Jedi Archive

Thread: cloak is broke but snare is not the answer

masselin
Sat Sep 24, 2005 1:53 pm
#1

cloak is definately broken. when i run through the geo cave cloaked, all the mobs hook onto me and follow as though they have agro'd but they don't attack. this allows players to breeze through dungeons by using cloakers to pull all the agro so the group can get through unmolested. it is a lot of fun, but ultimately not ideal.


this abuse ofthebroken mechanic of cloak isn't what most players who complain about cloak are concerned with though. using cloak effectively in pvp is what frustrates players and sends them complaining to the forums.


there are restrictions built in to cloak to balance things. a player cannot cloak within 20 meters of another player, humanoid npc or mob. a cool down timer has also been added to delay when a player can decloak after cloaking, but once decloaked the player can cloak again right away, which doesn't prevent gank and run behavior in pvp.


the "ranger revamp" supposedly is intended to establish consistent rules for "going invisible" and also spread some of this ability to non jedi professions.


one of the restrictions mentioned is that a snare will be added to "invisible" players while they are invisible.


here is my take on the snare. most jedi who have cloak also have force run 2. because attacking while cloaked will decloak, most cloaked jedi just force run while cloaked. as a jedi, i force run 2 all the time. running normally feels painfully slow. running while snared is torture. in fact, when snared... i usually don't bother to move at all... i just wait out the snare and then get back to action.


adding a snare to cloak simply will kill the fun of using that ability. may i suggest to the developers, that simply removing the ability to force run while cloaked is sufficient to help balance out the use of this ability during pvp?


also, reworking it so that mobs don't follow on "follow but don't attack" agro, would also help to fix cloak. additionally, removing the ability to open containers while cloaked would also be a fix. a jedi could then cloak his way to the closets on the corvette, but would have to decloak and get agro'd before he could open them. at the same time, cloakers would not be able to clear out mobs to let their party through dangerous areas unchallenged.


i feel that these three changes alone would accomplish the goal of bringing cloak more in line with other abilities that don't upset the overall balance of the game. adding a snare to cloak is way overkill in my opinion, and will unnecessarily negatively affect the enjoyment of playing for many.



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Balkinray
Sat Sep 24, 2005 4:08 pm
#2

I don't have a problem with the snare being attached to Cloak. A cloaked player should have to move slow to prevent others from seeing or sencing that they are near. A player that is running around would make a lot of noise and cause attention to be drawn to them. A player invisible and moving slowly would be able to slip in and out undetected.


my fix for the cloakers was to move it to the masters block and force the person to not beable to use any force while cloaked. Since they would have to focuse entirely on causing others not to be able to see them.



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Srider_Killarney
Sat Sep 24, 2005 4:15 pm
#3

cloak needs a snare big time, MAN UP AND FIGHT!!!!



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sanct_squadleader
Sat Sep 24, 2005 4:18 pm
#4






Srider_Killarney wrote:
cloak needs a snare big time, MAN UP AND FIGHT!!!!





anyone who doesnt have it is of course gonna have this kind of attitude, having a snare on cloak without being able to channel force is gonna make the skill next to worthless



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CPA
Sat Sep 24, 2005 4:25 pm
#5

What they needto do is what they should have done for Avoid Incap. Put a -40.00 to melee/ranged attack speed, but not a terrain negotiation snare. They can code /wookieeRoar to give you the correct bonuses, that's all they need to do for Cloak.


I don't have cloak, don't plan on having it. But the more I use AI, the more I want cloak, at least you can't get attacked. But making an escape tool function as a movement hinderance is just idiotic.





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Eveliddia
Tue Sep 27, 2005 5:53 am
#6

Snaring cloak is wrong, we are forced by bh into pvp so a balance such as cloak forcing them to be Bounty "HUNTERS" and have to track and use smarts is right, snaring it only forces it to be an escape skill, not alpha strike....
felipz
Tue Sep 27, 2005 5:55 am
#7

Check this out ! New padawan robe coming out november 1st ftw !



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Ialwysdie
Tue Sep 27, 2005 6:02 am
#8






CPA wrote:

What they needto do is what they should have done for Avoid Incap. Put a -40.00 to melee/ranged attack speed, but not a terrain negotiation snare. They can code /wookieeRoar to give you the correct bonuses, that's all they need to do for Cloak.


I don't have cloak, don't plan on having it. But the more I use AI, the more I want cloak, at least you can't get attacked. But making an escape tool function as a movement hinderance is just idiotic.








