Doctor Archive
Thread: Anyone know how buffs are going to change with the combat revamp?
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pircio
Fri Nov 12, 2004 4:36 pm
#27
I almost want to start a new thread with this but i'll keep it here
I'm confident that SOE will manage to piss off 85% of everyone that plays SWG with the combat revamp. Of that 85%, 35% will be fine once they get used to the "new feel".... 35% will be able to deal with the new changes, not necessarily enjoy..... 20% will hate it and complain and hope to change or change professions, and 10% will cancel their accounts entirely.
I base those percentages on past experiences that when SOE tries to "fix" something they just manage to get more people mad, their average is less than impressive.
Predicted Top Pissed Off Professions
1. Armorsmith - the biggest potential nerf possible, YES they may have more options available to them, but they've stuck with it the way it is for a reason. Changing it MIGHT not be very beneficial, especially if all their old stock and months of crafting all of a sudden changes.
2. Doctor - yes we've talked about it hours and hours, this could bring doctors together as a needed person forgrouping (benifit to some hassle for others, let's not worry about that this time). Whether or not you WANT to admit it, this is our bread and butter, buffing at starports, crafting buffs, buffing guildmates, buff HOUSES, etc, etc, we could lose a LOT of money and time.
3. TKA - Slow down there, u think u can unarmed combo 2 all day long? Not any more. TKA's use the most action specials (generally speaking) when they fight, cause they attack faster than anyone else.
Predicted Top Pissed of "Genre" of people
1. Solo groupers - not much explanations is required here.
2. Newbs - getting money to start is not going to be easy as it was, but they won't know any better unless someone's starting a character on another server with no friends to help them out.
3. Force Sensitive non Jedi - all of a sudden getting decentXP becomes much harder on that never ending quest to glory.
Predicted Most Happy People and Professions
1. Weaponsmiths - Maybe more weapons coming out, a lot of people changing their minds on professions means new weapons, more crafting and more money.
2. Old school players - people who have been crying "group" etc etc, may get their will and play the way they want again. Yay if you're one of them (not saying that I am)
3. Jedi - Well what would you expect? They're probably NOT changing that much, IF the devs leave someone out watch it be the Jedi, and they're system has been h4x0r3d with so much I don't think they'll change much with it, if they do it'll be to their benefit... most everything else has.
Predicted Neutral Groups and Professions (these groups won't care)
1. Entertainers - they just won't, trust me.
2. Creature Handlers - not like there's many of them to begin with, another forgotten about profession that needs help.
3. (tied) Tailors/Architechs/Merchant/Politician/Image Designer - these guys don't apply
yes i left out chef, they have the MOST potential either for good or bad, depending on how they do it. i'm not entirely sure all of what they consist of, but i think they'll stay about the same regardless of what happens.
i hope you enjoyed my post,i tried to be humorous but serious at the same time
edited for font size
Message Edited by pircio on 11-12-2004 06:39 PM
Message Edited by pircio on 11-12-2004 06:39 PM
Sunakk
Fri Nov 12, 2004 8:52 pm
#28
If you read TH's old post on the HAM system revamp (http://forums.station.sony.com/swg/board/message?board.id=in_concept&message.id=15154) then you will see the biggest clue to how buffs will be affected after the Combat Upgrade. We have to assume that this is still accurate, of course, but the basics are there for the new system, so it's doubtful they have overhauled it in the time since the post. Specials won't be spammed continuously anymore, but if the pools are buffed, the player's special ability bars will be bigger, allowing for more specials at once.
Buffs in general will always be in demand. Even if buffs were nerfed to a tenth of what they are now, it would still be an advantage--one that would be worth the investment for combat players.
How buffs will work exactly is known by some, such as Agent001; but a little thing called NDA is likely holding them back from saying specifics. If the devs have learned anything, it's that it's safer to keep quiet until you know something for sure.
Brainplay
Sun Nov 14, 2004 4:17 pm
#29
KawikaMacGuyver wrote:
Currently, the combat mechanism is HAM based...which is why substats are they way they are. Also, not everyone is the same combat profession or the same skills, so just because some professions dont fall below 50% hams does not mean that others won't. True, we wont know until the CU takes place and my worries stem from the worse case scenario as it seems changes are made without thinking of all the possible impacts before implementation. The original response I made was directly solely at the regeneration substat buffs. I completely understand the need for high buffs with the HAM subtraction substats which cause you to eat your health and action pools if they are below 1500 each time you use a specials. Consequently I'm opposed to that type of system entirely and wish it was more of a fatigue pool based system which didn't actually cause harm to yourself. Hopefully thats what we'll see with the revamp. However, my stance on HAM regeneration is pretty firm.
The con system is faulty to begin with. If anything, it falls more in line with how mobs were at launch. And how mobs were then and how we are now would be balanced and the con system would be reliable. Hurrton howlers, as they are now, should not be red con to any master combat prof. Their creature level isnt all that high either.
While i agree the solo grouping for money grinding to an extent needed to stop, it's a little too late, and the measure too extreme. This isnt a 9-5 type of game where we operate only during peak hours. Each server has it's own 'off-peak' time that a few people play during. If the game becomes group only or predominantly group oriented, what's the point of these off-peak hour people to continue playing? For them, soloing is not an option, it almost becomes a necessity. Thats partly why i took up CH, so i dont have to rely on spending hours trying to find people to group and remain grouped with me. At most 10% should be completely group necessary (currently, i think it's like 1%....DWB, NS Elders,and to some extent the vette and Krayts). I do have a group of friends i occasionally group up with, but they have desires of their own as well. And it is difficult to find people of similar playstyle or mindset ingame. It took me months to get to knowmy current circle of friends ingame and for all of us to adjust to each other. Well when you thin about it the con system is dead on the mark...if you're unbuffed. Even with that same 52% chitinand unbuffed, regular huutons are easy game. But huurton stalkers and picket protectors will eat me alive. If things were re-conned when buffed it would make it alot easier for us but that would constitute ALOT or coding in relation to the power of your buffs. As to the end of solo groups and non-peak hour players I understand what you mean. I work graveyards most of the week and my main playing times are around 3am-10am. However, its not as bad as it seems. You can still to regular missions and faction missions which get you 10k+ each. Now while it's going to take 3x's as long as to make 1mill its still doable. The older players will just have to get used to making less per mission is all. Thankfully that also means the Imperials will finally get a new infusion of players just so they can get hold of AT-ST. Death to Luke Skywalker wannabe's
nurTsunami
Sun Nov 14, 2004 8:14 pm
#30
I am just scared all those in the GCW forum get their way. There are a lot of loud voices over there fro completely doing away with buffs in the game, or nerfing them into uselessness. I just hope the devs don't give them much heed.
I am interested in seeing what will be done with buffs, and how the doc's role will change in the CU.
Sunakk
Mon Nov 15, 2004 8:17 am
#31
nurTsunami wrote:
I am just scared all those in the GCW forum get their way. There are a lot of loud voices over there fro completely doing away with buffs in the game, or nerfing them into uselessness. I just hope the devs don't give them much heed.
I am interested in seeing what will be done with buffs, and how the doc's role will change in the CU.
From the sense of game balance (from the perspective of doctors having the ability to improve another player's HAM), I doubt that doc buffs will ever be "done away with" or "nerfed into ulselssness." The devs do have a history of responding to loud voices from the player base, but not to the point where it goes against keeping with the goal of the game. Well, the exception here is obviously the Jedi system. Why we need half the players becoming Jedi is beyond me, but that's a different forum discussion.
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