Jedi Archive
Thread: Fed Up with Developement -- A serious Post...
kAotiC_HeRo wrote:
kAotiC_HeRo wrote:
It's not just the Jedi profession it's other professions as well.For Instance, All the non-jedi heal capabilities are getting increased costs. From testing, I have gathered that Jedi has received 3 Nerfs:
Jedi -
AI now is usless for a Master Defender to use for PvE. I understand that it will prevent alot of loot whoring taking place but forcing a Master Defender to group is no way to do it... Forcing ANYONE to group is a joke.
Force Run1 2 & 3
With this new 'Snare Rule' The point of even HAVING force run 3 on is COMPLETELY USELESS. Not to mention the fact that Creatures now use a biological snare. For Jedi wanting to do some content on this planet makesit COMPLETELY undesire-able to do so because of the rampant Bounty Hunter attacks. The BH Droids are working fine on Mustafar which will prevent MANY people from participating in this expansion, including lowlevel padawans.
Powers Jedi now have ADDITIONAL costs toChoke and Lightning, although Slight increases were made... it still hurts them tremendously. You wanna know how to fix Powers to be a viable alternative to lightsabers? Remove the Warm Up Timers completely from all Force Powers. Period.
You say that you don't want to allow the farming of high end loot for a single profession... What is the Bounty Hunter loot table then? There for incentive to stop bounty hunters from attacking the Jedi? A mere distraction, I personally enjoy every fight I have with a Bounty Hunter because it fits me... I like to fight for my life. Either begin dropping pearls higher than good quality again, or remove the content specific class loot for Bounty Hunters. You're simply playing a favoritism game. And I'm sick of it.
Generally speaking, I agree with what you are saying about Jedi. I'm not passing judgment until I actually play the expansion, but that which is "looming on the horizon" does not sound promising. Furthermore, loot needs to be fixed all the way around, and for the life of me I don't know why they put in "profession-specifci" loot as the case with the BH loot. I guess the only positive thing to be said about that is that at least there are good CA's dropping from something.
Combat Medic - The nerfs to heals are sometimes good and sometimes a bad thing with this profession. Many players with any kind of combat medic in their build knows that they can use other stimpacks on top of the normal heals...1 round through all of these and suddenly, everyone is out of mind. Also, Thyroid Rupture needs to be readjusted to be comparative to Force Speed and Doc Speed buffs (Currently it's -40 Points where the highest Speed buff is 25 points.) Balance this. I say -25 Points is fair enough for the debuff)
No arguement here.
Melee - 2 things really to be said here. Yes, melee aren't really the best damage dealers... but on the same token, don't make it a useless PvE profession. The other being the necessity for some healing in your template... Suddenly (especially with this expansion) it has now become 'Who Runs out of the unhealable pool first'
There is NOTHING wrong with melee, other than the fact that you can still construct godly one-many-army templates that have both high-defenses AND excellent healing. Melee is lacking nothing whatsoever, in the arena of PvE or PvP. The popular Swordsman/Doc/TK (CL 73) template that's out there can go toe-to-toe with anything...so I really can't agree with what you're attempting to broach here. Perhaps melee does do less damage than ranged on the numbers scale, but the defense of melee is what offsets this. I still think the game is grossly unbalanced in favor of melee (not Jedi) professions, but that's neither here nor there. Melee stacking is back...just like pre-CU.
Crafters - This class needs some love. Combat professions have gotten 2 expansion geared towards them... Lets add some content for the crafter base. I'm sorry, but you're only as good as the equipment you use and the better the crafter makes my items, the more I will buy more from him. It maybe too late to add much content in this expansion... but for commerce and the economy to evolve and thrive, you need goods that players want... The elitist quest items is too cookiee cutter for most people and I've argued for the Dev's sake 1 too many times. There is no deliberation of why or how... Just do it. I'm sick of opting to have 2 Combat professions instead of a support crafter and my combat... What's the point of having 2 of the general things? I want something unique that nobody else has... and if that's made from a crafter SO BE IT.
