Jedi Archive
Thread: Something some people may be missing...
HHH_199 wrote:
Accually you wont move at all, cause its like a double snare = root. Put 2 ais on at the same time and you wont move at all.
actually no
the worst snare will be applied.
not both!
see he spinned that real well! but will rifleman still be able to solo krayts??? i say this cause i do ok with Mpistols/Mcards been doing alot of krayt hunting.. funny i see alot of good Mrifleman doing those CL 90 buggers all to often solo. while anything above cl84 im toast.
Movement Buffs and Snares stacking in combat
In publish 24, we will be making some changes to the way movement buffs and snares stack in combat.
- What is changing? We will be changing the way movement buffs and snares stack in combat. "Stacking" buffs means that multiple effects of the same type are used (or applied) in combat to cause a greater effect.
- Who is affected by this change? This change will affect anyone who uses movement buffs and/or snares.
- Why is this changing? This will address current gameplay issues and will prepare the way for future Squad Leader enhancements.
- Can I get some more specific details? The current situation: Currently movement-buffs and snares stack in combat. A basic example of what this means is that if you get a movement-buff to double your speed and then get "snared" in combat to half your speed, your movement will be reduced back to your normal movement speed. Basically, a movement buff cancels a snare and a snare cancels a movement buff. Many types of movement buffs and snares can be used together to cause additional effects. For example, two or more movement buffs will "stack" to cause you to go very fast and multiple snares will stack and can prevent a player from moving. Additionally, snares will stack to quickly prevent all movement. A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.
A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.
A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.
A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.
A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.
Solo krayts on my mbh/mrifle/cm 4000
usually use my probot as added support.
easy kills lol. for the most part I dont need any outside help. Cept against Giants on occassion
Message Edited by TheNarcis on 10-19-2005 02:52 AM
My issues with this change is because it just seems to be another in the loooooooooong line of nerfs provided by the devs simply because they don't believe in thorough testing and consistently under-estimate their player base. Krayts and NS Elders were never supposed to be soloed.....ok, so then they introduce 2500+ buffs, 100%+ mind buffs, 80-90% resist armor and give rifle (energy dmg,heavy AP- remember AP?) and swords (blast/ medium AP) high damage weapons that can actually damage these things, then allow them to attack at 1 time/ per second, then they wonder why a lot of people gravitate to these professions.
Now understand, I enjoy grouping- I could solo Elders/ Krayts pre-CU (MSwords/MDoc), but most of the time I cajoled my guild into joining me. But this is another area I think SOE failed a lot of people. By not instancing areas that good loot dropped... or spreading the loot out more.... they caused bottle-necks for campers. Many of the old loot *edits* gripe about it, but someone that has 12 hours a day to camp and throws all kinds of money into eBay credits will tend to have better weapons/ better template/ better attachments already, then the little casual group that was just getting home from work and wanting to do a casual dungeon crawl hoping for useful loot. So of course, the casual group arrives after spending 30-45 minutes getting prepared, gets all the way to the place they were looking forward to going... only to see someone that was there yesterday, and the day before, and last week, and last month.. is still sitting there camping!!! This is where soloing becomes a problem, but once again, it would still be easily fixed by instancing IMHO. But back on the original topic.....
Once again, it was a failure to test a product that was realistically (/sigh, just like launch) closer to an alpha stage of testing than ready for live play. Jedi themselves got what? 3 or 4 days of testing by a group of maybe 6-10 Jedi? The rest of the professions got about a week- week and a half of testing against a bunch of mobs that hadn't been balanced yet?!? So now they feign suprise that once again, the players have out-smarted them, and found ways to solo the "unsoloable". This is where my issue comes in though- EVERY profession pretty much can solo these mobs now but THEY WORRY ABOUT NERFING THE JEDI SKILL W.......T.......F!?!?!?!? My MCarbs/MBH/CM4xxx has a MUCH easier time soloing almost any melee mob (did I mention this includes the "unsoloable" DJKs/DJMs/Ancient Krayts?) that I can get in a kiteable (if it's not a word it is now) area than my Jedi MDef does, there are MDoc/TKM and MDoc/MSwords that can solo Necrosis and up to Giant Krayts, so what does this patch do really? Nothing but nerf the melee professions ability to solo while leaving the ranged professions same ability to solo unhindered. It's the melee/ Jedi Defense profs that really get hurt by the action costs and loss of usefulness for AI- h3ll, most of the time my Carbineer doesn't need to heal at all against these mobs, so how is this healthy for the game? AT ALL?!? Except to drive more players further apart- of course the ranged are happy, they retain their ability to solo for high-end loot, as well as the extra advantage they will recieve against the melee PvPers, but this sin't fair and a game should be!!
Last annoyance, like I said earlier, I enjoy grouping to an extent... but post-CU the trend into forced grouping from log-in to log-out has grown V-E-R-Y tiresome. Grinding should NOT be a team sport, right now I would really be curious to see how many new accounts that were started from about a month after the CU are still active today- I would guess less than 50%. Or do you actually think all those noobs you see spamming for hours in the MO find their way to level 80 BEFORE they get sick of waiting around and go play a game they can actually PLAY? Loot-hunting is another thing it is stupid to make into a team sport- ok, so which of our 3 pistoleers gets the uber pistol tape? Which of our 3 Jedi gets the Jedi tape- oh yeah and we made 2 of the LS trees all but useless to begin with, so lemme ask again, which of the 3 2H LS Jedi in the group want the 2H LS tape that probably goes for 2-3 mil a point on the forums? Just curious.... you get my point yet? High-end raid content? Group should be mandatory. Grinding and high-end loot? Grouping should be ENCOURAGED.. not necessary. But I forgot, positive reinforcement doesn't seem to be in the devs vocabulary, it seems to be a case of "spare the nerf... spoil the subscriber."
Oh well, just one nerf closer to the end of SWG
/sigh..... and it really could *should* have been a great game too........
Message Edited by Fingerofthrawn on 10-19-2005 05:59 AM
Message Edited by LintonLisa on 10-19-2005 10:59 AM