Fencer Archive
Thread: Anyone worried about combat Revamp?
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Pire
Mon Jun 14, 2004 11:05 pm
#14
i'm worried for 2 reasons.
1. i have a feeling that after it we wont be able to do anymore 20-30k+ missions, so we wont be able to get anywhere near the cahs that will be necessary to upkeep our gear. as is, i am rarely above 1 mil mark, as a fencer/rifleman, a replacement for a rifle costs me around 250-750k, a replacement for a suit of comp is self explanatory, multiply that times stun suit, kinetic suit, energy suit. replacement for melee weapons is a bit cheaper, about half teh costs of ranged.
this of course taking into account crappy slices.
2. this will be very much coupled with the end of hologrinding. as i remember for a while there people had a very serious problem of obtaining AP xp to master their profession. the supply was about 1 out of 100 % that was needed. this combined with the changes in combat revamp will be a real blow to switching professions.
i think weapon wise we will actually be better off then we are now since things will be much less resistant to kinetic dmg then they are now. and our defense, dodge, works great regardless of weapon type used against it.
Message Edited by Pire on 06-14-2004 11:07 PM
Khoivo
Tue Jun 15, 2004 5:11 am
#15
The only thing I care about getting changed, is this damn Mind shot that drains out my entire Mind and just leaves hangin there to die. One shot, that's all it takes and your incapped, the rest can stay the same as far as I am concerned.
Neige
Tue Jun 15, 2004 8:52 am
#16
Let me indulge in a little collective gratification.
Fencers are used to think, to use strategy in combat, not just spam scatter2 or1hHit3. so if the combat revamp makes it harder for full buff/compo-whatever-the-FOTM-is to 0wn inpvp, i think we wont be disapointed.
We'll follow through the Fencer way, with wits, will and precision.
Falric
Wed Jun 16, 2004 7:18 am
#17
FURY_Chaser wrote:Fencers are going to shine with the combat balance. Not so much as what we will get but what happens to combat as a whole.
- Mind Pool becomeing healable.
- Speed calculations being adjusted.
- Various State effects being looked into.
And probably most important armor being adjusted. Hopefully with some armors with kinetic vulnrabilites so we can use swords in PvP
The one thing that I fear is PvE aspect, ( high end ) with armor nerf and probably buff nerf fencers will be alot less effective agaisnt mobs that have 100 accuracy
Name: Eva
Server: shadowfire
I have heard confirmed info about this a month ago, though some sources but to what extent I do not know. I just been to busy gathering information, as well as keeping quite an grinding out my crafters professions in preps for jump to lightspeed. ^-^
But I aslo have questions on some of the other things I have heard which I feel isn't a good time to mention just yet as it is still quite questionible. Much of what I heard I kinda like an agree upon, but the over all changes to the fencers does balance them out. I agree the armor cert's they will be placing on the classes in how it will affect them would be a incredibly good idea to help balance out many issues. But my biggest worries are, the action points an how affective the new ham system is. To be serious, I have heard pro's an cons about this being whispered from verious sources. Some of it acutly very nice, an some of it pretty punishing to a fencer an a few other classes. Meh... We will see how the out come is when it gets closer to the deadline an when they take it from beta test to TC testing. I hope they worked out the bugs, in the ham system, many of us are dying to see this combat rebalance happen as is state of pvp on shadowfire is pretty much a dying horse being whiped to death.
One thing I heard about, have yet to confirm. Is combat medics reciving a 50% to 85% combat medic poison/deasie reduction in pvp. I know they pretty much stated at fan fest. "Screw'm were not changing them much so spread out tactics other wise your SOL enjoy the game" ^-^ We can see dev's do have a sense of interesting an yet twisted sense of humor. Gotta lov'm!
AngelofWar87
Wed Jun 16, 2004 3:11 pm
#18
Finally, someone with common sense! Most of the 'children' that play Star Wars Galaxies just wish to stack all the 'uber' defenses they can and spend countless hours becoming the new FOTM and finding something else to abuse. I'm glad that this Combat Revamp will flesh out the whiners and fix what should of been originally implemented in the game; Not spamming 'pwnz0r' styles or finding the newest way to 'r0xx0r' combat, but use strategy and other common sense techniques to win combat. To SOE I say, Here here!
