Squad Leader Archive
Thread: FEEDBACK: The Group Leader Issue
Pls have a look at that, since it will allow mulitple Squad leader with multiple buffs running at a time and still be pretty near balanced.
Kalandra wrote:
Thanks for the info Keldarin. what about limiting certain features like System message, rally point, and paint target to group leader. or maybe adding bonuses to the sl enhancements for being the group leader. In military squads, there are more than one leader. You've got your Lieutenant, as well as your Sergeants, Corporals, etc, which is why I like the multiple squad leader ability. But, it would be nice to benefit from being group leader, meaning that groups would be more likely to let the Squad Leader be group leader, and thus fulfill his roleplaying needs
/agree, and good luck with that one. I suggest following _scout_'s link, the proposal posted there is an excellent concept.
Keldarin wrote:
Squad Leader buffs need to be balanced so that they are useful and worthwhile when only one is used from a single Squad Leader as well as not being overpowered when eight are applied from a full group of Squad Leaders.
Thanks for the feedback, Keldarin. And double thanks for all the development attention.
Keldarin wrote:
Lots of great discussion here.
Heswindu wrote:
While I don't want to derail this great disscussion, I do want to bring up a point which I do think is relevant since we are referring to groups and grouping. Keldarin, while the current 8 person group limit may be ideal for most content, I can't begin to tell you how many guildies I've had to turn away from a group event (such as a space mission) or a dungeon raid, because we were maxed out at 8 people already. Please address the group limits in space (they serve no purpose there) and give us a raid group style system where we can group multiple groups together into a platoon, or go back to the 20 person group system.
Having SL boxes, say leadership, provide bonuses to group size is something we have really argued for on this forum, but I don't see it happening. :-(
I do realize this, and it's one of the things that I've been saying is out of balance for a long time. Now, it's cheaper in terms of skillpoints, which further makes this a bit of a thorn in my side.
Loki_Ashaman wrote:
Not to nick-pick, but you DO realize that a SL 3000 currently can give the +50 group TN bonus on Live, and have had this ability for a very long time? And a MSL gives a +60 GTN bonus?
Phenix1050 wrote:
the fact that +50 TN could be considered out of balance considering it only takes 73 skillpoints to get that skill while it takes 77 skillpoints to get Master Scout, which is how you get +50 TN otherswise, the fact that this TN boost still negates the entire boost that Rangers get,
HzGuderian wrote:
Heswindu wrote:
While I don't want to derail this great disscussion, I do want to bring up a point which I do think is relevant since we are referring to groups and grouping. Keldarin, while the current 8 person group limit may be ideal for most content, I can't begin to tell you how many guildies I've had to turn away from a group event (such as a space mission) or a dungeon raid, because we were maxed out at 8 people already. Please address the group limits in space (they serve no purpose there) and give us a raid group style system where we can group multiple groups together into a platoon, or go back to the 20 person group system.
Having SL boxes, say leadership, provide bonuses to group size is something we have really argued for on this forum, but I don't see it happening. :-(
Up until 2 weeks ago, we had been petitioning for Retreat to be an actual retreat, for a charge skill, for 2 aggro management skills. If you would have asked us then, we would have said we didn't see that stuff actually happening but we kept going with those ideas. I see alot of the ideas we (the SL community) have discussed in the past year, especially since the CU, on TC right now. Call me foolish, but I say we keep pounding for a leadership effectiveness mod to our abilities.
/rally ![]()
Phenix1050 wrote:
I do realize this, and it's one of the things that I've been saying is out of balance for a long time. Now, it's cheaper in terms of skillpoints, which further makes this a bit of a thorn in my side.
Loki_Ashaman wrote:
Not to nick-pick, but you DO realize that a SL 3000 currently can give the +50 group TN bonus on Live, and have had this ability for a very long time? And a MSL gives a +60 GTN bonus?
Phenix1050 wrote:
the fact that +50 TN could be considered out of balance considering it only takes 73 skillpoints to get that skill while it takes 77 skillpoints to get Master Scout, which is how you get +50 TN otherswise, the fact that this TN boost still negates the entire boost that Rangers get,
Ok, just wanted to see where you were coming from (as in is this an old arguement or you just noticed it).
On that one, I see a slight balance to it now over before. One group buff can be active at a time, if I want my group to have +50 TN, I need to have that active and forsake any other group buff. I have to weight the advantage of it, is it worth having TN right now or would it be better to have a defensive buff?
Would be nice going over 50 did more then just crawl speed. Maybe diminishing returns to should be applied to TN, over 50 the impact starts to fall off but it is still there. Now where did they put that Ranger revamp. ![]()
Call me crazy (some do), but I swear GTN is not in the SL template on TC. I can't log in this second to confirm, but earlier today (still grinding up the pre-requisite profession skills there) I saw that the Mobility tree is all about Group Burst Run Efficiency (with +25 given at 2xxx and another +25 given at 4xxx). I made special note of this because I also play a ranger character, and thought to myself "cool, this was always one of the primary rangerskills we (rangers) thought got trumped by other professions."
To the dev response in this thread... Thanks! And a side-note that at least for one current non-SL, the changes in TC pub-24 for this profession *are* in fact removing a primary issue for me (group leadership restrictions).
Other very importants issues are
- Durations of Buffs - currently they are very long, short term buffs would provide a more dynamical game experience for the player rather than fire and forget (aka just turning them on and leave them be). Shorter BUffs also could prevent an overstacking of buffs at a time.
- Buffs last on when the player leaves the group (currently on TC, though most testers assume that this is a bug).
- Strength of buffs compared to MSL and the one tree dabbler.
- Usage of groupbuffs while not grouped on TC, working as intended or bug?
- Range of the buffs - Current buffs on TC are applied to the whole group even when they are offplanet. There should be a limitation on the range of buffs like the current 128m for the squadleader abilities, to prevent SL bots stored in houses to provide macrod buffs.
- Usage of /sys is currently still limited only to the groupleader on TC, if this stays the way it should be least officialy documented, to prevent confusion.
And thx for your attention.
Pls have a look at ObsidianWraths post where a simple solution to some of the balancing issues are resolved.