Smuggler Archive
Thread: Test center patch update concerning Feign Death
MojoRein wrote:sorry not tested in pve yet.Frankly lacking in the motivation right now.
Ok, thanks. I will go do that then.
Message Edited by LaughingWolf on 02-18-2005 06:44 PM
LaughingWolf wrote:
MojoRein wrote:
sorry not tested in pve yet.
Frankly lacking in the motivation right now.
Ok, thanks. I will go do that then.![]()
Message Edited by LaughingWolf on 02-18-2005 06:44 PM
Testing as we type...brb
TheClay wrote:
Sengis wrote:
but i like it being a get out of jail free card i like that smuggkers can do 1 thing that other proffesions cannot even approximate.
The problem is, every proffession needs balance in PvE and PvP (ignore Jedi for now)
PvE: Other proffs have high damaging specials with high accuracy and high speed. You have no accuracy or speed, but can feign death to keep you alive longer. If you choose to augment your skills and get other combat proffessions, you will rarely (if ever) use FD in PvE. That is balance.
Current GCW: Smugglers are a part of the GCW. They are important for helping change your standing with both the empire and the rebellion. They are adequately equipped for PvE combat, but not PvP. The problem is, there are tefs which create unwanted pvp, and you need to be overt for certain transactions. If you are attacked during these times of unwanted pvp, you can feign death. This is a poor attempt at balance forced upon everyone due to the GCW inadequecies.
New GCW: You need never go overt. You can complete all transactions and never get unwanted pvp attention. If you CHOOSE to pvp and incap the other proffession, you can kill them. If they come close to killing you, you feign death and other proffessions can not counter it. You have a god mode that other players can never attain (not even Jedi Knights). You have the ability to enter combat and then feign. It means other players can not shuttle away as they are stuck on combat. It removes any fun from the game for other players. It means that you can kill, but never be killed. This is not balanced. If you choose to pvp the other player should have SOME chance at being able to kill you.
That's actually the most logical post I think I've read on the subject. Kinda puts it in context now if you think of how it will work in the new system as opposed to the old system...
5* for you.
I still can't say I'm happy about the change, as it DOES make the skill useless in PvP. But, I'm somewhat less upset about it than I was...
Knightcrest wrote:
Daturaze wrote:
riotcontrol wrote:
TC-Gorath
Version 0.113714
* Made incapacitation work if you are feigning death
So... what exactly do they mean by this? Wes? Caylin? Any ideas?Goodness this should be interesting.
So, FD may become pointless in PvP or maybe even PvE. Hmmm...
Well won't make it worthless in PvE. NPC's don't keep wailing on you when you feign because they believe you are dead. Players on the otherhand always can tell if you are or not by that nice little icon on your status bar and generally HAM left.
NPC's and creatures that use area attacks do though.
No more feigning in a spawn of Rancors.
Knightcrest wrote:Bah... shame on me
I am so used to the old way that I didn't think about the new tef changes coming. Glad to see how your experience went with it though. Makes it a lot more clear. Thanks for the reminder
Just gotta pull myself off live long enough to go check this stuff out for myself though hehe
hehe no worries
I agree that under the old system, removing FD would have been game breaking for smugglers as you are the only combat gimped class to be forced overt at the moment. Under the new system you will never be forced into unwanted pvp. This means that FD can be removed from pvp encounters and if you die, then that is something you should accept as a possibility before going pvp enabled
Btw... FD is going to be a HUGE benefit in the new system. I have made a toon on TC Gorath who is commando/smuggler and that is the only combo I have played who can handle these insane new troops... they all have low heat resists (30%) on their 200K ham, and FD is a very very useful skill... especially as they can now hit for 5K damage.
DrevenStrobe wrote:
TheClay wrote:
Sengis wrote:
but i like it being a get out of jail free card i like that smuggkers can do 1 thing that other proffesions cannot even approximate.
The problem is, every proffession needs balance in PvE and PvP (ignore Jedi for now)
PvE: Other proffs have high damaging specials with high accuracy and high speed. You have no accuracy or speed, but can feign death to keep you alive longer. If you choose to augment your skills and get other combat proffessions, you will rarely (if ever) use FD in PvE. That is balance.
Current GCW: Smugglers are a part of the GCW. They are important for helping change your standing with both the empire and the rebellion. They are adequately equipped for PvE combat, but not PvP. The problem is, there are tefs which create unwanted pvp, and you need to be overt for certain transactions. If you are attacked during these times of unwanted pvp, you can feign death. This is a poor attempt at balance forced upon everyone due to the GCW inadequecies.
New GCW: You need never go overt. You can complete all transactions and never get unwanted pvp attention. If you CHOOSE to pvp and incap the other proffession, you can kill them. If they come close to killing you, you feign death and other proffessions can not counter it. You have a god mode that other players can never attain (not even Jedi Knights). You have the ability to enter combat and then feign. It means other players can not shuttle away as they are stuck on combat. It removes any fun from the game for other players. It means that you can kill, but never be killed. This is not balanced. If you choose to pvp the other player should have SOME chance at being able to kill you.
That's actually the most logical post I think I've read on the subject. Kinda puts it in context now if you think of how it will work in the new system as opposed to the old system...
5* for you.
I still can't say I'm happy about the change, as it DOES make the skill useless in PvP. But, I'm somewhat less upset about it than I was...
Sure, it's logical. The problem is thatIF the current popular interpretation of the vaguely-worded patch note is correct, then one of the three working specials a pure smuggler has is useless in PVP and there is no mention of a replacement for it.
This is worth fighting for a clarification on, as was the spice downer nerf, actually. And don't get me started on THAT debacle in "communication" -- hah! I guess we should feel glad that this latest surprise was at least mentioned in the patch notes, unlike the spice downer nerf. Hopefully, Wes will be told what it means AND get permission to tell us what it's all about (unlike what happened with Caylin when he DID get an answer to the spice downer nerf: he was not allowed to tellus -- the very people it affected -- what it was all about.
Lilac Moon