Bounty Hunter Archive

Thread: What snare attack/special does everyone keep talking about?

lbfoofoo
Fri Oct 21, 2005 1:08 pm
#1

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
Starcloud
Fri Oct 21, 2005 1:24 pm
#2


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.


Bladius
Fri Oct 21, 2005 1:26 pm
#3

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..





Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

Carpe Diem Parabellum

lbfoofoo
Fri Oct 21, 2005 1:28 pm
#4

sounds to me like the jedi are complaining mainly because someone found out that having abilities from more than one combat profssion can pay off. There is nothing wrong with having those abilities, its called good allocation of skill points if you ask me
Bladius
Fri Oct 21, 2005 1:30 pm
#5

In reply to Starcloud...if people are perma-snaring using those attacks then it seems the Jedi had crap for Ranged Def skills and needs to eat some Pikata Pie then...any class can chain "snares" then including Jedi....as I posted above...the Jedi did it to me...he could have tried to Saber Throw me to death or use Force powers...


So is the problem that the Jedi with dabbler templates are just getting whacked now?



Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

Carpe Diem Parabellum

lbfoofoo
Fri Oct 21, 2005 1:30 pm
#6






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.






thats not unbalancing thats called good tactics. the melle just need to figure out how to counter it. Ranged are supposed to keep melee at bay.
Bladius
Fri Oct 21, 2005 1:35 pm
#7

That's one of the reason I dropped melee (TKM/Swords) two months before Pub 24...I was getting wasted in PvP battles (not duels) as I was getting rooted and saber throwed to death or shot by a Rifleman...

Melee is a dead class for large scale PvP..they are meat shields just like Infantry in RL...Except of course Jedi who have sufficient ranged def and Defender skills. Otherwise they should fall into meat shield class also with 15,000 laser bolts firing at them..



Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

Carpe Diem Parabellum

Valondra
Fri Oct 21, 2005 1:37 pm
#8






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.



~** Valondra Jayde**~
Light Jedi Knight
~Aiwa Ekep~ -Swordsman/DOC
>>>Guardian of the Hawtpants<<<
~Oshia~ MBH/M.Carbineer~
Toe-KneeG
Fri Oct 21, 2005 1:48 pm
#9






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.





WoW: Illidan Server

Annthonny - Alliance Hunter

Guild: Derelict


Starcloud
Fri Oct 21, 2005 2:05 pm
#10

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.


hamhamthe3rd
Fri Oct 21, 2005 2:21 pm
#11

i think the snare ppl dont like is the one used by krayts, it makes you walk. stronger than the snares players use.
Bladius
Fri Oct 21, 2005 2:25 pm
#12

Seems to me this is all just designed making Jedi avoid PvP combat entirely then....or dis-illusion any new Jedi from joining the ranks.

I mean after all...if all you read is how Jedi are getting murdered...who would want to be one except die hards.


I now begin to see why some people refer to this Pub as Order 66 (is that the one).


Jedi and meleewill beuseful as meat shields in PvE...



Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

Carpe Diem Parabellum

Starcloud
Fri Oct 21, 2005 2:35 pm
#13

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.


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