Jedi Archive

Thread: Suggestion to the FR and AI nerf

Homsarjedi
Wed Oct 12, 2005 10:11 pm
#1

Ok as it stands both "fixes" of Force Run breaking on a snare and not being able to activate and AI's lose agro and attack second most powerful player are flawed and do not create any shape of balanceand even open up more exploiting. If I have misunderstood any of these changes please let me know so I can edit accordingly.


For Force Run this just makes snare the be all and end all without a counter or disadvantage. The way it issuggested right now will just make jedi unable to prevent kiting, cannot kill what you cannot reach. On the other hand Force Run negates snare completely and prevents kiting period, which makes snare useless. Neither way will actually achieve balance and will only add to the cycle of constant nerfing.


Instead I suggest keeping snare breaking Force Run, BUT have diminishing returns on if it will work to prevent perma snare by having the first use be 100% chance of snare, then 90%, 70%, 50%, 20%, 5% for a set period of time, like 5 minutes. This will make it so a ranged player can successfully kite someone longer than normal, but not indefinitely. Ifa jedi can survive 3-4 snares in a row he/she will have the same old force run edge. This can also apply to roots and mezes, making them more useful and not overpowered.


Avoid Incap nerf will NOT fix soloing and leaves to door open for exploiting the losing agro of AI. For instance if a jedi can simply uses AI in a dungon he will lose agro and live. That will make soloing high level dungons easy. Groups of Master Defender jedi can also use this exploit to lose agro on all enemies to pick them off one by one or to be instantly safe. That seems a lot worse than a jedi using AI to tank/solo insanely high level npcs.


The AI nerf also destroys all uses of AI in PvE. It is ONLY useful to use when the enemy will one hit kill a player, the force cost of using it makes it useless if you can tank without dieing in one or 2 hits. Without AI these high level NPCs will be impossible to kill without exploiting chain rooting. In group senarios this is just a leteveryonebutmedie button. If enemies do enough damage to make a jedi use AI they probably insta db, so healing the group back to live is out of the question. The root on AI already prevents any escaping, assuming the snare nerf actually comes.


All in all the AI nerf opens a new exploit and gets rid of non exploit use in PvE, both solo and group. I suggest to completely get rid of this nerf and buff up high level npc health so you need a group to kill it, thus ending soloing.If there is another reason for the AI nerf that I do not know of please let me know.



Jacehomsar (sunrunner) Storm Squadron Ace. Owner of Sunrunner's first Jetpack. Soon to be Jedi Knight
Kamujin
Wed Oct 12, 2005 10:22 pm
#2

Actually, I think it would be better to just tune the regen of high level mobs to make them unsoloable if that was the desire.


I am not a fan of insanely high hit point mobs in SWG, it leads to more overpowered healing required to absorb the damage long enough to kill the mob.


High regen means a solo player can't out DPS the regen, but a group can. Fight is still fast paced, and its a battle of DPS instead of healing.






Kamujin Kravsherannnntnxgggggggggggggggggg

"I'm scissors. Paper is fine. Nerf rock."
Homsarjedi
Wed Oct 12, 2005 10:39 pm
#3



Whoops on double post. Stupid lag. I didn't even realized this was posted lol.

Message Edited by Homsarjedi on 10-12-2005 10:47 PM



Jacehomsar (sunrunner) Storm Squadron Ace. Owner of Sunrunner's first Jetpack. Soon to be Jedi Knight
Homsarjedi
Wed Oct 12, 2005 10:46 pm
#4

Well higher regain will make it longer to kill the enemy, thus making it identical to higher health. I am not talking about healing, just the usefulness of AI. You can't take a 3k+ damage hit without AI, so healing is out of the question. There is a set timer to how long you can AI so you will need the group dps to kill it, not healing.Plus I favor higher health as it makes the enemy seem more powerful instead of sneaking in insane regain.





Jacehomsar (sunrunner) Storm Squadron Ace. Owner of Sunrunner's first Jetpack. Soon to be Jedi Knight
Skipperino
Thu Oct 13, 2005 1:08 am
#5

maybe we can get smugglers to slice our legs to have 75% snare reduction =)



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EfreaK
Thu Oct 13, 2005 1:19 am
#6

Wasnt logged into TC2 yesterday. But on tuesday they did.


--------------------------------------------------------------------------------
Shadowbrak wrote: (SOE Developer)
As part of the squadleader changes all movement effects were brought into the same system for stacking reasons. Only the highest buff or debuff should be in effect on the character now. This means if you use force run 1 and a squad leader uses retreat you will begin to move at retreat speed without losing your FR 1 buff. When the retreat wears off you will return to FR 1 speed.

Debuffs taking priority over buffs is an intended change.


--------------------------------------------------------------------------------




mafo
Pimpin in Style
.Pwning Space One Galaxy at a time.

EfreaK
Thu Oct 13, 2005 12:31 pm
#7

AI got nerfed. Not FR.


The other nerf was buffs vs debuffs.
As it is today on TC2, any buff you got will be canceled by a debuff in addition to the debuffs mods.


Example:
You have doc speed buffs. CM applies Thyroid Rupture.
Doc speed buff loses effect. And -40Combat speed.


You eat a blob candy. Hemorrage applied.

Blob candy gives no action regen bonus, and you get decreased action regen from Hemorrage. (If you use Blob + doc action buff + spice. Hem would cancel all 3 and apply it's debuff)



Jedi didn't get nerfed, ALL melee professions got shafted.




mafo
Pimpin in Style
.Pwning Space One Galaxy at a time.

felipz
Thu Oct 13, 2005 12:35 pm
#8






EfreaK wrote:


Doc speed buff loses effect. And -40Combat speed.


You eat a blob candy. Hemorrage applied.

Blob candy gives no action regen bonus, and you get decreased action regen from Hemorrage. (If you use Blob + doc action buff + spice. Hem would cancel all 3 and apply it's debuff)



Jedi didn't get nerfed, ALL melee professions got shafted.





Are you telling me the debuffs are now overriding even food ? Have you actually tested this stuff you talking about ?



[__Felous__]


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