Swordsman Archive

Thread: so mind won't be targetable after next patch?

CyberData4
Sat Apr 10, 2004 9:14 pm
#14

Simply lower the amount of secondary stat buffs. This way a player cant regenerate HAM faster than they are being damaged. Problem solved. Every class should have the ability to target a specific pool. The fact that mind is attackable isn't the issue, the real issue is all the gameplay bugs/bad design that have made mind the only viable portion of the HAM bar to attack......
admiraljz
Sun Apr 11, 2004 7:13 am
#15


If it came to that, there was a REALLY simple solution posted in another forum (game guides, I believe), so simple that no one thought of it. Instead of nerfing this, and nerfing that, changing systems that help PvPers at the expense of weakening solo PvE players... just lower the PvP damage reduction to 50% or 25%.


When the 75% reduction was put in place, the average suit of composite on Bloodfin was around 40-45%. That's simply not the case now, when an average suit is 70% and many serious PvPers have higher. Weapons have also gone through nerfs since then, so damage output is lower and armor resistence is higher. I don't think this was completely intentional, but it's left PvP at a point where the guy who wins is usually the guy holding the Jawa Ion.



Message Edited by admiraljz on 04-11-2004 11:04 AM



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Revmatt
Sun Apr 11, 2004 8:23 am
#16

If they nerf mind damage then the whole entertainer proffesion lines go out the window as well.



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admiraljz
Sun Apr 11, 2004 10:39 am
#17

While entertainers would still be necessary to heal battle fatigue, you're right that removing mind damage would definitely hurt that community. Very few would need entertainer buffs as well. That's why I don't think mind damage will be removed. Making it a non-incapping damage would leave it viable as an attack option for controlling your opponent's ability to fire specials and wouldn't hurt the entertainers, but I think a change to the PvP damage reduciton would still be the best overall solution.







Aucka - Eromi - Ecaro
Widowmakers
Test Center
New Aldera, Naboo
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Bolto
Sun Apr 11, 2004 11:10 am
#18

I would just like to point out that the mind can be buffed just as well as the rest of the stats:


2 brandy = 850


2 canape = 1500


dancer buffs 1000


musician buffs 500/1000 (these are based on my stats)


muon 500


2850,2850,3350 enhanced stats,a few higher than doctors hit on my server. It costs me 600 per use of brandy, so 1200 (at 250k a crate, 250 for use of canape, so 500 (at 40k a crate),5-8k for the dancer and musician buffs and 160 for the muon (4k a crate)


So not only can the mind be buffed better, it usually costs less also.



The problem isn't buffs, it is armor.


motarian
Sun Apr 11, 2004 11:15 am
#19

well you can definately buff mind but no matter how gigh you get your still gona die pretty fast if you have disease and a rifleman shooting you for 700 a shot



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DixieChicken
Sun Apr 11, 2004 1:35 pm
#20


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=140548&highlight=ham+changes+combat+pass#M140548



I believe this is what your looking for, hope it clears some stuff up


and for those who don't want to skim through that long post:






The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage.





Syzygy-Gorath
Sun Apr 11, 2004 2:34 pm
#21






DixieChicken wrote:


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=140548&highlight=ham+changes+combat+pass#M140548



I believe this is what your looking for, hope it clears some stuff up


and for those who don't want to skim through that long post:







The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage.







But these are the original patch notes for publish 8 concerning the combat pass, and since the combat pass has been pushed a few months back this change will not be happening soon. It does look like you will be crippled though, sorry to post this bad news, i hope you get some love though once these changes take place.



Eboka


Master Pikeman / Master Doc









I dunno, the way I read that they're not going to remove mind damage, just bring it into line with health and action damage—and that's fine by me. Most welcome, in fact.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

DixieChicken
Sun Apr 11, 2004 2:42 pm
#22

Yeah it seems confusing, maybe they're insinuating that you won't have a special attack move that tagets just mind, but you'll just hit mind more likely then others. Not sure really, but i guess we'll see eventually



Eboka


Master Pikeman / Master Doctor


Syzygy-Gorath
Sun Apr 11, 2004 3:10 pm
#23






DixieChicken wrote:

Yeah it seems confusing, maybe they're insinuating that you won't have a special attack move that tagets just mind, but you'll just hit mind more likely then others. Not sure really, but i guess we'll see eventually



Eboka


Master Pikeman / Master Doctor








I think by "special" they meant "overpowered"…in other words, they're seeking to make it no more advantageous to hit mind than to hit health or action. Good stuff in terms of balance—should make things interesting.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

boodow
Sun Apr 11, 2004 3:18 pm
#24

Ah, ok there it is then. I wonder if that means every attack will be non-pool specific and equally hit everything?



Terigo
Master Pistoleer/Smuggler
Commander of the Millennium Nuna
pseudonimity
Sun Apr 11, 2004 4:36 pm
#25

That one line is a bit ambiguous and nearly anything anyone tries to take from that is all assumption. Until we hear more from the devs themselves, there's really no point in freaking out over this.




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Foamhatman
Sun Apr 11, 2004 7:43 pm
#26

dude the ratio of special attacks that hit action and health to the amount of special attacks that hit mind are prob 10x more. Not the other way around. Given that they dont directly hit the mind they hit action and health 5/6 times (head+2 arms+2 legs+torso= 6 given it rough but prob close) i dont usualy hit for mind anyway. people generaly have their mind protected by uber armor ( i have a 83% base helm, chest,bracers) but whatever.
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