Development Cycle Archive

Thread: IT 7-2 Preliminary Combat Balance Changes

DarthRoscoe
Mon Mar 08, 2004 11:59 am
#105

I think that many people (including me) will seriously consider quitting if this panic shot "fix" comes through. It's not the fact that I can't use it anymore (it will just make me drop smuggler and become another TKM since I won't be able to use panic shot as a counter to a kd/dizzy spitting rawl x 30 combo), but it's the simple principle that the developers have stated that they are undecided on whether the panic shot change is needed, yet they're still going to push it through. Obviously, the players don't want it if they are taking the time to "reconsider" whether or not this would be a good step, but when you rethink something you are planning to do, you don't do it until you're done thinking about it. I don't see myself paying for a game where the majority opinion of the players is completely ignored for the sake of programming convenience. There are a million ways to eliminate the soloing of high level mobs that have nothing to do with nerfing delays, but I guess they chose the most convenient way to do it. They could have tried to:


1) Make high level mobs have delay resists in the form of a timer unique to that type of mob. (For example: Krayt dragons should have a 2 minute delay timer, which means after it is delayed, it should resist all delays from any player for 2 minutes.)


2) Make the timers between delays longer universally.


3) Make panic shot ineffective by giving it high ham costs, making it depend on pistol accuracy (meaning it can be blocked, dodged, or counterattacked). Oh wait...that's already been done...


Dirty fighting is supposed to be unique, yet they're making panic shot the lesser of warcry 1 (a novice brawler skill). I say panic shot is lesser because it can be missed, counterattacked, blocked, or dodged while warcry can't.


You can find another way to prevent krayt dragons from getting soloed than to pick on delays. If the panic shot fix goes live,you guys shoulddemand that KD/dizzy get nerfed since it is a delay in which you can't run or heal. Make it break upon damage to the target as well.


All in all, it just seems thatthe devsneverfix what the people want them to fix, they nerf what the people don't want them to fix. They hear a lot of cries about Combat Medics and KD/dizzies, yet they go unanswered. They do, however, answer the cries of the smugglers to be able to sell junk to jawas. I guess the real player issues aren't important anymore...




Nino Brown
-Bria
Shrendyc
Mon Mar 08, 2004 12:09 pm
#106

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.





"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
cshauny
Mon Mar 08, 2004 1:20 pm
#107

Well said Nino, though I think you should have been addressing SWG-Runesabre and not TH

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.



Charm-O-Shaun
Resource Vendors at Zlatan's Vendor Mall [Offer items here]
/waypoint -375 -5480 Coronet

slugeater
Mon Mar 08, 2004 1:26 pm
#108

Yay, another smuggler nerf lol. What's next?



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

ViolentAngel
Mon Mar 08, 2004 3:35 pm
#109






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 :/





That'll be me too then. No more Carbineer, and I've just spent a small fortune on my latest EE3 Handcannon. So now I should be learning Pistoleer or Rifleman right? So that I can cash in on the dodge/block skill bonus?I mean hell... Swords and Carbines are like bread and butter for so many people. What about all those Fencer/Pistoleers? They fit together even better! I mean at least if I choose Rifleman and Swords I can match up the Mind abilities, but what about the Fencers? If Pistol doesn't match, nothing does. Oh look, theres another rise in the amount of Pistol/TKA (smugglers) fighting over Locked Containers at the Starport, and believe me, that first slicing xp is hard to come by, without every Fencer in the galaxies looking for new Active Defense bonuses.


Doesn't this change also leave the maximum chance to to counter stuck at a shameful 12.5%? Don't misunderstand, I do beleive in the anti-dabble movement, I just didn't know it would cut into some of the Bread and Butter templates... I was expecting something like a Melee/Ranged Def cap, possibly a defense Vs WhateverStatus cap, but ... You're cutting out the wholeflavour of my character... I've always played as theCounter characters in the beat'em ups. Its my -thing-. I felt obliged to create a character that could "Master" the Counter ability. Characterfully, the carbine was an extension of my Sword technique, but the Carbine was great when I wasn't RPing/trying to impress someone.


I've Mastered Swordsman, and nearly Mastered Carbineer, I was really happy changes to my ranged specials. I think that the Dizzy potential on FullAuto would have been a nice replacment for the Warcry II lockdown. I mean after I slaved away at Mastering Brawler (okay so it doesn't take -that- long) for the Lunge II, Warcry II combo I feel that I am being cut a little short... Its hard enough to compete with Fencers as it is.


