Jedi Archive

Thread: Question Since bh have root............

pervel
Tue Apr 19, 2005 6:01 pm
#40






SwenLaransa wrote:





pervel wrote:



That would be all good if we couldn't be ganked by up to 5 BH's with various templates. With the trade-offs every Jedi has to make, I think it will be possible to make a group of just 3 BH's with the right templates that can kill each and every Jedi they encounter. How does that make a fun and balanced game?


I see onlytwo solutions to this. Either let Jedi pick a greater range of skills at the same time so that they will always have a chance of at least escaping. Orget rid ofthe unrealistic BH mission system where a Jedi is forced to be solo against a group of BH's.








Jedi are supposed to die when multiple BH's come for them. It's not supposed to be 'fair'. That's harsh, but it's reality. Jedi aren't uber. Jedi are slightly better than average. You can disagree with this and argue all you want about 'real' Jedi, but that's the way it is here on this game.





That is simply a ridiculous statement. What you are saying is that it is ok in a game to put another char in a situation where he has NO options but to die - no matter how skilled he is. This will be the situation each and every time a Jedi meet a well put together group of BH's after the CU. There is simply no counter for it. Of course, that has never been the intention with the BH system.


With the multiple nerfs to Jedi in the CU, I can assure you that we will begin a discussion about balancing the BH mission system soon. It is not balanced now. And it will be ridiculously in favor of BH's after the CU. I hope that BH's will join that discussion on a serious level. But past experience doesn't seem to support that hope.



Ebonfire
Wed Apr 20, 2005 12:15 am
#41






Xey wrote:

Who invited all the druids?




I knew I should have made Gnome Jedi for the Escape Artist skill.


Serious though, other games had to add deminishing returns, change to break them early, and long cooldown timers on these skills in order to balance them in PVP.



====================================
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MajesticJester
Wed Apr 20, 2005 12:18 am
#42

what ive seen of root in the CU, this was a few days ago tho


player roots target

player shoots target (about 2-3 times)

root breaks

player re-roots target

player shoots target

etc

etc

etc

target dies


ive seen people drop mobs 2* their level with root as the mob cant even reach them to do any damage


now if thats not over powered then what is
czarnp
Wed Apr 20, 2005 12:26 am
#43

I would like to mention that root is a pistoleer skill, not a Bounty Hunter skill I do believe.

I guess that doesn't change the situation but just wanted to note that.



oooooooooooooooooooooooooooooo
ooooooooooooooooooooooooooooo
o
ooooooooooooooooooooooooooooo
o . . : : VOLKET : : . .
ooooooooooooooooooooooooooooo
o CRIMSON CORSAIRS
ooooooooooooooooooooooooooooo
o "I don't like taking the Rebel bounties
ooooooooooooooooooooooooooooo
o....but a hunt is a hunt"
ooooooooooooooooooooooooooooo
o
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o
SgtSixpack
Wed Apr 20, 2005 12:26 am
#44






DastardlySmurf wrote:
I have some here...

synsteak in CU





Note that the duration is 35 seconds and filling is 45%, its synthsteak but not as we now it!



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ravius7
Wed Apr 20, 2005 12:46 am
#45

Root/snare is a logical continuation to the pro BH anti jedi changes that have been comeing as fast as the devs can program em.


1 ) We lost FD since it was allowing young jedi to escape death, then they complained about the jedi haveing access to friends that killed the BHs (gank squads)


2)So out comes the change to only allow BHs to gank. so we all took FR to try to escape if ganked.


3) And now jedi can be snared so we cant escape when are ganked, are the BHs happy now? oh hell no! the new complaint is jedi hideing in houses.


4) The solution to this is still being worked out. I expect something like when they take our mission we are teleported out of any structures, since this will warn the jedi to log out I expect we will be teleported to the BH for convience or possibly just die and the BH gets the payoff. Its our own fault for getting on the boards of course.


5) once there are no playing jedi they will be able to hunt smugglers, and wow will the smuggler vrs BH battles be legendary.


Gotta love the haters. Its what Jesus would do. Resist the temptation to fly the bird to the devs for the latest round of anti jedi changes. Just dont play your jedi ever and you will have no reason to complain about the state of the jedi in the game.


