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Poll Question : How do you feel about huge damage output?
Choice Votes Statistics
The higher the better! I want 50-60 damage hits! 0 0.000000 %
I feel in general we're in a good spot 4 14.285714 %
We've gone a bit too far, reel it in a bit. 19 67.857142 %
It's insane! I want back the Rebel Storm Days! 5 17.857142 %

How do you feel about huge damage output? Options
TimmerB123
Posted: Wednesday, August 31, 2016 8:08:59 AM
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CorellianComedian
Posted: Wednesday, August 31, 2016 10:59:19 AM
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Okay, I'm not really sure what to vote for. In general, I'd say "Reel it back in a bit." But NOT by dumping random Damage-Reduction abilities everywhere.

I think we should raise the caps on what's acceptable for Hit Points and Defense - specifically for Jedi, but also for big non-Jedi pieces. Back in the day, the only defense big pieces had against swarms was a massive pile of Hit Points and high defenses. Trooper swarms have obsoleted defense and hit points, and can often simply outgun your save-based defensive measures.

So in general I'd like to see it around 20-30 damage being the norm. I'm normally okay with giving more leash to big Jedi, but giving 60 damage hits to big Jedi only means the big Jedi will kill each other faster; it won't help them at all against grunts.
TimmerB123
Posted: Wednesday, August 31, 2016 11:03:38 AM
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CorellianComedian wrote:
Okay, I'm not really sure what to vote for. In general, I'd say "Reel it back in a bit." But NOT by dumping random Damage-Reduction abilities everywhere.

I think we should raise the caps on what's acceptable for Hit Points and Defense - specifically for Jedi, but also for big non-Jedi pieces. Back in the day, the only defense big pieces had against swarms was a massive pile of Hit Points and high defenses. Trooper swarms have obsoleted defense and hit points, and can often simply outgun your save-based defensive measures.

So in general I'd like to see it around 20-30 damage being the norm. I'm normally okay with giving more leash to big Jedi, but giving 60 damage hits to big Jedi only means the big Jedi will kill each other faster; it won't help them at all against grunts.


So a creative soft counter that addresses this issue without adding more abilities like DR, shields, dark armore, crab armor, etc would make you happy?
CorellianComedian
Posted: Wednesday, August 31, 2016 11:09:54 AM
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That would be awesome. Although I should clarify, I'm fine with armor abilities, and I think there's room for plenty more use for them. Mainly what I don't want to see is broad swathes of characters getting Armor of some sort simply to combat high damage. And even that I'm definitely fine with, just my first choice would be creative soft counters.
TimmerB123
Posted: Wednesday, August 31, 2016 11:18:11 AM
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CorellianComedian wrote:
That would be awesome. Although I should clarify, I'm fine with armor abilities, and I think there's room for plenty more use for them. Mainly what I don't want to see is broad swathes of characters getting Armor of some sort simply to combat high damage. And even that I'm definitely fine with, just my first choice would be creative soft counters.


Cool. We're brainstorming ideas now. This topic is definitely on the list.
jen'ari
Posted: Friday, September 2, 2016 2:31:10 AM
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High damage output has created a large shift into a lot of defense output, which is great, but than people trying to play not huge damage output cant keep up with the defense output. so it is quite a little dilemma in my opinion.

As far as high damage output goes. I still think that twin is our worse enemy here.
Also, I would like to point out that auto type damage is our other enemy as far as damage output. Damage output can be softened by good defense but good defense can be bypassed by auto damage. so when calculating damage output you always keep a minimum # of damage output.

just my thoughts, and I am still waiting on a thermal detonator variation...
Cassus fett
Posted: Friday, September 2, 2016 5:11:57 AM
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CorellianComedian wrote:
Okay, I'm not really sure what to vote for. In general, I'd say "Reel it back in a bit." But NOT by dumping random Damage-Reduction abilities everywhere.

