Jedi Archive

Thread: Why is this system reverting back to pre CU in some ways ** Baciacca Please read this **

freak88
Sat Sep 10, 2005 8:59 am
#40

truth is this game is more unbalanced now thenit ever was pre cu. pre cu saber was not resisted by armor, therefore bh didnt waer any. pre cu our sabers were arond 500 damage max, alot of jedi now have 500 damage sabers, being resited by this 80 pct armor.


also prceu macter cm got way overpowered and out of control, just like it has now. my problem with cm is, it was never in star wars, so why is it here? and since docs now heal with magic, can we transfer our wow accounts to, i d love to bring my warlock and paladin here.


there were medics, but no poison throwing, thyroid rupturing , paralyzing lunatics running around on the battlefield, it is a completely made up class that does not exist in star wars, so why is it the most powerful? i dunno


why is saber damaged resisted , again, i dunno
Ravanger
Sat Sep 10, 2005 9:22 am
#41

i think the problem here also lies with the broken pearls, how can someone with a 400 max saber even hope to damage a 8k energy AB sliced armored bounty hunter? they don't unless as said they have the correct countering template. also you guys have to see that CM and doc are overpowered EVERYWHERE, i was fighting a Mcarb/Mcm in a duel and i couldn't outdamage his healing with my damaged/sac capped rifle. pathetic i tell you!



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HardwiredXMan
Sat Sep 10, 2005 11:26 am
#42


I agree on a lot of things in this thread (the healing, the armor, the AB slice issues). However, there is one issue that is probably more to blaim for this unbalance. I think we all forget that the game has PVE and PVP differences. These differences mean that professions need to be stronger or weaker in some areas.


For high end PVE, you need the AB, you need the uber healing, you need the roots, the snares, the saps, the high regens, the high level armors, the good damage mitigation...etc.


Many times in PVE, your not just going up against one opponent. In a lot of cases, your fighting 3 and more enemies that are all anywhere from 2 or more CL's higher than your own. Without all the above abilities, my normal toons would not be able to participate in any of the good content in the game.


For example, my alt is CL 54 because she is a master pistoleer and master weaponsmith. I had to drop the master artisan, the surveying and the domestic arts so I could get some medic and healing because with only stim C's (can't use D's at CL 54) she could not stand up against another CL 54 in PVE. I had to have the heals, a psg and good armor. EVen then I have to have CL 30 probot grouped with me.


I just started the secrets of syren last night with my alt. I get to rori and their are about 10 - 15 CL 50 and 54 aggressive npc's all with ranged attacks. THe fact that once you engage one, all that don't have LOS blocked will attack using KD's. Without healing, I cannot survive that. So it took bacta shot, bacta toss and stim C's with my probot drawing arggo also to defeat these npc. Sure I could have swooped in and got close to the documents and swooped out....but the fun is in fighting, not using loop holes in the game design.


So the point is that all teh abilities that CM's, Docs and other normal professions get are very much needed for the solo PVE. Just because this is a Multiplayer game doesn't mean you have to do everything with friends. Having choices are as much fun as playing with friends.


Now when you instantly switch from PVE to PVP, all those same abilities that are just right for PVE, become unbalancing and overpowered in PVP.


That is the real underlying issue. The devs have proven with both pre-CU and post-CU combat systems that they cannot balance both PVE and PVP with the same special abilities.


Paralyze, healing, armor, stims..etc None of that stuff is overpowered or hugely unbalances PVE...but it sure does PVP.


So what happens is when the devs nerf abilities do to PVP getting unbalanced, it weakens you in PVE....when they boost abilities for PVE, it makes PVP slightly unbalanced. They seem to be having problems finding a nice balance for both.


However, I think one way to fix it is to have abilities that only work when engaged in PVP and separates ones that only work for PVE.


For example, no player should be able to be rooted for24 or more seconds and still take damage without it breaking (stoppingshot doesn't break on damage). Save that ability for PVE. Armor break is another one that should be left in PVE only. Healing should be limited to one heal and stims in PVP (both jedi and non-jedi).


My whole point is that PVE and PVP are so completely different, yet there is nothing to change the power of a PVE ability to where it doesn't unbalance PVP. The 30% damage mitigation thing just isn't enough because damage is not the only factor in PVP. Movement, speed, Damage, Defense and other utility abilities are all huge parts of PVP. To only put 30% damage mitigation in for PVP doesn't do anything for all the other abilities that do more harm than any amount of damage every can do. Damage can be healed for the most part....but those other abilities create balance issues that can only be fixed by nerfing them or putting another over the top ability in the game to counter them....but when you do that, it creates another balance issue with another ability in comparison.


So the problem is that the devs have two levels of combat all working off the same abilities, but PVE combat is much more dependant on the abilities that you have than PVP ever will. So what we have is PVE abilities being used in PVP situations.


Heck I just though of another solutions, for all abilities, when used in PVP, everything is halved or reduced. don't just put in 30% damage mitigation....put 30% mitigation on every ability that is too powerful for PVP (mainly healing and a few mezzes). PVP combat should be determined by knowledge of the game and professions and skill of how to and when to use certain abilities. Right now PVP is all about using over the top abilities that only require you to hit a button to win. You don't need any knowledge of the CM profession to know that healing, paralyze, thyroid rupture, diseases and poisons can almost make you unbeatable. There is no skill in using those abilities and they should be left for PVE, not PVP. Allow players movement, use of static objects, timing of attacking and defending, you know things that take thinking and skill to determine who wins a fight, don't allow a single ability to make the difference to such a degree that every single template combination in the game includes those one or two professions (DOC and CM).


As long as any profession remains as dominant as these two professions to the point the odds are stacked against every other template that don't have them, then has much as I hate to say it, a nerf is needed or restriction on specific abilities in PVP is needed (which is not a nerf but balancing out combat throughout all professions).

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