Droid Engineer Archive

Thread: I had high hopes the CU would bring back the need for everyone to have a probot

RasalTheWise
Wed Apr 20, 2005 11:40 am
#14



Straker_Atrella wrote:


RasalTheWise wrote:
Also, keep in mind that a probot will be just as effective at protecting it's master as before. You just can't group with it in order to do so. The new system will make it so the probot will do what it's designed to do. Protect someone who can't protect himself/herself, or *assist* in combat, not tank for a low level character and get easy XP.

Now, if they can just fix the "guard" bug, I'd feel much better.


Rasal, hopefully you are right. The Guard command working is a huge step, especially if it "takes" the agro away like it used too. However, if the mob stays agroed on a crafter, 20 probots wont save you. Somebody with 1k health simply can't take hits of 1.5k+.


True 'dat.

You know, worrying about being attacked wouldn't be so bad if the creature spawn rate wasn't so frikkin' high now. I can't step out of my house w/o tripping over the wildlife.




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Straker_Atrella
Wed Apr 20, 2005 10:10 pm
#15

Drusan, I am 100% for "fixing" combat. Yet at the same time I hardly think that crafters were exactly overpowered combat wise. I don't know about you but for me the danger level for me as a crafter felt about "just right." I could do what I needed to do, but had to be careful.


When fixing combat is it really needed to nerf crafters in the field?


I used to have a lot of faith in the developers myself. That could maybe come back, except they just totally ignore the problem. They don't even acknowledge that crafters will have trouble. The closest thing was the comment for us to hire bodyguards or wear a PSG. Neither will help. How can they fix a problem they don't even acknowledge exists?



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