Jedi Archive
Thread: Take a deep breath, Devs respond to the buff/debuff issue (link to the thread in the Doc forum)
TheCapn2000
Thu Oct 13, 2005 12:33 am
#14
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.
many times what the DEVs say and what they actually code are 2 very different things...I will delay my judgement until we actually see it all in action...
TheCapn2000
Thu Oct 13, 2005 12:37 am
#16
yup...from what I read the snare will cancel it out...
Message Edited by TheCapn2000 on 10-12-2005 02:38 PM
JordonUK
Thu Oct 13, 2005 12:39 am
#17
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.
trajen2
Thu Oct 13, 2005 12:39 am
#18
now the question we need answered is : Does electrolyte drain completely remove force run or does the negative effect stack against the movement speed buff netting a certain result?
Don_T_Shoot
Thu Oct 13, 2005 12:39 am
#19
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=98543" target=_blank>Clicky that thing, what are you 80 years old?
Maxil
Thu Oct 13, 2005 12:39 am
#20
yea we really wern't worried about the speed debuff, the movement debuff is what worries us. (the snare) as it stands right now on beta, our movement doesn't just get "lowered the debuff amount" it gets taken straight from normal to snare.. Otherwise the snare would make our forcerun give us regular movement speed, that train of logic is not yet applied to the code.
Qwad
Thu Oct 13, 2005 12:40 am
#21
Man they sure are good at taking things AWAY from professions, when do we get some GIVING?
odwill
Thu Oct 13, 2005 12:40 am
#22
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.
Maxil
Thu Oct 13, 2005 12:45 am
#24
not really, they can just run in and paralyze untill the anger is off then reapply, or if not a mcm just root.. Again I would be happy if snare while FR or BR just made us have normal movement speed, otherwise it may as well just deactivate it
furrycat
Thu Oct 13, 2005 12:54 am
#25
Grinding out Force Run: 600k XP.
Grinding out Improved Force Run: 3m XP.
Grinding out Advanced Force Run: 15.2m XP.
Finding out it has no purpose other than to beat Rangers in crawling races: worth ... I mean priceless.
Grinding out Improved Force Run: 3m XP.
Grinding out Advanced Force Run: 15.2m XP.
Finding out it has no purpose other than to beat Rangers in crawling races: worth ... I mean priceless.
CloverRidge
Thu Oct 13, 2005 5:45 am
#26
goldragon76 wrote:
ive noticed clover that even as a master defender with valor on i still get snare stuck on me quite often. for some reason the state shots stick or avoid the block more often.
Then they at the very least need to fix that BS...yeah I know like they will. I was wondering that and couldn't say for sure if I had noticed it or not if I blocked the shot if I got rooted or snared.
Obviously from a pure gameplay perspective if they miss or you block the shot the affect should not stick either. That is the very least they could do but I'm not holding my breath.