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SWG - Chapter 6 Combat Additions : Star Wars Galaxies Discussions

Posted: April 24th, 2007, 1:23 pm
 
Gaming-News

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Blixtev has posted some information about combat additions that will be implemented with Chapter 6. Here is his post:


With our newest code about to hit TC I wanted to give you some heads up about some combat additions. In order to add some flavor to Beasts we added quite a few special abilities for them, something like 70+ variations and levels. We added these specials to appropriate level NPCs and creatures as well. Another big addition is the addition of a variety of combat stats players can tweak on their Beasts during incubation. These stats will also be found on Wild NPCs and creatures. You will see things like dodge, misses, criticals being applied to you from the NPC/Creature side. Some of these stats also found their way onto player characters. Over all combat should be a bit more interesting. A feedback thread will be going up in the next few days.

Just wanted to give everyone a bit of a warning, be wary when you venture into the wilds, and the team really hopes you enjoy Chapter 6!



You can find the thread here.

http://forums.station.sony.com/swg/post ... _id=311169


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Posted: April 24th, 2007, 3:26 pm
 
expurt
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Im excited about this, but i still think it ill be too easy :)


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Posted: May 2nd, 2007, 12:44 pm
 
manninja
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Im excited too but itll be kind of stupid though because everyone will have the same one and it will just be the same as before no advantages or no disadvantages and it will be boring probably...


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Posted: May 3rd, 2007, 3:35 am
 
expurt
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Yah they need to bring back specific class roles, instead of making everyone have the same snare/heal/dot/armour type stuff.

When Pikes did crowd control, BH was a ranged tank and TKM was awesome :)


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