Combat Overhaul Suggestions

Combat Overhaul Suggestions
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Combat Overhaul Suggestions:
- Increase base accuracy/defense for all classes. Seeing +3 to accuracy or +5 feels way too low in the current meta and defensiveness everyone has.

- Add more defensive CD's to classes, like carbineer suppression fire can increase your defense equal to enemies hit.

- Cycling Buffs is a fun playstyle that could be tested with Squad Leader, having the group buffs on way longer CDs but being able to stack them would be fun and interesting.

- Return of OGCD Skills: Taunts, Cures, Certain Attack+Debuffs (Like Fencer Blind Attack), Bacta Jab (Weak Heal, Shares CD with Stim), Grenades (can reduce damage if that is an issue.).

- Lower the Skill Points of Starting Professions to be the same cost as Elite Professions: Jedi only takes 24 points, it takes 43 to get Novice Pistoleer.

- Taunts should force an enemy to target you for 1.5 seconds.

- Advanced Bleed Attack / Torso Shot shouldn't be a lower bleed than a Creature Handler's Pet, make it a stacking Bleed Effect.

- CoB/Aura way more CD, being Glancing Blow instead of Miss.

- Intimidate Should increase Threat and Debuff.

- Sharpshooter Tree (And beyond) getting Forms similar to Lightsaber Tree:
Outlaw Stance: +Ranged Attack Proc
Quickdraw Stance: +Combat Speed
Sniper Stance: +Accuracy
Vanguard Stance : +Defense


- Action Healing: OGCD: Example=Reload, restores Action bar.

- Mind Healing: OGCD: Example=Squad Leader inspiring shout.

- Make Mind Regeneration debuffs also reduce Force Regeneration at a reduced rate.

- Overhealing shouldn't count or cause threat, only the amount healed. If that can't work, lower it to 25%.

- Self-Healing (Good Self Healing) should be more accessible at just Medic, or even other classes. (I think Smuggler should be xxx4 Medic (Drug Tree) instead of Brawler and be Sawbones like SWTOR.
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Justification
Enemies hit way too hard, the meta is very stale (everyone falling to be as defensive as possible.), certain classes just are not played as much and the gameplay has boiled down to a few ways to play. I want more variety and more fun! I really love what was done to Jedi and I just wanted to throw out a bunch of points that I think could really add to the game.

I will however go over each suggestion and reason for it:

Increase base accuracy/defense for all classes: It is way too low, it makes buffs that greatly increase things too valuable not to have. This is why everyone plays the same things.

Adding more Defensive CDs: Adds a higher skill cap and allows other classes besides TK to be played, and allows you to lower the CD of CoB. Is more fun.

Cycling Buffs: It is fun to use all your abilities.

Return of OGCD Skills: Using skills like taunt or cures feels really bad to use when there are such better options, their CDs could be increased a lot to compensate. It allows more coordination and de-buffs to be weaved between attacks, or burst damage. It raises the skill cap and is why WoW is fun.

Lower the Skill Points of Starting Professions: Allows for more combination of skills and even new classes to be added. Pushes normies to be a little closer to Jedi.

Taunts: Allows for them to be useful in PvP.

Bleeding: Way too low DOT damage.

CoB/Aura: Allows counterplay with debuffs.

Intimidate Threat: Just makes sense. Your the more threatening target!

Sharpshooter Tree Stances: Lightsaber Forms were extremely fun to play with, I want to see it in other parts of the game.

Mind/Action Healing: More combat variety.

Normy Force Regen Debuffs: Makes sense, force is tied to body, body weaken, force weakened.

Self-Healing: You shouldn't need 4xxx Doc or CM to play the game. It also gives everyone access to AOE healing. If they got self healing earlier, you can keep the group healing in CM/Doc only.
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Motivation
I want to see the combat as fun as possible and I took a lot of time to make sure that these suggestions were not a waste of time to read. I just wish I could write more precisely.
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Combat in the game I feel needs a lot of work, especially for non-Jedi classes as it is very apparent they can't really even complete right now, the meta is very stale at the moment.

