Bounty Hunter Archive
Thread: What snare attack/special does everyone keep talking about?
Carbineer Crippling Shot. Rifleman Kneecap Shot. Combat Medic Electrolyte Drain.
I'm pretty sure Carbineer is also supposed to have an AOE -snare- too, but it's been a while since I've played one.
Basically, it is possible for a singlecharacter to havea combination of abilities that will, if applied intelligently, keep any melee-based character from approaching close enough to use their melee attacks.
Even if the character does not have all of the named abilities above, in combination with the various Knockdown and Root attacks, a ranged character can keep a melee character from closing for long enough that the melee character has no chance of engaging the ranged character or running away, much less winning.
However, the NPC mobs of the same CL as PCs get a -resist- or an -immune- to these same abilities...
Once again, in the name of "balance", the development team is unbalancing the combat system.
After more post scanning, yes it seems some are complaining about Electrolyte Drain, which the counter arguement is the need food that counters that.
Most seem pissed about Paralyze, even though no one actually names the special...they just keep calling it "getting snared", "snares", etc...
The counter to that is that it has to be applied close up and the Jedi\ can still Stasis, KD, etc.
So I'm not sure still what the fuss is...
The one difference I have noticed in fighting is that I seem to be hitting them more often, therefore doing more damage.
I had one Jedi last night who would "drive by" (using FR, Electrolyte Drain had already been applied)KD and Statis me till the TEF wore. Every time I tried to fireKD shot or reapply Paralyze I would get a target out of range...Pistols of course...seems the only way tocatch themanymore is with Rifles...
So it seems to me the Jedi stillhave escape opportunities and FR works fine..
Starcloud wrote:
...a ranged character can keep a melee character from closing for long enough that the melee character has no chance of engaging the ranged character or running away, much less winning.
Once again, in the name of "balance", the development team is unbalancing the combat system.
lbfoofoo wrote:
so is the complaining coming from mainly jedi who can't FR run away at the first sign of danger? Guess they have to learn how to fight lol. I havne't used any snares since the publish guess i'll have to try it out
Valondra wrote:
lbfoofoo wrote:
so is the complaining coming from mainly jedi who can't FR run away at the first sign of danger? Guess they have to learn how to fight lol. I havne't used any snares since the publish guess i'll have to try it out
no its not running away its trying to get to the target .....if i cant get close enough to you i cant do any damage. that goes for all melee professions.....its unbalanced and it will get nerfed ...they just had to hurry and push out this publish before they released ToOW. But in the meantime its hardly fair.......and any BH that thinks it is....is the one that likes the EASY kill.
/tissue
Personally, I love an easy kill.
Defenses work differently now; Ranged Defense only works when you're holding a ranged weapon, unless they fixed it without telling anyone, the same way they broke it without telling anyone...
PIkatta Pie is okay, but to be honest I really don't like having 10-12 different foods I have to take before getting into a fight; the combat system should be balanced *without* taking into consideration the effects of foods. Food should be a benefit, not a requirement.
Also, I don't have a problem with snares in and of themselves... what I have a problem with is the way the snares now have an exaggerated double effect. First they cancel the movement buff, whether Burst Run or Force Run, then they take an additional chunk out of your movement speed, and except for Electrolyte Drain there is *no* counter to the -snare- once it is applied. Further snares can be reapplied pretty much at will, since there's no 'immune' period.
A well-playedRifleman or Carbineercharacter with multiple snare abilities, KD, and Root, will always win over a well-played melee character, due to the fact that the ranged character can apply snares at a good long distance and, by staying out of the melee character's range, can chain snares again and again, keeping the melee character from closing or running away until the melee character is dead.
Remember, a melee character has to get within 10 meters to do any damage (Lunge) while a ranged character can do damage at 64 meters or more with ranged cybernetic arms.
Finally, it's clear that the development team realizedchain-snares and chain-rootswould be a problem, or why else would they give the high-CL mobs -snare- and -root- resists? It's so that their creatures can do things that player characters can't... like engage in melee with a ranged character.
*That* is the problem with the system the development team has implemented. As with everything else they do, they fix a problem by creating a bigger problem; they unbalance abilities in the name of balance.
The claim was that this change was necessary due to the need to get rid of stacking snares and movement buffs... which does not explain why snares completely override movement buffs and *then* apply a movement penalty.
It also disillusions and disappoints Teras Kasi, Swordsman, Fencer, and Pikeman. Remember them?
This change goes well beyond Jedi. When I refer to "melee character" I am referring to all melee based professions.