Jedi Archive
Thread: These weapons have to go. They are really way overpowered.
I have tasted some of those Powerhammers (over1k mod.dps) on Bria. Feels kind of impossible to win when you get hit for 1200+ per second but atleast I got fr1 and can delay the Swordsman until I get some backup cuz it feels kind of futile to fight back as a jedi without any possibility to get a armorbreak slice. Maybe its time to add a anti armorbreak tree to defender that gives similar effect to armorbreak slices ![]()
how come when ever i read about something being overpowered or needing to be nerfed its from you?
U need to find a new game, something u can play, because its apparent that anything that u cant beat you cry " NERF"
People like you are the reason this game is dying
BRING ON THE FLAMES hey who cares=Not me I just play a GAME not sure what your doing
pretty certain this wont be true - reason is...
the patch/hotfix that corrected the WS crafted "blast damage" weapons (using looted scopes etc) also introduced a retrospective scan for abnormal weapons everytime one is loaded into the world.. that is - anything beyond one of the caps is reset to the cap etc. so allthough on innitial transfer the toon may have a stupidly high damage hammer (which with a damage pup willo also be slower btw) most of the benifit will dissapear as soon as he logs off for 5 mins or more. however the speed mod wont... (as it is not "beyond" a cap)
A'ru
former MWS
Well,if the armorbreak slice componentsis confirmed by dev to be removed from game why aint the armors that are armorbreak sliced nerfed? Personally I dont really mind armorbreak slices THAT much but when its a swordsman with a badass hammer with the slice I get a tad bit irritated
Besides,the importerd hammers from Flurry to Bria is mostly gone now since LAW went back to Flurry. Those are the only ones I know that was "to good to be true" but then again,no use in blaming someone for a SOE error
MasterSheep wrote:
pretty certain this wont be true - reason is...
the patch/hotfix that corrected the WS crafted "blast damage" weapons (using looted scopes etc) also introduced a retrospective scan for abnormal weapons everytime one is loaded into the world.. that is - anything beyond one of the caps is reset to the cap etc. so allthough on innitial transfer the toon may have a stupidly high damage hammer (which with a damage pup willo also be slower btw) most of the benifit will dissapear as soon as he logs off for 5 mins or more. however the speed mod wont... (as it is not "beyond" a cap)
A'ru
former MWS
You would be wrong. The hotfix corrected weapons with blast damage HOWEVER it did not change anything beyond that. Devs said the weapons that go beyond the caps will be corrected at a later date.
Problem is I get the impression this is not something they can do easily. Even Correspondents are saying it's going to be months before the weapon validation patch hits.
Message Edited by WookieOgre on 10-06-2005 08:09 AM
This so funny, people saying he is asking for nerfs. Well if you mean a balance pass on bugged weapons, yeah he is calling for nerfs. If someone has a bugged weapon (this includes the bugged sabers with 5 damage crystals/pearls), it needs to be fixed.
If no one has a 1600 max damage Power hammer (which would mean the min would have to be around 700-900.....that's insane), devs can easily tell.