Swordsman Archive

Thread: Expectations, speculations and visions

AriasImmortal
Mon Oct 18, 2004 7:14 pm
#14

They will be (hopefully) rebalancing NPCs and mobs so don't compare anything you see right now with what you expect to happen with the revamp. It's ludicrous to believe that SOE would leave mobs in their current state and nerf armor and buffs... more likely we will see a return to the days before buffs/armor were commonplace (30k HAM krayts, etc), and a reduction on damage.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Etozae
Mon Oct 18, 2004 8:34 pm
#15

You can't have every mob dropping good loot, because then when you get that good loot it's commonplace. An excellent example of this are Heavy Duty Leathers/Clasps. When they were first released, people were paying hundreds of thousands of credits for them. They were rare and they made useful things. Now, every second Nightsister drops them. What do we do with them? Delete 'em. They're worthless! All of the sudden those hugely important and useful items are trash loot that we insta-delete.

Good loot still needs to be rare, but it needs to be less rare than it is now if we're going to have to group up for highend mobs.



(Test Center)
Atwes Ezotae

(Lowca)
Nabe Ezotae/O'rly
RoninGaiden
Tue Oct 19, 2004 12:48 am
#16

This is only my opinion, so take it as such.


I would like to see the stacking taken away alltogether. Make each profession it's own profession. You have the high power/low defense, low power/high defense, middle grounds professions. That will also take away the FOTM templates that are running rampant today in any gameplay type. I would like to see co-dependancy upon other professions.


I know a ton of ppl are going to hate this, but i would like buffs taken out all together. I know there are those that like to be self sufficient, but that also would mean they would need a lot more than 1 character to be so. I play this game for the social aspect. If i wanted to solo something, i'll just go play a FPS or something along those lines. With one of my toons, i can solo almost everything in-game. It's cool for about 2 seconds. I want the group aspect put back into the game.


The devs state that CH and Jedi are the two professions that are balanced. If that's what they call balance, i truly feel sorry for the other professions. Jedi just keeps getting the nurf bat swung because ppl just can't stop complaining and play the game. CH, as it stands, it completely useless in any PvP setting. It works for PvE though, whether that is intended or not is unknown to me.


The main things i want out of the revamp are the co-dependancy on other professions, removal of buffs, and an actual balancing of the professions, not a nurf swing.



------------------------------------------------------------------------------------
What....Land of the free? Whoever told you that is your enemy
Zarqon
Tue Oct 19, 2004 1:22 am
#17

Kind of mixed feelings for the revamp. On one hand a lot of the corresspondants have been positive and excited about it, which is a good sign, however at the same time it's a bit of a make or break for this game. Right now many can accept combat for what it is because it is supposed to get better in the fabled revamp, but after the revamp that will no longer be the case...


I just hope they succeed well enough.




--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

Xispin
Tue Oct 19, 2004 1:41 am
#18

I love swordsman as is, dont change it



xxxxxxXxxxxxx
Xispin s Master Heavy Swordsman s Master Brawler
s Adversaries
s
You don't know the power of the Dark side




TenlossDisruptor
Tue Oct 19, 2004 8:35 am
#19

I'd like to see... hmm. More effective bleeds (again) because at the minute bleeds are pretty much a total waste of time in PvE - only use in PvP to mess with mind regen on long winded fights ^_^ bleed/wounding attacks that cause movement slowdown, something like that maybe - properly "goring" your opponent with a not too accurate but devastating when it hits attack would be cool. Also, i'd like to see the emphasis taken off single pool concentration - Pikes/action Fencer/Health Swords/Mind - how many great swordsmen could only swing their sword at head height? This would call for a massive shake-up of the specials of each melee profession, enabling each prof to hit more than one pool exclusively for example would give swords a body or arm strike maybe (with a crippling or goring effect would be cool), as well as a head hit with stun/dizzy.. Pikes could have legs/body and fencers.... meh.. all three i suppose *shrug* FoTM templates has made me hate fencer with a passion I have to admit.

