Squad Leader Archive
Thread: REVAMP FOCUS: Misc. Concerns
Regarding how accuracy works.
I know form TAfirehawk that accuracy is affecting your changes to hit. The higher your accuracy the less often you will miss. We also know that depending on your accuracy compared to the defenses of your opponent you'll do more damage if your accuracy is higher than your opponents defenses.
So this is only an assumption, but my take on this is, that the bigger the difference between your accuracy and your targets defense is the close your base damage in combat will be to your max damage of your weapon. If your accuracy is lower than your opponents defends your damage done will be more based toward your min damage of your weapon.
This holds very noticably true in PvP versus very high defense targets *cough MDef cough*, and makes the min damage stat of your weapon much more important than you might otherwise think.
- I have been playing PvE, PvP, solo and in groups over the last few days and have been obeserving my usage of the individual and groupbuffs in various sitations and come to the conclusion that how they both are implemented with their durations and cool downtimes feels totally wrong.
- Group Buffs: Long durations and short cooldown times
There is no need to have 30 minutes duration when you can reapply them every 10 seconds. I rarely use them that long anyway since I switch the groupbuffs according to the situation. These long durations just encourage second accounts with buff bots on follow. - Individual Buffs: "Short" Duration and long cooldown times.
Why bother with them when their effect is so limited anyway. As a squad leader looking at these abilities it feels like somebody wanted to help me, but first thing he did is cut of my left arm and leg.
Question to the DEVs: What do you want to achieve with the long cooldown and the durations?
If it is only limiting the player to use one buff at a time, use the same mechanism as currently on the groupbuffs: if another one is applied the other one drops.
- If you want to force the player to make strategic decisions (thus long term) to pick his (group-)buffs wisely, these groubuffs should have the long term cooldowns. A wise planed groupbuf will lead the more experienced squad leader to victory, while the un-experienced will have to fight with the consequences for the long duration of the cooldown with his decision. Next time he will be more carefull when he picks his buff.
If you want the player to make tactical decision (on the fly, following the flow of the battle, on the spot, eg "on the individual character"), these buff should have short durations, but also short cooldowns, so these can change fast as battle situations change fast.
Im my humble opinion, a simple solution to these "weird" condition we are fighting right now, I would like to see the 10 minute cooldown on the 30 minute buffs and the 10 seconds cooldown on the 10 minutes.
If I could utter a wish I would drop both buff down to 15 minutes duration/1 minute cooldown and 5minutes/10 seconds cooldown anyway, since a this would encourage a squadleader to play the squad leader part of his profession more dynamically, which clearly would make a difference when a experienced vs un experienced player plays that template. A experienced would be able to adapt, while the unexperiecend could just "sit out" the duration of his decision.
Again there is no need/and no consequence to have 30 minutes duration when you can reapply them every 10 seconds, while at the same time I hardly bother giving on member a 10 minute buff because their objectives change too fast anway in combat. Further more I'm NOT a buff bot/doc just handing out buffs. I pick my decisions and thus buffs wisely depending on the current battle situation not too "just enhance" one player.
You say that it encourages the useage of buffbots, but it's exactly buffbots where the duration and cooldown matter the least. What difference does it make to have a pause of 600, 1800 or 2400 in your self-repeating macro?
On the other hand, the long duration gives the "lazy" player SL a comfortable way to still keep his buffs active.
Anyways, in case the decission would have to be made for either longer cooldown or shorter duration, i would take the shorter duration as it gives me more flexibility.
1 shot 5.2k PVP damage is BS
YOU have broken the game, simple as that.
Oh wait I take some of it back I finally managed to do some high end content and it wasn't as bad as I thought. I wasn't just a random button pushing SL and I realised that I actually have been thinking about strategy all along Ijust didnt realise I was, even with low end mobs. Sorry for the inane ramble earlier, must be my paranoidneurotic nature. ![]()
As for 5.2k 1 shotting haven't come accross that yet in PvP. What were the circumstances when you saw it, how often does it happen over a set period. Just curious. I'm a bit fed up of hearing about it, but have yet to see any significant impact from it, if its even possible. But I suppose there's plenty of time.
Oh wait I take some of it back I finally managed to do some high end content and it wasn't as bad as I thought. I wasn't just a random button pushing SL and I realised that I actually have been thinking about strategy all along Ijust didnt realise I was, even with low end mobs. Sorry for the inane ramble earlier, must be my paranoidneurotic nature.![]()
No problem from my side. It takes a while and some tough combat to find the fine touches of the abilities. Best example in my eyes is Double Time vs. Blaze of Glory. The second is much better most of the time... unless your healers are on their limit, then suddenly Double Time is more valuable, despite costing the team a lot more action to keep up the damage output. Anyways, i find myself very often issuing formup, guess i'll move that one to my primary button bar soon.
Most of us here, me included, are still working on finding out the special touches, and i assume that very different styles are just evolving.
So, all in all, your biggest mistake still is that you're fighting for the wrong side. *grin*
As for 5.2k 1 shotting haven't come accross that yet in PvP. What were the circumstances when you saw it, how often does it happen over a set period. Just curious. I'm a bit fed up of hearing about it, but have yet to see any significant impact from it, if its even possible. But I suppose there's plenty of time.
Hmm... might sound weird, but have you been involved into some real PvP lately? I got into nothing since the revamp and the last few fights before that were always "boring", rebels were not able to bring in substantial numbers to be any challenge. The breakdown of eXs really affected the GCW on our server.
But i spoke with several Jedi who also had several BH encounters, i twice was told they had some SL-related stuff heading against them, but they didn't clearly identify what was brought against them. Anyways, neither of them considered the SL buffs to be too big a problem, they both shrugged the attack off easier than attacks from other BHs.
So, i still consider this more of a theoretical issue, but to get peace in the forums and give us more group-related use, i still vote for my concept to change Called Shot.
AuzekSaph wrote:
1 shot 5.2k PVP damage is BS
YOU have broken the game, simple as that.
Says who? While testing some stuff, I did a last ditch for that amount on a master defender, who weathered it without too much of a problem (his armor and the PSG he was wearing negated roughly 75% of that damage).
What is BS is that you can spam headshot/startle shot on a character and they can outheal you.
What is BS is that duels last an eternity due to healing, and all that counts is whose mind drops faster - sound familiar?