Squad Leader Archive

Thread: The SL In Concept revamp thread is up!

GamerProX
Thu Apr 08, 2004 5:25 pm
#40






DiLune wrote:





GamerProX wrote:



As a Creature Handler too, I gotta say I use my level 29 amd 39 pets more than my level 70 pet. So I gotta disagree with you their. Heck even my level 29 pet can handle most things in game.



Now, if you own a Stromtrooper, take him out to do Faction Missions, I think he does rather well. Put him up against a Nightsister, yeah, hes dead. But then again are we supposed to solo Nightsisters using our pets? I would say no. Faction Troops are *not* tanks. They unlike Creature Pets are mainly for support. They gove extra effects, some can heal you in combat, others will throw grenades. Faction Troops are hugely different from Creature Pets. So too would Combat Droids. I think they would amount to the same thing, we dont need Combat Droids to be level 70 to be effective in combat. But rather 35 or whatever would be just fine to allow a Squad Leader the chance to use their skills if their not leading a big party of players.







Ah, but you miss my point. To get that 35 CL droid you give up too much as far as most of us are concerned. And also, you use your 29 and 39 CL pets with other pets right?You don't just pull out one of them. You pull out pets til you can hit or get close to hitting the CL cap.That's what I mean when I say 70 CLs. You have to have the ability to have 70CLs out. Whether thats 1, 2 or 3 pets it doesn't matter. 70 total CLs is the goal.






Ahhh yeah I see what you mean. Still tho, so what ifI have 3 Stromtroopers, even if they go beyond CL 70, they still have Perma Death, and are no tanks at all.


Combat Droids, well, I would rather have Faction Troops over them, but heck, even Combat Droids could be Perma Death, so DE's could make some money =) and make sure its not unfair for Creature Handler.


What would be the harm in allowing Squad Leaders to call more than one Faction Trooper anyway.



Headed to World of Warcraft


Rikilii
Thu Apr 08, 2004 7:04 pm
#41


Let's all just remember that Revamps aren't just about what people currently playing the profession want them to be, but also what people NOT playing the profession would want them to be if they were to switch over.


IMHO the profession should have BOTH a full line of NPC/combat droidrecruiting/commanding skills, AND PC group enhancing functions.The fact that a portion of the profession wouldbe parallel to what CHs do is irrelevant in my opinion, as it takes more skill points, and currently (although I don't think it should be this way) NPC/faction pets have permadeath. Keep NPC permadeath in the game to make it necessary for SLs to have both the recruiting and control trees to be effective.


So I would suggest that SL should have two skill trees dedicated to all the skills associated with commanding player characters currently in the profession (and more),1 tree dedicated to recruiting (taming) NPCs and programming high level Combat Droids, and one to actually controlling/commanding NPCs and CombatDroids in combat.

Message Edited by Rikilii on 04-08-2004 10:30 PM



---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Rikilii
Thu Apr 08, 2004 7:19 pm
#42






Rikilii wrote:

Let's all just remember that Revamps aren't just about what people currently playing the profession want them to be, but also what people NOT playing the profession would want them to be if they were to switch over.


IMHO the profession should have BOTH a full line of NPC/combat droidrecruiting/commanding skills, AND PC group enhancing functions.The fact that a portion of the profession wouldbe parallel to what CHs do is irrelevant in my opinion, as it takes more skill points, and currently (although I don't think it should be this way) NPC/faction pets have permadeath.


Maybe have two trees dedicated to all the skills associated with commanding player characters,1 tree dedicated to recruiting (taming) NPCs, and one to controlling NPCs/

Combat Droids.





In fact.....I just figured this out using a profession calculator, 0044 SL (which after my proposed version of the revamp would comprise the NPC/Droid recruiting/handling half of the profession) requires exactly the same amount of skill points as Master Creature Handler. To top it off, Creature Handlers don't have to take the totally useless Survival line of Scout, but instead, get the much more valuable Hunting Line as a prerequisite.


So someone who wants to play solo, and likes the idea of commanding "pets," but, like me, thinks CH is about the least Star-Warsy thing in the game and won't touch it with a 10-foot pole, could get basically the same effect as CH, with the same # of skill points, by going 0044 SL.


On the other hand, someone who has no interest in commanding "pets" could just take 4400 SL, and get almost all the same types of skills 4444 SLs get now, and have a bunch more skill points left over to pursue PVP-appropriate combat professions.


Great idea, aye?







---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Sundown6
Mon Apr 12, 2004 9:17 pm
#43






Rikilii wrote:

So someone who wants to play solo, and likes the idea of commanding "pets," but, like me, thinks CH is about the least Star-Warsy thing in the game and won't touch it with a 10-foot pole, could get basically the same effect as CH, with the same # of skill points, by going 0044 SL.


On the other hand, someone who has no interest in commanding "pets" could just take 4400 SL, and get almost all the same types of skills 4444 SLs get now, and have a bunch more skill points left over to pursue PVP-appropriate combat professions.


Great idea, aye?




There are issues with this. The devs have stated that they don't need/want another CH profession in another form, and thus, making Squad Leaders just another humanoid CH flies against that design philosophy.


Furthermore, by splitting the branches into two types of play: solo and group, you run into the problem of making the squad leader overpowered. If you allow for their solo abilities to be anywhere as remotely effective as that of a CH, youmust then decrease their benefits to a group,

since a SL leader's group contributionis alsodirectly affected by his solo abilities. And since the SL now benefits the group by his use of NPC's,there becomes less justification for enhancing a SL's group buffing capabilities. This ends up hurting grouping SLs-- what SL was meant for in the first place.


You also take away from grouping SL's options to customize their character with only two branches dedicated to group play, and the other two dedicated to min-maxers looking for more meat shields.


So, more than likely, giving them good solo abilies will cause their grouping abilities to be weaked from what they could be, for balance's sake-- unless the devs mean for SL's to be as big an individual contributer to a group by their solo abilities alone, and then a whole lot more in terms of buffs, rather than allowing SL's to have the unique gameplay of being effective in groups, and less so solo. Of course, at the moment, SL's aren't much good for either.


I suppose it might work. But to do grouping SL's justice by way of group buffs, SL's will then become the bar none profession in group play and come dangerously close to being unbalanced and uber. Not to mention spawning off a whole horde of non-grouping min-maxing SL's who are just lookingto playthe uber-template of the month.

Page 4 of 4