Development Cycle Archive
Thread: IT 7-2 Preliminary Combat Balance Changes
How many smugglers are there in game? After all, that is the only class that can gain access to Panic Shot. I know, people dabble to get the pistol skills, but just how many people have novice smuggler, exactly?
I doubt it's a huge number. And furthermore, I don't think panic shot is an overblown, ueber skill that gets abused. So why now, after a year of game time, does the smuggler get the axe yet again? And we've got nothing to show for it at all. No new content. Nothing in the way of a revamp. Zip, Zero, Nada.
But - we have player cities. And mounts. And vehicles. Oh, and don't forget a new dungeon after every publish. Too bad as a smugglerI can't do the stinkin' dungeons since I'll be the first one to die because I can't delay anything(panic shot nerf), can't shoot anything(no to hit bonuses), and will always get aggro'd when I feign death(feign death nerf).
My spices aren't selling since the Chef revamp (now, don't get me wrong, I am glad the chefs got some love. They needed it, too.) I don't engage in the GCW so underworld is useless to me. Slicing is the only tree that works at the moment, and I'll bet the developers have changes in mind to screw that up, too.
What is the matter with you people at SOE? Stop by the smuggler forum for one moment and you will see the discontent and the disappointment in this profession. This profession is the reason I started playing the game. It's getting to the point that I may decide to vote with my wallet and just write this off as a learning experience.
At the moment, we smugglers like Panic Shot the way it is and the bottom-line is that we don't want it changed. There have been no complaints about it and there have been plenty of posts with reasons as to WHY it shouldn't be changed.
Test it all you want. Take a month, take a year for all we care. But DON'T force this into Live and expect us to test this for you and see how things pan out. There is a reason why the Test Center exists and the testing over there should produce conclusive enough results. There is no need for you to dump this into Live, especially when none of us want it and when noone has complained about it.
Hitchico wrote:
Is it true that on the test centre counter attack, dodge and block are capped at 125? This worries me as I am a Master Swordsman, Master Carbineer so now one line of one of my chosen proffessions is rendered virtually useless? I can understand capping it due to the dabblers with approx 200 dodge (+whatever dodge tapes they may happen to have) and insanely high melee and range defence by picking and choosing defence lines of various proffs. But i have no other proffessions and as a Master of 2 proffesions why should i be penalised due to the fact their defences overlap? If the developers never wanted this to be the case then why have similiar defensive attributes if they didnt want them to stack. I could understand capping the dabblers but if you are a master of 2 proffessions then surely you should benefit from all your defences.
Maybe I should stop being different and playing the classes that i enjoy and go for the flavour of the month tka rifleman :/
Scorus wrote:
When are the now legendary and mythical combat balance changes coming?
Don't be to optimistic.... remember... Young Anikain was to bring balance to the force... and he did, kind of... after killing all the Jedi and distroying the republic in the process... This combat balance may indeed bring balance to combat, by at what cost...
KingSnake.... (clouded, this publish is... uncertrion, is it's outcome....)
We might as well give up hope on TH actually replying to our questions. I'm posting this here, along with the 500 other posts on the same questions, as a summary so next time when a dev says they are working on their communication we can link to this to show it is all just lip service.
Their are 3 main issues in this thread:
1. Whether the defence cap is for block/counter/dodge or if all the "defence vs xxx" (where xxx is ranged, melee, dizzy, blind, stung, intimidate, etc) are being capped too.
2. If the defence cap is a HARD cap (ie no skill enhancers or food will take it over 125) or a soft cap in which you can only get 125 in a certain defence from your skills.
3. Concern as to why the devs lumped Smuggler's 'panic shot' in with Brawler's 'warcry' even though they are two ENTIRELY different proffesions and two ENTIRELY different types of skills. Being neither a Brawler or a Smuggler I cannot expand on this except to say that many others outlined those differences earlier in the thread and on the Brawler and Smuggler board. All of which have been ignored by the devs.
5 dollarssays TH responds to Freth's post (which has nothing to do with anything being discussed here) and ignores all the others asking the same 3 questions over and over and over.
TekDragon wrote:
5 dollarssays TH responds to Freth's post (which has nothing to do with anything being discussed here) and ignores all the others asking the same 3 questions over and over and over.
I may not have mentioned panic shot like everyone else, but my post was pertinent to the combat changes coming. I was merely pointing out the similarities between the CH profession nerf and our cries and pleads for certain aspects not to be changed, which were ignored. It's exactly the same as this publish is going to be toward other professions. I feel it's a long time coming and I welcome it, even though I don't agree with some changes being made.