That'd be a great idea. Or even attribute bonuses like the new 3-piece sets. There is another server, I don't remember which one, who added protection kits that are timed. So you'd buy a cold protection kit, install it on any armor set, and for x amount of time you have increased cold, heat, acid, or electric protection. That way you don't have to carry around multiple sets of armor you just swap out the kit.
Hellion493
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More armor like hoth vendor armor -
PvP Overhaul.Ishna, post: 4726, member: 662 wrote:
The gear isn't really the core problem here.
The decline in PvP mainly comes down to egos. We try our best to make PvP accessible to everyone on this server, and honestly we've done a decent job. The real issue is that some people just can't tolerate losing in any capacity -- it's weird. So you end up in this strange situation where half the people are actively trying to balance teams so everyone can have fun, while others are going full out trying to rack up 30+ kills, ensuring the only person having a good time is themselves.
I don't think dedicated PvP gear sets are the answer. And genuinely, carrying around multiple sets of armor -- one for PvE, one for PvP -- is a shitty playstyle. If you're a PvPer, build your armor around that. You'll find that you can absolutely handle the PvE side of things in your PvP armor anyway.
That said, here's what we've actually done to improve things:
We've overhauled the system with a new Battlefield system. Some highlights:
- No more painful queues -- Join active matches as they go, leave when you want, swap toons freely.
- No longer faction-based -- Play what you want to play, no scrambling to switch sides to balance numbers.
- Multiple queue types -- Solo, duo, trio, quad, and Group 4+. That last one is my personal favorite. It's built for large groups and carries a +-2 number balance, so a group of 6 experienced players can go up against a group of 8 with the advantage of numbers. No more AFKers sitting in as fillers just to avoid a slaughter.
- Forfeit option -- Group leaders can call it if the match is so lopsided there's no point continuing. Nobody has to sit through 15 minutes of getting murdered waiting for it to end.
But systems only go so far.
A great example Rezec brought up recently was the CORPS guys. They were genuinely fun to PvP against -- had a theme, good numbers, real presence. Their problem was ego. They had to win overwhelmingly. That meant going 6v2 instead of balancing teams, farming cloner trips instead of making the fight interesting for both sides. And then insisting Red=Dead even when a server group was trying to form up for Avatar Hard Mode was the nail in the coffin.
If people can take something from that -- not take this stuff overly seriously, remember it's a game, and keep in mind we're all 35+ (with the average probably sitting solidly in the 40-50s) -- then we can actually build a solid PvP community here. But if the ego problem keeps up, people are going to keep walking away from PvP, and that hurts everyone who loves it.
And for what it's worth -- PvP is my favorite part of SWG too. We want to see it thrive.
Very well said. I stated in Discord we could use some more content on the vendors that use a currency obtained by PvPing. But that stuff isn’t just for PvP content anyways. I agree 100% it’s an ego thing and when people lose, they don’t have much desire to better themselves. They just cry and bitch and quit instead of changing their tactics and doing PvP for a while or ever again. Once we can figure out that aspect, which honestly there isn’t anything staff can do to change someone’s personality, we’d be set. EV’s combat system is the best of any SWG server in my opinion. People just don’t know how to use it in ways that’s fun in PvP and when they lose they get toxic.
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Marksman and Brawler small adjustment (Withdrawn)Yatoya, post: 4714, member: 1107 wrote:
I think I understand things rather well, maybe I been still missing something.
Parry allows a player to evade (Parry) melee regardless of equipping a melee or ranged weapon correct?
Dodge allows a player to evade (Dodge) ranged regardless of equipping a melee or ranged weapon correct?Or you saying that to dodge one must switch to a ranged weapon?
flip side...
Or you saying that to parry one must switch to a melee weapon?
by that logic...
Parry should work against ranged but doesn't unless equipped with a lightsaber?
But as of Chapter 4.9 Dodge and Parry were separated from each other.
I am going to do some further internet searches, maybe you can summarize my questions with an answer.
To my knowledge parry only defends against ranged damage if you’re using a lightsaber. Jedi are the only ones that benefit in parry against ranged and melee.
Dodge can be beneficial to both ranged and melee.
If you’re running fencer, swords, or unarmed and you stack parry you’re only gaining melee defense.
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Marksman and Brawler small adjustment (Withdrawn)Yatoya, post: 4711, member: 1107 wrote:
Currently we have the option of Block or Dodge in the second row of Marskman and Brawler.
- There is very little reason to choose Block since Dodge will calculate into Calculated Block.
