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 About potions of heal and Cryoban grenades.

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Teh_No0b
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 10:17 am

First, near unbeatable class just doesn't exist - classes have advantages in certain -situations- and thats about it. You can build a monk/duellist dexxer - and he'll have a high ac, and spam attacks, but he'll still hit like a dexxer without sneak, so we're talking fairly low damage pings all things said - basically good, quite literally for 1 to 1 duelling; Sure you could throw in soldier for spec/epic spec, or you could throw in scoundrel or smuggler but even mechanically your choices are "ping for slightly more damage and get mauled whenever more than one person is on you" or "Scratch opponents, and not die when combat randomly breaks and your flatfooted, or you're flanked".

Second, cash is generally the resource -most easily- gained in a pw, you can make them more expensive to craft, you can make them cost ten times as much, but in the end you're going to see just as many because regardless of materials or credits, theres a certain point that cash generally ceases to be a concern for most folks - whether through knowing a crafter or just having sunk time ig - which is why I suggested the weight increase, if you need to crawl around in pvp at walk, you're generally going to get picked off anyways. Item scarcity doesn't generally work, because over time the most rare things become common.


As a side note; Dex wm's in general, with a rapier, on a crit; 1d6+7 electric*3 = 18 Piercing + 21 Electric = 39 damage max; Against someone in heavy armour you can deduct 5 off the electrical to account for the /5 resist on armour for a high of 34. Kitting, assuming a skill of 33+10 kit, 43+1d20 =p Now ac here tends to be so high your basically gonna be lucky if you get two hits on most people ... so yeah, kitting = pocket healer.

And yeah, the above could be modified by specialization damage in the case above (if your a monk that means you'll be dead flanked without uncanny), or if your enemy has blinding speed he might get lucky spamming his high attacks and run a chain of crits, but just as likely a dexxer will have Epic Dodge, or the like - point is, kits are awesome and don't draw aoo - even limiting people to cure critical potion equivalents would be more sane.

Edit: Whoops, someone told me heavy had 10/- resist, not checked myself. And why not just throw another bone to healers and give them an ability to negate cryo in an area of affect, or on an individual?
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P0X
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 10:54 am

Sounds like removing them is the best way.
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 12:09 pm

I do see how this is going to be a pain for the staff. One thing is spammed then everyone cries remove it. We could..on the other hand make CryoBan's do a certain amount of Cold Damage and then have a Slow Effect instead of just freezing.

Heal pots as stated do not take them out, as someone said. Don't remove everyones toys. Just create a rule and understanding among the player population limiting it to like 1-2 uses per battle. So as to not allow people to be able to spam them throughout a battle.

Thermals I've found they do insane damage, but only if you toss it at a target particularly. As in you can't throw it in the middle of a group and hit everything. It hits 1 person. The rest take like a max of 3 damage.. thats "lol"- able.

Builds should not matter as long as the people RP the class accordingly. Which if experience has taught me correctly, and no I'm not pointing fingers, they don't. Especially in this case where PvP is a huge part of the setting. Some will be taking the Monk class without any proper ICly validation for it, which I see happening but can not prevent. But it still means I'm gonna be.. (angry face inserted here) at you. Heh.

If not, simply give some things to certain classes so people must have a certain amount of the class to acquire such things and again dis-allowing a power build if they must take a certain amount of classes so they can abuse a previously buyable item. The only problem though is if you take out Heal Pots to allow Healers to be more effective, everyone will Meta-Target healers on Sight so 'Heals' again are taken out on the spot.

Otherwise I can't complain really as I'm staying away from the PvP entirely. =D
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wildnelada
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 12:26 pm

1. Is it possible to remain in topic? I will not point fingers at those I am talking to, you know best.

and 2. Am speaking of 'heal potions' here. Not of Healers and their ability to use heal. They are healers, that is what they do, also, the Healers are off topic, they do not have anything to do here, Heal potions are something that everyone can have, and it is the subject here.




Now onto the topic.


I agree, the potions of heal should be removed or disallowed in pvp encounters. As for Cryoban grenades... maybe there could be someway to disable the ability for people to carry more than one at a time, and the price going up a bit (120 right now?) .

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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 12:30 pm

...It was my understanding that the use of potions, along with syringes, in PvP is already against the rules. This is why MysteriousDarkness made a comment over the shout channel during the last Galactic Event in response to everyone running around spamming heals and injecting each other. He told me that only Healers (and, of course, Jedi with the Force Heal/Cure powers) are able to raise and cure wounds in combat by the very definition of our PvP rules. Maybe I'm mistaken, however. It's been some time since I've had to look over the old list of common sense requests.
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jamnik_pucek
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 2:32 pm

Ork_horC wrote:
...It was my understanding that the use of potions, along with syringes, in PvP is already against the rules. This is why MysteriousDarkness made a comment over the shout channel during the last Galactic Event in response to everyone running around spamming heals and injecting each other. He told me that only Healers (and, of course, Jedi with the Force Heal/Cure powers) are able to raise and cure wounds in combat by the very definition of our PvP rules.


