Jedi Archive
Thread: Baciacca, can we have some push on the State Defense issues?
Message Edited by MsNiL on 09-21-2005 01:11 PM
I would say that they are changing Ranger's to Commando's.
SeeruFlock wrote:
Good idea, but I think the Devs are too busy changing SWG rangers from D&D rangers to D&D rogues atm to bother with such minor problems.
MasterSheep wrote:
the resist states in enhancer is only a partial effect - stack it with the defender resist states line (xxx4 has the mods i think?)and youll be almost invunerable to states - as for healing states - it does exactly what it does on the tin - however a high level nps will have no trouble re applying it
this is completely not true.
I've tested it and stacking defenses vs. states with Enhancer + defender + +25 defense mods in CAs makes ZERO difference, or at least is so close to zero as to be unnoticeable.
MasterSheep wrote:
the resist states in enhancer is only a partial effect - stack it with the defender resist states line (xxx4 has the mods i think?)and youll be almost invunerable to states - as for healing states - it does exactly what it does on the tin - however a high level nps will have no trouble re applying it
Message Edited by MsNiL on 09-21-2005 02:37 PM
MsNiL wrote:
0040 Enhancer, Force Resist States, 250 force, 25% vs States
0004 Healer, Force Cure States, cure Blind/Dizzy/Intimidate/Stun (nothing more)
In a single combat against a Nightsister Sentinel I was blinded 9 times. The longest I stayed unblinded after a cure was 10 seconds.
I already knew that they where bad, but I thought they where mostly bad becouse theese states are never used... But now I know even when the states are used, theese powers do not pay off and is nowhere near their promises. Eventually I just stopped to bother. When Resist States is this effective, and there's nothing that stop states from being reapplied at once when cured, both is just a waste of force.
Since I am a master of both professions, theese boxes is a 56 point hole in my template right now.
I believe that Doctors have the same issue, so we might be able to ride on them.
Message Edited by MsNiL on 09-21-2005 01:11 PM
I think that much of the issue revolves around the CL and AI of NPCs. As it stand right now, NPCs with a higher CL than the player, such as sentinels, have a very high chance to land a state attack due to their relatively higher accuracy. I seem to get a lot more states landed on me when I don't use Aura compared to when I do.
But a related issue is the reliance of certain NPCs on a particular attack. There are mobs out there who spam charge shot all day, constantly knocking the player down. The most irritating has to be their use of disarm shot; designed to be used in order for the player to heal, it's useless for NPCs to use it.
It seems that the combination of these 2 factors has caused the problem you are experiencing. I think now that the CU has settled in a lot, state attacks and defences will be tweaked again to become more realistic/playable.
This is definitely a part I agree with. Doing combat is more fun now for sure, and I hope they will tweak it there are quite a few states and dots that could take some love.
Kev0r wrote:
I think that much of the issue revolves around the CL and AI of NPCs. As it stand right now, NPCs with a higher CL than the player, such as sentinels, have a very high chance to land a state attack due to their relatively higher accuracy. I seem to get a lot more states landed on me when I don't use Aura compared to when I do.
But a related issue is the reliance of certain NPCs on a particular attack. There are mobs out there who spam charge shot all day, constantly knocking the player down. The most irritating has to be their use of disarm shot; designed to be used in order for the player to heal, it's useless for NPCs to use it.
It seems that the combination of these 2 factors has caused the problem you are experiencing. I think now that the CU has settled in a lot, state attacks and defences will be tweaked again to become more realistic/playable.