- There is very few options to obtain Parry in either Melee or Ranged, unless you pickup Steel Body.
Suggestion change Marskman and Brawler Block expertise box to Parry.
[Unavailable historical attachment #2186]2nd suggestion add a 3rd option Evasion Box.
I agree with Rezec. Marksman has zero to benefit by picking up Parry. Brawler, yes absolutely. However most melee builds will tap into Teras Kasi which has plenty of parry options. Just like ranged will generally tap into Commando for defenses.
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Make Carbines Great AgainXaruul, post: 4670, member: 545 wrote:
Have you tested with DoT Damage increase foods and exotics from TC though with reapplication times? I do feel with carbines being able to also dip into CM then also getting a food and drink(IIRC) with +9 DoT Damage and then Exotics that can be made for DoT damage as well and id imagine into PuPs, that increasing anything with carbines may make them way over tuned. Again asking if it has been tested or not because i havent yet. Though i will admit id like to see their tree remastered with some of the abilities other than the DoTs looked into.
Forgot to even mention jewelry sets. The Enforcer set is good but it's focuses on literally one ability. Whereas Fencer it adds perks to the DOT system and it's own class.
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Make Carbines Great AgainRezerian, post: 4596, member: 565 wrote:
Certainly would like to see carbines get some attention, I'd like to see return fire buffed or looked at as well. The return damage on it is so bad that its completely pointless to pick it up.
Also I suggested this before but I do believe the proc rate for its dots should still be brought up to 30% from 20% to help make it competitive with heavy weapon options.IIRC during the great combat revamp the proc rate was a lot higher and was too OP. So it was knocked down to 20. IMO 20% proc is okay because of the fast refire of carbs.
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Make Carbines Great AgainXaruul, post: 4670, member: 545 wrote:
Have you tested with DoT Damage increase foods and exotics from TC though with reapplication times? I do feel with carbines being able to also dip into CM then also getting a food and drink(IIRC) with +9 DoT Damage and then Exotics that can be made for DoT damage as well and id imagine into PuPs, that increasing anything with carbines may make them way over tuned. Again asking if it has been tested or not because i havent yet. Though i will admit id like to see their tree remastered with some of the abilities other than the DoTs looked into.
Only thing I haven't tried is the foods/drinks. I did go full on DOT mods within TC on some instances and they do work fairly well (exotics/pups) but that's only relying on CM. Carbs and fencer are the only weapon profession that are dependent on another skill (CM) and in my opinion it just shouldn't be that way. Almost like fencer and carbs are on rails and the only viable option is to go CM. Which isn't necessarily what Evolve is about. Now, you could argue that no other weapon skill is very useful with CM and I'd agree with you.
The point I'm trying to make is - weapons professions shouldn't be directly tied and/or only viable for certain professions. Every weapon profession should have it's down draw backs and bonuses (like they do) but essentially requiring a profession (CM, which is very heavy in skill points btw) shouldn't prevent someone from wanting to play the weapon class they want.
My only other argument which isn't much right now is PvP. It's so easy to cleanse DOTs in PvP nowadays because everyone can get a cleanse fairly early in the expertise. Which is where the rebuild of Relentless Onslaught would come into play. If no change is wanted within the DOT system, okay, but if carbs and fencer are so relied on DOTs there has to be something to counter a cleanse. Which in turn, could be to tune up the DPS of carbs within expertise like I mentioned in the first post. Or do something with Relentless that aids the DOTs.
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Make Carbines Great AgainBump for further ideas and discussion!
I've been tinkering between several builds and carbs are just simply lacking. Rifles can still demolish with spike damage. Pistols are in a good spot with the right expertise and jewelry. -
Make Carbines Great AgainPistols got a very nice review and in a decent place with the right build. Rifles are decent if you know how to use them effectively. Heavy Weapons...well, they're just fine as is.
But what about the carbines? Carbines have always been a great medium of sustained and spike damage for the player who typically likes a challenge on when to push and when to hold. But currently carbines are feeling pretty weak in the damage department. Even with Master Combat Medic it can still be countered easily, because carbines get most of their damage through DOTs."But Hellion, we just got DOT mod bits in the new content!" Correct. But with the testing I did on TC it was still pretty meh. And DOTs are easily removed. What I'm suggesting (for now) is a look at the expertise points. Pistols get a +32 damage bonus. Rifles get +12. Carbines also get +12.
