Droid Engineer Archive
Thread: Please call off the entire combat module thing
THIS IS A NERF!!!!!!!!
Warfish
Since chefs now have tons and tons of enhancing recipies, why thel can't DE get droids with a limitedlife spanthat increase say crafting skills of people`? Or fighting skills for that sake.
I read that "droid engineering" forever have to be crap, because if not, every other class would have to be nerfed.
Why then isn't every other class nerfed when Chefs get recipies to increase skills?????
I do love the consept of droids, and I've been a droid engineer ever since I started playing this game, but it is also very frustrating. There are tons and tons of bugs. but I guess the devs are under pressure to create the space expantion.
Well, I'm not gonna pay for a space expantion that's for sure.
If I can't be a DE, then I'll quit playing this game.
Warfish
It's not really a nerf.
Droid armor ratings were left over from pre-beta and didn't work like anything else.
Now everything will work the same way.
But I have to say 20% resist seems mightly low.
If you keep the Probot at range, it won't. And...this will mean the armor won't matter if you happen be up on something that YOU (or whomever) can keep the mob in a melee attack mode.
progman63 wrote:
It's not really a nerf.
Droid armor ratings were left over from pre-beta and didn't work like anything else.
Now everything will work the same way.
But I have to say 20% resist seems mightly low.
Thinks about THAT, everyone....okay?
It can be more about a different strategy of how Probots fit into the scheme of things than some people think.
Use a CL creature (and yourself, if you're melee) to tank your mob. Keep the Probot at ranged. Voila. Armor issue is now non-existant.
/bow
Respectfully,
TheRealTK421 wrote:
If you keep the Probot at range, it won't. And...this will mean the armor won't matter if you happen be up on something that YOU (or whomever) can keep the mob in a melee attack mode.
progman63 wrote:
It's not really a nerf.
Droid armor ratings were left over from pre-beta and didn't work like anything else.
Now everything will work the same way.
But I have to say 20% resist seems mightly low.
Thinks about THAT, everyone....okay?
It can be more about a different strategy of how Probots fit into the scheme of things than some people think.
Use a CL creature (and yourself, if you're melee) to tank your mob. Keep the Probot at ranged. Voila. Armor issue is now non-existant.
/bow
Respectfully,
Dear Heavens TK..I cant believe it's you who wrote that.....I honestly cannot.
It is EXACTLY the opposite of what we actually want, and you know it.
So now I have to pick up brawler skills instead of my pistol that has already taken me eons to get anywhere good? Is that because TH is a brawler fan? Hmm I do wonder.
Droids are being changed out of all recognition in one fell swoop..and that is not right. There should be a respectable period of time between the first kiss and the 'end game', in this case not only was there no kiss, but the 'end' is the wrong one.
And you know it too.
/bow
Shian_Tavkin wrote:
TheRealTK421 wrote:
Use a CL creature (and yourself, if you're melee) to tank your mob. Keep the Probot at ranged. Voila. Armor issue is now non-existant.
Dear Heavens TK..I cant believe it's you who wrote that.....I honestly cannot.
Yup...still me.
The armor change is something I will bring up, all...I don't know what will happen. I can only state that I will make sure that it's understood how the DEs feel about this (yes, including me).
It is EXACTLY the opposite of what we actually want, and you know it.
Yup...I do. The Devs have a tendency to do that kind of stuff sometimes.
So now I have to pick up brawler skills instead of my pistol that has already taken me eons to get anywhere good? Is that because TH is a brawler fan? Hmm I do wonder.
Well...no, you don't "have" to do anything. I was giving an example of when I see the currently planned Probot change being at its most useful. That's all.
I was able to run Jabba missions just with me and the Probot (but at only unarmed 4 right now, I wasn't able to roll through them). For me, and my situation, the Probot DID help. I can say that much.
Respectfully,
TheRealTK421 wrote:
/bow
Shian_Tavkin wrote:
TheRealTK421 wrote:
Use a CL creature (and yourself, if you're melee) to tank your mob. Keep the Probot at ranged. Voila. Armor issue is now non-existant.
Dear Heavens TK..I cant believe it's you who wrote that.....I honestly cannot.
Yup...still me.
The armor change is something I will bring up, all...I don't know what will happen. I can only state that I will make sure that it's understood how the DEs feel about this (yes, including me).
It is EXACTLY the opposite of what we actually want, and you know it.
Yup...I do. The Devs have a tendency to do that kind of stuff sometimes.
