Pun 29 Combat Changes
Posted: Sat May 20, 2006 6:09 am
Before you burn your respecs... I know some folks have babbled about respecing to Jedi, or this or that... I'd suggest waiting until Pub 29 goes Live and avoid the good chance of being thoroughly pissed. Combat life as we know it is going to change drastically.
Here is a snippet from Helios in reply to the outcry over Jedi "nerfs".
Can you say "OUCH!!" ??
Here is a snippet from Helios in reply to the outcry over Jedi "nerfs".
There is nothing really all that stealthy about it. The designers are making balance changes to a wide variety of things to account for the combat changes in general. All profession's abilities had their numbers changed. That goes for damage numbers, how special attack damage is calculated, cooldown timers, heal values, etc. Saberblock was among one of the multitide of ability adjustments that were made. When the designers were testing Jedi they found that saber block was too powerful of an immunity to get 100% of the time. The base chance to deflect ranged shots with saber block has been decreased and can probably be adjusted back upward with expertise points spent in the appropriate trees. At any rate, this is the testing phase and everything is subject to change. The only thing on that list that I can say is outright unintended is the whole "can't attack while moving" bit.
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Wildcat92 wrote:
Enhancements: Sabers do more base damage
Nerfs:
1. Force choke does only default attack damage (in live it's high damage)
2. Heal has dropped to 5000 from 6300 and has the same cooldown timer
3. Saberblock is only 75%, same cooldown timer and duration.
4. According to the UI (not in actual effect) Force Run no longer breaks snares.
5. Jedi snares do not affect NPC's.
6. You cannot damage anyone with a lightsaber unless you are standing still.
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-Helios Titan
-Lead Designer, SWG
"We mortals are but shadows and dust." -Proximo
Can you say "OUCH!!" ??