On the topic of Space_Rancor's reply to a crafting thread... Since when does SOE Delegate exactly how a person SHOULD play? I don't understand why it's so hard to give crafters (Pure Crafters) CL 80... I mean lets think about this:
Crafters DO NOT have any specials for weapons. (If you count Ranged Shot an ability)
Many weapons have a CL or Profession mastery requirement.
Give them the innate armor of a Teras Kasi Master and the HAM of a CL80 - Don't expect the crafters to be daft when coming to this planet.
Give Weaponsmiths more schematics for weapons. I personally believe that no looted weapon should be better than one crafted by a master of his trade.
Give Armorsmiths more schematics for armor. VARIETY... Let me spell it V-A-R-I-E-T-Y.
Okay, I agree that crafting has been nerfed. I was never a crafter, but I had a few crafter friends who left the game after the CU "dumbed down" their profession because of the drastic changes that were made. On that note, Entertainer is equally deserving of some love. Why the nerfed entertainer to the level they did will forver be a mystery. I also agree with you on the looted weapons vs. crafted weapons point. While I think that there *should* be high-end looted weapons, they should not overshadow everything that can be crafted. More variety would also be nice. Despite all the new weapons, you basically see the same ones ciruclating among professions, so for all the promises made about diversifying the weapons used in the game, they really only made a marginal impact.
Now...to your point about making crafters combat worthy...I'm sorry, but I do not agree with this. I understand what you are trying to say, but in my opinion, if you take up the life of crafting, you are choosing to do so, knowing full and well that you *could* be combat-oriented if you wanted to. And beyond that, there is nothing stopping you from taking up say... Master Artisan/Master TKM, or Master Weaponsmith/Master Rifleman, for example. I know what is involved in crafting, and that these templates might not be "viable", but the point is that they can happen. It's true that crafting was taken down quite a few pegs, but I don't fell this validates turning them into warrior-crafters. By your logic, I should be able to use my Carbineer to create my own carbines. If crafter can get combat skills...then why not the other way around? Sorry, but I don't think this would do anything but create more problems. It's true that some rudimentary "survival" skills might be nice, but...I don't know...because you can't (well maybe SOE can) justify giving crafters combat abilities while at the same time not giving combat-folk crafting abilities.
Customer Service - Currently this aspect of the game is a joke. Sometimes I have to submit a ticket MULTIPLE Times to get an issue I cannot bypass resovled. A Majority of the time it's 'I'm sorry you're encountering a problem with xxx ... Thanks for your patience'. After 2 years of playing solidly (I've spent nearly 400 bucks to play so far, including the expansions, minus this one), I deserve to be treated and helped to the BEST of your department's extent.
In conclusion, I have alot more on my mind -- but no-one likes to hear a rant... which isn't my intention... It's to make you (The Developement Team) aware of the issues that MANY players are experiencing. I won't go into specifics to live issues because that will come at a later point. The point I'm trying to make is that you are putting in elements of the game that NO-ONE is favoring whatsoever... Entire communities publicly bash SOE and SWG Developement for the lack of gregarious developement. Make me want to play this game... For me, It's a chore to login and 'experience' anything worth doing. You've destroyed so many professions, I've lost count. I think it's time you rethought how you are running this game and will continue to run this game because you stand to lose a whole lot more than what the CU presented.
A part of me wishes they would just nuke this game and start it all over. I'm not saying that's the solution, necessarily, but man...advance the timeline...take the time to actually clear up the majority of bugs and then re-release the game...might be nice. However, I still find enjoyment in the game, so until that day, I'll continue to play.
I made this exact post in the SWG General Discussion thread for the Beta as more Developers pay attention as to what is going on there moreso than any other board.
I felt compelled to tell them exactly how I felt. There is a major issue in the ToW about crafting content for non-combat professions and other fixes that no-one favors. I think it's time we all stepped up and expressed out distaste (professionally) with the direction this game is heading.
Please discuss... I'm not trying to start a flame fest so keep the negative comments to yourself. If I get banned for any reason because I spoke my mind... So be it... My days are numbered with this game anyway.
Message Edited by HarlequinMK19 on 10-17-2005 01:46 PM
Message Edited by thepulse on 10-17-2005 12:19 AM