Pikeman Archive

Thread: Information from the Devs Intimidate/Warcry, Tanking, animations

Milgram
Fri May 06, 2005 7:17 pm
#14






Gunman21 wrote:


We were able to ask a few questions to the devs, and the results are (Not going to quote them these are my own paraphrases):


Gunman21 wrote:




  • Warcry and Intimidate are fairly weak, can they be improved?

They asked for oursuggestions on this.



  • Animations were changed and the community would like to know if the old ones can be restored, or if better ones can be implemented

They said animations should be changed in the "near future"



  • Tanks can't hold agro at all. Can the hate system be changed to allow tanks to hold agro?

Taunt and Agro control are on thier list. They asked us to provide examples of how we would like it to work.


Please leave your suggestions below, thanks!


Message Edited by Gunman21 on 05-03-2005 02:18 PM



Am I the only one baffled by this comment? Maybe I just don't "get it" but shouldn't the devs already have a pretty good handle on this FUNDAMENTAL ISSUE?





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Jarx_Xun
Sat May 07, 2005 4:04 pm
#15

Intimidate needs to be more effective. I don't even use it because it's not worth wasting a round of combat for such a low effective. I just use CoB for the extra defense. warcry shouldeither stop someone from attacking or make them run away, until they agro again. Taunt should effectively help us keep the agro quite obviously.
Candali
Fri May 20, 2005 9:51 am
#16

Intim is good, warcry should have maybe 5 secs more duration. Both are excellent pvp moves.


WhatI would like to know is how effective is the stun state from stunning blow? As far as I know, thats one of our class defining attacks (I don't think any other melee professionshave a stun move). Its supposed to slow regen rates, but if it does indeed happen, I can barely notice it.







3Candali4


Yespa
Sat May 21, 2005 5:34 am
#17


I agree that master Pike should have a BETTER version of Intimidate, 20% is not worth the skill level of the ability. And we cannot stack intimidate like pre-CU so compare 75% reduction on master brawler to 20% reduction on Master Pike!


As for Warcry, I would like to suggest an alternative action that it woul dperform. Instead of its current function, have it reset the timer on [x] targets abilities. Yes, that's exactly what I mean, whoever sets off warcry on said target(s) (should be area affect) all ability boxes of target(s0 should blacken out and reset a timer, or be delayed by a certain amount of time say 10-30 secs depending on the skill level of warcry.


For example , toon x shouts warcry at toon y. Toon Y's toolbar should blacken out, preventing toon y from performing any combat actions for a set period of time, or it just resets the icons and they have to reload.


That is how a warcry should work. It delays the target(s) for enough time where a free attack or round of combat may happen. I would suggest that there be a basic warcry which allows the targeting of one target only, then an advanced warcry that targets either a cone or area effect.


As for animations, they're all pretty cool, we really just care about debugging abilities, thats what were here for , rpg = stats lol , Well I hope I may make a difference in someones game










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raider7734
Tue May 24, 2005 11:20 am
#18


I think Taunt should aggro the mob onto you and make it unable to switch targets for 30 seconds (except maybe for someone else's Taunt)


You can't tank if you can't hold aggro.. this way, you will have aggro for 30 seconds, and if that's not long enough, you can reapply Taunt.




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Bermag
Wed May 25, 2005 2:57 am
#19

Maybe warcry should be a attack delay move like disarming shot/startle shot. When it is on target can't attack for 5 seconds unless hit for damage. That is a pretty useful tactic to cycle delay attacks so target can not attack you. And yes should be an area attack, that way you are really a crowd controller



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demonbane423
Wed May 25, 2005 8:05 am
#20






Gunman21 wrote:


We were able to ask a few questions to the devs, and the results are (Not going to quote them these are my own paraphrases):


Gunman21 wrote:




  • Warcry and Intimidate are fairly weak, can they be improved?

They asked for oursuggestions on this.






Warcry --- Maybe act as a snare or short root effect so the other target actually has some delay in running,,,, or mabye even just like it used to a 5 sec delay instead of 10,,,


Intimidate --- It doesnt stick often enough,,, it doesnt last long,,, and the dmg it reduces is to small,,,




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XrioT
Thu May 26, 2005 11:11 am
#21






Gunman21 wrote:


We were able to ask a few questions to the devs, and the results are (Not going to quote them these are my own paraphrases):


Gunman21 wrote:




  • Warcry and Intimidate are fairly weak, can they be improved?

They asked for oursuggestions on this.






Intimidate: Given that our emphasis appears to be a form of crowd control through area attacks, I would be satisfied with the more advanced intimidate maintaining the same reduction, but being an area intimidate.


Warcry: could also effect an area rather than an individual, but if it came down to choice between the two I would choose intimidate.
DATA-LUX
Fri May 27, 2005 2:53 am
#22

Hmm I can only hold aggro when I'm the biggest damage dealer... and doing everytime a taunt (that's is not area too) to tank again is no fun. Taunt should work as a methode to old the aggro till incapped or dead.
both warcry and intimidate should be area attacks in improved because we're the melee crowd control prof.
Animation sre are helpful but no equired but strange does /attack has more then 1 animation and those are kinda cool compared to the rest




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kijikoh
Sat May 28, 2005 10:46 pm
#23

warcry same duration as intimidate
Kyodor
Sun May 29, 2005 3:41 am
#24

Taunt should draw more aggro, and have a shorter cooldown timer. Right now, it's almost impossible to stop the 6 Mobs charging past you to Incap your Doctor/CM/Carbineer/Etc.

SpinAttack would probably be better than Area Taunt =P



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DaelDarkmace
Sun May 29, 2005 5:03 am
#25

I agree, and area intimidate would be fantastic. With regards to taunt, it definately needs a slightly larger range. At the moment, I'm stuck running from one ranged character to another trying to taunt their aggro's away beause usually they can't handle it up close.


Warcry i find useless at the moment, mainly for its duration, i'd use something else in that time rather than bother with it. Having it act like a root or snare perhaps. I mean, its a ferocious warcry, would you really be wanting to run towards something/act like nothing has happened? At least have a visible slowdown,prevention of an action?


Bring back Funky Animations!




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Electro5
Sun May 29, 2005 10:57 am
#26


Alright, lets see. Intimidate should be area effective out to 20m to anything that happens to be looking in your direction, using the same 20% damage reduction, or reduce damage by 50% to a single target. Either would be acceptable in my opinion.


The area of Warcry is fine, its a cone that goes out fairly far to anything thats looking at you (I've drawn aggro from something 30m out in front of me, the creatures happened to be looking my way, and I used Warcry on something in front of me in that direction). Though, if it has an effective range of that long, maybe you should be able to readlily excecute it from that range (max to actually not get the "Out of Range" is about 10m at most). The effect should be either much lenthened duration, to 30 seconds or so, or a much higher speed mod (perhaps 100 points worth of speed mod).


Taunt needs two improvements. First, it needs a range increase to 30m, as it used to be. Why do I have to be close to something to taunt it? I'm not making any contact with it. Secondly, it needs to have a much increased power. Perhaps 30 seconds of unconditional aggro from the target. Tanks rely on Taunt to keep the aggro, its not going to be damage thats doing it. It needs to be very effective at keeping the aggro on the tank and off the much harder hitting (in general) ranged professions.


And please get the animations back. Perhaps it can be a focus of the next publish. Melee combat looks so bland right now.

Message Edited by Electro5 on 05-29-2005 10:59 AM



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