So now I have to pick up brawler skills instead of my pistol that has already taken me eons to get anywhere good? Is that because TH is a brawler fan? Hmm I do wonder.
Well...no, you don't "have" to do anything. I was giving an example of when I see the currently planned Probot change being at its most useful. That's all.
I was able to run Jabba missions just with me and the Probot (but at only unarmed 4 right now, I wasn't able to roll through them). For me, and my situation, the Probot DID help. I can say that much.
Respectfully,
So after all this I guess I have 2 "thoughts" if I keep it in the "positive" line that the Dev's seem so fond of. (Giving them the benefit of the doubt.)
1. I'm guessing our Combat ability is so worthless because we said we didn't want combat abilities. This is just their way ot making several chassis, like the Probot, purposeful. As well as making R2 cut things.
So if we assume our TRUE abilities come out in Publish 8 (utility abilities) then we can safely say these combat changes are valid and balanced.
2. Are we really going to get utility?
Currently our utility is pretty limited and a single purchase requires no repurchases after any amount of time. So we need enough utility that no one can have ALL the abilities we can offer with their limit on droids, OR we need to make them decay or such.
Are we going to get real utility? I've seen, read, reread, consulted, asked, complained, etc, about each and everyone one of those utilities. I can see a good use for 3 of them, and the 4th (Entertainer) isn't awful. But it's not even CLOSE to enough.
Are the Dev's going to be adding more module, with or without the input of DE's, or is that basically all they're adding. (And I don't mean they have one more module they're waffling around on.) If we're getting more utility, and especially if they're going to work with us on some ideas, then I can happily say this combat update is fair. It just gives us a small ability to add to our droids. (Sort of how a BE can make CL10 pets, which are basically worthless once a player learns the SWG system)
Keep in mind that we WERE going to Combat, but the uprising made the Dev's re-evaluate us as "utility" people instead. If we're really going to be utility instead of combat, this could be considered just a bonus ability to give our class some spice.
I don't think we've ever had a CLEAR reponse as to whether those 4 module are all they're giving us. Understandably they don't want to discuss it yet, since they haven't finished with Publish 7 and it's abilities. But a clear-cut answer "Thats what you get, shut up already" or "Thats just our current starting plan, we'd like to expand a bit on those abilities and others" would be VERY much appreciated and, I think, solve a lot of the flaming and negative comments about the combat changes.
We didn't want Combat, so they're not giving us combat.
We want Utility, but that question remains unanswered.
I think it is safe to say that all the combat changes have been developed to accomodate CL10+ combat droids. Wether in regards to an future update that may come some (and i mean quite some) time later or as the remains of the idea the DEVs had for us before we turned it down i cannot say. It is, however pretty clear that this is not a system to get the very best out of CL10max combat droids.
Due to this i cannot condemn this combat system, as it is a compromise, which generally implies drawbacks of some sorts. The combat modules haven't led to the armor change, this is an independent thing. Saying that all must be revoked won't go far with the DEVs. If we concentrate on the Armore nerf, we can make a difference.
Ellewen wrote:
/disagree...
This whole DE invasion adds a new dynamic to the entire game. Thats a good thing (tm). Also, remember that a nerf is not a permanent thing.
Lets see where the droid invasion takes us before we go nuclear. There are still too many unknowns at this point, in my oppinion.
cheers...
Spoken like a ture believer! How many times do the Devs have to take you down the primrose path before you'll loose faith in them?
Say! Are you interested in buying some land in Florida?
...and the very last thing we need is to jump on people that have kept themselves some faith and goodwill...
Raise all hell about the issues, tear changes apart as you wish, but please, stay objective and don't get personal.
Please.
You're one of the guys we could thank for not having high-level droids, because you were against Droid Commanders on principle. Now that you are on the SWG volunteer staff,we hear yousinging a different tune. So, can we expect you to toe the company line from now on? Or will you put up a modicum of indepedent thought?
TheRealTK421 wrote:
If you keep the Probot at range, it won't. And...this will mean the armor won't matter if you happen be up on something that YOU (or whomever) can keep the mob in a melee attack mode.
Thinks about THAT, everyone....okay?
It can be more about a different strategy of how Probots fit into the scheme of things than some people think.
Use a CL creature (and yourself, if you're melee) to tank your mob. Keep the Probot at ranged. Voila. Armor issue is now non-existant.
/bow
Respectfully,