Swordsman Archive
Thread: Bleeds Change Info (how it works)
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StGabriel
Thu Jan 22, 2004 4:02 pm
#1
EDIT: changed the title, read the next post for better info
Hey ye all,
I know several of you were quite concerned about the coming bleed changes. Well, TC just got patched and we've got patch notes, but I'm not quite sure what to make of them yet. I just wanted to post here and say that it's not clear what has been changed and I'll try to get accurate info out asap (i.e. before the rumor mill gets going).
Patch notes regarding bleeds/DoT's:
It is unclear if "DoT resist changes" apply only to AT-ST's or in general. I.e. maybe AT-ST's have a brand new resist or maybe resists were put in for all bleeds. We'll have to find that out.
Also I am unsure as to the mechanics or rationale for the limitation of one bleed per attacker per target. Does this mean that multiple swordsmen could land multiple mind hit 2's? I don't know.
Anyhow, there's what info I have, try not to get too worried about it until there is more info available regarding how these things actually work (as soon as TC gets up I can play with them). It might be good news for those who were opposed to applying resists uniformly against all bleeds (as it may be a brand new sort of resist).
StGabe.
Hey ye all,
I know several of you were quite concerned about the coming bleed changes. Well, TC just got patched and we've got patch notes, but I'm not quite sure what to make of them yet. I just wanted to post here and say that it's not clear what has been changed and I'll try to get accurate info out asap (i.e. before the rumor mill gets going).
Patch notes regarding bleeds/DoT's:
- DoT stacking has been changed so that each player attacking a target can only have one fire dot, one health bleed, one action bleed and one mind bleed.
- DoT resist changes will make AT-STs more resistant to DoT damage. Dot resistances have been added giving the AT-ST extra protection against flamethrowers and other fire DoT based attacks.
It is unclear if "DoT resist changes" apply only to AT-ST's or in general. I.e. maybe AT-ST's have a brand new resist or maybe resists were put in for all bleeds. We'll have to find that out.
Also I am unsure as to the mechanics or rationale for the limitation of one bleed per attacker per target. Does this mean that multiple swordsmen could land multiple mind hit 2's? I don't know.
Anyhow, there's what info I have, try not to get too worried about it until there is more info available regarding how these things actually work (as soon as TC gets up I can play with them). It might be good news for those who were opposed to applying resists uniformly against all bleeds (as it may be a brand new sort of resist).
StGabe.
Message Edited by StGabriel on 01-22-2004 04:05 PM
StGabriel
Thu Jan 22, 2004 5:10 pm
#2
Ok, I've just got dev confirmation of some of the details.
Note something very important . . .
--- This is how things are on Test Center right now but they may well change greatly before hitting live! ---
DoT Resists
Special additional creature DoT resists were only added in for the AT-ST. We didn't have time to add them in for every creature in the game and adequately balance the numbers.
DoT Stacking
It used to be that one of each special attack that did Fire or Bleed damage could exist on a target simultaneously. This caused soloing to be much more powerful then intended and penalized grouping. Now each player can only have one Bleed per pool or Fire DoT active on a target. This way there is continued advantage to add Commandos or other DoT heavy professions to a group.
So . . . only AT-ST's are resistant to bleeds for now.
And two Swordsmen could land two Mind Hit 2's on a target. So, whereas this is a nerf for a solo player, it is a boost for any group that has two Swordsmen, two Fencers, etc.
And again, this is going to be tested and watched on TC and may change quite a bit by the time it hits live.
There you go, discuss away. =-)
StGabe.
Note something very important . . .
--- This is how things are on Test Center right now but they may well change greatly before hitting live! ---
DoT Resists
Special additional creature DoT resists were only added in for the AT-ST. We didn't have time to add them in for every creature in the game and adequately balance the numbers.
DoT Stacking
It used to be that one of each special attack that did Fire or Bleed damage could exist on a target simultaneously. This caused soloing to be much more powerful then intended and penalized grouping. Now each player can only have one Bleed per pool or Fire DoT active on a target. This way there is continued advantage to add Commandos or other DoT heavy professions to a group.
So . . . only AT-ST's are resistant to bleeds for now.
And two Swordsmen could land two Mind Hit 2's on a target. So, whereas this is a nerf for a solo player, it is a boost for any group that has two Swordsmen, two Fencers, etc.
And again, this is going to be tested and watched on TC and may change quite a bit by the time it hits live.
There you go, discuss away. =-)
StGabe.
Aynn
Thu Jan 22, 2004 5:17 pm
#4
Hmmmm... 2 swordsman applying mindhit2.. sounds good.
But resistances to allother mobs too? sigh 
Now they to remove dmg mitigation 
Cizal1267
Thu Jan 22, 2004 5:23 pm
#5
Hmm...well, this means that BIG creatures will go down much faster in a group full of bleeders. From what I can tell, a group of swordsmen and riflemen with their highest level bleeds could take out an Ancient krayt with quite a bit of ease. I mean, sure, they can solo them now, but the same bleed from 20 people is a LOT better than 2 bleeds from 1.
StGabriel
Thu Jan 22, 2004 5:23 pm
#6
And 20 Swordsmen could land 20 Mind Hit 2's . . . as things stand right now anyway.
Cizal1267
Thu Jan 22, 2004 5:27 pm
#7
True. But they wouldn't stack, as they would in the soon coming patch, if what you say is true.
FtB
Thu Jan 22, 2004 5:28 pm
#8
So it'll take an hour to kill an NS elder rather than 30 minutes. Dosn't make us any less "powerful", just makes soloing take longer.
Although, I probably wont be able to take on TKM's so effectively anymore, i'll have to survive that little bit longer.
Hopefully they'll raise the damage on the Hammer (aswell as our new weapons), making the bleed stacking obsolete anyway.
Although, I probably wont be able to take on TKM's so effectively anymore, i'll have to survive that little bit longer.
Hopefully they'll raise the damage on the Hammer (aswell as our new weapons), making the bleed stacking obsolete anyway.
BlueMorgoth
Thu Jan 22, 2004 7:22 pm
#9
Note also all of the Chef food resist changes too. If you have various foods in your stomach at the time, you gain resists to particular attacks such as bleeds (Blood Chowder), Fire DoTs (Trimpian) and poisons (Chor-nor-hoola).
Antaraka
Thu Jan 22, 2004 7:33 pm
#10
Hey, fencer here, but say if a fencer/pistoleer can't put on two types of bleeds? One from fencer, one from pistoleer, and if not, anything to compesate for it? Thanks
Antaraka 2-2-2-2 Fencer 3-3-3-3 Pistoleer
Braglor
Thu Jan 22, 2004 8:52 pm
#11
profession-grouphunting! weeeh
StGabriel wrote:
And 20 Swordsmen could land 20 Mind Hit 2's . . . as things stand right now anyway.
OnlyMaestro
Thu Jan 22, 2004 10:19 pm
#12
Why do the Devs hate solo'ers so much?
After a hard day of classes and work, sometimes I like to just log on, pound out some missions by myself -- and go to sleep.
Btw, we're gonna get nerfed hardcore soon if different swordsman can stack same high-level bleeds.
Why? Imagine stacked bleeds on Krayts/Kimo's -- the rebalance is tilted to us.
piezo
Thu Jan 22, 2004 10:30 pm
#13
The ridiculous part is, some guy in the CM forum reported that the stacking nerf wasnt working on poisons.
There were a ton of nerf cm poison threads everywhere....none about nerfing bleeds.
So they nerfed the bleeds.
Sometimes the developers seem really out of touch with this game.
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