Bounty Hunter Archive
Thread: Intimidate
Happymob
Fri Aug 06, 2004 8:27 am
#14
You should land intimidate and warcry reasonably well with the BE clothes. But this still doesn't really compensate for dropping master brawler. The big difference is the time that warcry1 and intimidate1 lastvs warcry2 and intimidate2. You will fnd yourself re-applying intimidate1 a lot. So yeah, it's better to be master brawler than novice brawler. But the real question is whether or not warcry2 and intimidate2 is worth an extra 48 skill points. It wasn't for me after the warcry nerf.
BloodMonk
Fri Aug 06, 2004 10:25 am
#15
IMO TK/doc is better than TK/M brawler...
you can stack two intimidates, by the time are gone you opponent should be dead lol
If it's a doc it doesn't matter as int2 is as easy to cure as int2 as far as I know.
TK/doc are my most feared opponents lol...I take ages to bring em down if they have really good mindstats (in fact I only beat my guildie because I got him from 0 to 1000 BF and he couldn't heal properly anymore)
Sly
you can stack two intimidates, by the time are gone you opponent should be dead lol
If it's a doc it doesn't matter as int2 is as easy to cure as int2 as far as I know.
TK/doc are my most feared opponents lol...I take ages to bring em down if they have really good mindstats (in fact I only beat my guildie because I got him from 0 to 1000 BF and he couldn't heal properly anymore)
Sly
Atama
Fri Aug 06, 2004 11:57 pm
#16
The reason I keep master brawler (main reason) is the 20m knockdown.
Joshuatree
Thu Aug 19, 2004 2:27 am
#17
Intimidate should be removed from the game or should cost an arm and a leg when even BUFFED.
Fighting a Melee Stacker :
./warcry
/intimidate1 or 2
/intimidate1 or 2
/intimidate1 or 2
/intimidate1 or 2
/intimidate1 or 2
So I'm intimidated enough till the end of the fight. Intimidate reduced damage like 60% and lowers defenses. ıt's the STRONGEST ability in the game, but somehow doesn't cost anything. When intimidated, you can not do **edit** to a damage stacker unless you have an awesome sabre of 4 crystals -9 fc and 50 damage, which I do not have and will not because NS Elders kick **edit** now.
Intimidate should cost someting like 250-300 Mind Damage when cast while BUFFED. This will balance ranged professions vs melee, jedi vs melee and melee vs melee. Just watch 2 fencers fighting, it's torture.
Devs do something about this intimidate. If it's a freaking basic ability that novice brawler can have, WHY do we have to spend 24 sps just to get forceintimidate1 and cost us millions of Force..
Just_littel_me
Thu Aug 19, 2004 2:30 am
#18
Maybe you should reconsider your themeplate ?
or just group with someone
SDraven
Thu Aug 19, 2004 2:38 am
#19
I agree on Intimidation is very powerful for
a starter professions novice box butit isn't
that easy to land and the duration is short.
to prevent spamming it would eventually make
sense to either enhance the delays or the cost
but I don't see it happen really.
however, this is the wrong forum to
discuss this anyway.
forceIntimidate is tons better than the brawler
stuff but at a cost of SP and Force (too much imho)
to use.
DarthBushJr
Thu Aug 19, 2004 2:39 am
#20
If you ask me, Jedi should be IMPERVIOUS to intimidate in the first place. Think about the films, jedi are unflappable in the face of overwhelming odds at all times. Never was there a jedi that showed an inkling of doubt or fear. In fact, force intimidate 2 should be cast when a saber is activated, I know most of the guys that hear it at their keyboards are intimidatedwhen they hearthat sound.
Joshuatree
Thu Aug 19, 2004 2:44 am
#21
SDraven wrote:
I agree on Intimidation is very powerful for
a starter professions novice box butit isn't
that easy to land and the duration is short.
to prevent spamming it would eventually make
sense to either enhance the delays or the cost
but I don't see it happen really.
however, this is the wrong forum to
discuss this anyway.
forceIntimidate is tons better than the brawler
stuff but at a cost of SP and Force (too much imho)
to use.
That's exactly my point. ıt costs too much force because it's too POWERFUL. And it's the way it should be. It should cost a melee fighter what it costs us...A lot!!!
RabidEwok2
Thu Aug 19, 2004 3:39 am
#24
The combat balance will put an end to intimidate spamming, and other state attack spamming as well.
-Vision-
Thu Aug 19, 2004 3:48 am
#25
requesting a nerf on other people is what non jedi are doing to jedi......as jedi we cant complain about changes or nerfs to the jedi profession and then request a nerf to somebody weaker than we are........what sony is looking for is that non-existent "balance".........jedi are enhanced in a way they are stronger and faster than the average person........you cant balance something thats better than something else.........im in the same boat as every other jedi out there ........i think the force run change is bs and should not go live........by lowering jedi skills to make it so a master swordsman can rip jedi in half totally makes all those countless hours killing rancors feel like a kick in the geonosian small balls.......the truely sad part is........this nerf is only the beginning.....lets take a look at the forums 2-3 months from now when jedi is just another profession...........
i feel really disappointed in how sony handles this game.........they added jedi into the game with no thought behind it whatsoever........then they make the grind utterly miserable and unbearable.......after a few months they make jedi how it should be...or at least a step in the right direction...........and now just to take it away and make it feel like all the work you put into your fscs has gone down the toilet.........