Teras Kasi Archive

Thread: Publish 7 features as they affect us

DuRunRay
Wed Feb 25, 2004 6:22 am
#27

Ok wookie here and just a few questions since I seem to have to take the brunt of this bend over take it up the butt nerf. Ok I can't stack defense modifires on much clothing...unless you guys gonna implement some sort of hair defense I am already at a disadvantage, I can't wear armor. My only chance of survival is stacking now you are taking that away? Should I just delete the char and start a human since it appears the DEV like wookies about as much as the imperials do? About the warcry nerf this is great now while I try to close the 60 meter gap on a Rifleman that can kill me in less then 5 shots I can't even stop him from attacking?

How come warcry is getting nerfed but not the smuggler shot that has the same affect but a 40+ meter range?
cheechcheech
Wed Feb 25, 2004 6:52 am
#28

Its been a few daysnow. Hopefully we hear something from the correspondent about this soon.



Sagem - Intrepid
Cheech - Radiant
awentwor
Wed Feb 25, 2004 2:22 pm
#29

Great breakdown!


I personally like the dabblers out there in PvP that take one skill tree from one profession, another from a second, etc... sometimes having a total of about 4 or 5 professions jut to stack things to make them more uber in PvP. I sincerely hope the changes will show people the light in mastering a profession in order to have any real chance in PvP.






Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

Laeren
Wed Feb 25, 2004 5:11 pm
#30

What putting together the above has shown me is that the best solution would be what they did to the CH profession, simply spreading out the bonuses throughout the trees. This makes mastering to achieve the best results more desirable. Sure, dabbling gives you variety, but you shouldn't get the entire defensive benefit of a profession simply from taking one tree of that profession.


This would give more incentive to master professions, while still maintaining the dabble-based nature of the skill point system.




Aes Sedai Industries
::::
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::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
KaiaSowaPit
Wed Feb 25, 2004 9:18 pm
#31


I personally like the dabblers out there in PvP that take one skill tree from one profession, another from a second, etc... sometimes having a total of about 4 or 5 professions jut to stack things to make them more uber in PvP. I sincerely hope the changes will show people the light in mastering a profession in order to have any real chance in PvP.


Just goes to show you, some of us are more interested in results than titles.


Why do so many throw the term 'dabbling' around as though it's a bad thing? This is supposed to be a skill/profession based game - NOT a class based game. 'Dabbling' isn't an exploit... it's how the game was intended to be played. (I've yet to hear a Master Scout complain about 'dabblers' climbing the terrain navigation skill tree.)


Nerfing defense stacking will simply make buffs & composite armor a de facto standard for combat - even more so than it is now. That's great news for armorsmiths, chefs & docs... crappy news for wookiees.


Personally, I'd rather the devs left defense stacking alone with one exception... add a negative modifier for armor. Essentially give us a choice (well at least us non-wookiees); either spend skill points on defense, or spend credits on armor.





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OnlyMaestro
Thu Feb 26, 2004 12:08 am
#32

Remember tho...basic logic dictates that learning melee defense with a pistol, teaches you nothing of melee defense with...a melee weapon.


One has nothing to do with the other, and shouldn't.



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KaiaSowaPit
Thu Feb 26, 2004 12:50 am
#33


Remember tho...basic logic dictates that learning melee defense with a pistol, teaches you nothing of melee defense with...a melee weapon.


So in other words... if I'm sitting empty handed in a bar, and a fight breaks out... I'd better equip a pistol to dodge a punch being thrown at me? Yeah, that makes perfect sense. /end sarcasm


Now if you want to argue that a swordsman gets some kind of 'parry' defense that obviously wouldn't apply when carrying a pistol... sure that makes sense. But heck, if you want to get nitpicky about 'logic' explain to me how I can carry fifty Gungan Head statues in my backpack, or three vehicles and half a dozen Rancor in my datapad? While you're at it, how does my Aakuan ring give me +5 to ranged defense? (I'm not knocking it, but when did SWG suddenly turn into Lord of the Rings???)







insert forum-safe,
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RSy
& iconic signature here

Laeren
Thu Feb 26, 2004 5:50 am
#34


Sorry, dodging is dodging, whether you're holding a pistol or whatever.


Each melee profession is known for certain things, and each ranged profession is also known for certain things.


