Jedi Archive
Thread: Call it PermaSnare or FR Nerf...
Whether or not I do like the changes or not, has nothing to do with it. My job is to tell the Devs what the community wants. Not what I want. Yes I am upset with constant nerfs and fixes that hurt our profession. All I can do is consistantly poke the Devs and tell them what we want and show them what we want. The more vocal you all are as a community about the nerfs, the more evidence and ammunition I have to throw at the Devs. If you guys are testing these fixes in beta please post in the thread that I started. The Devs watch the Beta boards very closely.Hopefullythey will take what is said there and rethink the recent fixes. From what I have seen thus far, the community does not like the changes at all.
jugs wrote:
Baciacca,
Please, please & please....get them to re-think this (unless you think its a good idea) if it is true.
As Jedi corrispondant, aren't you close to being totally frustated with Nerf apon Nerf since pub 16 (or whenever it was the CU was launched) ?????. Granted that some changed mite have been needed which I may not see due to my current template but this is really getting out of hand mate.
There are some templates that simply will not be able to counter this changeand others with enhancer abilities will be able to apply this back to a foe but wont be able to do much more from a distance over 5m. And lets face it, the majority of the Jedi Community is melee based and with 1 ranged attack from xxx4 or MLS, you will hardly do any damage with all those CM/Doc dabblers out there.
If they have to be stubborn about implementing this then a player with anytype of FR should be snared down to the previous version of that FR ability....ie FR3 down to FR2 and FR2 down to FR1 and so forth....NOT a full blown snare which renders him all but useless.
If a CM hits you with a speed debuff and a snare debuff you might as well commit suicide. With the new changes its an instant 'I win' button in PVPfor anyone with CM in their template. Every move in ANY combat system needs a countermove otherwise you send the system out of balance.
If a CM can hit me with a toxin that can slow my speed and snare me, why can't I use heal poison to remove them?
Because SOE wants us all dead, is the only reason I can see.
xEPICx wrote:
It's got something to do with the SL revamp. Debuffs take priority over buffs.![]()
If thats the case does it mean that this is only applied if your foe in grouped and buffed by a Squad Leader??
And if so....does it not stand reason, that for any player to continue to receive enhancements from a Squad Leader should be within a reasonable distance to the Squad Leader. If not then we are going to have a situation where players will simply "solo group" with Squad Leaders running around with an unfair advantage.
Thoughts???
00over0 wrote:
fiav wrote:
JordonUK wrote:
fiav wrote:
i dont get this... is fr gonna have a snare on it?
If you get hit with a snare, you could use FR to counter it and run at a normal speed now snare removes FR
ahh... so i looks like ill be using force wave alot more if this goes live.
Only if they're dumb enough to come within 32m. A rifleman can hit you from as far as 80m with cybernetic arms.
MentalFloss wrote:You can all the evidence in the world, the fact is, we're not hearded when it comes to nerfs and the developers probably view us as cry babies because we don't get our way. It seems kinda vindictive on their part to ram nerfs up our keesters when our cries are evident in the forums. Obviously your channel to god (developers) is failing on deaf ears. My question is, what is the point of your position if you're (our one voice) opinion is not heard? There seems to be a pattern to this madness and frankly, I would not mind if SOE fires the entire developer staff and everyone part of this failing regime.Charles
QFE
The ratio of nerfs to enhancements in this game is a direct reflection on the management of SOE.