Defences wise I think cross-class stacking is fine (with the exception of "get fencer, be god"), if you're skilled in Teras Kasi and using a Sword, you're gonna be good at avoiding getting hit and be pretty damn tough from all that training. I'd also like to see some permanent "risidual" skill bonuses for mastering combat professions, a "melee toughness" bonus that effects all weapon classes and stacks up the more combat classes your character has mastered/how many times you've mastered a combat prof/how long you've kept a combat prof for, to give true veteran characters (my main character is nearly one year old which in swg time is ruddy old imo ) a feeling that they are veterans, currently a new character can be as tough as my toon within 5-6 days of starting if they know what they're doing, which is just wrong i think. Rambling a little i know sorry guys, just some thoughts

The same principal could be applied to veteran Armoursmiths/Weaponsmiths with a risidual skill bonus if they've been AS for 6-12 months or whatever, but that's another story

Message Edited by TenlossDisruptor on 10-20-2004 01:43 AM



Grace Amazonia -\\Jedi Knight//-

Hestia -\\Swordsmistress || Armoursmith//-

::Friendship carries no debt::
Noc-turnal
Tue Oct 19, 2004 5:20 pm
#20






Valuthorax wrote:

i think what the cr needs is one buff for all stats -- or no buffs at all--


its buffs that wreck pvp.






I find this statment to be highly inaccuracte, not only that it is a meer glace at what the problem actualy is. if i write like this maybe it can help explain


Buffs + Mitigation 3 + Toughness + Armour + PSG + Food = Damage

Roll + primery defense + secoundary defense + Accuracy + Food = Hit rate

Damage / Hit rate = actual average damage


are you really saying the biggest problem we have is the buffs? If anything buffs makes PvP fun that we dont die in two or three hits like in the days of TKM KD2 and spam combo3 for the win. we can actualy have a fun fight and get enough time to learn enjoy the fight without it being rediculasly long. the issues now is that the damage done to each other is so small that Damage over time as now taken over as damage dealer rather than doing damage yourself.


To me mitigation ruins pvp the most, because big damage dealer type no longer do big damage everyone just do stupidly low damage to each other. suddenly all the variety of profession all feels very simular and the chef revamp much needed for the chefs but much more excuse to make us god like.


i had this discussion on here before i think apeist wanted armour nerfed in which i point out the whole reason why damage is so low which is the excate same argument now


anyways if it was just one simple problem they wouldnt be a need for a "combat revamp" we need it and i hope it turns out for the better.

Message Edited by Noc-turnal on 10-20-2004 01:27 AM




Noc-turnal (T-S)

APEist_theReb
Tue Oct 19, 2004 6:02 pm
#21

well with the current ham system, if they lowered buffs it would have a huge effect on pvp.


ham costs would actually mean something. if you were planning to be the tank in a huge battle you would strap on that 90% base, 39% stun armor and just sit there and try and soak up damage, not doing any specials except maybe intimidate. while the people that were thinking of running around and dishing huge damage out to whomever via lots of specials, those people would wear encumberance armor.


dot weapons, other than bleed weapons.... should never have been introduced into this game. same as jedi. they should have fixed pikeman. raise range mods on all new crafted lances to be around -10 to each range or so. let them have a huge action damage special, 8.5 damage modifier or so. have it be devestating.


then, they would stand their ground, even without dot weapons.


but noone knows for sure. this is just my view.



APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

Rawauh
Tue Oct 19, 2004 7:28 pm
#22






Gorecki wrote:


What do you think is the most difficult task forthe Devs working on a combat revamp ?




Making it work right the 1st timeso that everyone doesnt leave for WOW. cuz the CB is about the only thing left that can save this game.




---------------
Celcon - Master of the Whoring of Loot Profession
Noc-turnal
Wed Oct 20, 2004 5:06 pm
#23






APEist_theReb wrote:

well with the current ham system, if they lowered buffs it would have a huge effect on pvp.


ham costs would actually mean something. if you were planning to be the tank in a huge battle you would strap on that 90% base, 39% stun armor and just sit there and try and soak up damage, not doing any specials except maybe intimidate. while the people that were thinking of running around and dishing huge damage out to whomever via lots of specials, those people would wear encumberance armor.


