Squad Leader Archive
Thread: Multiple SL thing is a bad idea, we need group leader and 2nd in command.
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MailekEOC
Wed Oct 12, 2005 1:45 pm
#1
After seeing reports on TC of what will happen if multiple SLs in a group will be able to do I think they really need to just implement having only 2 no more no less. Thats a max of 2 group buffs and 2 individual and thats plenty.
I grouped with a jedi on TC2 and between us we could notice a nice difference that wasn't overpowering but it complimented the group very well.
Having us nerfed on live will be THE WORST thing that they can do. They ruined CH , we don't want 2 1/2 years of work to go down the drain.
/salute
Darth_Sushi
Wed Oct 12, 2005 2:10 pm
#2
I understand your concern, however this topic is off the table. The developers have already spoken on the group leader issue. We voiced our concerns both publicly and behind closed doors followingthe original release of pre-publish 24. Keldarin has since made public a statement clarifyingthe development team'svision and intent for thisdesign. Please let us not waste any more time or effort debating this already-resolved issue and instead focus our energy and talent toward vigorous discussion and thorough testing ofour new functionality.
Grozurr
Wed Oct 12, 2005 2:41 pm
#3
Mailek--please send me a PM with your tc char name.
Darth_Sushi wrote:
I understand your concern, however this topic is off the table. The developers have already spoken on the group leader issue. We voiced our concerns both publicly and behind closed doors followingthe original release of pre-publish 24. Keldarin has since made public a statement clarifyingthe development team'svision and intent for thisdesign. Please let us not waste any more time or effort debating this already-resolved issue and instead focus our energy and talent toward vigorous discussion and thorough testing ofour new functionality.
can i get a link to this? not doubting what was said just like reading it myself for clarity and i missed it the first time round.
Thanks
Grozzer Agoutt
Kauri
MRM/MSL
Darth_Sushi
Wed Oct 12, 2005 2:52 pm
#4
Grozurr wrote:
can i get a link to this? not doubting what was said just like reading it myself for clarity and i missed it the first time round.
Keldarin's original reply was buried in the original Feedback thread on group leadership (found in theconsolidated revamp info sticky up top). Theremay have been more discussion in the "In Testing - Dev"forum, but those threads have been archived.
Sylow
Wed Oct 12, 2005 3:17 pm
#6
Honestly... limiting the numbers of SLs in group we won't get. Right now i say we have to do some more testing, there are still plenty of open questions.
Already now i am very positive that group buffs, the way they are currently implemented, are not good for our profession. The claims, that it might just be balanced right for the way SWG is going towards is not helpful in my eyes, as this would mean that future SWG would require every team to contain several squad leaders. Such a requirement, i am sorry, is more gamebreaking than only a vry limited number of SLs around.
The concept of ObsidianWrath by now was partially implemented, if the leadership modifiers are also in effect for the group buffs, the conceptional balance worries are taken care off.
In that case, the only remaining problem in terms of balance would be called shot. From the way the ability is described, it would be a tool for first strike, and for this useage the damage modifier might seem strong but still acceptable in my eyes when only looking at high end targets in PvE.
Issues change drastically when you look at PvP, though. Take a group of players one with SL support, one without, and send them into battle against each other. With the damage boost presented, healers will completely loose their position in team, as a healer still requires the target to be alive to heal. The SL just running a macro which spams called shot and deathblow immediately "fixes" this problem, while the rest of the team uses the assist to incapaciate any player targeted with one volley.
An instand and immediate deathlow to the already suffering GCW.
I right now have no suggestion or idea on how to fix the problem, my first thought on the ability was to make it unspamable by giving the target immunity to the attack for 30 seconds or so after one called shot on it. In PvE this would be a viable solution, in PvP it would not matter at all since one volley from 3 or 4 people definitely is sufficient to drop the target, no reapplication of called shot will be necessary.
The other concept was to give it a large cooldown of 30 to 60 seconds. This would up to some degree fix the PvP issues, the SL would make sure that the first target marked is dead right away, but the rest of the opposing team would still be standing and fighting. Unfortunately such a long cooldown would also make the ability little fun to use in PvE, especially when fighting against many targets of a bit lower level. (Ryattt Trial or Myyydril Caverns come to mind... )
I currently have no "solution" for this problem yet, if we don't manage to come up with a suggestion on how to resolve this, i assume that the ability will already take a significant reduction of damage bonus before going to live.
If anybody has a suggestion on this, we're eager to read it.
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