The problem I feel with Jedi isn't just that they are strong, normal de-buffs do little to them if nothing.
 
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I am afraid what you're asking for is nearly a complete overhaul of the Combat system. It feels like you're asking for CU 2.0.

Maybe one or two of these changes could be implemented, but you've also restructured an entire class in there.

This feels WAY too big and WAY too much for one PV.
 
Way too much for one PV.
I'm going to address just one, Taunts in PvP. It's never going to work. It's horrible gameplay for the game to take over targeting from a player, and force them to switch targeting from their choice to a target the game determines. You want the game to reward good tactics, not force you to make bad tactical decisions against your will.
I'm not real thrilled with taunts in PvE either. Your opponents are fighting for their lives. They should be using good tactics. Winning because I made them be dumb is less satisfying then winning because I'm better.
 
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Gotta agree that way too much for one PV and basically it sounds like you just want to redo the entire system. Also I have a character I use frequently that has zero self healing (no medcis, no doc, no cm) but I use Stim D's and they work quite well for me. Sure if I want to solo some end game boss it probably won't work but that is the point. You have trade offs for everything in the game. Also Jedi are supposed to be stronger than the normal classes. To sum up, Stim D's, Jedi strong, Way to much in your pv.
 
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the guy has been told numerous times to work with a Senator and to narrow down the issues , but can't seem to understand that and instead continues with the throw spaghetti at the wall approach
 
the guy has been told numerous times to work with a Senator and to narrow down the issues , but can't seem to understand that and instead continues with the throw spaghetti at the wall approach
Well that is one reason the nickname Cryka in place of Vryka is alive and well
 
Way too much for one PV.
I'm going to address just one, Taunts in PvP. It's never going to work. It's horrible gameplay for the game to take over targeting from a player, and force them to switch targeting from their choice to a target the game determines. You want the game to reward good tactics, not force you to make bad tactical decisions against your will.
I'm not real thrilled with taunts in PvE either. Your opponents are fighting for their lives. They should be using good tactics. Winning because I made them be dumb is less satisfying then winning because I'm better.

What game did you play that had this mechanic? (Generally curious) I thought it was quite unique to Everquest PvP.

I just saw it working in that game very well, so its very weird to hear when I thought it was extremely unique to that game.

I am afraid what you're asking for is nearly a complete overhaul of the Combat system. It feels like you're asking for CU 2.0.

Maybe one or two of these changes could be implemented, but you've also restructured an entire class in there.

This feels WAY too big and WAY too much for one PV.

I am merely suggesting multiple ideas, I don't want to fill the entire page with suggestions.
 
I am merely suggesting multiple ideas, I don't want to fill the entire page with suggestions.

I understand that, but in doing so, you completely undermine the whole process of the PV. So, this entire thread can be invalidated due to someone not liking one suggestion. It appears as though your suggestion is to fundamentally change the way the combat is done.....

While one or maybe two of these could be implemented, this isn't the way to do it. Pick one or two and make INDIVIDUAL PVs about those.

Or as people have pointed out on numerous occasions, work with a Senator. Stop trying to change it all. Stop trying to lump so many ideas into one change request that it all gets lost.

Even in the 'rules' for the PV concept, it states you must show:
  • What is the justification for making this specific change and how will it impact the affected parties?
Where is the SPECIFIC change, not mass changes, not fundamentally rewriting the game/server changes?

If I looked at this PV for the first time as a brand new player, I would wonder why you enjoy playing the game if combat is in such need of an overhaul.
 
What game did you play that had this mechanic? (Generally curious) I thought it was quite unique to Everquest PvP.

I just saw it working in that game very well, so its very weird to hear when I thought it was extremely unique to that game.



I am merely suggesting multiple ideas, I don't want to fill the entire page with suggestions.
Here - For your self healing idea instead of messing with all the classes, why not just suggest Stim E's or make Stim D's stronger or make their cooldown shorter? That is a pretty quick and easy change to make and everyone can use Stims to heal.
 