I do like the idea but for that to happen the buffs has to be cut by more than half and that wouldnt solve problem of all the other element. However stats buffs for secoundary and primery should be different i mean over 2k on secoundary? even 1.5k it still cost nothing in full heavy armour it's just rediculas. but having 1-2k buffs on primery is benifitual for a better duration fight IF all the other element are accounted for


dot weapons, other than bleed weapons.... should never have been introduced into this game. same as jedi. they should have fixed pikeman. raise range mods on all new crafted lances to be around -10 to each range or so. let them have a huge action damage special, 8.5 damage modifier or so. have it be devestating.


DoT was supose to be a small tactical advantage with a gamble of if it miss and if it hits then very little damage made untill tick and not that big, which was cool. however we could of done just as well without it and certainly minus the i win button. dont even get me started on the jedi, i dont recal this time period ever having a gank squad of jedi in the movies


then, they would stand their ground, even without dot weapons.


8.5 is abit excessive, considering they can stun and intimidate, they just need thier accuracy sorted out. i mean the weapon they use as huge how can they miss with it anyways?


but noone knows for sure. this is just my view.


I know all the anwsers but i dont wanna spoil it for you










Noc-turnal (T-S)

Romiezeus
Wed Oct 20, 2004 6:14 pm
#24




Do you think combat will drastically change or not so much ?


drastically, due to the impending nerfs referred to as "balancing"

What should the combat revamp aim for ?


Making your ability to use defensive stat mods pertain to the weapon in your hand.

Do you think we will still be one of the strongest PvE professions or not ?


I don't think any profession will be the strongest anymore, hopefully making all professions required in groups.

Should there be any professions at all that lets say are "best" in a certain domain ?


Not really, "best" implies nothing can equal it, hardly the case when you look at peoples ability to adapt to their templates.

Do you think your template will still be of use after the revamp or do you expect having to change it ?


High expectation of changing due to likely removal of def stacking.

What's your overall feeling about the revamp ? Fear or confidence ?


Fear. Smuggler Revamp mortifies me. I have 0 faith in the developers.

What do you think is the most difficult task forthe Devs working on a combat revamp ?


Admitting they were wrong to cater to Powergamers instead of listening to Star Wars fans.






ROMIEZEUS
MASTER BOTHAN
TROLLEONE / =V=

"I AM THE "MANY BOTHANS DIED TO BRING US THIS INFORMATION" GUY.


VemaGara
Thu Oct 21, 2004 1:05 pm
#25

Do you think combat will drastically change or not so much ?


Of course. That is the purpose of the revamp. Combat must change.

What should the combat revamp aim for ?


Modality. Each profession should change how one plays. Currently, the mode is to composite/buff/and shoot. That's it for every profession. With the revamp, I hope that HOW one equips one's toon changes depending on profession/opponent/goal.

Do you think we will still be one of the strongest PvE professions or not ?


Maybe. Right now, I think the profession is too good at PvE. Edging out is good. A good cut better is good. Dominating is too extreme.

Should there be any professions at all that lets say are "best" in a certain domain ?


Certainly. That's the idea of a niche. But how deep should that niche go? That's the dilemma.

Do you think your template will still be of use after the revamp or do you expect having to change it ?


All templates are of use. Will it be of best use? Some folks will complain that "my template has been gutted" because they have to change one box. Other will say "cool" and gring half a profession to get the template that they want and have no complaints at all. I expect that I will adapt as I can. With change comes change.

What's your overall feeling about the revamp ? Fear or confidence ?


Confidence. I like change. Change is fun. I don't expect it to be perfect from the get-go, but I do expect a more fun combat experience.

What do you think is the most difficult task forthe Devs working on a combat revamp ?


That players's expectation will be quite high. They will expect far too much, and can't possibly be satisfied with a good job. The second problem is that players are smart, and will reduce all problems to the most relevant stats. After that, we will again have a problem of everyone converging onto the same solution. Expect players to only want the highest numbers on their armor and the highest numbers on their weapons. If there are choices to be made, do expect the players to complain that they can't have everything.

Message Edited by VemaGara on 10-21-2004 04:08 PM



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
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