Teras Kasi Archive

Thread: Brace Yourselves...HUGE damage nerf on the way

00over0
Mon May 17, 2004 11:24 pm
#14






Thror wrote:

Keep in mind also that the devs are abandoning their old line that Jedi would be "godly" and just outclass the rest of us.




I think this is a very good point, Thror. That's exactly what's going to happen with the Jedi (as far as can be seen from the information given out). They are going to become much more common and so not that much more powerful than a master combat prof, relatively speaking.


Originally they were going with the rare, mystical, almost all-powerful Jedi, but belatedly realized that it simply wasn't doable in a game that people play--and pay--for entertainment. People want to play Jedi and have been willing to do nothing but master profession after profession to get it. So they're going to change the Jedi to make them playable with the rest of the community.


Now, I'm not saying that other profs won't also have their mechanics screwed with, it is a combat rebalance, or so they call it, but I think it's important to consider their original intentions with Jedi and what's now in store for Jedi (something quite a bit different). I have a feeling that part of the reason they made lightsabers kinetic only was an attempt at a patchwork balancing--otherwise Jedi Guardians would have been much too powerful compared to everyone else and at the point Jedi started showing up, the Devs realized that they simply couldn't rely on low numbers of Jedi through some mysterious weeding-out process.


So, in short, I wouldn't read too much into this as quite a bit of it is aimed strictly at the Jedi themselves. Most likely the lightsaber damage will also be changed to restraint or something else equally rare as a reverse of what they did in the first place in making it a common resist.


All that written, I'm mastering TK as fast as I can so that I can enjoy the thrills of soloing giant creatures just in case.... Should group enforcement be on the way, my solo thrills should last just long enough.





-----
Etragahl (Former Jedi, Now SOE Slave)
Tal'Ira (Former Creature Handler, Now SOE Slave)

Dear SOE Developers, can I have some of what your smoking??
mochloD
Tue May 18, 2004 4:43 am
#15






Tskar wrote:

"We will still do Kinetic damage."



Not completely true, with the new looted VK schematic coming out in Deathwatch Bunker, TKA will also have Heat Dmg in their arsenal.









Being a 0444 Commando I know alittle bit about being able to apply Heat Damage to a target. Heat has to be somewhere around #2 for the most widely resisted damage type, Kinetic of course being the first. We would have been better off with some Acid Damage VK's in my opinion.


Yes, Ive known these changes have been coming for a long time. I only want to discuss what OTHER changes that will have to be made when the combat balance comes out. Things such as the Corvette, Geonosian Cave and the Deathwatch Bunker (that im assuming is going to be just as tough as the 'vette if not tougher) have been designed with our current combat capabilities in mind. When the Combat Balance comes out, we will be grossly underpowered to deal with these types of dungeons. By we I dont mean only TKA's I mean everyone involved.


Extreme Scenario: All damage output capability gets cut by 50%. All high end armor is made 50% less effective. Buffs are cut in half OR the ability to buff secondary statsis removed. Only a full group would stand a chance in the current Geo Cave. I cant think of any group of 10 that could take out the current Corvette with only 50% of their current combat capability.


This also brings up the problem of Scout/Ranger harvested resources. In the current economic climate, good wooly hide can sell for around 100cpu and thats with our current combat ablities. It easy to go out and kill creatures wholesale yet prices are still high. Imaging what will happen when we cant do that kind of damage we can do now. Creature harvested resources become a bit harder to get to and prices go up. May not be a horrible thing since the economy is bloated now but thats not the best thing for the long run.


Discuss (and hey, this beats the "OMG n3rf TK4!!!!" posts hands down).




mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

infamez
Tue May 18, 2004 5:38 am
#16

I just want to throw in another question concerning the upcoming "Combat Balance" and the damage reduction.


What's going to happen if they nerf weapons / armor? Will we see a huge market for "pre-nerf items" which sell for crazy amounts of credits (like those FWGs that sell for 300k+)? We won't be able to make the same amount of credits as we did before the balance... still the weapons will be sold for even higher prices. I really don't know what impact this will have on the economy ...


Let's say the DEVs manage to balanceall classes... will they consider those pre-nerf weapons in their calculations? I guess not. This is something that couldhit TKAs even harder. TKAs rely mostly on their skills, and using a VK as TKMis rather a personal choice. If our damage output gets lowered on the skill side and other professions like rifleman are still able to use their pre-nerf weapons... we'll get the shaft.


