Smuggler Archive
Thread: The CU looks REALLY cool!!!
Bah my math was wrong, sorry, the health with buffs would not be 2700 but 2800.
FinderComnet wrote:
Now saying that, my idea is rather moot with the fact there is the 10% long term buff andup to a 30% short term buff (with good BE enhancers) that doctors are able to give on the field. Meaning somone with a hybrid class and a base health of 2000 on a team with a doc can get their health up to 2700 (not including spices and food). Mix that with being bumped up to CL 80 when teamed, this makes them viable in the GCWand will also allow themthe ability to play inhigh level content such as the DWB. In other words, I made a mistake on posting this idea without full knowledge of what was available in the new CUand now humble pull the idea because what the Devs came up with is far better and more balanced.
As I play in the CU, I find more and more interesting things that truely support and actually defeat what most of the complaints are.... the problem is, since its a new system, we actually have to find them.
riotcontrol wrote:
HOTDOG wrote:
This is a good thing- A needed thing.
Let's /bug the parts that don't work but enjoy the good stuff too, man.
There is nothing, and I mean nothing good or about giving all the mobs level defense and attack modifiers that make only fights with a specific level mob 'challenging'. I'm not buying it. Sorry. SWG had a gameworld filled with variety where each mob and NPC had its own stats and you could defeat them by tactics instead of being higher level than them. This is just dumb.
SpinningCloud wrote:
OK, so what you're telling me is my Dancer/TKM will be BACK to having to have buffs to be competitive?
I thought we were getting RID of our dependency on bufs? That THAT was one of the great feats that CU would accomplish? Bleh.
In a solo group- I could make upwards of 500k an hour on a 3 hour buff. You do the math.
Doing missions on my own I can make about 9000k a mission.
In the CU- I couldn't finish a 9000k mission. I BARELY killed a Huurtion that was one level below me.
Now, I don't think missions will be THAT hard but I DO think they will take MUCH longer than the ones I did in the solo group. Therefore I wouldn't mind if a mission were doubled.
That's what I meant. "
I understood what you meant, but my point about credits being hard to come by during this period still stands. The time is set during a civil war. It's common knowledge that credits are hard to come by, but in game there is nothing demonstrating this hardship. People are supposed to be working to make ends meet. I understand that in a game it wouldn't be very good for it to be exactly that hard to make it as people would just leave, but even then there needs to be some degree of continuity here.
"Um. That's what the CU is doing- AND balancing templates. AND leveling weapons. AND monitoring crafting.
But it's doing it in a way that is ULTRA drastic- and rushed- and bugged. THAT's what you have a problem with. You can't tell me the system could be fixed with a few patches. We are on patch...what, 15? and it still isn't fixed. "
The CU, as far as I knew, wasn't supposed to balance templates, but the professions that existed. I still feel they could have done that in the old system.
I've been a melee fighter since release and I knew what it was to defeat others and be defeated. I excelled when it became a close quarter battle and I was SOL when it came to ranged combat. The ranged combatant would really have to mess up for me to hand them their tail. That is why I also picked up a bit of pistoleer so I wasn't completely wasted. What they needed to do in terms of balancing was bring up the other melee professions so they were on par with TKA. No one can deny that TKA was the most balanced profession in game. It had it's advantages and its disadvantages and when those disadvantages came into play it was time to play smart or pull your ranged weapon out.
Right now I'm seeing specials that root opponents. Melee fighters asked for that when we were getting kited all over, but we were denied. Now ranged combatants have the ability and melee fighters still have to make up 29m to close within their distance to fight a ranged combatant. If melee was overpowered in the current game, ranged fighters are so much more overpowered in the CU.
You're right about me having a problem with the drastic measure they're taking because it still doesn't make any sense to me. You're right about me having a problem with the game being rushed because I've already dealt with that hell and I have no intention of seeing it come back to bite me after two years. It also had the developers making very bad decisions with the game. They listened to those who wanted buffs to be stronger, and those who wanted to be able to craft armor better, but when it came to retract those decisions they couldn't make themselves do it. Yet they continued to compound their problems by making more bad desicions like they're doing now.
You're right that the move has already been moved. Now all I can do is test to minimize the damage if it's at all possible, but I still abhor the decision to make this CU. I remember members of my guild said this CU is great and the more I test it, the more I wonder if subliminal messages didn't pop up as they were playing. I keep finding things that would have worked in the current system and still made the game fun.
Message Edited by outlanderBZ on 04-21-2005 11:22 PM
- How long does it take to apply the buff and what meterials are you using to generate the numbers? They should load TC with resouces with 1000 in all properties to get a general idea of what it can be pushed to.
- You know... people are creatures of habit. There will still be bufflines unless something else is changed. What is being done to move medics and docs back into the med centers? Will the application of long term buffs be limited to only Med Centers and residential homes very much like entertainer healing and buffs?
- Also, as I understand, buffs are a flat rate based off of the percentage of the max possible ( 3k @ CL/80 ). 300 long term, 1000 short term with good BE materials. 600 for pixie. So applied to a CL/80 character, we're pushing close to 5k and we haven't even begun to work in food?
If that is true, here is the scenario. It may sound fimiliar: - Two CL/80 players engage in PvP. One without buffs and one with.
- The one without buffs gets owned ( 5k+ hitpoint vs 3k hitpoints ).
- The one without buffs wonders what the hell happened and decides that in order to enter into PvP they have to be buffed.
Based on the numbers provided in this forum.
Doc - Long Term...............................................+300
BE Enhanced Vercupti: short term - food........+1000
Pixie - short term...............................................+600
6200 total hitpoints?
a 3200 buff?
107% increase?
Also, why the hell do BE enhanced doc buffs get +1000 when it was stated that spice was going to have the biggest short term buff because of the downer?
I think the numbers need to be almost cut in half regarding health. At the least.
Max Chef food & drink - long term....+150 max
Max Chef food & drink - short term....+300 max
Max Spice - short term........................+600 max
The numbers are also small enough to prevent the "Gotta Have" for any one type of buff.
Message Edited by jbezorg on 04-22-2005 12:32 AM