Squad Leader Archive
Thread: REVAMP FOCUS: Group Buffs
MailekEOC wrote:
Group buffs should actually state how much of an increase they are doing. This will help determine how leadership works. Currently many of the group buffs only say things like:
Increased armor effectiveness of group members
Decreased armor on enemy targets etc.
We need to know numbers for all our specials.
one problem with the group buffs right now is that they are bugged a little bit, and they all stack on everyone else in your team. Like you are only supposed to be able to have one active and when you activate another one it replaces the original; this is happening on yourself but on the other members it is just stacking and adding it to them along with the other buffs... which will lead to large imbalace if not fixed before going Live!
one problem with the group buffs right now is that they are bugged a little bit, and they all stack on everyone else in your team. Like you are only supposed to be able to have one active and when you activate another one it replaces the original; this is happening on yourself but on the other members it is just stacking and adding it to them along with the other buffs... which will lead to large imbalace if not fixed before going Live!
I observed the very same with a small detail: The first three persons in group (me and two more) had only two buffs active at any given time, as far as i noticed. Having two SLs in group, this sure is "working as intended", but the second SL in group and everybody after him in the list was just adding up buff symbols. Considering that he was 0100, from what he said, i would say that it were my buffs (i was switching them a lot) which were adding up on the group.
About actual effects of the buffs i can't give a final statement yet (surprise, surprise...) but Volley Fire and Call to Arms seem to be far more valuable than any other group buff.
Just did some testing... no SL in group, the teammate still, after i switched through them, had all buffs i am able to give listed under her name... so my hope/guess that it was because of the other SL in group definitely is wrong, it's a general problem.
Message Edited by Sylow on 10-07-2005 09:50 PM
Besides for the bug that the other members of the party get to keep the group buff after being changed, I think the group buffs are great!
At master, they are 30 minutes long with 10 sec downtime. At first that seems too long of buff and too short of recharge but the fact is you have 7 group buffs and only 1 can be active. That makes when and where to use them the stragity behind it. I think it will be VERY fun to play.
I do agree with the others that some of the buffs need to state how well they are working.
ShadowLightning wrote:
Besides for the bug that the other members of the party get to keep the group buff after being changed, I think the group buffs are great!
At master, they are 30 minutes long with 10 sec downtime. At first that seems too long of buff and too short of recharge but the fact is you have 7 group buffs and only 1 can be active. That makes when and where to use them the stragity behind it. I think it will be VERY fun to play.
I do agree with the others that some of the buffs need to state how well they are working.
Wow sounds great to me as well (bugs/exploits aside). IMHO this is the sort of thing that is ideal for the group buffs, though I haven't gotten onto TC to test it myself.
Darth_Sushi wrote:
I have a real hard time interpreting the Squad Leader community's calls for pre-emptive nerfing, Look, a quick scan of the boards the last few days indicates there are a lot more changes coming down than just the Squad Leader revamp. Healing takes more action. Movement pools and root/snare have been consolidated and the buff/debuff issue is being revisted. Mob AI is getting beefed up. Tanking is being restored. Commandos are getting some much need attention, and the Rangers and Smugglers are in the pipeline for revamps of their own. I need you guys to stop declaring that the sky is falling because we might look overpowered in the context of the current game and start to consider the possibility that perhaps we are getting the boost intentionally because the rest of the game is about to get a whole lot smarter and folks are actually going to need our services.
Hence why I haven't commented boss.
Darth_Sushi wrote:
I have a real hard time interpreting the Squad Leader community's calls for pre-emptive nerfing, Look,a quick scan of the boards the last few days indicates there are a lot more changes coming down than just the Squad Leader revamp. Healing takes more action. Movement pools and root/snare have been consolidated and the buff/debuff issue is being revisted. Mob AI is getting beefed up. Tanking is being restored. Commandos are getting some much need attention, and the Rangers and Smugglers are in the pipeline for revamps of their own. I need you guys to stop declaring that the sky is falling because wemight look overpowered in the context of the current game and start to consider the possibility that perhaps we are getting the boost intentionally because the rest of the game is about to get a whole lot smarter and folks are actually going to need our services.
Under this assumption, i premtively declare Bounty Hunter, Pistoleer, Carbineer, Rifleman, Smuggler, TKM, Fencer, Swordsman and Pikeman to be broken.
Edit:
I am forgetful. Jedi of course also would be broken, i assume. Even those have no way to compete with the new SL, if things (group buff bug ignored) are working as intended.
Message Edited by Sylow on 10-12-2005 01:38 PM