Bio Engineer Archive
Thread: New top 5 issues
Message Edited by BenkeiHami on 04-06-2004 10:26 AM
Here's my big five:
1. Broken BH Missions
In my opinion this is by far the biggest issue facing the community at the moment. Some might disagree, but the frustration of chasing 7 or 8 back to back invisible marks is enough to make you want to choke a small animal.
2. Much improved offense or better defense
I understand that BH is supposed to be a low defense/high offense profession. But at the moment we're a low offense/no defense profession. So I think we need either drastically improved offense (at least to the level of a commando...I mean come on, mastering commando doesnt take that much time nor does it depend on that many skills) with *some* sort of defense, or we need great defenses and fixes to our existing offense.
3. Carbine Costs
I remember the DEVs saying that they thought that carbine HAM costs were too high, but then the fix that was delivered was for carbineers only if I'm not mistaken. I just think its unreasonable that the one weapon that's effective and that has good specials like KD and dizzy kills you before your opponent even lands a shot on you.
4. Better value for the number of skill points spent
This might be a bit redundant, but for 217 skill points the return is pretty poor. So I thinkBH should either consume fewer points (not the best answer in my opinion) or the profession should be completely revamped so as to provide much improved skills. Making use of all the prereq. skills is also necessary in my opinion. Scouting skills, for example, should be implemented a lot more in the BH tree to make it interesting.
5. Broken LLC
Again, potentially redundant issue if offense is to be improved. Lightning Single should not be limited to 16m. +70 accuracy just isnt enough to do much besides shooting at con green creatures. And the accuracy mods depending on target state isnt functioning correctly. eg. Shooting at a target that's laying prone accrues an improvement to accuracy over target standing or kneeling.
1) With the exception of Eyeshot, our pistol specials are broken: Bleeding Shot has never worked, and with DoT nerf is totally useless. Torso Shot did not get a damage increase with the Flame DoT nerf. FastBlast has always been too weak for a Master level special.
2) BHs need an accuracy boost. LLC is far to inaccurate. Pistols/Carbs should not miss Defense Stackers as often as they do.
3) BHs need Defenses (at MBH). Ranged Defense, Defense v. Intimidate, Melee Mitigation 1&2...etc
4) Scout skills need to be used in BH tree. We mastered Scout, we should have player traps, a high tech camp, bonus to hit NPC, better Burstrun/Terrain Nav/Maskscent...etc.
5) Jedi Bounties and all future player bounties need to be moved to MBH only. (Basically we need the Master box to be worth taking)
Kal_Serrak wrote:
I disagree.. We're paid hitmen, hunters - murderers if you will. Not assassins (anyone can be an assassin). Its the whole "lack of distinction" part that needs to be addressed. (Check the I fail at BH thread, second page for my comments on this matter)
[EDIT]
Might be too harsh, I apologize. But it does come down to a fine line distinction - What is a Bounty Hunter? Is a Bounty Hunter even a profession? What does being a Bounty Hunter mean vis a vis a Rifleman/TKA who kills people for money? or how about a Ranger/Rifleman? I don't know the answers, and I'd really like to know what development has to say on it.
Message Edited by Kal_Serrak on 04-06-2004 11:19 AM
Tanks wrote:
Correspondants have been asked for a new Top 5 issues to be addressed in the upcoming Publishes. I would like your input in regards to that.
Please look at the stickies "BH Top 5 issues" and "State of the Game and Bounty Hunters".
1. Differentiation between 4-4-4-4 bounty hunters and Master Bounty Hunter. Add in another Bounty Mission Difficulty increase to give the Masters higher payout. Currently there's no real reason to do BH missions instead of destroy or faction missions as far as money goes. Bounty missions just can't compete time wise and expense wise.
2. Rebalance of our skill point expenditure. Keep our defenses low, that's fine, but fix our offensive capability to compensate as that is the stated goal for bounty hunters. Drop our carbine special costs, make fastblast a special that someone might consider using once in a while, and extend the range on our LLC specials. The LLC speed mods are just fine as they are. With my LLC I can pound away quickly enough, but I can't use a special beyond 16m, when the ideal range for the weapon is 50m. That's just silly. LLC accuracy could use a boost as well. +70 at master is a touch low.
3. A bounty hunter carbine would be nice. One of the bounty hunter's biggest strengths is having effective weapons at all ranges, short, medium and long, so why not give the BH a medium range weapon to go with the other two? Stun or cold damage would be fantastic. Stun for PvP, Cold for many of the PvE marks we have to face.
4. Implement a deathmark system for players other than Jedi. That is the ultimate content for this profession, and keep it factional to avoid the PvP consent issues. To go along with this, create a third faction so that bounty hunters aren't forced to join a particular side of the GCW. A mercenaries or criminal, or just evena Hutt faction could add incredible amounts of depth to the game.
5. Fix the jedi hunting missions. This is a bug fix, but it's a huge issue and needs to be addressed. Fix the "target is not online" bug. Do something about Jedi swimming out into water to avoid an attack. Do you realize who ridiculous it is to have a jedi swim out into a lake to get his wounds healed and rebuffed by his SWIMMING doctor friend, while the bounty hunters can just sit there and watch, and maybe autoattack if they have a mount? Foolish.
1) Add Gadgets
2) Fix Missions
3) Fix Specials
4) More Power
5) Let Master Bounty Hunters decide tokill the Mark or bring him inalive (Like "Star Wars: Bounty Hunter" on Playstation 2)
LLC - Add accuracy at Master. Extend range of Specials ( we are a ranged profession, why would I want to be 16m from my target?). Add Stun state effect (STUN guns deliver electrical shock... this is a Cannon, it should Stun the crap out of my target)
Offensive prowess - Increase our offensiveabillities/specials. We should be able to deliver a very hard hit 1 vs. 1. If we get the first shot off our target should be ours most of the time. (Traps would fall into this category)
Traps/Snares/Darts - We have to be a Master Scout, give us the ability to employ a Status effects type system, using Traps/Snares/Darts. If not, get rid of Scout pre-requisites all together.
Increase Mission Payout at Master level.
Add different types of player bounties -(not just Jedi...they whine too much.), like Smugglers, people who fight instead of paying when contraband items are found on them, high ranking people of opposite factions etc...
I agree with RanShino's list. It's spot-on.
The devs can claim 'high offense/low defense' all they want. We are currently out performed in PvE and PvP by just about every other combat template you can make. Commandos, who are also high offense, have more defense than we do, even though they are pretty gimped with their weapons these days (been playing one on Ahazi myself). We are the only combat-oriented profession that can't go expend a significant amount of skill points to boost our defense or gain additional offense. Take that commando and add the melee defense line of pistoleer plus the defense line of tk and see what you come up with... What do we get? Um, how about +17 ranged defense at master (or whatever the number is).
Our LLC accuracy at mastery is too low. Master commando flamethrower accuracy = 110. Master bounty hunter LLC accuracy = 70. That isn't going to do squat against things with a high ranged defense. If we're supposed to be so accurate with our weapons and so fast with them we had damn well better have higher mods than similar professions.
Right now I've been messing around with commando, tk, rifleman, and fencer on other characters. With the exception of commando I can safely say we are a lower DPS profession than any of those others. Where is the high offense again? It's certainly not in the bounty hunter profession. Yes, we can individually target every HAM pool (which means our damage multiplier is less than other professions). Yes, we have all those groovy state changes (that everybody has very high defense against nullifying our lower damage multiplier attack). It all looks good on paper, but in actuality it isn't working as intended.