Jedi Archive
Thread: Enhancer/Powers abilities on TC
UberNinjaOfDoom wrote:
Baciacca can you please get developers to clarify for us what the use of AI is please. No rants, no complaints, we would just like to know how we are supposed to use it now.
Message Edited by UberNinjaOfDoom on 10-13-2005 03:23 PM
yes please, so now that AI is usless in pve, what are we goin to get now?
Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Force Powers:
Force Cloak- Snare not yet applied to it. CM abilities still can be done to Cloaked Jedi. /Exam, /Follow, and emotes still work as well.
Force Breach- This abilitydoes remove NPC Force abilities such as Aura and Speed.
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
How will AI work in pvp?
Will it be as effective as feign death?
Or will it be feign death with a timer and cost 1000 force?
Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Damian-j wrote:
What about Snares and Force Run? whats the low down there?
Would like to know aswell please,,,
Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Force Powers:
Force Cloak- Snare not yet applied to it. CM abilities still can be done to Cloaked Jedi. /Exam, /Follow, and emotes still work as well.
Force Breach- This abilitydoes remove NPC Force abilities such as Aura and Speed.
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
First off, good job.
Second.....why are they making stupid/unneeded nerfs?
Master Defender, was the most balanced/bug free temp for jedi. The change on AI, with increased cost and snare was fair.
But this change is unbelieveable.
So.....a tanking move, Avoid Incapacitaion, is made usless in groups. (Since the tank will lose all agro)
And if you are solo......if you turn on AI, the combat breaks and the Mob continues to attack and regens........(remember you have snare while AI is on, so can't really runaway.)
I never said anything about the people behind all these "ideas" but.......honestly. Do they even play the game or even had some experience to see what needs to be "balanced" and what other already are?
Quick question, in this situation where the MDef is ungrouped will the creature continue to follow the Mdef after combat breaks? I'm just curious if this will lead to allowing MDefs to turn on AI specifically to have mobs drop aggro allowing them to walk through some dungeons unscathed. The force cost makes it a bit difficult to run AI all the time, but if the MOBs drop aggro, in theory a Jedi could just run AI until the reach a safe area of a dungeon. Then turn AI off, regen force, and continue on through repeating this as needed.
Baciacca wrote:
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
Message Edited by Penguinzx on 10-13-2005 05:33 PM
I think it's obvious why they nerfed AI, first, they figure jedi are getting xp way too fast using master def tanks, so they nerf the ability cause occassionally in groups i am in the mdef has to use it, especially with level 82 pickets. Get rid of the mdef ability and now spin groups will go away. Is there really any other explanation? They can't make the animals stronger as that would mess up other profs, they can't mess around with code in combat, so they pick the easy target for their shortcoming in the first place, which is to nerf AI, plane and simple.
It's a bandaid solution to a festering wound within the game itself, which is that people grind cause they can't really have fun as a jedi until they are master, cause if they do try to have fun, a BH will kill them (cause jedi are someone's content) and then they are back at step one, so it's better to grind - i don't know of one jedi who does grind in spin groups as soon as they can, and i know about 20 ormore on my server. Major flaws lead lead to whimpy solutions and cheap stupid fixes.
/sigh ...
There is alot to do there still.
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw.