Smuggler Archive

Thread: The CU and YOU

Atanmir
Wed Mar 30, 2005 3:27 am
#66






Orcajum wrote:

That being said, Nick has several valid points. If (and not knowing anything, it's still speculation) the Dirty Fighting tree is still ground out through Pistol XP, there could be an issue in how a primarily crowd-control profession builds up that XP. Think how much a pain it is to do DF without Pistoleer. The current (pre-CU) incarnation of Smuggler specials are, for the most part, consistent with a crowd control role. FD as escape, LowBlow and PanicShot as delay. The exception, of course, is LastDitch, which you receive upon filling out that tree.
Also, pre-CU Pistoleer specials tend to be Offensive in nature, steadily increasing DPS output. If, based on the Profession Roles Map, Pistoleer skills also go into the Crowd Control role, we'll be working with a redundant set of skills. This will make grinding that tree even more difficult than it currently is in addition to the increased difficult the CU is supposed to bring to general profession grinding. (For that matter, Pistoleer and Carbineer hold that same crowd control role, one with a heavier offensive bent, the other a heavier defensive bent.)






I mastered smuggler around 15 months agowithoutpistoleer and medic (i was a droid engi and master artisan) when there weren't solo groups, uber composite and godly buffs. Infact i mastered it without armor, without buffs exept from pixie and the pre chef revamp action food using just a speed slice scout blaster.

It was fun ! It was hard, but you feel that every box was giving you something better. And i got it all just fighting rebel NPCs that gave me the ability to rank up and buy one of the first detachment HQs on my server.

So don't say pain about mastering a profession when it takes you to think at what are you doing instead of just master in a couple of days thanks to uber buffs/armor/foods and spamming the same special over and over.





Cahausto Lightstar
Master Smuggler
Colonel
Near Moenia/Naboo/Chilastra

Nezodon
Wed Mar 30, 2005 4:43 am
#67






RogueCloudwalker wrote:

Wes, I like the idea of crowd control, but as a Smuggler/Pistoleer, I'm scared that my offensive power will be drastically underwhelming. Sounds like we will be slowing down the enemy but running like hell and hope we have a group backing us up. Is there any way at all to do damage or are we going to be damage gimped like we are now?







This was going to be my profession when i had the ability to respec my skills, needless to say now it isnt i dont want to be considered a crowd control stacker


I still want smuggler but guess having master pistols with it is near enough pointless in the way the document is written so far not impressed with the changes in a big way.




Jorrai Takkori
Elder jedi
Force explorer

riotcontrol
Wed Mar 30, 2005 4:54 am
#68


NickHeel wrote:


riotcontrol wrote:

NickHeel wrote:
Just curious here...but not long ago, weren't we fighting against something like this? I mean, if our skills are designed to "run away...run away!" then how are we supposed to level our combat lines? Hmm?

I think it's rather safe to say that anything anyone's been fighting for up until now is pretty much a lost fight, whatever it once was.

This is what pisses me off more than anything. People just "give up". "Sure, I'll play along. Bend me over and do whatever to my profession because I can't do anything about it anyway and I'll keep paying you to do it to!"

I guess the era of Smugglers with some spine is fading out with EN, Solo, Dreven, Ryutek, ect. I've even noticed a few community leaders becoming complacent over the past few months. More than all the lies, broken promises, broken skills, and all else, this is what makes me want to cancel more than anything.






The question is - when you see all your nice and well-thought proposals you've been working on for over a year (or two) being completely ignored in favor of 'Hey, Dev1, they have FeatureX in WoW and they like it, let's put it in! Sweeet idea, Dev2! /hi5' game features ... what do you do?



__
wieland argosy <gunslinger>
ApollyonTB
Wed Mar 30, 2005 5:16 am
#69


Here is my concern, I see that almost everyprofession has different requirements....all but smuggler.


But in order to be effective we NEED to take TKA or Pistoleer, but with the new Reqs, we will be unable to master both, or all three professions. Unless they are giving us new UA skills in the new smuggler revamp, REMOVE THE UA TREE, and ADD THE ranged support tree. If they dont do that....we will be the ONLY profession witha completely wasted tree (the UA tree in brawler).....and a wasted tree means wasted skill points...and since I cant find an SEA that give +12 (or 14) extra skill points....if the reqs dont change for smugglers then, BOHICA smugglers....

Message Edited by ApollyonTB on 03-30-2005 04:37 AM



teh Tee-Bagger
Lover of Beer and Pie
Order 67 - "Every Smuggler is now an enemy of SOE and LucasArts."
(quoted by)
Veela "Her Royal Hawtness"


vendors located at 2110 -4905 outside Mos Eisley
WesBelden
Wed Mar 30, 2005 5:21 am
#70






riotcontrol wrote:

The question is - when you see all your nice and well-thought proposals you've been working on for over a year (or two) being completely ignored in favor of 'Hey, Dev1, they have FeatureX in WoW and they like it, let's put it in! Sweeet idea, Dev2! /hi5' game features ... what do you do?




I dunno, do they have Smuggling in WoW?


"A Jedi? Ternque's a Jedi? I get a few hours sleep and everyone starts getting delussions of grandeur"


Er, anyway, returning from my attempts at humour and hopefully to the world of sanity (always a stretch for me), I feel some of the more negative reactions in this thread are partly unfounded. I don't have all the answers and I don't know first hand what Smugglers can do currently, nor what our final abilities will be once the CU's done, dusted and sent to live, but, I do think what we're getting is good enough to go with anyone's template.


From the looks of it, this is/will be handled akin to the JtL beta; those of you who took part in that know that, whilethe system's not perfect, feedback is taken and listened to, with responses given by those crazy devs that get let out of their box to post,leading to actual changes to the end product.


So, if you get on TCand findyou can't level, or get on and find the ability to deal out damage lower than the documents gave you expectationfor, or our crowd control level seems more like a 3-4 and not 5, then be sure to let the developers know! Those of us on team Lowblow, along with the other 'alpha' testers will be posting feedback in the CU forums, it's up to the rest of you to make our community's voice heard in the public test forums, be it in focus feedback threads, or ones started and maintained by yourselves.


The devs are, despite what you may have heard or think, looking to do this right. Let's help them the best we can, for our sakes as much as theirs.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
ApollyonTB
Wed Mar 30, 2005 5:44 am
#71

/nods


that is my only concern. Im liking what I see. Ginally we have a role, and ...by all means it looks like an important one. Im reviewing my currnet Triple Threat Temp, and I know that I have to change something. I'll NEVER drop smuggler nor will I drop Pistoleer, but that leave me with 14 SP spent on a Tree....that Im a bit worried if we will ever use. We have NEVER used it in the past, and the only reason why there is such thing as the "Triple threat Template" is because we were forced to use the UA tree.


Im almost sure that I will be dumping the TKA proffesion completely, seeing that the Master TK, can deal out so much more damage that even a 4/4/4/4 TK can. Im personally hoping for the ranged support tree in Marksman....Icould do so much more with that tree that I can with the current UA.



teh Tee-Bagger
Lover of Beer and Pie
Order 67 - "Every Smuggler is now an enemy of SOE and LucasArts."
(quoted by)
Veela "Her Royal Hawtness"


vendors located at 2110 -4905 outside Mos Eisley
Vrond
Wed Mar 30, 2005 5:45 am
#72

Our skills are not designed to be "run away" its designed to be knock them down thats the role of a mezzer.


Your job is to prevent some of the enemy from attacking or fleeing while your group either kills your target or fights a another target while you keep your target out of action.


This is not an easy role but if you get good at this role you will control the battelfield and ensure victory.




Vrond Novawolf
Get onboard the Falcon kid this game is gonna blow
dlc3007
Wed Mar 30, 2005 6:02 am
#73

I just can't believe the amount of wailing and moaning over the new system when people haven't played it yet. It could be as bad as some people think, but I have trouble believe any system could be that bad. Perhaps people would be willing to actually try the new system before crying to the heavens above about how horribly unfair life is and deciding that the sky actually is falling.


or you can just keep screaming.



Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
KaiRan
Wed Mar 30, 2005 9:30 am
#74

I suppose the hard decision will come when examining Mastery of pistol and smuggler... smells like overspecialization and possibly a redundancy of abilities.

Viewed alone, Smuggler "mez" abilities sound like a nice compliment to rifleman, commando, BH. Lets just hope they reserve the best of our abilities for the master box, and not just in whatever combat line. Otherwise, smuggler pistols 4 (or whatever it may become) will be far too much a part of future templates, and past experience has suggested our templatable abilities get the NerfBat. Feign death may have needed a change, but Jedi/BH templates with it certianly drew greater attention to it.

Cant wait for TC-EP3 so I can see if 2 lines of TKA or 1 of BH make us better balanced... gotta find something to enhance offensive abilities if we arent going to see much of it in Pistols or our own trees.


PS- dreven! what's up with the strikethroughs in the sig? I miss my competition (kinda... )! you kept my prices honest, man!



jnoh | master smuggler + master pilot | starsider
If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
READ THIS before telling me I cannot complain about Smuggler
GOT SMUGGLING? - I AM STILL NOT A SMUGGLER - GOT SPICE?
Ternque01
Wed Mar 30, 2005 9:49 am
#75

I don't know about all these smugglers calling eachother spineless, but during those announcements of our revamp I was extremely busy and occupied with a strange situation that I consider life threatening. Come live in my life, NickHeel, then say what you have said to my face. You have no room to make judgements about me, and I won't ever give you any if you step into my circle again.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
TimePalladin
Wed Mar 30, 2005 9:51 am
#76

im seein smuggler/pistoleers as going to be one of the hardest professions to kill
both of them are in the crowd control area so im guessin to get to you is gonna be difficult at the least...



'Xerond' - Light Jedi

'Anja' - Trader

Anja's Shop Of Moded Clothing, Armor & Jewelry
On TaT -2171 -4684
HOTDOG
Wed Mar 30, 2005 10:13 am
#77






TimePalladin wrote:
im seein smuggler/pistoleers as going to be one of the hardest professions to kill
both of them are in the crowd control area so im guessin to get to you is gonna be difficult at the least...






Not a very strong offensive template and an ever weaker defensive template. The minute someone gets past your crowd control- you are done.


And I would imagine that someone with a some serious melee under their belt is going to have some Range protection. I would also be wary of the BH who's strengths are your weaknesses AND they are the masters of Mitigation.


I'm looking at going one of two ways:


MS/MBH/Commando 0040


This would be to balance the defense and really have a strong offenseso when I "mezzed" someone I could take them out. But the BIGGEST attraction to this temp is CONTENT.


The con would be that I would be giving up melee completely and I think that melee is still going to be a monster after the CU (and I DO like playing it).



MS/TKM/Commando 0440


This is even better balanced. Defense should be awesome. Crowd control is awesomeANDI should be able to swing a couple ofHeavy Weapons pretty well withtwo full lines of Commando. I also keep Melee BUT I lose out on the BH content.


I've got other interests such as


MS/MF/Commando 0440 where I trade defense for DoTs (Mezz- Drop DoTs-Run)


and MS/MCM would be really interesting(Mezz- Drop poisons- FD (PvE)- wait- Win).


But we have to see where, how and WHAT abilities are going to happen.







TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Ternque01
Wed Mar 30, 2005 10:21 am
#78






Orcajum wrote:
Ok, first of all: Everyone, back away from your keyboards! Walk around the house, take a few deep breaths, get a drink.