SVX007
Thu Jun 17, 2004 5:31 am
#19
Not to be negative but the wayI see it the combat balance will fix things long enough for the frist poer gamer to find the weaknesses and strengths and begin the cycle all over again. There is bound to be something that SOE didnt think of that one of the thousands of players will. They'll spread it people will see it and copy it and we'll be back to square one, Sorry but that is how it works
Some things need balalnced out like the fact thatI started the game as a marksmen class and had a hard time surviving basic missions, but My char on temepest who started as a brawler class was able to easily fend off an unexpected attack from slice hounds as a 0020 (way below average ubese and a2h curved sword)Now im willing to chock some of that up to experience as there was over 3 months difference but thenI just started an Alt through the Marksman tree and noticed the same thing.
Anyway am I worried well no I mean until it happens its all rumor anyway right.
TKMonkey
Thu Jun 17, 2004 11:36 am
#20
SVX007 wrote:
Not to be negative but the wayI see it the combat balance will fix things long enough for the frist poer gamer to find the weaknesses and strengths and begin the cycle all over again. There is bound to be something that SOE didnt think of that one of the thousands of players will. They'll spread it people will see it and copy it and we'll be back to square one, Sorry but that is how it works
You're missing the point, the combat "in-balance" is a result of the team screwing up from the start, classes have been played with considerablyand drifted from their original purpose, players have been able to create items which overpower classes and so on. When the combat balance comes in everything will be worked out and bought in line with how it should be, and no doubt all the future additions to the game (weapons, armor) will be inline with this balance. Sure some templates will be more powerful than others, but it's highly unlikely we'll see something like the acklay stun baton saga repeating itself.
Falric
Thu Jun 17, 2004 12:04 pm
#21
AngelofWar87 wrote:Finally, someone with common sense! Most of the 'children' that play Star Wars Galaxies just wish to stack all the 'uber' defenses they can and spend countless hours becoming the new FOTM and finding something else to abuse. I'm glad that this Combat Revamp will flesh out the whiners and fix what should of been originally implemented in the game; Not spamming 'pwnz0r' styles or finding the newest way to 'r0xx0r' combat, but use strategy and other common sense techniques to win combat. To SOE I say, Here here!
Name: Eva
Server: Shadowfire
I find that very offensive, true most of us use combat stacking to keep ourselves alive longer. An some of us do not, the real skill comes from the fact you know how to use your class. Not the weapons, not the poisons, not the template build. But plain brains over brawn, in how to take your oppenet out before they take you out. I played a fencer since patch one on shadowfire as a fencer, I remember the days very well an the limits of the class. I was thier when many changes took form to melee, the boosts the new power. As well as the nerf's to skills later. Even after each nerf, change an I strived very hard to be the best I can be.
If it means, I combine doc, with my fencer or combat medic. If it means, I combine rifleman or even ch. If it means I cleverly stack defences in such away I am stronger. What ever the reason may be, its not the skill boxes of the template that makes the fencer deadly. Its the players ablitilies his/her ablitiy to quickly think an change tactics on the fly, that brings out the tiger hidden with in the kitten. When it boils down to it, the fencer with the better tactic's an understanding of his class will preveil. An yes good weapons, an even dot weapons make a difference to some degree as well.
I myself do wish to see the combat rebalance as soon as possible, but I'll be a bit sad with some changes but, will be happy for the rest. I do agree, somewhat with angleofwar87 has said but not all of it. We are only human most of us do what we do in order to stay alive in the game longer. Its human nature to strive to be the best as well as live long enough to be feared. Anyhow peace...
KraytDragonMan
Thu Jun 17, 2004 7:51 pm
#22
I think its better that we wait longer for the Combat Rebalance, that means it could quite possibly be alot better then if they just pushed it out as fast as possible. Just have confidence in the developers and im sure they will pull this one off and make combat fun again. 
piezo
Fri Jun 18, 2004 12:19 am
#23
Seeing as the combat balance is most likely months away, you should be more worries about pub 9, which goes live in 5 days.
Scatter hits are getting fixed/nerfed.
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