Teras Kasi Archive

Thread: Thoughts on PvP in SWG. . .

Lucreel
Sat Mar 06, 2004 9:22 pm
#1

Hello,
Well, I'm a Doc who has taken TKA in an attempt to get enough defense that I don't insta-die both in PvE and PvP. But, just in the little bit I've tried to participate in PvP, I've gotta say, PvP in SWG is *retarded.* Most of the 'power-moves' for the various classes amount to either 1) Paralyzes, or 2) Mind-Shots/Mind DOTs.

Knockdown/Dizzy fall into the first category of paralyzes. I think Paralyzes are absolutely *ruinous* to good PvP. I think a *very* limited paralyze (where someone loses maybe 1 or 2 'actions', and then has a brief immunity to being paralyzed again) can have a place in good PvP. But a battle where one person is lieing on the ground helpless until they die, when they are a Master (Bounty Hunter/Commando/Carbineer/Pistoleer/TKA/whatever), is just stupid. I bring this up in the TKA forum, because, as far as I can tell, what makes a TKA any good at all boils down to a) Good Defense Modifiers (I have no problem with that - good defense modifiers is *good* for PvP), and b)KnockDown/Dizzy. There are other classes that deal quite a lot more instantaneous damage (before PvP reduction, I think unarmedHit 3 does something like 2500 damage, right? I believe some of the other classes have weapons that when used with a special attack, can do something like 4000 damage, which even with PvP damage reduction, can still often be a one-shot kill).

I'm not sure what the answer is, but I hope the devs consider re-tooling battle in this game so it's not so dependent on one-shot kills and paralyzes.
CeptoKast
Sat Mar 06, 2004 9:48 pm
#2

Ok, please offer a suggestion as to what to replace it with so we have a chance at getting a ranged fighter to sit still long enough to hit him.




Colonel Cepto Kast - Eclipse Server
Master Bounty Hunter
Master Carbineer
Combat Medic

Merendel
Sun Mar 07, 2004 3:34 am
#3






CeptoKast wrote:
Ok, please offer a suggestion as to what to replace it with so we have a chance at getting a ranged fighter to sit still long enough to hit him.



one way would be to drasticly increase the acuracy penalty for shooting on the move. What would be even better is if they could diferentiate between moveing away from and twards the target when aplying the penalty. shooting acuratly enough to hit something on perpous would be dificult enough when chargeing full tilt at your target, doing the same while shooting over your sholder should be an order of magnitude more dificult. You'd think that you'd what to be the target of someone shooting over their sholder while runing from you cause thats probably the one thing they cant actualy hit. if there was enough of a penalty that ranged professions had the choice of either standing still or only being able to hit the target they are trying to kite once a minute there would probably be less of a need for KD/dizzy tactics (and I hate to call the pratice a tactic) although pvp may degenerate into an exersize in futility.




nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
Lucreel
Fri Mar 12, 2004 7:15 am
#4



CeptoKast wrote:
Ok, please offer a suggestion as to what to replace it with so we have a chance at getting a ranged fighter to sit still long enough to hit him.




Ok, I've been thinking about this one for awhile. Not sure that I have the 'answer' but I have some ideas anyhow. One is to keep dizzy in the game, but change what it does. The "new" dizzy would cause people to have a small chance (maybe like 10-35%) to fall down every time they take a step. So if someone is trying to kite you, they have the choice of a) standing their ground until either they can cure their own dizzy if they are a Doc, or get cured by the group Doc, or b) run, but with the probability that after a few steps, they will fall over for about 3-5 seconds. But it wouldn't work like currently where you constantly fall down and can't get up, and can't even cure it.

Two, TKA's should be given bolas - consumable item. Can be thrown at a target to attempt to trip them, and entangle their legs so they can't run for about 5 seconds. Your chance of hitting would be an opposed check of one of your TKA Skills (unarmed accuraccy maybe) vs the target's dodge skill. If you hit the target with the bola, they are forced to kneeling, and can get back up quickly, but can only walk (not run) until they 'disentangle' themselves from the bola (about 5-7 seconds).

Three, Leap Kick - allows you to jump at a target, maybe up to 10 units away, and attack them. Would in practice just teleport you up to 10M to the target, but at least conceptually, it would be the TKA making a leap-kick at the target and just narrowing the gap.

4)Combo One - right now, it's kinda weak - unarmed hit 2 is usually better. So, instead of an attack that hits two pools, have Combo one attempt to apply all the brawler debuffs (unarmedStun, Intimidate1, UnarmedBlind1) plus a health bleed, plus damage about equivalent to what it does now (that is, sort of weak damage, but better damage than if you had used no special at all).

These are some ideas anyhow. What do you think? Anyone else have ideas on how you think the TKA class could be improved without paralyzes?
cheechcheech
Fri Mar 12, 2004 8:23 am
#5






Lucreel wrote:
I'm not sure what the answer is, but I hope the devs consider re-tooling battle in this game so it's not so dependent on one-shot kills and paralyzes.





Um..... where have you been? Have you heard about the BIG combat revamp that is coming up soon?


Also, everyone does KD/dizzy just not in one move. Fencers/Master Brawlers do it, BH, Carbineer... etc. Anyone can just apply a dizzy first and then go for their KD move. The fact that TKA's can only do kenetic damage doesnt make this special unstopable. I've been KD/dizzyand laid on the ground for over 30 secs! I couldnt get up but since I had full composite 80% kenetic defense armor on and a buff, I was only taking 12 damage from the TKA trying to pound on me per hit. He ended up killing his own mind pool and when I got up I was pretty much perfect.





Sagem - Intrepid
Cheech - Radiant
farnargle
Fri Mar 12, 2004 8:32 am
#6

I have to say it...if you take the kd ability away will you give us force lightening to compensate for our inability to catch ranged opponents? I wonder why people don't realize without a kd, meleers are sitting ducks to ranged. We already are if the ranged people are smart. Anyway, if people really want to own in pvp, meleeshould be supplemented with a ranged prof. This is just an opinion so take it how you want.
KnightHawk420
Fri Mar 12, 2004 7:22 pm
#7

What I'd be really upset about is why do pistoleers/fencers have to be nerfed? That's right NERFED. By nerfing kd/dizzy you NERF fencers/pistoleers.



Why do I say that?



Because these 2 each hold the highest defense vs dizzy,kd,stun,posture change of all the other classes. I consider it a tried and valued skill that for the most part I'm able to stand up immediately from a kd/dizzy if I'm even affected at all. If the effect of kd/dizzy is reduced, then in effect my profession given bonuses are nerfed. Everyone else gets what I spend skill points on for free. That isn't right.





Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
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