Tailor Archive

Thread: Informal Poll: Socketing change, really a design decision?

Gyopi
Fri Apr 09, 2004 8:25 am
#14






Syzygy-Gorath wrote:


The thing that really got me about the CM nerfs is the the same thing that got me about the socket nerf and the player city nerf (remember when they told us about the caps only 24h before release?) It's the total lack of communication and the total disregard for and disrespect towwards players. Makes me steaming mad every sinlge time.




What did they do to combat medics? I know that the leader of our guild is one of the best PvPers around (although he really doesn't enjoy it). For a test of what CMs can do he dueled his wife and she had him incapped by a really nasty mind disease before he even got a hit! I don't know much about combat medics, though.








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PerilousWish
Fri Apr 09, 2004 5:38 pm
#15



C) I think that tailor sockets were "broken" (and it is really too late to fix them, but they did it anyway) and they accidently fixed it when they copied the experimentation code from either artisan or armorsmith.






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Pappi
Sat Apr 10, 2004 12:26 am
#16



RandDarkstar wrote:
I've seen a combat medic/rifleman take out 7 jedi and 8 other massive pvp characters. Their acklay mind poisons and diseases are stackable, and the area/direct effects are just nasty. They can take out huge groups in seconds. Without the uber poisons, they are not that great. and will get completely destroyed at close range.





after you've been diseased by a CM, you have about 10 seconds before anything takes effect... either bring lots of doctors, or take the CM down. CM poison/disease doesn't "go thru walls" unless they target someone near the doorway and use AoE. CMs are pretty useless until master, and even then we're limited by the amount of "uber" materials we can get our hands on.

of course this doesn't mean there shouldn't be fixes within CM. the 64m rule is bugged and NEED to be fixed, and they oughtta make the spider venom stuff PvE only. giving AoE cures to CM isn't a bad idea either... if you're a CM please go vote on the top 10 issues on the CM board (and yes, i submitted mine with Texxie via IM)

... sorry Ackdel / jessi... next time i'll hijack a CM thread and talk about tailor stuff




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
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Syzygy-Gorath
Sat Apr 10, 2004 12:44 am
#17






Gyopi wrote:





Syzygy-Gorath wrote:


The thing that really got me about the CM nerfs is the the same thing that got me about the socket nerf and the player city nerf (remember when they told us about the caps only 24h before release?) It's the total lack of communication and the total disregard for and disrespect towwards players. Makes me steaming mad every sinlge time.




What did they do to combat medics? I know that the leader of our guild is one of the best PvPers around (although he really doesn't enjoy it). For a test of what CMs can do he dueled his wife and she had him incapped by a really nasty mind disease before he even got a hit! I don't know much about combat medics, though.





The first and most stinging change was the DoTs stop at +1 HAM change. Before that CMs could actually kill things in PvE…after…good luck. Next they changed CM ranges to cap at 64 meters, no matter what the actual effective range should have been (I'm fine with that for poison and disease, but I really missed my 80 meter effective stims.) Finally, and really just an insult to injury thing, they removed the Combat XP grant for combat healing. CMs are still effective, and in PvP seriously unbalanced (but that's more an issue of how PvE and PvP relate to one another) but the way in which the changes were handled—the lack of communication, ignoring the community's concerns…it just really got me to the point where I didn't want to play that toon anymore. *shrugs*



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