Smuggler Archive
Thread: Have a question/concern/idea about slicing after CU, read this!!
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Muah
Thu May 05, 2005 1:55 pm
#1
Ok more and more post keep poping up wanting to know if slicing was broken. Yes it is. Hoping to get this stickied for easy finding.
See this post: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=172853&page=1
SEE THIS ONE---> * Slices are borked: Some slices are giving either 0% or negative results (i.e. -4%); Is anything planned to address this in a hotfix, or is it going to have to wait until the In Concept Smuggler changes go into effect? Furthermore, is this intended (i.e. as slicing is supposed to be able to "top up" an item to its maximum potential); is the problem that weapons/armour are being crafted out of balance/above the max potential, or is it that the max potential needs tweaking for weapons?
Significant changes and adjustments to the slicing system are coming soon. These issues should disappear at that time.
* In the CU design documents, Smuggler was billed as Offense: Moderate (3), Defense: Minimal (1), Crowd Control: Very Strong (5). Does this design premis still hold true (if not, what is Smuggler supposed to be?) and does the team feel that (once the specials are fixed) the profession will live up to this (or whatever the alternative is)?
Those were the guidelines we used when creating and balancing smuggler abilities. Hopefully we hit the mark. What are your impressions?
* Slicing XP has been entirely removed from the game. Will we see it return in a hotfix or with the implementation of the new slicing game?
Slicing XP has been permanently removed.
See this post: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=172853&page=1
SEE THIS ONE---> * Slices are borked: Some slices are giving either 0% or negative results (i.e. -4%); Is anything planned to address this in a hotfix, or is it going to have to wait until the In Concept Smuggler changes go into effect? Furthermore, is this intended (i.e. as slicing is supposed to be able to "top up" an item to its maximum potential); is the problem that weapons/armour are being crafted out of balance/above the max potential, or is it that the max potential needs tweaking for weapons?
Significant changes and adjustments to the slicing system are coming soon. These issues should disappear at that time.
* In the CU design documents, Smuggler was billed as Offense: Moderate (3), Defense: Minimal (1), Crowd Control: Very Strong (5). Does this design premis still hold true (if not, what is Smuggler supposed to be?) and does the team feel that (once the specials are fixed) the profession will live up to this (or whatever the alternative is)?
Those were the guidelines we used when creating and balancing smuggler abilities. Hopefully we hit the mark. What are your impressions?
* Slicing XP has been entirely removed from the game. Will we see it return in a hotfix or with the implementation of the new slicing game?
Slicing XP has been permanently removed.
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