I just hope this little change never gets passed the Test Center. Hope that the Devs realise this doesn't solve Defensive stacking, just shuffles peoples templates a bit.


Who should be targeted here?


The Bread and Butter templates (Fencer/Pistoleer being the best example)

OR

The Defence Salads (TKA with all three of the defensive routes fromSwords, Poles and Knives)?



Take the blue pill,Ô
Play SWG, never dual-wield your pistols and believe whatever you want to believe.
Take the red pill,Ô
Play MxO, and I will show you how deep the rabbit hole goes.

SWG was never the game I wanted it to be, even before the NGE. All the NGE did is take away what gameplay SWG actually did have.
Scorus
Tue Mar 09, 2004 7:14 am
#110

When are the now legendary and mythical combat balance changes coming?



Scorus
KingSnake777
Tue Mar 09, 2004 7:19 am
#111






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....)




-----------------------------------------------------
Winner of "Quid's Comic" Politican Madness!
___________________________________
-----"Trust Me, I Know What I'm Doing"-------
TekDragon
Tue Mar 09, 2004 8:16 am
#112

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.





TekDragon DeSol
Duke Of House Atreides
TekDragon
Tue Mar 09, 2004 9:30 pm
#113

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 DeSol
Duke Of House Atreides
Freth
Tue Mar 09, 2004 9:52 pm
#114






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.



Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


Ejosispo
Tue Mar 09, 2004 11:29 pm
#115


De - Feeeeeeeeeeeeeence

Sta- Ckiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiing


DE- FEEEEEEEEEEEENCE

STA- Ckiiiiiiiiiiiiiiiiiing


Pa Pa Ra Ra

Pa Pa Ra Ra

Pa Pa Ra Ra

Pa Pa Ra Ra


Dear TH why wont u say now

exactly which mods will be sliced

After the defense stacking nerf

Makes the cap one twenty fiiiiiiiiive


Name the star wars tune this is written to and win the Ejo prize, a free tourround anchorhead!


Hey, boredom DOES motivate sometimes.

James_T_Stryker
Wed Mar 10, 2004 2:52 pm
#116

Isn'tit a bit wrong that the last dev. post was 2 pages and 3 days ago, as well as the fact that the post he made has been used on no less than 4 times to prove just how little the devs. think of our opinion on the changes that happen in this game. Now I'm not employed by any company as I am still in High school, but it would seem to me that a prime part of running a game that relies on its gamers, us, is for the people that run the game, the devs, to listen to said gamers and try to make the game most to the said gamers likes. What was the term that my business teacher called it...? Oh that’s right customer service. I have tried to avoid the forums as much as I could do to the usual rants about unfairness by people who can't get over the fact that their character isn't perfect, but this topic has managed to draw me back in. The devs. really need to start listening to what we as the PAYING customers have to say about how the game is maintained.

Now as a master smuggler I have to say that this latest "fix", "balance", or whatever fluff you want to color it up with is just plain not thought out. With the current effects of panic shot being a 30 sec. timer to prevent spamming, delay of the user for about 5 sec. after use, and only a 10 sec. delay to the target, leaving the user with only about 5 sec. to capitalize on the delay, along with the fact that it can be dodged, blocked, counterattacked, or just plain miss. I just don't see where this move needs to be balanced at all, if a dev. or someone else would like to point it out to me I would be very glad. Until someone can point out where panic shot is unbalanced I would think the devs might go by the old adage "if it's not broke, don't fix it".


By the way did anyone else notice that panic shot was never even mentioned as a combat balance change? We had to sift thought the notes to find a cryptic notice that "The delay effect of panic shot will break on damage to the target." I for one read the terminology and placement of the note as trying to bury another nerf under all the other updates to try and avoid just the response that the devs. have now gotten. This last part is merely my opinion and I welcome any discussion of it on another forum if someone would wish to do so.



... Has sliced a Lightsaber

Master smuggler since 3 months after launch (I made my up without grinding and proud of it!)

You can never out run death, But you can make him work for it!
Raptor2k1
Wed Mar 10, 2004 10:11 pm
#117

I'm looking for some clarity on an issue, if I might intrude. According to patch notes, bleed DoT attacks now only hit the pool that they bleed. My question is, does this only effect bleeding attacks for pistoleer, carbineer, and rifleman, or does it effect all weapon-based combat DoT's, including the flamethrower? If not, is there any particular reason?



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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