That pretty much was the case yes, both full heal potions (unless used as a means of assisting yourself in the well known process of running for your dear life. And yes, by this I mean a total disengagement and the potion is used once you are quite a long way away from your attackers) and syringes were pretty much declared as "bad sport" during PvP. This does not mean healers whose primary function is just that, healing.

On the topic of Cryobans - I think reducing their save DC is in order. Right now it borders on a ~45 rating it seems, which is way to much for most if not every character. Dumping it down to ~30 areas should work, along with a substantial increase in their shop price (Maybe not to thermal det levels, but what 1-2k? 2-4k? You guys decide)

On full heal potions - As long as we don't use them like a chugging mechanism in the middle of PvP (Maybe make them work only during non-combat? Or make the character freeze for some time after using them, like the syringes) I don't see a reason to nerf or remove them.

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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 7:41 pm

Causing a character to flinch when he uses a heal potion just makes them completely worthless for PVM. Monsters don't stop to chat. It'd be a good idea, granted. But its horrible from a PVM point of view.
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Galith
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 8:37 pm

Hrm..the one thing i've seen on this -suggestion- is repeative. Those who use it "NOES NO TAKE OUR HEEEELZ AWAYZ WE BE DIED!" and those who want to do -something creative- so medics are -needed- on the battlefield. That's my idea on it. After all, if someone in SW can just pop a bottle, chug down a drink and instantly heal of all wounds then... Well, you know who wouldnt be Vader.

As for the Cryo.. Well, Frag grenade is around maby...five pounds (Of pure person pwnage). This is simply due to the "Chemicals" used in it. The weight for a cryo, which and i qoute originally designed as a form of emergency fire suppressant. Using technology adapted from the carbon freezing process, the CryoBan grenade covered those in its blast radius with supercooled chemicals as saying, the weight might be estimated around 3-4 pounds. This only concerns the "Weight idea". As for its...problem in game, i would say lower the DC (even thou their based on demolitions) or better yet, get -rid- of demoltions as a skill for some classes. This will cause the DC to go down.

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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:17 pm

Galith wrote:
. . . i would say lower the DC (even thou their based on demolitions) or better yet, get -rid- of demoltions as a skill for some classes. This will cause the DC to go down.


I don't see why the DC should be based on the character's demolition skill anyway. It makes sense for det pack damage since the character could tinker with the yield and composition of the explosives, but a grenade is a pre-packaged ball of death. You just buy it and throw it. It's conceivable you could customize a 'nade... but it's a stretch. I feel the best way to handle to handle cryos, if they are to stay, is a set dc. Maybe a reflex save of 30 negates the entire grenade, while a fortitude save of 25 or so negates the freeze but not the damage, which could be upped a bit to keep them useful.
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Galith
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:30 pm

Hrm..suppose so, maby script it if fire damage is doen the cryo wears off too? Seeing as it's just chemicals that cause freezing.

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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:44 pm

Or, random thought, what if Cryos didn't freeze you solid at all? Maybe a drastic movement speed penalty and the loss of attack(s) per round? Just brainstorming.
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 10:31 pm

TheGunman wrote:
I do see how this is going to be a pain for the staff. One thing is spammed then everyone cries remove it.


I suggested them to removed it so it wouldn't be a pain, holmes.
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Kiera Loranna
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PostSubject: Re: About potions of heal and Cryoban grenades.   Fri Jul 03, 2009 4:18 am

Just so ya know.. i was playing KoToR the other day, and Cryobans only froze a person's feet, making them stuck for a certain period. Ranged weapons still worked, as well as melee if the person got close enough to the person who was stuck....
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Galith
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PostSubject: Re: About potions of heal and Cryoban grenades.   Fri Jul 03, 2009 4:30 am

Kiera Loranna wrote:
Ranged weapons still worked, as well as melee if the person got close enough to the person who was stuck....
Reason in KOTOR i made a "gunslinger" jedi.

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PostSubject: Re: About potions of heal and Cryoban grenades.   Fri Jul 03, 2009 10:02 am

Which is why I made the suggestion on reduced movement speed and a bit of cold damage.. (as it is FREEZING.. ..ya know...get my drift..)... so people don't spam it to completely incapacitate a person for a round or two so they can get a bunch of hits in before the person ever able to do anything... lol. But a reduced movement speed and a tad bit of cold damage maybe.....meeebbeeh?
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