Squad Leader Archive

Thread: People are already whining about how SLs are gunna be overpowered...

Blackferne
Sat Sep 03, 2005 10:17 pm
#14


Sylow wrote:


So anyone who is whining is just doing so out of ignorance. We don't know how it is all balanced yet.

I find this comment offensive, i have to say. I don't see many people whining, i see many of them raising their concerns on some problems they see for the functionality and the balance of the profession. I agree that we can't speak out of experience, but unless we get access to the famous "blue frogs" (and be it just to respec to novice SL) we have no way to do some testing in larger scale. There are SLs on TC, but their number is limited, as it is everywhere. This makes it hard to get cohesive and complete information quickly, so we have to work with the information the Devs give us, unless they allow us to get into testing in the quicker way mentioned here.


Oh I wasn't speaking of whining on stuff I've seen directly. The point I was making is if somebody is saying that SLs are now overpowered, they are making that judgement too soon, before adequet testing has been done. I didn't mean ignorant as in stupid, but rather not with all the facts. I fully acknowledge that the concerns raised are legit, but I don't want the "sky is falling" posts to crowd out the much needed analysis of this change. SL has just changed more than any other profession has since the CU and had the most dramatic change I think since the chef revamp of so long ago. We tread in uncharted waters and I simply want us to tread carefully.

I hope you realize I didn't mean offense, but was rather calling for lots of testing.




Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


Blackferne
Sun Sep 04, 2005 12:29 am
#15

I haven't been able to test yet, but just reading in concept I think that the overall power a SL can project onto a group is probably kept in check. For every SL in a group that is one other professionnot being represented. Also I'm not sure if those group buffs can stack from multiple SLs. (I know the individual ones do)

So anyone who is whining is just doing so out of ignorance. We don't know how it is all balanced yet.



Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


Fordep
Sun Sep 04, 2005 12:48 am
#16






Leafthemedic wrote:

Having played this morning on TC-Prime with my MSL grouped with another MSL, the fact that currently you can stack the new SL buffs does make a group with multi squad leaders pretty tough to beat. The effects are noticable and very effective. The server is very unstable right now so it is hard to fully test with zone crashes going on pretty often. Once the devs stablize the code ( I would assume on Tuesday) we can really get going on how this stuff really works. The new buffs we get are fun


Padua


Master Squad Leader/Master Bounty Hunter/CM 4-0-0-0


Metropolis of Skystone, Tatooine on TC-Prime








the point of Squad Leader is to tip the balance and to make your group run better than a group without one.


Makes perfect sence to me that a group with one or several SLs should be a tough fight.


They should probibly limit active SL buffs to 2 or 3 to preventa SL/Dabbler group from being able to ultra-buff (dunno how it'd work out in the end but from what I've figured on paper it'd be pretty nasty to have 4+ SLs in a group and some of those SLs could only have a few boxes)
Page 2 of 2