Ummm what would be the point of putting -40 to melee/ranged attack speed when if you attack cloak breaks?




Ryle80
Tue Sep 27, 2005 6:03 am
#9






CPA wrote:

What they needto do is what they should have done for Avoid Incap. Put a -40.00 to melee/ranged attack speed, but not a terrain negotiation snare. They can code /wookieeRoar to give you the correct bonuses, that's all they need to do for Cloak.


I don't have cloak, don't plan on having it. But the more I use AI, the more I want cloak, at least you can't get attacked. But making an escape tool function as a movement hinderance is just idiotic.






Devs have stated that cloak is meant for first strikes rather than escape.




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Eveliddia
Tue Sep 27, 2005 6:09 am
#10

And snaring it so even if i give away my position and fr I can barely keep up with mobile oppnent, cloak is great in PvP, lots of fun, gone with snare, this nerf effectively make cloak an escape only skill....

try cloaking and holding shift and walking through Bestine or Theed, it's a joke.....
Ialwysdie
Tue Sep 27, 2005 6:38 am
#11






Ryle80 wrote:






CPA wrote:

What they needto do is what they should have done for Avoid Incap. Put a -40.00 to melee/ranged attack speed, but not a terrain negotiation snare. They can code /wookieeRoar to give you the correct bonuses, that's all they need to do for Cloak.


I don't have cloak, don't plan on having it. But the more I use AI, the more I want cloak, at least you can't get attacked. But making an escape tool function as a movement hinderance is just idiotic.






Devs have stated that cloak is meant for first strikes rather than escape.





The snare makes it more of an Escape tool then a First strike tool.


We don't get snared before using cloak but after it is engaged.


Once a Jedi is cloaked he is untargetable and unattackable so why woulda cloaked Jedineed to run?


The snare hinders the first strike intention more then the escape ability. I can still do all the things to get my distance to be able to cloakwithout any worry aboutthe snare.


With a Snare the only thing that youwill know is thatthe Jedi will not be too far awayyou stillcan't see them, target them, or attack them.


Alot of the MCMBH's like the changes because they are able to plant DOT's on cloaked Jedi and if our healing breaks cloak well then the skill is meaningless against them.


This is supposedly going to be fixed so that the DOT's cannot be applied while we are cloaked, the area attacks and bombdroids are fair game for causing damage IMO and the snare couldmake that more possible.






Ryle80
Tue Sep 27, 2005 6:44 am
#12



Ialwysdie wrote:


Ryle80 wrote:


CPA wrote:

What they needto do is what they should have done for Avoid Incap. Put a -40.00 to melee/ranged attack speed, but not a terrain negotiation snare. They can code /wookieeRoar to give you the correct bonuses, that's all they need to do for Cloak.

I don't have cloak, don't plan on having it. But the more I use AI, the more I want cloak, at least you can't get attacked. But making an escape tool function as a movement hinderance is just idiotic.



Devs have stated that cloak is meant for first strikes rather than escape.


The snare makes it more of an Escape tool then a First strike tool.

We don't get snared before using cloak but after it is engaged.

Once a Jedi is cloaked he is untargetable and unattackable so why woulda cloaked Jedineed to run?

The snare hinders the first strike intention more then the escape ability. I can still do all the things to get my distance to be able to cloakwithout any worry aboutthe snare.

With a Snare the only thing that youwill know is thatthe Jedi will not be too far awayyou stillcan't see them, target them, or attack them.

Alot of the MCMBH's like the changes because they are able to plant DOT's on cloaked Jedi and if our healing breaks cloak well then the skill is meaningless against them.

This is supposedly going to be fixed so that the DOT's cannot be applied while we are cloaked, the area attacks and bombdroids are fair game for causing damage IMO and the snare couldmake that more possible.






I didnt say i disagreed. Just pointing out the fact that it was never meant to be the ultimate escape tool which most grinding jedi tend to use it for. I have cloak on my bh and its going to hurt me badly since i dont have fr and only have a force pool of 1800. Personally one of the easiest fixes is to simply not allow a player to cloak while in combat as well as possibly doubling the minimum distance at which a player can cloak from another player/npc.




Ryle Ackak - Dark Jedi Elder
The Empire - 'Bringing peace and racial equality, through war and mass xenocide'



MX13
Tue Sep 27, 2005 6:48 am
#13

/Agree



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