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Here - For your self healing idea instead of messing with all the classes, why not just suggest Stim E's or make Stim D's stronger or make their cooldown shorter? That is a pretty quick and easy change to make and everyone can use Stims to heal.
I worry it might not be enough healing or stacking with current Doctor/CM. You would have to reprogram it not to stack and also be on the cooldown (sharing it with Bacta Spray/Toss/Shot).
 
This was not a waste of time and it was fun to read the ideas suggested in here.

I agree with a lot of what proposed, it is a bit too much to address though. My favorite suggestions here would be:

1. Sharpshooter Forms.
These look interesting on paper, especially with most of the abilities in ranged class not being restricted to a specific weapon now. So you could have more fun & build variety with these if they were to be implemented.
I feel like Melee classes will be left out though

2. OGCD Action/Mind restoring abilities.
These sound like SL abilities for the group and it would be interesting to see how they influence the combat. I'm not sure if these should restore full bars, that seems a bit too much. There are foods/buffs to affect the regen as well.

3. Cycling buffs (I had to ask for a breakdown) this is a cool one.
So you basically have to choose what is best right now and consider some of the options for later, this gives some room for smart choices to be made.
"Cycling Buff Concept: You have 5 buffs. Each lasts 30 seconds, each has a 2.5min CD (or 150 seconds)

This means you can cycle through them or use them at once situationally"

4. Defense Options
I'd like to see more defensive options for other classes myself, because right now it feels like CoB is the center of it (gotem). Otherwise it feels like you miss out.

5. Self-Healling
I partially agree with this one, it would be great to have lesser abilities in the medic itself so there were more builds to try out.
I like the idea Tyr suggested regarding this.


I'm not sure on the following:

1. Lower Skill Points of Starting Professions.
I don't exactly disagree, but this is something that needs to be heavily looked into and carefully considered. It will be a lot of work to properly balance things around this.

2. Taunt in PvP.
This can cause a lot of frustration and annoyance to fight against. I just don't think it will work well in PvP. Fine in PVE imo.

Overall, I am in for more variety and bringing underplayed classes up so they can be played more.
I hope some of the ideas here will be at least considered.
 
I worry it might not be enough healing or stacking with current Doctor/CM. You would have to reprogram it not to stack and also be on the cooldown (sharing it with Bacta Spray/Toss/Shot).
So you suggest it be enough aka stronger. And why would you have to reprogram it not to stack?
 
Here - For your self healing idea instead of messing with all the classes, why not just suggest Stim E's or make Stim D's stronger or make their cooldown shorter? That is a pretty quick and easy change to make and everyone can use Stims to heal.
I actually think that would make a good suggestion...

Make a Stim that does MUCH less healing HOWEVER< it has nearly no cooldown. That would be an interesting idea.
 
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So you suggest it be enough aka stronger. And why would you have to reprogram it not to stack?
Because getting extra healing ontop of getting 4xxx CM would just keep everyone at 4xxx CM and ruin the point. It would just keep the same meta. I would personally just stick to that and just enjoy the extra healing ontop.

I know you are an exception to this rule, but I am talking about the 95%.
 
Because getting extra healing ontop of getting 4xxx CM would just keep everyone at 4xxx CM and ruin the point. It would just keep the same meta.

I know you are an exception to this rule, but I am talking about the 95%.
That doesn't make sense to me. I must not be understanding you right.
 
I actually think that would make a good suggestion...

Make a Stim that does MUCH less healing HOWEVER< it has nearly no cooldown. That would be an interesting idea.
And it could be easily done by just changing the cooldown number on say Stim A's. Wouldn't even have to make new ones, just change the ones that are not really used now :)
 
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That doesn't make sense to me either. It would be the same for everyone. Don;t let your dislike of Jedi cloud things here.
My goal is raise normies up, not *help everyone*, as described in my main post. Jedi don't need help.
 
You wrote:

Self-Healing: You shouldn't need 4xxx Doc or CM to play the game. It also gives everyone access to AOE healing. If they got self healing earlier, you can keep the group healing in CM/Doc only.

You don't need either of those to play. Again the Stims work and you can have them from day 1 with Stim A - D. Make different or better ones if needed but it it a major thing to try to change whole classes.