I hope you do understand my concerns... my english isn't the best but I think you might get the point of this post.



Greetings




Samael Sabazios


.::. Teräs Käsi Master/ Master Ranger .::.


mochloD
Tue May 18, 2004 5:52 am
#17







infamez wrote:

I just want to throw in another question concerning the upcoming "Combat Balance" and the damage reduction.


What's going to happen if they nerf weapons / armor? Will we see a huge market for "pre-nerf items" which sell for crazy amounts of credits (like those FWGs that sell for 300k+)? We won't be able to make the same amount of credits as we did before the balance... still the weapons will be sold for even higher prices. I really don't know what impact this will have on the economy ...


Let's say the DEVs manage to balanceall classes... will they consider those pre-nerf weapons in their calculations? I guess not. This is something that couldhit TKAs even harder. TKAs rely mostly on their skills, and using a VK as TKMis rather a personal choice. If our damage output gets lowered on the skill side and other professions like rifleman are still able to use their pre-nerf weapons... we'll get the shaft.


I hope you do understand my concerns... my english isn't the best but I think you might get the point of this post.



Greetings








An even scarier question is.. will they bulk alter current armor and weapons as they did PSG's (personal shield generators)? I had 2 crates of psg's that supposedly had 33% resists to EVERYTHING. We all know there was a problem with PSG's where the stats would shift. Sometimes my PSG would have resists against everything but acid or other crazy combinations. When they fixed the PSG stat shifting, all of my PSG's were "nerfed" and given resists far below what they had previously listed.


It doesnt seem like it would be too difficult for the devs to put in code that says something like "All current 80-90% resist armor now changed to 60-70%. All VK's (just an example) currently 74-189 now changed to 50-150 dmg". That would take care of the prenerf postnerf market for sure.



Edit: I was sleepy when i first posted this so i fixed some mistakes.


Message Edited by mochloD on 05-18-2004 10:05 AM

Message Edited by mochloD on 05-18-2004 10:06 AM



mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

infamez
Tue May 18, 2004 7:20 am
#18








mochloD wrote:


An even scarier question is.. will they did to PSG's (personal shield generators)to current armor and weapons? I had 2 crates of psg's that supposedly had 33% resists to EVERYTHING. We all know there was a problem with PSG's where the stats would shift. Sometimes my PSG would have resists against everything but acid or other crazy combinations. When they fixed the PSG stat shifting, all of my PSG's were "nerfed" and given resists far below what they had previously listed.


It doesnt seem like it would be too difficult for the devs to put in code that says something like "All current 80-90% resist armor now changed to 60-70%. All VK's (just an example) currently 74-189 now changed to 50-150 dmg". That would take care of the prenerf postnerf market for sure.






For some servers, especially the "old" ones it would be an extreme amount of information that needs to be changed. They haven't done it when the FWGs were nerfed and I do not think they will do it with the combat balance. Personally, I am stocking about 3 pieces of each weapon, preferably damage sliced. I don't want to be on the "paying end" once the balance hits the servers. I'd rather lose 500k for 50 weapons(in case I am wrong) than paying 500k for one pre-nerf scout blaster.


I just hope SOE doesn't drop the ball on all these changes. They haven't changed any "core-systems" THAT vital to the overall gameplay for nearly a year. Now they want toadjust the Jedi system, the combat balance, the GCW and finally push out the Space Expansion... and everything within the next half year. Oh well ... losing hope is easy, if you take a look at previous patches... I guess I'll have to be a little more optimistic.





Samael Sabazios


.::. Teräs Käsi Master/ Master Ranger .::.


mochloD
Tue May 18, 2004 8:25 am
#19






infamez wrote:




I just hope SOE doesn't drop the ball on all these changes. They haven't changed any "core-systems" THAT vital to the overall gameplay for nearly a year. Now they want toadjust the Jedi system, the combat balance, the GCW and finally push out the Space Expansion... and everything within the next half year. Oh well ... losing hope is easy, if you take a look at previous patches... I guess I'll have to be a little more optimistic.







Optimism and this game dont hold hands very often


I do think the changes will be interesting. The game will be almost like new again as masters of every profession try to figure out how to fight all over again.


