Jedi Archive
Thread: Enhancer/Powers abilities on TC
Damian-j
Thu Oct 13, 2005 10:11 pm
#66
Scruffylooking69 wrote:
Why waste 1000 force to escape some enemies when I can burst run tosafety (muchfaster need I remind you)at the cost of 0 force? Make sense? Not very much...
You won't be Burst running anywhere once VerfPatch 24 hits Live.
Scruffylooking69
Thu Oct 13, 2005 10:26 pm
#67
Well if I was going to escape, I would root whatever was chasing me then do a force run or a burst run or a regular runinto the distance... so a better question... why walk with snare and no agro with 1000 less force... when I can trot along with my force intact and a momentary agro that is easily lost. Unless I'm totally missing something like newNPCsthat follow you for a very long time, who constantly snare and root and never break agro. But until that happens, I'll choose to keep my force bar at it's fullest. 
Mad_Mick
Thu Oct 13, 2005 10:31 pm
#68
Scruffylooking69 wrote:
Well if I was going to escape, I would root whatever was chasing me then do a force run or a burst run or a regular runinto the distance... so a better question... why walk with snare and no agro with 1000 less force... when I can trot along with my force intact and a momentary agro that is easily lost. Unless I'm totally missing something like newNPCsthat follow you for a very long time, who constantly snare and root and never break agro. But until that happens, I'll choose to keep my force bar at it's fullest.
lol
not all defenders have enhancer 4xxx (supression) and if u read me post it was asking for the REMOVAL of the snare to make it at least a function u COULD use rather than a waste of force ![]()
glim3mer
Thu Oct 13, 2005 10:41 pm
#69
wow, AI just got owned.
I was reading the new changes and just as a finished reading the AI nerfs, I was like "What??!? you dont get relocated to 0,0 when you hit AI... weird"
I've almost never used that word before, but now I dont see any other word that would better describe what AI just got: Owned
SOE keep up the good work, its like the saying goes "Losing business, one customer at a time" lol
Scruffylooking69
Thu Oct 13, 2005 10:49 pm
#70
Mad_Mick wrote:
Scruffylooking69 wrote:
Well if I was going to escape, I would root whatever was chasing me then do a force run or a burst run or a regular runinto the distance... so a better question... why walk with snare and no agro with 1000 less force... when I can trot along with my force intact and a momentary agro that is easily lost. Unless I'm totally missing something like newNPCsthat follow you for a very long time, who constantly snare and root and never break agro. But until that happens, I'll choose to keep my force bar at it's fullest.
lol
not all defenders have enhancer 4xxx (supression) and if u read me post it was asking for the REMOVAL of the snare to make it at least a function u COULD use rather than a waste of force
I know and I agree with you. I'm merely trying to point out that a skill like burst run (which everyone has) is a lot more EFFICIENT than avoid incap when it comes to using them as an "escape mechanism". It basically seems like they are trying to put AI into an "escape" role when it clearly doesn't fit there. It's like trying to shove asquare object into a hole shaped like a circle.
SpunkyKuma
Thu Oct 13, 2005 11:09 pm
#71
"I remember a Correspondent posting numbers as high as 20% action on one of the heals. Ill see if I can find the post or just go test it again myself."
Yeah something like 20% for bactaspray, 15% for bactashot, 17% for bactatoss, 13% for bactajab.
Yeah something like 20% for bactaspray, 15% for bactashot, 17% for bactatoss, 13% for bactajab.
Maxil
Thu Oct 13, 2005 11:13 pm
#72
SpunkyKuma wrote:
"I remember a Correspondent posting numbers as high as 20% action on one of the heals. Ill see if I can find the post or just go test it again myself."
Yeah something like 20% for bactaspray, 15% for bactashot, 17% for bactatoss, 13% for bactajab.
Not to mention they also increased the costs for the dots and (I think) the debuffs.. don't have the hard numbers on hand tho, but remember a cm saying the full application used about or over 50% of their action
Mad_Mick
Thu Oct 13, 2005 11:20 pm
#73
I know and I agree with you. I'm merely trying to point out that a skill like burst run (which everyone has) is a lot more EFFICIENT than avoid incap when it comes to using them as an "escape mechanism". It basically seems like they are trying to put AI into an "escape" role when it clearly doesn't fit there. It's like trying to shove asquare object into a hole shaped like a circle.
hehe
ok yes burst run with agro is an option but come on there has to be somthing back for a master skill that is now going to be made usless in its entirety,
i cant understand how soe can nerf somthing that had ALREADY been nerfed into near non use into now total uslesness its clear to me its all about loot and the capacity of a master defender to tank any pve they dont want it so they should either change the skill so it has SOME use, or replace it with somthing that does somthing for a mas def, we just need to get some kind of sence out of these devs that cant figure out what skills to put in place and what skills will hurt them later when they find out jedi with ai will use it to tank, jedi with cloak will use it to move around/loot unhindered and jedi with force run will use it to run
its unbeleivable they didnt figure these simple things out when they were placed into the game, and to keep comming back at us every patch with 'oh skill a was never supposed to be used like that becouse we didnt think of the full implications of its use we just thought it would be fun so were going to nerf it' does nothing but drive away the playerbase who have spent a long time working said skill into a template only to find its usless.
man im real cheesed off with all thenerfing its realy a bad idea to give a kid a huge chocolate bar then swap it for a spoonfull of caster oil
LinkyTriforce
Thu Oct 13, 2005 11:26 pm
#74
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-.
And this skill is worth having why?
Erel
Thu Oct 13, 2005 11:31 pm
#75
Force Shield: Is there a reason this does not work? Bug or "working as intended"? Does the xx4x Defender line work against NPC Powers?
Erynder
Thu Oct 13, 2005 11:41 pm
#77
Best thing they should do is to move Avoid Incap to Master Healer and give Master Defender an ability that increases your Armor Break resistance. Perfect solution.
Baciacca
Thu Oct 13, 2005 11:43 pm
#78
Maxil wrote:
Whoa whoa, 0 mind now when using infusion? I take it those were just activation costs tho.... it ticks off mind when it actually heals?..........
And good job on the numbers bac.
Message Edited by Maxil on 10-14-2005 01:40 AM
And Force heal. I goofed. Its fixed now.