Game Guides Archive
Thread: Tuesday Tips May 24th Stopping Shot
Thunderheart wrote:
There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.
Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.
Yes the 35m thing is kinda like an exploit, but heck, how else would a padawan grind in a group? They can't solo anything.....sooooo ? The only answer is "Devs should fix the grind/CL problem"...but..what about until then?
Until that gets fixed by the Devs, why not exploit this ? Its a player implementation of the Master/Apprentice idea. Once the DEVs implement Master/Apprentice, if they are reading this, then they can remove this exploit or make the barrier 65m.
Instead of crying/whining about the CU, or saying "NERF everybody but Jedi!" , why not post logical , well constructed ideas about how to improve things? And help one another while were at it?
The Master/Apprentice idea should get implemented, but I can tell its a rather large code change. Until then, implement your own with the suggestions you've seen.
I'm not saying "try every exploit/cheat possible muhahaha", just help one another out if you can to get some XP in a group. As it stand now, I don't think a padawan can solo grind anything.
Also, this bickering and name calling solves nothing. If someone trolls the boards with "Jedi should one shot everything, NERF all roots!", ignore them.
Yes, everyone agrees. Stopping Shot is a great tactic in PvE. It can definitely put a player in a rough spotin PvP. It is also important to consider that the BH/Jediuse of this abilityis part ofa larger situationthanthe use of a single move.
Inamalcus wrote:
TH, please keep PVE in mind when applying any changes to Root.
I never do PVP, and I'd hate to see root nerfed into uselessness because some people were abusing it in PVP.
Perhaps give PC's high resistances to Root?
Thunderheart wrote:
Yes, everyone agrees. Stopping Shot is a great tactic in PvE. It can definitely put a player in a rough spotin PvP. It is also important to consider that the BH/Jediuse of this abilityis part ofa larger situationthanthe use of a single move.
Inamalcus wrote:
TH, please keep PVE in mind when applying any changes to Root.
I never do PVP, and I'd hate to see root nerfed into uselessness because some people were abusing it in PVP.
Perhaps give PC's high resistances to Root?
Admittedly, I haven't read the whole thread. So maybe this has been brought up. But in a completing MMO balance was accomplished by making rooting spells and such have a lessened effect in PvP and and decreasing effect with each use during an encounter. For example, Stopping shot #1 in an encounter would root for 3 secs. Stopping shot #2 for 2 secs. Etc. Eventually, it would be ineffective.
Thunderheart wrote:
riotcontrol wrote:
Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.
Thunderheart wrote:
There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.
Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.
For the Jedi aspect adding a Master/Padawan relationship would fix the issue of Multiple BH rooting a Jedi. Plus bring the game closer to what Jedi were in the Movies.
SEE! TH ------Say something fast
Josue15 wrote:
Thunderheart wrote:
riotcontrol wrote:
Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.
Thunderheart wrote:
There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.
Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).
Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.
For the Jedi aspect adding a Master/Padawan relationship would fix the issue of Multiple BH rooting a Jedi. Plus bring the game closer to what Jedi were in the Movies.
Padawan Problems ?? which kind of Padawans ???
all Padawans on Farstar used the /respec exploit to become a full knight !!!
heard about guys starting with 0 0 2 0 LS and they now have a full jedi template thx to the /respec exploit !!!
hope the devs will check their loggs and Reset their skills !!!
coz all other jedi knights that grinded 4 month+ to become jedi knight would be REALLY REALLY up set..
Dikai wrote:
Padawan Problems ?? which kind of Padawans ???
all Padawans on Farstar used the /respec exploit to become a full knight !!!
heard about guys starting with 0 0 2 0 LS and they now have a full jedi template thx to the /respec exploit !!!
hope the devs will check their loggs and Reset their skills !!!
coz all other jedi knights that grinded 4 month+ to become jedi knight would be REALLY REALLY up set..
who's to say that getting knight won't require more than what it did pre Cu. Maybe they will throw some kind of crazy village type thing in to unlock knight trials. SheeshDevs a being quiet about everything till its on Tc. Need a spy to act as ajanitor and get us the inside scoop.
Thunderheart wrote:
riotcontrol wrote:
Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.
Thunderheart wrote:
There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.
Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.
To me, the current post-CURB situation regarding melee and ranged is almost perfect. My idea of balance in a game like this is:
1) Multiple ranged fighters will easily kill a melee fighter.
2) Multiple melee fighters will easily kill a ranged fighter.
3) In a close quarters fight, a melee fighter will most likely win.
4) In a long distance fight, a ranged fighter will most likely win.
All of this is achieved (something that the CURB actually did right
Thanks
Please don't nerf stopping shot because of jedi complaints !
Acareful jedi will group with ranged players and avoid visibility penalties (35m visibility range ?), so they will not be hunted. That simple.
I have been grinding Master Dancer for the last week, and I've lost count of the amount of times I've seen jedi flashing force powers in the crowded cantina. I was starting to think that visibility had been disabled, nobody seemed to take any notice of it at all. If any of those jedi end up being perma-rooted and killed by BH's, they deserve it. They are being stupid, and stupid people don't deserve to survive in a galaxy as violent as ours.
I will be on the jedi path myself soon, and I don't intend to be on the terminals. I expect the grind to be long, and hard, but I'm not going to be doing force-meditate on the cantina dancefloor, or duelling outside Coronet spaceport. In short, I'm not going to look for trouble, I'm going to be trying to avoid it.
No MMO game should have a class that is more powerfull than all the others, no matter how difficult it is to achieve. Sooner or later, all players will choose that class, and those that don't will leave. If jedi are to remain more powerfull than other classes, we will have to remove them from the "normal" gameplay (PvP especially), and have a special set of things that jedi can do in the game, like jedi-only dungeons, with loot that only jedi can use. Perhaps something similar to the way that JTL is implemented. Otherwise the game will die.
Thunderheart wrote:
Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).
Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.
it is pretty simple. any skill or skill effect that totally prevents another player or NPC or critterfrom moving or responding to an attack should not be in the game. period.
slows are fine
KD is fine the way it works now.
Root is game breaking because it prevents a player from responding
concussion shot is game breaking because it prevents a character from responding
stasis is game breaking because it prevents a character from responding.
for example on jedi enhancer can disable up to 30 other jedi by targeting them one after the other while his buddies deal with the one not stasis'd and take each in turn. it just goes back to the point of completely preventing a charcter from responding in any shape way or form is game breaking it frustrates people and shouldnt be in the game period. that was the entire point of geting rid of the old warcry and dizzy/kd combo of pre-CU days. it just isnt fun.