Jedi Archive
Thread: ToOW Nerf Summary
- Saber Dervish + all other AoE attacks (grind nerf)
- Cloak = snare, Most actions/abilities now cause De-Cloak
- Snares/Roots negate force run, force cloakand AI
- AI = de-aggro PvE mobs
- Doc/MCM heals now have action cost
- Force choke now costs mind as well as it's original action cost
RECAP = WE ARE **edit**ED!!!
CONS
- **edit**ty new jedi cloaks
- **edit**ty new color crystal
- A new planet that you can't build on, and has no space sector
- ALL quest items are untradable
- No word on FRS or crystal/pearl drops
- Squad leaders=God
- Enhancer defensive abilities/powers do not work at all against Jedi-type NPCs
- Hybrid templates = gone
- Saber speed = STILL broke
RECAP = **edit**?!?!
-_-
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1263433 Grind Nerf
looks like just hearsay... so i dunno, but yea...that's where i saw it
Message Edited by _Saevio_ on 10-14-2005 01:03 AM
Message Edited by _Saevio_ on 10-14-2005 01:04 AM
_Saevio_ wrote:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1263433 Grind Nerf
looks like just hearsay... so i dunno, but yea...that's where i saw it
scroll down, it's mentioned on the first page in one of the posts....
1. go to link
2. read posts
Well I just see a guy saying that dervish will be nerfed in a patch after ToOW. So a rumor like many.
To nerf Spin groups you need to remove the 2 aoe specials of pikeman, the aoe of pistol and the one of BH.
I can't immage a faster way to nerf 4 of 6 character I play (see my sign) cuz the others are crafters.
Opith
Is it true that there nerfing our area attacks with the expansion? Takeing out the spin attack and dervish?
Baciacca wrote:
No not true at all.
(taken from ToW betaforums....)
Now, stop these rumours.
thegreyman wrote:
My spidey senses are tingling...are they trying to get every jedi to quit?
Ideally, they're probably trying to make jedi play as unrewarding and difficult (difficult as in annoying, not as in challenging) as possible in order to force players to play their other character while retaining the account.
What they have a hard time understanding is that it's unreasonable to expect players to suddenly stop playing their main characters regularly -- characters that in some cases have been played for years and even if not, these characters are certainly the ones that are known to friends, are members of whatever guild, have their place in the social scheme of things, etc. -- simply because of some game milestone they've reached which the devs consider overpopulated. It's just not going to happen. Human nature, it's far more likely people will just quit rather than be steered into someone else's design for their gameplay.
Even players that pay for additional accounts to allow multiple characters per server still have a primary character, while the others tend to be acquired for specific purposes.
Maxil,
Can you confirm that you are seeing ZERO mind cost on TC right now for heals? Did I read that right.... I'd love it, but I'd be very suprised.
Thanks for post some data for us to look at. Nice to see some of what they are kicking around over there.