dead.
so i picked up a little smuggler cause now i can play my role easier - i can feighn dead instead of getting killed and loose FP all the time - in the end its the same result - i am dead on the ground.
nice roleplay huh?
i was not able to understand why a elite combat class cant fight other people with a chance to win a fight.
now i know - i didnt wear armour cause i thought a gunfighter is quick and will dodge and not encumber himself with armour.
i didnt use buffs cause i did not see the reason in my roleplay to walk around all the time medicaly enhanced.
i used some food but it did not have much effect.
so when the devs said they will balance the combat in swg i was very happy to hear that.
and now i want to know what the hard caps are -u know why?
cause i will know then which skillboxes of my pistoleer i can drop and buy some medic skills for that points so i am able
to heal myself a little better after i was dead again!
so serious now - how can somebody roleplay in that enviroment?
yes i can play my role for sure a twi'lek pistoleer dead on the ground!
have a nice day
lisasdarren wrote:
To All you Min-Maxers out there who are complaining they don't have the numbers and can't min-max their character effectively...
Here is a lesson in how to design a character for a ROLE PLAYING GAME (thats the last 3 letters of the acronym mmorpg)
What if I want my character to be the best person in the Galaxy with a Gaderiffi? I can take Blademaster but then that just makes me a single class....I'll take Master Brawler too but that just brings me up to the similar level of a TKM anyway and I'm still the same as any other blademaster as most will havetaken MB as well.So I study Teras Kasi techniques and apply them to my trade as well as some of the balance techniques from Pistoleer.
My defenses are now much higher than a normal Blademaster. Am I unbeatable in combat, not at all. I have lost a duel to TKM/Commando's who just used TK (ok I won the match 2-1 but I still lost) Am I min-max'd No. Rifleman/TK/Fencer would be a better choice by far for defenses. Blademaster/Master Doc would probably beat me with little problem....But...I am damn good against another melee class and that was what I intended.
I'm not going to argue against this being an RPG but I will argue for people that decide to stack their characters and I do expect any information on changes to the game to be made available. SOE included skill stacking, probably in error or maybe just not expecting it to be taken to some of the extremes it has been (They can't be that naive can they?)but as they rebalance this they need to let the community know. Some Roleplayers may not care a hoot on what changes they make but many PvP'rs will want to know, especially considering the game still has overpowered professions without any combat defense stacking.
In fact, I deleted my toon and restarted as human so I could actually wear legal (unsliced) armor, being the good citizen of the Empire that I am.
Reading the description of the races was *so* completely off base for the actual stats in game, they infringed on my ability to ignore them.
The whole point of the complaints against template stacking, is that it made such a huge difference, that you couldn't compete unless you did the same. Instead of addressing the problem, the symptons were covered up. (melee defense reduced while using a ranged weapon)
Personally, if I learn how to use my pistol, and I get combat bonuses... from working with that pistol... then those bonuses should only apply when I'm using said pistol.
The skills that I gain as a rifleman... shouldn't apply unless I'm using a rifle.
TKA skills... shouldn't apply unless I'm unarmed or using a TKA weapon.
A fencer has really good defense... but where in any fencer training or practice is that supposed to help you while you're lying prone out in a field with a sniper rifle?
When you get missions from terminals, the game evaluates your combat effectiveness based on the weapon you have equipped. It does not use your effective skills, it uses your proficiency with your equipped weapon. Why was this assumption made again?
Nothing is stopping me from taking 2 elite combat professions and getting good use out of the bonuses of them... what you should gain from that is flexibility, not effectiveness. If I want to have skill with a ranged weapon and a melee weapon... then great. I can get a few shots in, maybe even kill something before it can get to me. But, if it does get to me, then I can put the gun away and deal with it using melee. Thats flexibility. Otherwise, I wanna be able to dance while I play an instrument and buff all 3 mind pools at the same time to 250%.
Personally, I think the changes implimented weren't thought out, definately weren't tested, and I don't think they'll have the desired effect. At best, it'll require yet another patch to fix the patch that was supposed to fix a bug? Please, don't insult me like that.