I too have a pretty inpressive stock of Flamethrowers, Heavy Acid Rifles, Launcher Pistols, Killer VK's, sweet FWG5's that fire at 1 a second and can hit at max for over 300, and a bunch of other stuff.. so im rady just in case





mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

Luker78
Tue May 18, 2004 9:29 am
#20

It's not only the TKA that will take the hit. It's everyone. You won't notice the difference much. Sure we will do less dmg and we will be a little less effective in pve but still one of the best dmg per second



Lydo
-----------------------

Fear the Eye of Ha'bib

Livi - Has entered highlander
Lydo - He's dead
00over0
Tue May 18, 2004 10:26 am
#21

I hope that's true, Luker, as it's one of the hallmarks of TK.


Here's an interesting thread from Ahazi (especially note the part about the new Jedi's robes being in line with the new, lower values for armor all around):


http://forums.station.sony.com/swg/board/message?board.id=Ahazi&message.id=276712


I don't really think an across-the-board nerf is really a nerf, it's the relative abilities that count.


Well, I guess I better enjoy my hard-hitting, solo anything version of a TK whileI can (and also put more effort into finding a decent PA)!



-----
Etragahl (Former Jedi, Now SOE Slave)
Tal'Ira (Former Creature Handler, Now SOE Slave)

Dear SOE Developers, can I have some of what your smoking??
Ryutek
Tue May 18, 2004 11:26 am
#22






00over0 wrote:

I hope that's true, Luker, as it's one of the hallmarks of TK.


Here's an interesting thread from Ahazi (especially note the part about the new Jedi's robes being in line with the new, lower values for armor all around):


http://forums.station.sony.com/swg/board/message?board.id=Ahazi&message.id=276712


I don't really think an across-the-board nerf is really a nerf, it's the relative abilities that count.


Well, I guess I better enjoy my hard-hitting, solo anything version of a TK whileI can (and also put more effort into finding a decent PA)!







One thing to keep in mind while reading that thread too:


This means the kinetic resists will not be as high (most likely, as that is how I am interpreting it anyway) which means we should be more effective against armored opponents.


I also agree that something that hits all professions is not actually a "nerf" but a realignment of power. We were told a long time ago that the combat balance would take multiple publishes, and that during a portion of the balance process things would be "out of whack" for a while. Well, when the :nerf" (as the original poster put it) hits we are not being singled out, and therefore it is simply bringing all professions back in line with how their relative strengths versus PvE Opponents should be.




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Aoxus
Tue May 18, 2004 9:27 pm
#23

hey i dont know about the rest of you, buit i am tired of hunting creatures alone because i have the ablity to, my favorite times of the game where doing ronto missions with 17 people from bestine and trying to master marksman/ brawler/ medic, and the every one or two novice bh or commando or plain tkn you saw you just got a chill and wanted to redouble efforts... now that we are ALL multi profession masters, and can kill any creature in the game alone this game has gone from teamwork, and communication, to fighting over some damned loot that gets you rich instantly. its smart of the devs to make us weaker, it will actually help us enjoy the game a little more maybe?
Thror
Wed May 19, 2004 10:07 am
#24

They don't need to change the stats of existing armor and weapons in order to eliminate pre nerf equipment from the game. All they have to do is change the formula by which the damage that weapons and armor take while used is calculated.


Here's what I mean, let's say your nifty VK has 1000 durability. When you use it that durability goes down but it drops at a rate that allows the VK to last a good many fights. If they change the formula to cause larger "chunks" of decay per use and beef up the durability on post-balance weapons and armor you'll quickly find that your old armor lasts about as long in a fight as a PSG does now and your old VK's are about as durable as a weapon powerup; 100 swings and it's at 0 durability.


That's one way they could quickly phase out the old armor and weapons.... who really knows what they'll do though.



--------------------------------------------------------------------------------
Beware a man wearing tights, for his ego is exceeded only by the bulge about his groin...

-an anonymous Fencer
NardNod
Thu May 20, 2004 12:03 am
#25

Oh well



I'm interested in upgrading my twenty eight point eight kilobaud internet connection to a one point five megabit fibre-optic T-1 line. Will you be able to provide an IP router that's compatable with my token ring ethernet LAN configuration?
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