Bounty Hunter Archive
Thread: An idea to bring balance to the game without nerfing jedi...
If you look at the skills associated with Bounty Hunter, we are technically a "commando" already. At least from a Role Play standpoint. Bounty Hunters are supposed to be master trackers and master marksmen with various weapons certifications: rifle, pistol, carbine, specialty. We are also masters of persuasion, disguise, and subterfuge.
I would like to see some of the tangile benefits of what a Bounty Hunter is enter the game. I'd also like see some of what a Jedi is enter the game: scholar, teacher, master combatant with multiple weapons, master combat forms (tai-chi type), I'd like to seea lightsaber actually CUT something!
Smugglers need to smuggle..... enough said
Commandos need to blow stuff up, spectacularly too!
Pistoleers should be able to us dual pistols!
Melee should be using a sword/dagger combo because of the extreme offense/defense effectiveness.
However, if I seek that out, and demand it, I will be severely let down. I am content with where things are going though. The developers seem intent on making the "lacking" professions better and better with each publish. Maybe we WILL see some of the ideas in this thread instituted.
Keep it coming guys. I had to dig three pages to find this same thread again on the Jedi forums. For some reason they want to complain about nerfs instead of working for a constructive answer that would benifit everyone without penalizing themselves.
Note: I am a jedi. I like this idea.
I would have no problem going toe to toe with a Bounty Hunter if it took that Bounty Hunter as much effort to get where he is as it did for me to get where I am.
They tried to make the game more challenging by taking away our exp. Thus making us acheive our previous levels of power at a ridiculously slow rate.
Instead, why not just add more at the top?
Torleen wrote:
Commando: Commando should be the most elite of ranged proffesions.
Well espeacially when you consider that people complain about having too many jedi. The fact that you top out and run out of things to do at one point, and that is a cause of people going jedi in the first place, this is a much better solution then making a proffession that by it's very nature SHOULD be powerful weaker.
And will make other proffessions that should be powerful, powerful as well.
jmonty wrote:
Torleen wrote:
Commando: Commando should be the most elite of ranged proffesions.
i agree. commando ftw!
on a side note, commando needs to have the unarmed prereq removed. Utter waste of SP. Kinda wish the system was slightly more dynamic, and once you got ranged support + any ranged weapon -> commando.
Another idea. As Commando's should have some form of Hand to hand training.
We could make these points useful, if the Commando was given the ability to use Center of Being while having weapons equipped.
Quick tip: Do what I do to keep track of buried threads of interest: Click on my character's name to get to my character's profile page, then click on "View All Posts."
Torleen wrote:
So I keep having to dig deeper and deeper in the jedi forums to find this thread there. And the BH forums are still the most active on the subject. My Hat's off to you guys. Keep up the good work.
JediAsh wrote:
Iakimo wrote:
JediAsh wrote:
Ok, not to completely shoot down your idea... but if you put in more 'elite' classes, whats the reason for having the other classes at all?
If you make a set of classes that are 1.5/2.5/eleventybillion times better then the others, everyone who PvP's or wants to do high end PvE will pick up those classes only.
A better way will be to make each other profession appealing (and the SL revamp is a very good step in that direction), while making jedi not as appealing for the same things.
The idea is not 'new' classes, but a sort of super-elite or "legendary" level of skill for each class beyond Master. The simple reality is, people can, and generally do, grind out complete Master Rifleman, Master Combat Medic, Master Bounty Hunter, or Master whatever templates (anything that's not designed with specified time-sink mechanisms built in, such as Jedi's Force-Sensitive prerequisites and the infamous three-week wait between quests) in a matter of a few days. On the one hand, such easy attainability for "elite" classes makes for a fast entry into the game's killin' fields. On the other hand, such easy entry cheapens the whole game, including the inevitable Jedi kills.
Jedi were nerfed downward to be on a par with these "easy-to-attain Master" classes in the name of game balance. That was the EXACT OPPOSITE of what should have been done. Rather than nerf Jedi, the other professions should have been given an upgrade path of their own. One of comparable difficulty to the Jedi grind -- and one of comparable levels of power. That way, instead of the current dismal state of affairs ("Ho-hum... just one-shot pwnd another Jedi. Tell me when we're done, okay?"), we would have had a marvelous situation in which people had to actually work -- HARD -- to build up a toon to the point where he could defeat a Jedi in battle... but when he actually reached that level, both the Jedi and his nemesis obtained well-earned recognition for their respective grand, glorious achievements.
Which would you prefer? Personally, I think the whole Jedi-hunting thing right now is totally lame. It's like visiting a catfish farm and catching a whopper. Whoop-de-freaking doo. Give me a game where I have to work to reach the pinnacle of achievement. This idea points the way.
Well, Im not looking at this as a Jedi issue, but more of a game issue. How would the GCW fare with this idea? How about high end dungeons? Why wouldnt everyone be grinding/questing towards these new profs?
My point is I dont see a reason to add new profession why there are current professions that are broken and/or repetative of others. Part of this could be seen as a product of the CU, where every ranged profession seems similar, with just different weapon skins, and certain abilities are almost required (AB, heals, snare/root vs. melee).
Valid questions, Ash. Here's how I would deal with these issues:
GCW: This would almost certainly be the main area affected by the addition of "Legend" professions above Elite Master. At the moment, people can grind for a week and jump right into PvP with a finished template. Others can work at it over a longer period of time and come up with various enhanced armors and weapons that give them an edge in PvP. I can look at the idea in two ways: It can either be viewed as a time sink that delays a player's ability to become competitive in PvP, or it can be viewed as another method to elevate dedicated players above the run-of-the-mill crowd. I'd like to hear others' opinions on this. Which do you prefer: New ways to excel, or a level playing field attainable by all within a few days? Personally, I would always opt for new ways to excel.
High-end dungeons: As players move to higher levels of ability, the challenges would have to grow with them. But part of the fun of enhancing your character is enjoying your improving ability to pwn formerly-unbeatable foes while moving on to new challenges. Anyone remember what it was like to kill your first bantha? Your first desert vesp? Your first rancor? Your first Nightsister? Your first gorax? I do.
That raises a side issue, of why I hate the level-based damage/XP multiplier system (it forces us to not play the game anymore, but grind-grind-grind stupid cookie-cutter critters generated by mission terminals, in which creature skins are nothing more thanplaceholders for n number of hit points... but I digress). And yes, everyone will be grinding towards these new goals, but if the devs would just grow an ounce or two of horse sense and scrap the level-based damage/XP multiplier system, the game would become a GAME again, allowing players to gain XP while PLAYING THE GAME instead of running to stupid mission terminals for weeks and months on end for CL-80 "bantha-like objects" and "gurk-like objects."
Darn it, I digressed again.
we have many elite proffessions..... Doctor, tk,fencer, swordsman, pikeman, rifleman, carbineers, and pistoleers. among the combat ones.
then thereare the hybrid, commando, smuggler, bh ect....
we have one alpha class...jebi...... which I take delite in killing repeatedly
Cpl_Fisher wrote:
we have many elite proffessions..... Doctor, tk,fencer, swordsman, pikeman, rifleman, carbineers, and pistoleers. among the combat ones.
then thereare the hybrid, commando, smuggler, bh ect....
we have one alpha class...jebi...... which I take delite in killing repeatedly