Diomed
Wed Apr 20, 2005 12:50 am
#46

I hate druids.



Lance Corporal Diomed, Imperial Army
Former Rebel Lieutenant
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WookieOgre
Wed Apr 20, 2005 5:44 am
#47






Startroop wrote:

Ok 2 things.


1) Synthsteak most definatly is in seconds, I thought it might have been a conversion bug ( i was on TC chilastra) but it is not.


2) The root really isn't that bad against jedi not yet any way. You just need to learn to play different.

If they root you-

A) Use Valor, less hits will get you.

When it takes 2-3 shots to incap you, whats the point?

B) Use a root of your own, and/or use force armor

Root of our own, how do you propose we get into range? Force armor, tested Jedi still go down.

C) Use a force power attack

Again, first you have to have Powers and second is the range on the attack 64m? if not, again whats the point.

D) Use force infusion, or heal and wait it out.

You can not do that when Jedi are getting killed by Rifleman in 2-3 shots.

E) Use Saber Throw, which instantly KDs someone, and if they don't have KD recovery they will not get up for a good 5-10 secs.

First off you are assuming the Ranged person will be in range of our saber throw, second EVERY profession has a KD recovery (exception is BH but what BH does not dabble?)


So as you can see EVERY template will have a counter to this. You may not nessaccarily like it but there are counters.

Your counters are not based on reality. If a BH is 64m away the Jedi is dead if they use root, it's that simple.

Just remember with Dizzy/KD you were on the ground and could do nothing but heal, at least with root, you are not stuck on the ground taking more damage, you can strike back.

Nope, not if you are not in range.






A ranged rooting ability is completely unbalanced in the current combat system. When you have 2-3 shot incaps while ranged are given an ability to stop Melee from running into there attack range, what do you think would happen? Melee getting completely hosed, btw that includes Jedi.
Bermag
Wed Apr 20, 2005 6:32 am
#48

Well, this is why they have public testing. To find unbalances. However, I think that root is supposed to break on another attack . At least that si one what the description of one commadn I looked at is saying.



---
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Xey
Wed Apr 20, 2005 7:16 am
#49

I was told by a correspondent that its currently broken on tc and its supposed to break on damage.



Unlocked Jedi November 16th 2003
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WookieOgre
Wed Apr 20, 2005 7:22 am
#50






Xey wrote:

I was told by a correspondent that its currently broken on tc and its supposed to break on damage.







rofl


The devs have not proven they can fix the problem with Warcry on live so why should it be any different with the new and improved Warcry. This game needed an improved Warcry like it needed more DoT weapons.

Swinder
Wed Apr 20, 2005 8:48 am
#51

I would like a comment from songuki if that root problem is going to be worked out or something. Atlease give us same range as another range proffesion.




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AdunaHunter
Wed Apr 20, 2005 1:05 pm
#52






MajesticJester wrote:

what ive seen of root in the CU, this was a few days ago tho


player roots target

player shoots target (about 2-3 times)

root breaks

player re-roots target

player shoots target

etc

etc

etc

target dies


ive seen people drop mobs 2* their level with root as the mob cant even reach them to do any damage


now if thats not over powered then what is







You can not instantly reapply a root when the first wears off. You get -No Effect- text msgs over the targets head if you try to reapply too soon.


The cooldown/warmup for Pistoleer root is not exactly short. If the first root attempt is blocked or a Miss the target has time to close the distance or run to safety.


The only mobs people are killing that are 2x their lvl in CU testing are probably the bugged high end mobs that do not fight back. Someone with root trying to take a giant sand beetle, dewback, etc etc 2x their lvl will get incapped mighty fast.




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ooooooo \\\ Gunslinger
ooooooooooooooooooooooooooooooooooooooooooooo
ooooooooooooooooooooooooooooooooooooooooooooo \\\ Where life had no value,

ooooooooooooooooooooooooooooooooooooooooooooo \\\ death, sometimes,
ooooooooooooooooooooooooooooooooooooooooooooo \\\ had its price.
ooooooooooooooooooooooooooooooooooooooooooooo \\\ That is why
ooooooooooooooooooooooooooooooooooooooooooooo \\\ the bounty killers appeared.
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