Jedi Archive

Thread: Thunderheart announces that snare will over-ride

ValinCalred
Fri Oct 14, 2005 3:24 pm
#14



BooshkaUK wrote:
Its simple really.. the snare rules.. whether you have FR1,2 or 3 you will have FR negated completely then the snare applied and this publish comes with a free tub of vaseline to help us take it.



yep




4 Nive
tallon30
Fri Oct 14, 2005 3:27 pm
#15

I really don't understand the big deal with this. If you can't survive until the snare runs out your in trouble anyway.
omismiha
Fri Oct 14, 2005 3:28 pm
#16

no. it's making snare work correctly. FR3 is a travel power. nothing more. if you get snared, then you should be made to move a lot slower, maybe not as much as they are stating they're changing it too. but it should be made slower. and you never know, if/when the FRS comes back in, there may be a modifier which negates some of the snare
ValinCalred
Fri Oct 14, 2005 3:30 pm
#17



tallon30 wrote:
I really don't understand the big deal with this. If you can't survive until the snare runs out your in trouble anyway.


cm snares you for 3 mins, 5 mins whatever it is, whats to stop him from snaring you again right away and then just keep on kiting?




4 Nive
DeathRaven15
Fri Oct 14, 2005 3:32 pm
#18






tallon30 wrote:
I really don't understand the big deal with this. If you can't survive until the snare runs out your in trouble anyway.




It's not that, it's opening up the doorway to constant movement debuffs. If someone has you on different snares all the time, how do you expect to get to them? If they are a ranged proffesion which I'm sure 95% of them will be, there won't be a need to get close. Say hello to being kite'd to death. This pretty much goes for all melee proffesions, not just Jedi.



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Darsa
Fri Oct 14, 2005 3:33 pm
#19

I would like to see this crap happen in the movie.


Never seen Obi Wan snared by Jango








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ghettochilde
Fri Oct 14, 2005 3:36 pm
#20






DeathRaven15 wrote:





We are changing this so that:

Only one temporary movement buff or effect can be active on a character at one time and movement enhancers will be overwritten by snares (in other words, one will cancel the other).

All buffs that modify movement will continue to stack as normal; however the movement effects will be handled so that only one is in effect at any given time.

For example, a movement buff could make your character move at x2 speed. If your character gets snared, rather than moving at x1 speed you will now be moving at x1/2 speed (as though you didn't have a movement buff on at all.) When the snare wears off you will return to x2 speed.

Also, snares won't stack. This means that if you are already moving at 1/2 speed when you get hit with a 1/4-speed snare, your movement would only be reduced to 1/4 of your base movement rate, rather than being reduced to 1/4 of your current (1/2-speed) total movement rate. (Total movement rate is calculated by adding up your base movement rate and all of your movement modifiers).

Similarly movement enhancements cannot be stacked. Only the most powerful enhancement will be active, when that one wears off the next most powerful will become active and so forth until there are no further movement buffs are on the character.






Wow. I just re-read that. Sounds like they are trying to sneak one past us. The highlighted passage makes it sound as if they are giving us something by basing the movement reductions off the base movement rate, but imo the way they have it set up is way out of balance.


If you movement rate is 100%, and you get snared to 1/2 speed, your current rate will be 50%. Simple enough.

If I understand what this means, if you then get hit with a 1/4 speed snare, your speed becomes 1/4 of 100, or 25%, instead of 1/4 of 50%. This, obviously, is a good thing.


However, the snare rate should not always be set to the base movement. Say you have Fr3 or have taken Terrain Neg food, or whatever the case may be. For the sake of ease, lets say your base movement is 100% and with the mod it is 200%. The 1/2 snare should then put you at 100%, and a subsequent 1/4 snare should put you at 50%. Otherwise, just have the first snare cancel the buff but not slow you down past your base movement rate, and then any additional snares that are applied before the buff can be reactivated follow the normal pattern.


Also, in this new system, if you are hit for a 1/2 snare, what happens if you are hit with another 1/2 snare. Since they now use base movement as the basis for snares, im assuming it would just do nothing?





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Dr_Nalio
Fri Oct 14, 2005 3:38 pm
#21






DeathRaven15 wrote:





tallon30 wrote:
I really don't understand the big deal with this. If you can't survive until the snare runs out your in trouble anyway.




It's not that, it's opening up the doorway to constant movement debuffs. If someone has you on different snares all the time, how do you expect to get to them? If they are a ranged proffesion which I'm sure 95% of them will be, there won't be a need to get close. Say hello to being kite'd to death. This pretty much goes for all melee proffesions, not just Jedi.






Exactly, this is giving them even more power in a situation where they already hold the advantage. They slap the mind debuff on you for -50%, snare, poison fire and run away shooting you with a pistol while the only thing you can do is WALK. Your resists do NOTHING.Throw your saber? Heal? Sure, and see how long your mind lasts.



masselin
Fri Oct 14, 2005 6:26 pm
#22

get next to bounty hunter...


snare him...


he can snare you all he wants... he will be in melee range no matter what until his snare wears off.





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majorglory
Fri Oct 14, 2005 6:32 pm
#23






omismiha wrote:

no. it's making snare work correctly. FR3 is a travel power. nothing more. if you get snared, then you should be made to move a lot slower, maybe not as much as they are stating they're changing it too. but it should be made slower. and you never know, if/when the FRS comes back in, there may be a modifier which negates some of the snare





Snares and Debuffs currently do slow somone in a Force run situation. Seemed like it made sense to me.
negilum
Fri Oct 14, 2005 6:41 pm
#24



masselin wrote:

get next to bounty hunter...

snare him...

he can snare you all he wants... he will be in melee range no matter what until his snare wears off.




i'll make sure to ask the bh to let me walk right up to him before he snares me.
Culex
Fri Oct 14, 2005 6:44 pm
#25

OK... will I be able to use force speed and force run at the same time?

And, if these changes are meant to take upcoming SL changes into account, will the BH/jedi TEF negate SL's who are grouped with either the BH or jedi?

Personally, I don't see why they are changing this. It almost sounds like I cannot leave my house unless I am grouped with an SL.



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Orthell
Fri Oct 14, 2005 7:02 pm
#26

I know, ever since the NDA was lifted, everyone has been protesting these changes, please goto this thread and post your opinion on this matter, they are reading.

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