Jedi Archive
Thread: Solution to Forcerun/burst run Nerf in conjunction to snares ability to negate it.
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Opie76
Mon Oct 10, 2005 5:33 pm
#1
Can a Dev or anyone explain why a move from 0200 carbineer should debuff FR3 a skill that takes 89 points to achieve?
I have no problem with snares "reducing" the effectivness of Force run. However what I do have a problem with is that FR3 is already only good as an escap tool because of damage reduction. You take away the ablity to use it for this purpose, then what is the good of having it.
What should happen is that normal snare should negate fr1/burstrun. Improved snare (ie- Improved Cripplingshot) should reduce Fr2 Speed by a set %, and reduce Fr3 a set %.
Running Speed associated with force run/burstrun should be assigned a tangible value, like 125 for FR3, 75 for FR2, and 50 for FR1/burstrun.
Improved Snare would be assigned a debuff value of say 50 and normal snare 25. Assuming most people people pick up the improved part of their respective snares you would have Fr1 esentially turned off until the snare timer went away. Fr2 would be 2/3 slower, and for master Enhancers they would be approx move at 60% of their normal speed.
These are just numbers off the top of my head, and they might need a bit of tweaking.
Ho'mer
Message Edited by Opie76 on 10-10-2005 05:35 PM
Opie76
Mon Oct 10, 2005 5:36 pm
#3
Well I'll just post this in the beta forums then, since the Devs really only listen there anyway.
CraZyAsSaSsiN
Mon Oct 10, 2005 5:38 pm
#4
a9er wrote:Don't bother, mateNo one will listen to you anyway
kind of true =/
00over0
Mon Oct 10, 2005 6:32 pm
#5
Opie76 wrote:
Well I'll just post this in the beta forums then, since the Devs really only listen there anyway.
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That's a good one!
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