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Absorb: does it take away lightning damage on level 3? (nt)


GoldenTiger

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Originally posted by Zonk7

um if your using lvl 3 absorb then no lvl 3 dark force can hurt you at all

 

Which speaks books about the chances a dark side user has against a light side.. much more after making absorb invisible.. :rolleyes:

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It's official - Absorb needs to be nerfed ASAP, and I know it since I'm one of the people that use it too often under 1.03 to avoid backstabbers. It's cheap? Possibly. Is absorb overpowered when paired with other powers? Definitely. Should it be nerfed? Simply, yes, and in much the same way that Dark Rage should be *tweaked*.

 

For starters, the blue tint that was always present in 1.02 needs to be brought back, at least in much the same way that folks using Dark Rage have a visual hint that a player is using it, otherwise we will still have balance problems. Come on, nod your head here even if you don't follow me. :p

 

Second, it should be made so that the player with absorb must be facing the person attempting a force power on him. This way, a person cannot just put up absorb, grab the flag, activate force speed, and escape while getting a full force bar besides. Yes, it's still possible if the person is smart, but if the defenders are intelligent as well, they will get off to either side and pull / grip / whatever him down. Besides, it would make the power more true to the films, just as some people have complained about such. It would make sense, yes? :D

 

Finally, it is my opinion that force speed should not be available with both absorb and Dark Rage (well, possibly not with absorb if the above could be implemented). Another, albeit smaller problem I have seen is Force Speed 3 with Dark Rage during CTF. Wow, that dude could run, and with weaponry almost worthless against said player, he was virtually unstoppable without push or pull and a handy pit. Thank you, but flag runners should not be supermen unless they're extremely skilled, not exploiting another "flaw," as it were. Conversely, speed and absorb make the person impossible to stop without heavy guns and a well-kept defensive line. Ever see that on a pub unless a few friends were handy? :eek:

 

Oh yes, and lightning 3 is absorbed along with all other lvl 3 powers with absorb 3. Hehe :D

 

Merc out. :fett:

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The only problem I see is that there are a number of things that should be tweaked (namely, un-nerfing saber fighting, bringing balance to the force.. powers, and exploits/bugs) to get MP back to a usable state. Right now I prefer playing Pong TBH :rolleyes: .

 

Each day that 1.03 is not replaced by a better patch, means that more people will be "used to it", and will be pissed off if they change everything again.. which they really should.

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It's just a damned shame, IMO, that people should have to learn their JK2 experience based around backstabbers and exploiters and not with the skillfulness of 1.02. That said, I'm just going to shut up about 1.03 from here on in - If Ravensoft would prefer to be deaf and/or mute to us 1.03 whiners (as BS supporters have so deftly called us; I have no scorn in the name. :D ) that call for the return of skillfulness to the game and not the newbie luck of one-shot sabering, it's just fine with me - I'll just take my business elsewhere. Which says a lot about the state of this game. :(

 

Merc out. :fett:

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I think that merc's suggestions of 'nerfing" absorb are a little overboard. I don't believe "nerfing" is the right way to go about things. Don't get me wrong, i hate this 1.03 patch, but "nerfing" everything won't make it better.

 

Lets take a look at the definition of "nerfing"

 

Nerfing- v.: A term used in game patches to make a feature of the game useless.

 

Absorb shouldn't become useless... i think it was okay in 1.02... it drained your mana more quickly than it does in 1.03 and people could see it. BUt having to turn to your attacker to absorb? that'll make it pretty much useless, balancing things in the favor of dark.

 

On the note of backslash.... while it shouldn't be "nerfed" if SHOULD be toned down. Obviously the damage has to be reduced from 300 (or whatever it is now, i'm estimating) to 30-50. I believe that if it knocked people back when they got hit, it would fulfill it's purpose (which is to cover your back). I am also tempted to say you shouldn't be able to do it if your opponent is knocked down.

 

Also, with regards to gunners... The ammo consumption needs to be tweaked. If all you've got is a repeater rifle, with 100 ammo, good luck trying to take out a 100/200 flag carrier with speed and a lightsaber running away.

 

Also... what other games are there to play? other than CS and JKII? c'mon guys, i need a suggestion to put me off until 1.04 comes out.

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ok iam new here but i play this since 1.02 i will like to make some coments about absorb first of all i think its ok that its invisible since it makes a loud noice when active BUT if the gameplay is CFT there should be something to see (there would be too much noice to here it) another thing is that absorb should not let u use force (not jump, saber trow, mind trick or seeing) but not let u use pull , push or speed iam more than tired of the backswingers chepos and as said before i think u would not be allowed to backstab while the target is knocked also i really miss old 1.02 damage that rendered this tactic to nothing since most of the pullers died in the atempt to pull you any way there shouldnt be allowed to make some force powers combinations as said before darkrage with speed and fix some horrible bugs like the super kick

i am sure u know this one but i will explain anyway if u r geting griped and the attakers gets close to u to kick u if u kick him first the kick can make up to 110 kicking him in one blow there is another where u loose the saber and the one that dont allow u to move after u got up from a knock in my opinion they should add a counter attack that could be made from the ground while knocked i just loved 1.02 and the red saber battles now i only see guys that roll and pull (to use another bug and knock u anyway) also anoter thing i think that u sholdnt bea able to use force powers while making the backflip the most common is pull backflip pull (knoking u down the first was to get close then hit u with the blue saber and making the lunge killing u) in my opinion i loved the old 1.02 skill where healing was useless since a good red saber could kill u

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Hmmmm? Sorry, old post. I've had a few problems with absorb, but once the infamous "pull-backstab" combo is dead and gone methinks people will slowly migrate back to the Dark Side, rebalancing the game. :D

 

Toned down? That was what I meant. Excuse my excessive use of the term "nerf" from DAoC; it doesn't necessarily mean making the move completely useless, but rather it's the players' term for the Dev team toning down a move to more acceptable levels. :) So yeah, we agree on that point but were using different words. :cool:

 

As for gunning... Unless they utterly destroy the Tenloss rifle, I'm ok IMO. However, for the sake of people that use the fletchette gun and imp repeater, things do need to be fixed to accomodate the scarcity of ammo in large games or on certain maps. 25 ammo for secondary fire? Ouch. :eek:

 

For now, however, all of these changes can be found in JK2 ++. Less frequency of a "knock-down" using push/pull, backstab/slash are now down to more reasonable (and albeit still useable) levels, and ammo costs have been shifted in favor of the users of said guns (even though it makes the Tenloss cost 40 ammo instead of 30 for a full charge. :rolleyes: ).

 

Merc out. :fett:

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Yeah, JK2++ fixes a few problems (like you have described), but still I don't like other changes that I really find no use for:

 

(from the JK2++ page):

 

SPEED:

- Mana cost brought down from 50 to 20

- Increase in speed by 10%

 

 

This makes JK++ a frantic speed-feast that doesn't make much sense at all. Since you can use speed 5 times in a row (30 secs each in lvl 3), it is rather silly.

 

Leaving speed as it was, would have been a better solution. Instead of messing around with force speed, grip or sight, they could have toned down a little absorb to really balance sides (making it cost a little more mana).

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