Fencer Archive
Thread: Two changes coming in tomorrow's patch, is Fencer hurt by any of them?
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WookieOgre
Mon Jun 28, 2004 8:42 am
#1
I really know of only two major changes coming in tomorrow's patch. One being the infamous switching weapons takes 3 seconds (I actually tested this when my server was copied over and trust me it sucked even as a Master Fencer) and the other now being this new "hit/miss" equation. I can deal with the weapon switching, just use warcry but I dont know about the other.
Question, how is this new equation going to effect us. The Fencer professionis supposed to be about defense and suddenly devs look like they are limiting how good we will be at avoiding damage. So did anyone test this new "enhancement" to the game? How does it effect our defense and offense? Haven't read any feedback on the change....probably because the devs squeezed this in last minute before anyone realized what was happening (does the term lube up sound familiar).
What I would like to know point blank, do I give Fencer up after this change. I can't PvE worth a crap because of low damage weapons and if everyone nowhas a better chance at hitting me whats the point of the Fencer profession.
btw, I thought all the Combat Balance issues were going to be put in at the same time (2-3 months)........why suddenly is it a priority to limit our accuracy and/or defense (not sure what thischange still does) when you have CM's that will still never misswhile killing at will. Why is that still not a priority?
FallAM
Mon Jun 28, 2004 9:30 am
#2
Good topic here is my two cents.
It takes 3 seconds to change weapons and armor. This means that if a rifleman is pvp'ing with their jawa ion out and you have your 37% stun helm on, it will take them 3 seconds to change to T21 or Dxr6b, just like it will take you 3 seconds to switch to gaffi if they are neglecting a helm or armor at all. This will be a balance, if you know your opponent you know the T21 is about to pop into their hands because you know they use strategy, being one step ahead you can already hit the hotkey for your 85% base composite helm. Armor needs a nerf, yeah.
The timing on the armor/weapon change timer will prevent people from effectively using a macro to go feign death with little to no penalty.
So fencers are not the only ones effected by the weapon/armor changing nerf.
I know for a fact that I can log on to live right now, buff up and I can CHASE a Master rifle/Master TKA, keeping them intimidated and using scatterhit2 to wear them down. Using the helm switching hotkeyed thing, they can't do a thing to me especially if I am centered with dodge food (as I usually am.)
If we are no longer able to chase a rifleman with that significant extent of effectiveness, we have to reroute our strategy, and move back to the rifle/doctor defense strategy which is moving indoors and making their range as poor as possible while putting yourself at an advantage.
I do think that while they have NOT fixed the most abusive dodge stacking (fencer dodge, pistol dodge, food dodge, SEA dodge combination) in the game, due to jedi defenses the one way to take out these secondary defense stackers (dodge, counter stackers) is being nerfed. This I mean, scatterhit2, and its not just us. Give me a high damage carbine and BHcarb/master BH and I can tear into a dodge stacker using scattershot2. Same goes for fast blast (never knew until the test center MBH thing went on and I actually got to fire fast blast with a scatter pistol)and unarmedcombo although unarmedcombo is not nearly as damaging.
so spare of proofreading that I hope we follow.
FallAM
Mon Jun 28, 2004 9:32 am
#3
i mean master carbineer with bh carbs 3 at least, scattershot2 is awesome to take out a dodge stacker.
WookieOgre
Mon Jun 28, 2004 10:11 am
#4
I know of the the bugged attacks that ignore defenses, those rightfully should be fixed (even though it is sometimes the only way to defeat another Fencer). The professions with the bugged attacks have lived with an advantage far too long. However, I was just told that this new "enhancement" changes the way a successful hit is calculated.Does this change effect our dodging ability when using CoB? A friend told me it does (I have yet to see proof) and was changed because BH's can't touch Jedi (I saw it on Test and I laughed after 5 mins the MBH landed maybe 2 hits while the Jedi just stood there blocking everything). I'm all for balance but I would hate to log in tomorrow and find I'm getting hit by low level mobs again because BH's need a revamp.
nolik2
Mon Jun 28, 2004 3:35 pm
#5
The only changes the devs are concerned about are the ones that affect the jedi.
Lord_Anakin
Mon Jun 28, 2004 3:42 pm
#6
FallAM wrote:
Good topic here is my two cents.
It takes 3 seconds to change weapons and armor. This means that if a rifleman is pvp'ing with their jawa ion out and you have your 37% stun helm on, it will take them 3 seconds to change to T21 or Dxr6b, just like it will take you 3 seconds to switch to gaffi if they are neglecting a helm or armor at all. This will be a balance, if you know your opponent you know the T21 is about to pop into their hands because you know they use strategy, being one step ahead you can already hit the hotkey for your 85% base composite helm. Armor needs a nerf, yeah.
