Forum Discussion
@Edairman198526 Oh bet! The Devs almost certainly slid in ghost changes with updates that they didn’t include in the patch notes.
The light side has way more OP / broken attributes than the dark side does hands down. And that’s before bugs like the “Finn glitch” are brought into the mix; that’ll definitely ruin a match of Blast, CS, or GA quickly.
I was just in a party with a squad of 4 players who were running HvV who admitted that they created new accounts to play because they clearly felt the game was easier and more in their favor when they play with lower level characters versus prestige ranged characters.
The light side has powerful enforcers and broken heroes, meanwhile the dark side enforcers are much more clumsy and while many of the villains are imbalanced the only broken one is Vader. Iden, & Dooku are imbalanced in their favor but the rest are average to mediocre and some have absolute trash abilities, like Kylo’s Frenzy; it’s practically unusable.
I def agree about the ghost changes and new players having it easier for whatever reason. A new thing I'm seeing is players I just killed re-spawning right behind me. Recently had a game of blast where I got 30 kills the guy on the other team had 10 and I only won by a few hundred points. And that's not the first time that has happened. Of course the thing where you're losing gunfights to ppl you already shot 5 times in the face or more. What's the point of boosting certain players over others? I get that BF3 isn't coming but what about future franchises? Does boosting weak players really build games? Not sure what the point is....
- 4 years ago
@bigdeez1 In some of my game testing after TROS update here are some of the most common attributes that I found to be different among characters of different levels.
What I mean by that is, say you have the same character (Rey for example) one player is a level 10 and another player is a level 300; I noticed that the characters attributes appeared to behave differently for the two different levels:
1) swing / strike speed
2) damage reduction near health depletion
3) dodge / roll recharge rate
4) swing / strike distance
5) ability recognition (casting time)
6) respawn (i.e. proximity to team mates
This is a very easy thing to implement. All that would need to be done is rather than hard code values in for each character you’d set up a series of tables. Those tables would change as the players level increases.
So one could setup “characters between 0 to 50 use attribute table A” “for 51 - 75 use attribute table B” so on and so on.
I just took a game clip yesterday that I’m working to finish which shows a bizarre response whereby the game ignored my ability trigger; and it did so in an odd way that makes me question whether or not it was part of the observations I mentioned above.
I cannot confirm that those observations are 100%. I did do game testing with other players to try and identify which game attributes appeared to be off; but since none of this is in the patch notes and since I can’t decompile the game code I can never tell you for certain this is what they did but the testing lines up.
once I finish the clip I’ll post a thread on here.
- 4 years ago@VetteC5RX Yeah man I feel like the game itself is working against me at this point. Looking forward to watching that clip. Thanks.
- 4 years ago@VetteC5RX thanks for such research...I bet you many people have started noticing the ghost changes affecting the balance of the game even more.