Bounty Hunter Archive
Thread: Post-Publish 24 NPC Bounties
- Firstboss had (seemingly) normal regen rate and went down easy enough. My only complaint is that he was only hitting for about 15 damage a pop (by the way, he dropped a BH schem, slicing component, and a +17 Heavy Weapon Defense, +10 Medical Assembly CA, so loot rates still seem fine)
- Second boss had (seemingly) normal regen rate but was hitting for about 500 per shot after 8000 E resist armor and Duelist Stance mitigation. I had to keep constant with the heals with the aid of a med droid, but didn't have to use any stims. If all boss marks hit this hard I'd see it as an improvement, IMHO
Both marks used varying specials and altered weaponry depending on range. I'd say the AI has been improved
My template is MBH/Master Rifleman/Pistoleer xxx3/Medic xx2x (with +25 in HE clothing) so by alternating Adv Critical Shot with Improved Headshoton a damage cap'd T21, my damage output is probably a bit higher than other builds. Nevertheless, I did not think that any experienced hunter would have had much trouble with these marks
However, two bosses are obviously not enough to write off these concerns. Fellow hunters are reporting varying degrees of NPC difficulty ranging from my first situation to super-high health regen with the offensive power of my second boss. I'm going to hope I have a higher boss ratio as I continue testing tomorrow. In the mean time, I ask anyone with lots of post-24 boss hunting experience to post their feedback. Keep an extra eye on distance of the NPC regarding the weapon it is holding. Please do not post pre-24 findings. The more current, the better
One last note for clarification:
Keep the atmosphere of this thread positive
In case you noticed the last thread focusing on this issue was deleted. I'm not entirely sure why yet, but I'd prefer if our community didn't give a mod a reason to delete this thread
*EDIT* Got original thread back (thanks Tiggs). Can be found http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=560015#M560015 " target=_blank>Here
Message Edited by SamousNemo on 10-22-2005 10:09 PM
Message Edited by 10110110 on 10-21-2005 11:10 PM
I pulled a 32k ham boss mark today (first one after patch) and the health regeneration rate was ridiculous. I liked the AI/special variations that the NPC used but they should turn down the health regen.
MBH/MC/some CM
10110110 wrote:
Samous, what were the combat levels of your boss marks?
I took on two gold chev marks today, each with different results and CL's.
To be honest, I didn't check. Both of the results I posted above were "double-golds", but I don't have their CL. I'll keep that in mind for future testing
1. CL82 double gold 33k on Talus (Carbineeer, Teras Kasi)
Took me three separate tries to take this one down. First on my own (15min), second with a melee droid (20min), and third with a ranged probot (20min).
First two tries were utter failures. I could not get him under 26k health. However, before the third try, I logged out for 30min to take care of some errands. I dont know if that did something or not, but when I came back on for the grand finale (one of us was going down)it took me 15-20 min and a whole lot of kiting and near death experiences to finally apply the killing stroke. He managed to knock off about 10k worth of condition on my ubese helm, chest, and leggings. PSG went from brand new to 0 cond.
The improved AI was not really the issue here. The biggest problem in this instance was the fact that the MoB was regen'ing health quicker than I could shell out damage. Well, that and every chance I had to apply some DPS he was nailing me for 500-1000 damage or armor breaking me.
That seems to be my conclusion thus far. AI seems alright (though reports coming in saying they don't adjust to weapon range, i.e. rifle staying at melee) but regen rates sound like they are a problem. Again, I haven't come across any problems myself, but that's what I'm hearing
Damage of marks sounds reasonable. I haven't heard of anyone using Duelist Stance and I'm afraid too many people have forgotten why it's in our skill tree
From the reports on armor loss I've been hearing, you may want to slice your armor forImpact Deflection. With your CM heals you should be fine with staying alive, but 10k condtion loss sucks
2. CL 81 32kdouble gold on Lok (BH, Rifleman, no melee)
Mark was standard issue with improved AI. Good fight and fair regen rate. Tough, but not deadly enough to scare me. Battle took 5-7min.
On a side note, I also had a CL 81 silver with carbine/ pikeman skills. This one would inflict 0 damage on me every attack. He dropped some good loot too.
I'd like to see the low damage marks fixed. Not very challenging
My template is as follows:
MBH/MP CM 4/x/x/x
Standard issue Ubese (not sliced for AB)
Damage and speed capped,65 sac feather FWG-5 w/ +59 extra acc (sac pupped)
+25 pistol speed, +22 gen ranged speed, pist +16 acc, +25 genranged acc(applicable tapes)
Keep in mind your support professions are based more around healing a crowd control, not damage. The 15-20 minute battles might be an effect of your lower damage off-set by your survivability. Again, I haven't come across any marks that I'd say had "super-high" regen rates, so I may not know what I'm talking about
Message Edited by matilan on 10-22-2005 01:39 AM
Im MBH, MCM rifleman 4xxx
I had a GoldBoss mark with 32k ham
Message Edited by Klaskepikken on 10-22-2005 03:28 AM
MBH/MCarbs 1003 CM.
I've only done a handful of missions since this problem has arisen. I've only pulled a single double gold mark in this batch.
Overall, the difficulty level has been raised significantly. Beating these new bosses (especially the double gold) required the use of every trick in my arsenal; medic droid, foods, spices. It definately seemed doable, yet unreasonably difficult for solo content (from a relatively SWG-newb player's perspective).
The Bosses' use of special attacks is a major problem as far as I'm concerned. Bosses draw from too big a pool of skills, giving them vast strength that defies thier Combat Level. Many also seem to prefer melee, with which Armor Break is a real game-stopper. Add to this, mobility control abilities (root, snare, KD) often seem to have no effect on the fighting ability of these bosses; bosses have 100m+ range, attack while knocked down, or runwhile rooted.To me, that seemed very unbalanced. This isn't raid content, it's content intended for solo play.
Obviously to me, this is an oversight. SOE doesn't want people soloing team-based content, farming the rewards and ruining the experience for countless others. Bounty Hunter missions are solo content, but they are also etite scale mobs which creates a bit of a problem, since the changes were likely done on the elite boss templates, as opposed to individualmobs themselves. thus, any 'fix' that reduces BH mark strength would very likely have a negative effect on the loot that allows us to become involved in the wickedly unbalanced economy.
I see a possible fix that would require the least amount of balancing:
Allow teams to run BH missions. Then, balancing the Bosses becomes a non-issue. The only issue would be the huge fights that occur over loot drops, but that is solved by being selective in team formation.