***-Increase carbine damage from +3 pps to +6 pps ***
Relentless Onslaught. Is basically useless as it stands. With all the ACR available in the game, you don't need it. I suggest a full rework of the ability. Something like:
***-Increase DOT damage by 50% for 10 seconds, 45 second cool down.
-Increase carbine damage 30% for 30 seconds, 60 second cool down.
-DOTs applied while active can not be cleansed/removed. 20 second up time, 60 second cool down. ***
***-Provides a chance to hit twice with carbines (similar to hammer fan) but only while buff is active. *** -
Bounty Hunter MissionsCurrently, when you obtain a Bounty Hunter mission it remains in your datapad until either you or another hunter complete it. I'm not sure about now, but in the old days, there is an amount of missions that each player has posted to the boards (lets say five). So if five hunters log in and all obtain the same mission - there are no more missions of that player to try to get. I don't believe that system is currently is place here. But what happens when the target player logs off? The mission remains in the hunter's datapad. This doesn't really mean or do anything other than someone out there has your mission.
I may seem biased, but when I login to play a toon I know has a bounty, I always check to see if someone is actively hunting me. This is confirmed by doing a BH or smuggler check on yourself. If someone has your mission it'll show you are "actively being hunted" even when the bounty hunter may not even be online.
My suggestion is to forcefully remove bounty hunter missions from hunter datapads upon a logout. This will allow your mission to go back up on the board (if maximum amount has been obtained on the terminals) as well as allowing the target to ***accurately track when they're being hunted. ***Example being: If I'm on my BH and I grab a mission from the terminal and log out, the target may check themselves and still see they are being hunted - even when I go offline.
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HK-47 Buff RemovalAs we all know on this server, the original content is pretty dang easy. So easy that most of us solo this content for either tokens, loot, or enjoyment. The HK-47 instance is a good one because it's easy enough to solo in a decent amount of time. And with the Evolve Buff Bot providing officer buffs as well as doctor buffs,* ***is there really a need for this instance to purge off your buffs? **I personally don't think so. If you're in a groove and want to bang out all the Mustafar content by yourself, chances are you'll have to go reapply at least some of the buffs not provided with the Evolve Buff Bot (drinks, foods, entertainer, inoculation, etc)
Just seems like a wasted mechanic and more of a waste of time. Even newbie players can solo this instance to competition with the buff purge.
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Force ThrowBeen talking with a few people and the topic of Force Throw has come up several times for melee Jedi. Currently, Force Throw is available in Force Sensitive as the base attack with no added perks. You have to dip into Mystic to make it worth while. When Mystic already has a snare ability, Lightning. The only snare ability available for BM Jedi is Pommel Bash. Albeit a great ability, the game has a hard time registering the distance between targets so when you think you're within range to use Pommel, a lot of times nothing happens.
**My suggestion being - move all Force Throw abilities into one or two boxes within Force Sensitive. This way, both ranged and melee Jedi have the chance to obtain a ranged snare. This allows virtually any play style of Jedi to have the chance to snare their target.
-Force Throw / Improved Force Throw could take up 4 points within one box. That box would give you the base attack, snare duration and throw damage.
-Saber Shackle would be tied to 4/4 points in the first box. Then provide the current values of shackle of snare and root chance. (this could also be changed to throw damage/root chance, then move snare chance to Improved Force Throw)**Just a suggestion based on conversations I've had. Melee Jedi is a great tool to have, and I've noticed a lot more melee Jedi on the upside versus mystics which I think is great because Mystic is already crazy enough. And I feel like melee Jedi lose a ton of opportunities because they can't get close enough to snare their target.
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Bounty Hunter Overhaul Proposal-Tdeadly, post: 3136, member: 364 wrote:
I would never want it to lock it to one person you need to fight others BH for the kills you to slow and have no right to claim It. I don't care if you have it 10vs 1 jedi kill the guy and move on. But would say have a time period to replace a bounty on the person so can't get kill over and over.
I great how you have the BH for the ones who fail to kill the Bounty, Why can't the defender get something if they sell for whatever itesm they get.
You don't want jedi to lose any FRS. I don't want to playing that same class all the time. I want to be able to use of my other combact toons now some GCW thats ok since we all get that. plus it can work both ways.
But I think if you make some better the Mando Armor you should have to kill and get a crafter to make it some location.
Meet in the middle. If a player is grouped when you attack them, their group can assist. But if they are not grouped, nobody can assist. And they can't get invited to group mid-fight. Lock the group invitations during combat.
Defender can absolutely get something for killing the BH. Just not BH tokens. Maybe a randomized OG token or something.