The timing on the armor/weapon change timer will prevent people from effectively using a macro to go feign death with little to no penalty.
So fencers are not the only ones effected by the weapon/armor changing nerf.
I know for a fact that I can log on to live right now, buff up and I can CHASE a Master rifle/Master TKA, keeping them intimidated and using scatterhit2 to wear them down. Using the helm switching hotkeyed thing, they can't do a thing to me especially if I am centered with dodge food (as I usually am.)
If we are no longer able to chase a rifleman with that significant extent of effectiveness, we have to reroute our strategy, and move back to the rifle/doctor defense strategy which is moving indoors and making their range as poor as possible while putting yourself at an advantage.
I do think that while they have NOT fixed the most abusive dodge stacking (fencer dodge, pistol dodge, food dodge, SEA dodge combination) in the game, due to jedi defenses the one way to take out these secondary defense stackers (dodge, counter stackers) is being nerfed. This I mean, scatterhit2, and its not just us. Give me a high damage carbine and BHcarb/master BH and I can tear into a dodge stacker using scattershot2. Same goes for fast blast (never knew until the test center MBH thing went on and I actually got to fire fast blast with a scatter pistol)and unarmedcombo although unarmedcombo is not nearly as damaging.
so spare of proofreading that I hope we follow.
Good post Don. I agreed with everything you said... Does this man I have to go rebel now?
Squidwalker
Mon Jun 28, 2004 4:25 pm
#7
LOL OK Wookie, maybe try checking out other profession forums, and you get a different view then your concerns.
I'm pistoleer, and we are worried we won't be able to hit crap. Our own coor said that the ranged accuracy, even at master, is way worse, and you hit much less.
So in a way, your concern of being hit more might be true. But only in the sence that you were hardly being hit at all before. Think how that feels for some ranged pistoleer that can't hardly if at all hit you. Does that sound right? No of course not. So basically EVERYONE is being made so your accuracy is lowered, but EVERYONES def is going down too. In a manner of speaking.
What the deal is, no one will be 100% missed like some of the defence stackers(fencer is one of those) and no one will have a 100% chance to hit. So it's just leveled out more, so you have /gasp use tactics and know/use the abilities of your profession. So if you have gotten used to not being hardly hit because of your defences, but able to deal out a can of woopass, then you are in store for a change.
FURY_Chaser
Mon Jun 28, 2004 4:37 pm
#8
Defense isnt really going down, its more like allowing those 'luck' shots to get in.
Example the devs used was a die roll, say you have 160 Accuracy your roll roughly is 1-160 now. Persons defense is 125 so thier roll is 1-125.
Fencers will still be hard to hit, but will have chances to be hit from low accuracy proffesions, and better chances to hit with mid accuracy proffs. I havent had the chance to test against High accuracy proffsions/Mobs
So if you look at it from a die roll perspective we still have good defense's. On the flip side there is the chance that you will miss more as well. Kinda like critical fails in crafting, including things like womp rats and even the stationary lair.
For me I was planning on doing some TKM and plan to get novice tonight beforeit changes lol
FURY_Chaser
Mon Jun 28, 2004 4:47 pm
#9
Quick update:
The new accuracy 'may' be shown in the patch notes but it will not be in tomorrows patch
Nagabacca
Tue Jun 29, 2004 5:10 am
#11
From Patch Notes:
Adjusted several combat special moves to no longer bypass Toughness defenses
That should be a ScatterHit fix.
Message Edited by Nagabacca on 06-29-2004 05:11 AM
WookieOgre
Tue Jun 29, 2004 5:34 am
#12
FURY_Chaser wrote:
Quick update:
The new accuracy 'may' be shown in the patch notes but it will not be in tomorrows patch
That's a relief, thanks for replying Fury. I'm hoping this is tested very closely before pushed to live seeing how it affects everyone, specially the novice's with low accuracy(missing lairs now is about the stupidest thing I've ever heard)
Squidwalker
Tue Jun 29, 2004 7:42 am
#13
FURY_Chaser wrote:
Quick update:
The new accuracy 'may' be shown in the patch notes but it will not be in tomorrows patch
Where is this info from? The accuracy changes were on TC, and TC changed got locked down to go to live on last Friday. The dev responce about it was that the new jedi required putting the accuracy change in now, otherwise they would be "further" out of balance.
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