I think we should raise the caps on what's acceptable for Hit Points and Defense - specifically for Jedi, but also for big non-Jedi pieces. Back in the day, the only defense big pieces had against swarms was a massive pile of Hit Points and high defenses. Trooper swarms have obsoleted defense and hit points, and can often simply outgun your save-based defensive measures.

So in general I'd like to see it around 20-30 damage being the norm. I'm normally okay with giving more leash to big Jedi, but giving 60 damage hits to big Jedi only means the big Jedi will kill each other faster; it won't help them at all against grunts.



Raising Caps is maybe an answer. I agree trooper swarms have gotten out of control, the simple fact is you simply (on jedi/sith) dont have enough force points or motf skill to mitigate the damage anymore. Lightsabre defence, deflect etc… doesn't cut it anymore when you can only use it maybe twice (with motf2) and the opposing troopers are shooting 4 times a piece.
I wouldn't say more armor or DR is an acceptable counter, (we ain't playing 40k here), use those abilities where acceptable and makes sense.
Truthfully i haven't thought on this topic much, and i dont have a fix all solve ready to go, this is just how i feel.
P.S i apologize if this nade zero sense, just got off an 8 hour nightshift, very tired, but wanted to contribute.
shmi15
Posted: Friday, September 2, 2016 5:28:04 AM
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This is almost impossible to fix now... With how much damage is already in the game, if you can't out gun an old piece... a new one won't ever be used. First thing to come to mind was the exit of Cad Bane from our game. First we went with Embo and the 30 something point chick that shoots, and now we have the new Bobba.
General_Grievous
Posted: Friday, September 2, 2016 7:41:36 AM
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It would be nice to drop the damage a bit on random attackers. Big damage should be regulated to huges and epics. But with all the damage reducing abilities people have a generic drop in damage would hurt teams like my battle droid swarms that don't see any play already. A grunt shouldn't put out more than 30 damage ever. Back in the day it was because they had to hold still with a mighty swing or deadeye
TimmerB123
Posted: Friday, September 2, 2016 8:17:30 AM
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We are brainstorming. This is certainly think outside the box territory.

It's been a vicious cycle -

1. Damage output goes up
2. Damage Reducing abilities go up to counter Damage output
3. Damage output goes up again to get past damage reducing abilities.

Republic Commandos have shields 2. I need to do at least 30 damage hits to guarantee at least 10 damage. Then they mass heal . . . How do I increase damage more to kill them quicker?

Beyond doubt, it is an issue in our game. Has been since before the Vsets, but we've continued the cycle.

We need abilities that don't feed into this cycle. We can't solve it in one set (and if we tried it would have many other undesirable side effects).

We will be introducing some out-of-the-box ideas that will not feed into the encouragement-of-increasing-damage cycle. It will most likely be just a few here and there, and hopefully that will spread and other sets will expand on it.

We'll see. . .
jen'ari
Posted: Friday, September 2, 2016 11:42:25 AM
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TimmerB123 wrote:

We will be introducing some out-of-the-box ideas that will not feed into the encouragement-of-increasing-damage cycle. It will most likely be just a few here and there, and hopefully that will spread and other sets will expand on it.

We'll see. . .


One of the large problems that I hate that exists is that it is so easy to come up with ideas on how to stop melee users from dealing damage. stop force points, stop movement.

But stopping someone who can shoot from anywhere really anytime is tough.

I would LOVE it if we utilize some Jedi moves that are meant to disarm, stun, knock down etc. people they hit.

Disarming slash (if this character rolls a natural 19 or 20 on an attack roll against an adjacent enemy, that enemey gets -10 damage for the rest of the skirmish)

Spryguy was experimenting with some cool ideas for adjacent melee fighters like foot sweep or other things that put the fighter out of commission for a round.

So, if a very powerful melee fighter who (special person) gets adjacent he can put a shooter out of commission for a turn.

Melee Expert (if this character hits an adjacent opponent, that opponent cannot declare attacks for the rest of the round, save 11.)

This would also stop shots that occur not on that characters turn (leia pop and things)
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