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Bounty Hunter Overhaul Proposal-BH having their own progression system would put this server even more ahead than it already is in regard to the combat system. With that, you'll attract a lot more BHs. People who don't hunt will bitch and complain. So it's imperative this gets it right. Bounty Hunters should be the most feared in the galaxy. Not because of their power, but because of the tools at their disposal.
The increased difficulty is a great idea. However, even an Initiate Hunter should be able to pick up a high-tier target in the hopes that they're AFK or dueling, or simply outplay them and he/she can snag them up for a good leap in their progression. Keep the terminals as they are. Maybe an Apex Hunter wants to show his student the ropes and bring them along on harder targets. Taking down a higher-tier target grants more rewards. BH tokens, BH progression xp, etc.
Any and all upgrades from expertise/progression system and vendor should be ***LOCKED BEHIND MASTER BH. ***We don't want people grinding up the best non-FRS skills just to drop them and keep the rewards. Nah. This is the way, you're in it. That being said. The BH progression system should be locked as it is for Jedi. Don't want to BH anymore? That's fine, delete your character and start a new one. Now that new character could still pick up BH but would never be able to enter the progression system and be significantly downgraded from what they were.
Bounty combat. You all know my stance on this. My opinion is it should lock the attacker and target into combat with each other only. No player outside of the mission can assist in damage or healing. Up to 3 BHs can have the same mission (current). It is extremely rare on this server to see 2+ person hunt. Its nearly impossible as is to take down a full FRS build and having their teammates healing them doesn't need to be going on.
Upgrades/rewards. Mimic the FRS system so we don't have to drop expertise to pick up new modifiers. We don't need more attacks, just more stats. Force damage mitigation, lightsaber damage reduction, pvp stats, etc. The BH vendor is lacking with content and this is a great opportunity to boost it up. BLCs/PLCs placed on there as rewards. Force damage, lightsaber damage, etc mitigation in the form of modifier bits so they can be placed into armor. Rewards currently on there can remain for non-system BHs. But once you commit to the system "for life" you're available to purchase the modifiers listed above. I would not place Mando armor schematics on there as the liquids for the armor would be on there anyway, go down to the DWB and earn your shit.
The pampering from the crying players was crazy several months ago and they got what they wanted in regard to not being impacted by a hunt. If you do not have BH, you will ***NOT ***receive BH tokens. Even if you defeat a BH, you will not receive tokens. Get rid of that. Rezec and the team went to great lengths to minimize the inconvenience of being hunted as is. Respawning in place 0.5 seconds after dying to a BH? Should be enough for you to move about your day.
Bounties in space. While having the ability to dock with your target's ship is badass I don't think it should be allowed. Grind your space, build your ship, and take them down in your ship. What would a BH do in the movies if their target was in a fighter? Can't dock with it, blast the mf apart. And for those worried about your target in a POB or gunship, learn to play. There are ways to still blow them up.
Jedi dying to a BH. Should have some sort of penalty but not too harsh or people will cry. In the old days, if you died to a BH you were reset. We don't want that here (myself included). Jedi who die to a BH should have lost FRS xp. I think the current rate for Jedi to rank up is 10,000 FRS a week. Maybe make it a 2,500 loss for dying to a BH? So if you're playing your Jedi on Wednesday and you're capped and die, you better play your ass off to make it up before Thursday rank ups.
Everyone's opinions will always be a little biased. If they say anything else they're lying. I know mine are biased. What I've said above is just how I think we could improve the second-most iconic class in the Star Wars universe. BHs against non-frs isn't a big problem and that is in a good place. All these upgrades stated above are ways to improve a BHs (currently slim) chance to kill a Jedi. The modifiers gained in this system should not have any impact on non-frs players.
Historical reactions: Like × 1
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BH UpgradesRezec, post: 1951, member: 1 wrote:
The BH skill tree had quite a few updates in the last major patch and some more BH System related things will be coming with our world boss release, like the reintroduction of the improved "reveal". How do you guys feel about the current state of BH abilities and skill tree?
BH by itself, in my opinion, needs absolutely nothing. We’ve got great offensive abilities. Great defensive.
The only two things I would look into is Fumble and the Stun (can’t remember the name). Fumble being reworked to a decreased chance to hit, Crit hit defense to the caster, increased chance to receive Crit hits, etc would be stellar. The stun doesn’t actually stun. If that were reworked similar to a real stun like flashbang (with a recourse, and single target) it’d be worth taking.
