Pistoleer Archive
Thread: Please make skill mods proff specific and un-stackable....
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Zabrekk
Sat Nov 01, 2003 2:47 pm
#14
Master Doctor can cure Dizzy, Intimidate, Blindand Stun? Wow.....
Tough to cure anything if you are on your back....
Zabrekk
Mon Nov 03, 2003 5:52 am
#15
What is the required medicine use for those status specific stims?
SilentJay1284
Mon Nov 03, 2003 8:20 am
#16
THIS GAME IS BASED ON DABBLING!!! IF YOU DONT WANT DABBLING THEN PLAY EQ OR SHADOWBANE WHERE ITS ALL COOKIE CUTTER CLASSES.
OR GO MASTER BOUNTY HUNTER, ITS ALSO A COOKIE CUTTER CLASS WITH SOME MEDIC SKILLS IF YOU CHOOSE TO DO SO. ![]()
THIS SKILL SYSTEM IS ONE OF THE BEST. IF THEY CHANGE IT, THEN THIS GAME IS OVER SINCE WHAT, 90% OF THE PEOPLE DABBLE IN SOME FORM OR ANOTHER.
FLAME ON ![]()
Message Edited by Xahn on 11-03-2003 10:39 AM
Jedi-Intern
Mon Nov 03, 2003 10:44 am
#17
BeWary, this is the (no personal offense intended) stupidest thing I've heard on this board today. Character custimization is ABOUT combining skills in an interesting way, rather than just a cookie-cutter itteration of the exact same character everyone else in your profession has.
You say you're "TIRED" of seeing masters bested with their weapon of choice? There are no guarantees in combat, their SHOULDN'T be. Being a master of a weapon doesn't make you some kind of combat-diety. There is more than one school of though in any combat art. Let people create THEIR OWN characters.
Commando got Carbine Counter-Insurgency to get + Counterattack? Great! Getting Precision Striking just for the + Ranged Defense? Good Idea! The most effective character shouldn't be just Master Flamethrower/Eyeshot-spammer, but a more versatile and creative one. FIGHT DIRTY, heck, just for fun, even if your a carbineer, actually get dirty fighting! A Dirty Fighting Carbineer. Well, it might not be the most effective, but it's unique. Your character HAS character.
I'm a Master Pistoleer myself, but I took 2 of the BH skills to get my pistol speed to 100, and I took some rifleman skills for the + Ranged Defense. So what? I got +6 Ranged Defense from the rifleman skills, but I got +13 Ranged Defense from my +8 RD Belt and my +5 RD Aakuan Ring. Is it really the extra +6 I got from LEARNING an actual skill that involves being harder to hit that you have a problem with?
You want to just focus on the intuative skill set without being more creative with your selections? Go ahead; but don't call for a rules change because there are players out there that are playing the game and being more creative about it. You can't stop innovation, **** it's what keeps the game interesting.
You can build a giant space-station with the ability to destroy a planet without worrying about the other attributes, I mean, you need all the sp you can to get that superlaser. Heck, go ahead and leave the grating off the vent that can be used to blow up your whole "Star of Death." I'm sure that'll go well P).
Ja'Grevi Ahkrel;
Title: Mastergunfighter
Combattitle: Just another guy with a gun.
Dragonian
Mon Nov 03, 2003 11:57 am
#18
Not sure I entirely agree with the original poster but there are some design considerations here that should be noted.
I don't believe the art of dabbling or the extremes it could go to were anticipated by the dev team. Yes, they wanted versatility but they could not (being so close to the design) envision the extremes we the player base have taken them. Therefore, I submit that as a result the effects of 'dabbling' have been unintended.
As one who has been with this game for almost a year (yes, i was in beta) it my observation that the flexability in the skill trees was envisioned that people would mix and match entire professions, not canablize 3 or 4 professions in a quest for 'uberness'.
Of course this is no excuse, this 'quest' was already underway during beta and in fact was compounded slightly when they gave us 10 more skill points. The devs should have already considered this and should have made them non-stacking so as to not encourage dabbling of this sort.
The point is that canablizing BH, Smuggler, and Pistoleer in a quest for Uberness shouldn't work. The game mechanics shouldn't support it. Bottom line is that Pistoleer and Carbineer skill mods should not stack with BH skill mods. Smugglers should have there own skillmods for pistols and brawling and pitoleer and tka skill mods should not stack with them.
For the brawler stuff, I may be talking out of my sensor but i know you have ot have unarmed 4 for smuggler so i'm assuming there are unarmed specials in smuggler?
I don't believe the art of dabbling or the extremes it could go to were anticipated by the dev team. Yes, they wanted versatility but they could not (being so close to the design) envision the extremes we the player base have taken them. Therefore, I submit that as a result the effects of 'dabbling' have been unintended.
As one who has been with this game for almost a year (yes, i was in beta) it my observation that the flexability in the skill trees was envisioned that people would mix and match entire professions, not canablize 3 or 4 professions in a quest for 'uberness'.
Of course this is no excuse, this 'quest' was already underway during beta and in fact was compounded slightly when they gave us 10 more skill points. The devs should have already considered this and should have made them non-stacking so as to not encourage dabbling of this sort.
The point is that canablizing BH, Smuggler, and Pistoleer in a quest for Uberness shouldn't work. The game mechanics shouldn't support it. Bottom line is that Pistoleer and Carbineer skill mods should not stack with BH skill mods. Smugglers should have there own skillmods for pistols and brawling and pitoleer and tka skill mods should not stack with them.
For the brawler stuff, I may be talking out of my sensor but i know you have ot have unarmed 4 for smuggler so i'm assuming there are unarmed specials in smuggler?
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