Jedi Archive
Thread: Take a deep breath, Devs respond to the buff/debuff issue (link to the thread in the Doc forum)
sounds like to me this post confirmed our concerns.
combat speed buffs there is a compound effect. the difference in the buff and debuff is the resultant effect. this is the same for all buffs EXCEPT
movement speed. yay. the post states this is absolute. so basically while you are snared there is zero enhanced force run effect countering the movement speed debuff snare. however force run will remain active, and we wont have to turn it back on once the snare is over.
wow thanks a lot! you totally saved us like 20 force from reactivating the force run if we ever actually have the snare removed, even though the run being active for the duration of the snare probably cost us more even though it wasnt having any effect what so ever!
This is true but they also like to thrown down the dots which breaks the paralyze when the damage ticks.
Every CM I have faced has loaded me up with the dots and there was no chance of Paralyze sticking more than a second or two.
I always just root them anyway and "go to them" instead of waiting for them to run up and throw down some dots....then I usually just try to deal out damage to get them in a healing loop so they won't want to chance the cooldown timer on anything but a heal.
If it goes live like it is then I'd say Valor and Techniques in Sabers just went up in stock to try to prevent the Ranged Snares through Blocking the shots. Kick on Improved Valor have a higher level FR and they either miss or you block the shots until you can root them.
For the ranged like that usually it's good to play with the terrain too....mess with the line of sight (legally...via terrain)....I've found it affective to bring ranged to me by acting like I'm running away and then turning around to chase them. Usually works and if they have some lag it will give you the chance to close the gap before they can react especially if you use the terrain to kill the line of sight.
odwill wrote:
But it doesn't "turn it off" as people have been saying. It stays active, it is just negated while the snare is active. All we need is an "anger" state or a longer cool down on snare specials like the one on pistoleer stopping shot) and things will be fine.
like anger buff will matter i know bh who are able to bypass the anger buff with paralyz and do it double before the bother to attack me.
What's the point of the **modbot**ing snare attackif not for slowing down movement speed?
JordonUK wrote:
Thats **modbot**ing bull**modbot** that it cancles out FR, what is the point in the **modbot**ing skill if not for escape?! I might as well just pull a swoop if I want to travel around its pretty much usless now.
odwill wrote:
But it doesn't "turn it off" as people have been saying. It stays active, it is just negated while the snare is active. All we need is an "anger" state or a longer cool down on snare specials like the one on pistoleer stopping shot) and things will be fine.
So, someone with FR3 that has -95% damage output applied to their character when FR3 is activated, will continue to have that negative damage modifier, WHILE being forced to move at a negative character speed? Yeah ... sounds great.
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KammaRocca wrote:
What's the point of the **modbot**ing snare attackif not for slowing down movement speed?
JordonUK wrote:
Thats **modbot**ing bull**modbot** that it cancles out FR, what is the point in the **modbot**ing skill if not for escape?! I might as well just pull a swoop if I want to travel around its pretty much usless now.
SLOW DOWN is the key, not STOP. If you are set to just a walking pace, then ANY melee class will never be able to get close enough to attack a ranged fighter. This effects JEDI, ALL MELEE, and DANCERS! (just seeing if your paying attention)
It will kill Melee in the GCW sence it is so unblanced.
MAYBE... the debuff breaks on Damage? I would go for that change, but NOT the way it is now.
Stay calm. Vote with your wallet. I've already cancelled my pre-order. Gonna wait for this whole mess to blow over. My ebay account is primed for an auction.
AdiWanTinova wrote:
odwill wrote:
But it doesn't "turn it off" as people have been saying. It stays active, it is just negated while the snare is active. All we need is an "anger" state or a longer cool down on snare specials like the one on pistoleer stopping shot) and things will be fine.
So, someone with FR3 that has -95% damage output applied to their character when FR3 is activated, will continue to have that negative damage modifier, WHILE being forced to move at a negative character speed? Yeah ... sounds great.
odwill wrote:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=98543
Makes me feel a bit better for now. Thanks to Marrow for getting to the bottom of this fast.
You feel better? Either you cant read or are a ranged temp...
Makes me feel a bit better for now. Thanks to Marrow for getting to the bottom of this fast.