Bounty Hunter Archive
Thread: Tanks-I know this isn't a BH prob-Melle Trip Mastery is wrong-you have a history of getting results
So how do you propose actually fixing this problem? The reason that particular configuration of triple mastery is possible is that it only requires three branches of brawler to be completed. The only ways I can see that this could actually be prevented are either requiring more brawler-profession skills to get the elite novice, or increasing the skill points consumed by the elite-level skills in such a way that it makes triple mastery impossible.
The first greatly punishes those who only want one elite melee profession by forcing them to take even more skills not directly related to their chosen profession, whereas both solutions punish those trying to maximize their skill points by making elite melee professions cost more skill points than elite marksman professions (Carbineer/Rifleman/Pistoleer).
I am not even saying to NERF anyone. I would rather see ALL FOUR Melle professions be made stronger in theor own right. I would like to see a Double Mastery be the maximum for ALL PROFESSIONS, and Double MAster be all that is needed
Short of the devs arbitarily coding in something that just stops you from mastering the third profession, how do you propose fixing this situation WITHOUT nerfing skill points?
Oh, and you're right. This isn't a BH problem in the slightest.
Try posting this on the Swordsman, TKA, and Fencer forums. I'm sure they'd LOVE to discuss the merits of your argument in more detail.
Message Edited by BinaryT on 08-10-2005 03:14 PM
That's actually easy:
TKA requiring Unarmed 4 and Polearms 4 instead would disallow the "triple melee master" combination.
fixed
Sirisandir wrote:
melee are severly gimped. theres nothing wrong with tripple mastery.
rangedPistoleer have root. shut up and stop whining.
Starcloud wrote:
That's actually easy:
TKA requiring Unarmed 4 and Polearms 4 instead would disallow the "triple melee master" combination.
No actually it wouldn't it would just mean that the triple mastery would swap to pikeman/fencer/tkm, as those three proffesions would only require three novice trees as pre requsites. There is actually only one solution to balance the melee profession SP with ranged,add a 14 Extra SP cost to the TKM trees, and make every melee profession require unarmed.
TKM would require Novice Brawler(15SP) + Unarmed Line (14SP) +TKM (63+14 SP)=106SP
Swordsmanwould require Novice Brawler(15SP) + Unarmed Line (14SP) +2h Line (14SP) +Swordsman (63SP)=106SP
Fencer would require Novice Brawler(15SP) + Unarmed Line (14SP) +1h Line (14SP) +Fencer (63SP)=106SP
Pikemanwould require Novice Brawler(15SP) + Unarmed Line (14SP) +Polearm Line (14SP) +Pikeman (63SP)=106SP
This would balance melee, making the unarmed line like the ranged support line in marksmanby having it as a requirement for all melee proffesions (which makes sense) A Dual Elite Melee mastery would then costexactly the same amount of skill points as a Dual Elite Ranged.
BinaryT wrote:
Starcloud wrote:
That's actually easy:
TKA requiring Unarmed 4 and Polearms 4 instead would disallow the "triple melee master" combination.
I suppose that would work.
I wasn't actually around right went the CU went live, so that leads me to another question:
What would happen to TKAs when they logged in for the first time after this change? How would the game reconcile the fact that they have elite profession skills without the prerequisites for them?
I had an alt that was a triple master pre-CU. Smuggler/TKA/Pistoleer. When I re-activated the account post-CU and logged in for the first time, the gameautomatically added the new prereqs for TKA, which put me into negative skill points. Because of this, I got a message stating that I had negative skill points and could not move until I surrendered some skills or respeced the character.
PS: Sass that hoopy Ford Prefect?