Teras Kasi Archive
Thread: Brace Yourselves...HUGE damage nerf on the way
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.
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).
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
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 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.
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 ![]()
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
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.