In case people have forgotten, this is the SMUGGLER Forum. We DO NOT turn on one another. Ever. We disagree, we may argue. But nothing gets personal, nobody gets flamed. We sit and discuss our issues like the prepared, insightful, mature players that we are. We may be of the Underworld, but that does not mean we treat our own community as though we were raised in the sewer.

I don't disagree with us being a crowd control profession. I think it does in fact fit into our reputations and fighting style. And I like that we'll be important in group-combat once again.

That being said, Nick has several valid points. If (and not knowing anything, it's still speculation) the Dirty Fighting tree is still ground out through Pistol XP, there could be an issue in how a primarily crowd-control profession builds up that XP. Think how much a pain it is to do DF without Pistoleer. The current (pre-CU) incarnation of Smuggler specials are, for the most part, consistent with a crowd control role. FD as escape, LowBlow and PanicShot as delay. The exception, of course, is LastDitch, which you receive upon filling out that tree.
Also, pre-CU Pistoleer specials tend to be Offensive in nature, steadily increasing DPS output. If, based on the Profession Roles Map, Pistoleer skills also go into the Crowd Control role, we'll be working with a redundant set of skills. This will make grinding that tree even more difficult than it currently is in addition to the increased difficult the CU is supposed to bring to general profession grinding. (For that matter, Pistoleer and Carbineer hold that same crowd control role, one with a heavier offensive bent, the other a heavier defensive bent.)

Secondly, Nick also seems to be correct in beleiving the CU looks excessivly "Everquesty." I've never played EQ or EQ2, but again the Profession Role Map continues to have a melee profession bias. There are no real defensive ranged professions. There are more "balanced" melee combinations than there are ranged. A Swordsman/TKA, Fencer/TKA, Swordsman/Pikeman, seems capable of receiving strong damage, tanking and crowd control modifiers. When it comes to Ranged, the Rifleman still looks to be the end-all/be-all of combat. Though BH/Pistoleer might become the uber-template again.

Also, while we may not want to admit it, many of us have been rather complacent lately. I disagree that we need to scream and shout to the devs to get attention, but it does seem we have sorta accepted what we're given. I'll be the first to admit that i've lost a little of my fire lately, though i'll scapegoat my search for a new job for some of that . But, looking at the In Concept notes, we've really gotten quiet over there with maybe only 3 or 4 posts total a day on each. And the only real talk in the first place was the "to Bounty, or not to Bounty." I'd still like to hear more on how we can incorpoarate Ternque's methods of turning the proposed Smuggling System into more the Player-Smuggling we've been dreaming of. AND whether or not spices and slices will be contraband on vendors. And how i can move people through enemy controled area. etc. I haven't posted much the last few weeks because, until tonight, the vast majority of our threads have been the standard slicing/FP Sales questions, Post-CU Template ideas. And while our community is still sound and tight-knit, we do seem to have lost a little of the fire that drives us. Getting our dialogues back together, whatever. But, as always, we need to stand together as a unified front.







As always, a good post Orca. I think that alot of the perception of "complacent" comes from a mix of emotions at the unveiling of our smuggling revamp documents. I'm serious. What you have are two emotions mixing that "appear" to be complacency. First of all, you have the OVERWHELMING emotion of "FINALLY! IT'S HERE!!! They are finally, actually, physically doing real work about our profession!!!!". We love this around here. How long have we ALMOST gotten revamped?


The second sentiment is that people around here are, INDEED, disappointed with a few things about it.


What happens when you mix that together? Well.... exactly what we've been seeing. I think the devs are well aware about our feeling on some matters. I was, just as was NickHeel, somewhat taken aback about our reaction to the whole thing. We were like a deflated tire, but there were other factors coming into play.


I wish as much as the next smuggler for a TOUGH, REAL contraband system and to be hunted by player BH's, but they know how we feel, regardless of how we reacted to the situation, and in that I'm not upset at all.




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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