Jedi Archive

Thread: Take a deep breath, Devs respond to the buff/debuff issue (link to the thread in the Doc forum)

noSup4u
Wed Oct 12, 2005 1:08 pm
#1

sounds like to me this post confirmed our concerns.


combat speed buffs there is a compound effect. the difference in the buff and debuff is the resultant effect. this is the same for all buffs EXCEPT


movement speed. yay. the post states this is absolute. so basically while you are snared there is zero enhanced force run effect countering the movement speed debuff snare. however force run will remain active, and we wont have to turn it back on once the snare is over.


wow thanks a lot! you totally saved us like 20 force from reactivating the force run if we ever actually have the snare removed, even though the run being active for the duration of the snare probably cost us more even though it wasnt having any effect what so ever!






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CloverRidge
Wed Oct 12, 2005 1:10 pm
#2

This is true but they also like to thrown down the dots which breaks the paralyze when the damage ticks.


Every CM I have faced has loaded me up with the dots and there was no chance of Paralyze sticking more than a second or two.


I always just root them anyway and "go to them" instead of waiting for them to run up and throw down some dots....then I usually just try to deal out damage to get them in a healing loop so they won't want to chance the cooldown timer on anything but a heal.


If it goes live like it is then I'd say Valor and Techniques in Sabers just went up in stock to try to prevent the Ranged Snares through Blocking the shots. Kick on Improved Valor have a higher level FR and they either miss or you block the shots until you can root them.


For the ranged like that usually it's good to play with the terrain too....mess with the line of sight (legally...via terrain)....I've found it affective to bring ranged to me by acting like I'm running away and then turning around to chase them. Usually works and if they have some lag it will give you the chance to close the gap before they can react especially if you use the terrain to kill the line of sight.





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Corbantis
goldragon76
Wed Oct 12, 2005 2:13 pm
#3

ive noticed clover that even as a master defender with valor on i still get snare stuck on me quite often. for some reason the state shots stick or avoid the block more often.




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masselin
Wed Oct 12, 2005 2:18 pm
#4

why is there a 2 minute snare in the game at all?



wT F i'm rOLLin' IN a MaCk tRUck that's stOLen guesS wHat i'm hOLdin aMMo ta BUst my LoAD stILL i'm EASIN' oN dOWN teh yELLow BRIck RoAD....
Sorotia
Wed Oct 12, 2005 2:19 pm
#5






odwill wrote:
But it doesn't "turn it off" as people have been saying. It stays active, it is just negated while the snare is active. All we need is an "anger" state or a longer cool down on snare specials like the one on pistoleer stopping shot) and things will be fine.




like anger buff will matter i know bh who are able to bypass the anger buff with paralyz and do it double before the bother to attack me.
Bountyzhunter
Wed Oct 12, 2005 2:27 pm
#6

This is *NOT* a solution devs, the entire problem with this crap is BHs being able to kite us with impunity while we cannot hit them, escape or do *anything* but stand there and die.... this is a PROBLEM. This garbage needs to be taken back to the drawing board and left there.



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KammaRocca
Wed Oct 12, 2005 2:51 pm
#7






JordonUK wrote:
Thats **modbot**ing bull**modbot** that it cancles out FR, what is the point in the **modbot**ing skill if not for escape?! I might as well just pull a swoop if I want to travel around its pretty much usless now.



What's the point of the **modbot**ing snare attackif not for slowing down movement speed?
AdiWanTinova
Wed Oct 12, 2005 3:01 pm
#8






odwill wrote:
But it doesn't "turn it off" as people have been saying. It stays active, it is just negated while the snare is active. All we need is an "anger" state or a longer cool down on snare specials like the one on pistoleer stopping shot) and things will be fine.





So, someone with FR3 that has -95% damage output applied to their character when FR3 is activated, will continue to have that negative damage modifier, WHILE being forced to move at a negative character speed? Yeah ... sounds great.







" DO, OR DO NOT. THERE IS NO 'TRY'. "

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JarvisW
Wed Oct 12, 2005 3:07 pm
#9






KammaRocca wrote:






JordonUK wrote:
Thats **modbot**ing bull**modbot** that it cancles out FR, what is the point in the **modbot**ing skill if not for escape?! I might as well just pull a swoop if I want to travel around its pretty much usless now.



What's the point of the **modbot**ing snare attackif not for slowing down movement speed?






SLOW DOWN is the key, not STOP. If you are set to just a walking pace, then ANY melee class will never be able to get close enough to attack a ranged fighter. This effects JEDI, ALL MELEE, and DANCERS! (just seeing if your paying attention)


It will kill Melee in the GCW sence it is so unblanced.


MAYBE... the debuff breaks on Damage? I would go for that change, but NOT the way it is now.





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Bunklung
Wed Oct 12, 2005 3:14 pm
#10






AdiWanTinova wrote:





odwill wrote:
But it doesn't "turn it off" as people have been saying. It stays active, it is just negated while the snare is active. All we need is an "anger" state or a longer cool down on snare specials like the one on pistoleer stopping shot) and things will be fine.





So, someone with FR3 that has -95% damage output applied to their character when FR3 is activated, will continue to have that negative damage modifier, WHILE being forced to move at a negative character speed? Yeah ... sounds great.






Stay calm. Vote with your wallet. I've already cancelled my pre-order. Gonna wait for this whole mess to blow over. My ebay account is primed for an auction.




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GET A REFUND ON TooW

Eineet
Wed Oct 12, 2005 3:40 pm
#11






odwill wrote:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=98543

Makes me feel a bit better for now. Thanks to Marrow for getting to the bottom of this fast.




You feel better? Either you cant read or are a ranged temp...


Dont want to jump to conclusions before experiencing.... But this does sound gamebraking for melee temps concerning fights against ranged.


Concerning Jedi (again, sounds like it):


Everybody with FR1: useless skill now

Everybody with FR2, FR3: They nerfed your skill as it wasnt supposed to be used for offense. Well guess what? Its not supposed to be for escape either.So what is it for?....Could a Dev please explain what is it for now?



Anybody see a pattern here?

Jedi dont cloak....

Jedi dont AI....

Jedi dont FR....

Jedi just shut up, lie down and die....







EINEET

Horde/Dantooine





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By my lightsaber I swear to never buy another Sony Product again and I swear to encourage everyone I know to do likeswise.

odwill
Thu Oct 13, 2005 12:28 am
#12

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=98543

Makes me feel a bit better for now. Thanks to Marrow for getting to the bottom of this fast.



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VaainEldritch
Thu Oct 13, 2005 12:31 am
#13

That's more like it. A bit of earlier clarification would have saved the high blood pressure around here, as usual...



Va'ain

Urban Dictionary definition of SMED:

"to interfere with one's gaming enjoyment: To drastically alter an item which is enjoyed by thousands."

TO pull a smed. Jeez, those dev's pulled a smed on swg big time

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