Historical reactions: Like × 2
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Tangle Bomb.Garrote, post: 1867, member: 1520 wrote:
Not sure where to put this, figure this is good as any. With Tangle Bomb now being a thrown ability, it lost its Dire Root. Now, when testing this, as you throw Tangle bomb it will say DIRE ROOT, but the actual root does not apply, regardless if the target is moving or standing still. Something for QA and staff to look into, thank you.
Thanks for the input! Does the Dire Snare apply at all either?
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KSE Firespray SchematicI had mentioned an alternative way to get this schematic but didn’t get much traction. I suggested making this a purchased item on the BH token vendor but still requiring a shipwright to assemble. But I do like your idea as a loot drop with more uses per schematic. However, it’s my opinion that this idea, if chosen, would be applied to the new hardmode heroics or world boss stuff coming soon(tm)
Historical reactions: Like × 1
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Largitio Venatores EvolveGreetings.
Let me begin by stating Largitio Venatores (LV) is ***not an in-game guild to join. This statement is for YOU to recruit LV. ***LV is a closed community reserved to some of the most respected, notorious, and fearful Bounty Hunters of SWG Evolve. We operate with the upmost respect to each other and other players and as a democracy where we all have a voice/opinion that is valued.
So what does LV do? We provide a player-custom Bounty Hunter service. Tailored to you, the common community player. We have created a system that allows for anyone across SWG Evolve to place a Bounty contract on anyone on the server. Regardless if that person participates in PvP content or not.
How does it work? If you wish to place a custom contract on someone in game, you must notify @Hellion2525 on Discord via private message. At that point the details of the contract will be discussed. To include target name, price, rules of engagement, and a custom message to the target if you wish. Please understand some details may be harder to achieve, resulting in a prolonged contract. Once the contract is placed it will be announced to the members of LV. Any member has the right to claim this contract. Once the contract is complete, the buyer will receive confirmation of death via screenshot or video recording displaying the buyer's exact instructions and details. At this point the contract is closed. If all details of the contract are not met, it will remain active until 100% accurate.
**Example of a contract:
-Target: Hellion
-Price: 5,000,000
-Type of Death: Any (duel, mass-pvp, bounty hunt, battlefields)
-Death Message: With Love, from Savage. **Markers. Markers are a separate form of contracting LV to do your dirty work. You, the community, have the opportunity to purchase what we have created as "Markers." These Markers have been approved by select members of LV to provide anyone with the cash an **open-contract. **The rules are simple. If you purchase a Marker, that hunter has already agreed to obey and honor their Marker. Upon purchase you can choose to claim the Marker immediately, or sit on it for weeks at a time until you wish to cash-in your purchase. These Markers have been crafted and serial numbers logged by one person. Each Marker's serial number is annotated in our system. We will know who purchased the Marker, price of purchase and date and purchase. Markers Owners are clearly identified on the name of the Marker.
Once you decide to cash-in your Marker, contact it's owner via Discord (names of the Hunter's Discord handle is on the Marker), and arrange a trade in-game. At that time the Hunter will begin their task. Proof of death will again, be sent to the buyer. Upon completion the Marker will be removed from circulation in the SWG Evolve economy. Never to be used again.
LV members who refuse to honor their Marker will be excommunicated and removed from LV. Please note that Marker contracts are not tied in any way, shape, or form to the Bounty Hunter system currently in-game. There are no special requests for a Marker. All the buyer can do is tell the Marker Owner the name of the target and a custom message. Marker deaths are not limited to the death type (ie duel, mass pvp, bounty hunt, etc.) if the target dies, the contract is complete as long as the Hunter delivered the deathblow and death message if applicable. Markers can not be re-sold nor refunded. If you buy a Marker, that Marker is yours until you decide to cash it in.Where do I purchase a Marker? Our residence is currently under remodel construction. But you may still purchase a Marker at /way Lok -360 -3270. There you find a vendor with packs identified with the Marker Owner's name and serial number, for the purchase price they require.
For any more details or clarification, please message Hellion2525 on Discord.
May the Force and odds forever be in your favor,
HellionHistorical reactions: Like × 4
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Ace pilots ships.A-Wings, JSFs, and other small craft are already crazy strong to an Ace who knows the correct components to put into them. Which is why space is so loved, it takes a tremendous amount of time to get those elite parts to put into various craft just to get the smallest edge over. This idea would totally negate that.
Historical reactions: Like × 1
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Jedi Fight ClubFull support. Maybe some tweaks here and there but I love the concept.
Historical reactions: Like × 1