"You want big defense, be a fencer." "You wantbig damage but low defense, be a swordsman"


Translate this to:


"You want BEST defense, be a MASTER fencer." "You want HIGHEST melee damage but low defense, be a MASTER swordsman"


This logic makes sense.


This was the reason why the CH profession was "evened out" where they spread the bonuses across all the trees. Instead of just going up to a 3200 CH (and getting a 75% kinetic resist creautre with 9400 HAM), you actually have to go up a few more levels to get the best creatures. This was deemed a good thing by those who actually liked playing the profession, anda bad thing for those who just wanted to get max benefit for minimum profession commitment.


What do you get by dabbling then? You get specials, for the most part. Most people I know who dabble want to dabble for the specials, such as dabbling in smuggler for the pistols line of specials, or dabbling in TKA just for powerboost. That's all well and good, and in-line with the spirit of the skillpoint system.


The bottom line is that generalists (jack of all trades, dabblers) should not outclass masters in their particular areas of strength. They should trade variety for maximum effectiveness. Spreading the defenses out would solve this particular issue. THEN there would be no need to hard-cap any defenses at all.


Theyshould also think about spreading out the offensive bonuses too, but upping their maximum effectiveness for each box. Same result on the offense side.

Message Edited by Laeren on 02-26-2004 06:51 AM




Aes Sedai Industries
::::
Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
wildcard1973
Thu Feb 26, 2004 10:15 am
#35






Jherad wrote:


Publish 7 Features



The effect of the Brawler Warcry special has been modified to temporarily freeze enemies that are not being attacked, instead of pinning a single target - More along the lines of crowd control rather than a dueling tool.


-Jherad




Any chance on getting them to reconsider? Maybe keep warxry as is and make it single target, instead on cone effect, or reduce the delay warcry1= 5 seconds, warcry2= 10 seconds. These changes would make it still useful, but not overpowering.




Wildcard
Retired Tactical Commander - Ghosts of the Republic


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Jherad
Thu Feb 26, 2004 11:04 am
#36








How come warcry is getting nerfed but not the smuggler shot that has the same affect but a 40+ meter range?






I believe as it stands right now, Panicshot will be altered in much the same way as Warcry.


-Jherad


PS - Blatant plug for the TKA Knowledge Base sticky thread! Post in it!

Message Edited by Jherad on 02-26-2004 06:12 PM

cheechcheech
Thu Feb 26, 2004 7:43 pm
#37






Jherad wrote:








How come warcry is getting nerfed but not the smuggler shot that has the same affect but a 40+ meter range?






I believe as it stands right now, Panicshot will be altered in much the same way as Warcry.


-Jherad


PS - Blatant plug for the TKA Knowledge Base sticky thread! Post in it!


Message Edited by Jherad on 02-26-2004 06:12 PM





Jherad - Can you please tell us what defenses will be hard cap and if 125 is correct?



Thanks.



Sagem - Intrepid
Cheech - Radiant
Jherad
Thu Feb 26, 2004 7:56 pm
#38






cheechcheech wrote:



Jherad - Can you please tell us what defenses will be hard cap and if 125 is correct?



Thanks.






Check out the earlier posts


Dodge, Block and Counterattack, and yes, 125.


This is all as it stands right now, and is subject to change however.


-Jherad


PS - Knowledge Base sticky thread! Post in it! Please! Someone! Ask questions, you don't need to know the answers!

SSquirrel76
Fri Feb 27, 2004 2:43 pm
#39

  • Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
  • Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)


    So the DEV clarified statement..well we're taking our Corr's word on the 125 but I doubt he's lying. BTW, the way it all sounds, I would ASSUME that the +125 max is prior to BE clothes and such...which of ocurse top at +25 to a skill regardless of what the screen shows.

    Side note:

  • Fixed client side friend list group/comment fields losing information when logging in different characters.



  • Reducing the rate at which critical failures for assembly and experimentation occur as assembly skill and experimentation skill go up respectively. Master craftspeople should now critically fail less often than novices. (Correspondent Issue)

  • Sliced armor and weapons: Armor and weapons that have been altered by a smuggler will have a "identifier tag" in its examine window description. (Correspondent Issue)



    Thank #$@#^* GOD!

    Oh yeah, I posted the bad HTML version...the good clean version is repeated just below it on the notes page: http://starwarsgalaxies.station.sony.com/recent_test_updates.jsp?page=In%20Testing

    This stuffis all on TC as of today.

    Astu (Valcyn)



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